Home
Biography
RPG
Tarrastra
Dargas
Gallery
Veracity
CSQ
Necropolis
Post
Reviews
Changes
Links
|
|
|
|
Character Death and Energy Drain
|
Character death has always been one of the most sobering aspects of
D&D. There have always been spells to bring a character back from
the dead, but such spells have always had some sort of penalty built
into them. For example, before D&D V3.0, not only was there a
chance that the character would fail his "resurrection roll" and not
come back at all, but even if he did come back to life, he would
permanently lose a point of Constitution. Since the probability of
succeeding at your "resurrection roll" was directly tied to your
Constitution score, a player whose character died repeatedly would watch
his character's Constitution march relentlessly downward. This not only
decreased the character's Hit Points, making it more likely he would die
again, but also made it less likely that he would successfully come back
to life next time. Many a character simply retired, weak and feeble,
rather than die on adventure for the last time.
Starting in D&D V3.0, several aspects of this process were made more
palatable. No longer did random chance play a role in whether a
character could come back to life. No longer did elves require
the higher level and more expensive resurrection spell, rather
than the cheap and readily available raise dead spell. No longer
was the character's Constitution score harmed by being brought back from
the dead. Instead, the character lost a level of experience, and even
this penalty could be avoided - if a 17th level cleric could be found to
cast the true resurrection spell upon the dead character and
sufficient gold was available to pay for the spell.
But, in some sense, losing a character level is at least as severe a
punishment as losing an ability point, since, as Andy Collins points out
in his theory of The High Cost of
Dying, it punishes the player as well: a level's worth of
experience might represent many weeks of game play. For example, my
level 15 drow, Veracity, has been adventuring for over a year in The City of the Spider Queen and has, so far,
not advanced so much as a single level. Should she die and be raised
via a lesser spell than true resurrection, that is a year of
gaming down the drain, XP-wise.
Level Loss and restoration spells
Other modes of level-loss have long been a part of D&D. Vampires
and spectres, wraiths and wights, have always been among the most-feared
monsters since they could drain away experience levels with terrifying
ease. Fortunately, there was a spell - restoration - which would
allow such lost levels to be recovered. Here, too, V3.0 improved game
play: such monsters now bestow "negative levels" which only become
permanent level drain if the character fails a (possibly difficult)
saving throw, 24 hours later. The restoration class of spells
removes "negative levels", obviating the saving throw, and can also
remove actual drained levels acquired by failing those saves, if cast
soon enough after the failed save.
However, even the most powerful restoration spell was not
effective at removing a level lost due to coming back from the dead: the
spells specifically stated that there was no way to avoid that. Not
even via a wish spell, which is puzzling: what is conceptually
wrong with saying "I wish that we had bought a true resurrection
spell to bring back poor Vandis, rather than a simple raise
dead"?
(Perhaps this represents old-time-thinking on my part: I believe that
the V3.0 wish spell is much more "here is a generic spell to
harness high-level magical power in ways that other more specific spells
don't address", rather than the pre-V3.0 attitude that "a wish is
actually a kind of potent curse that is inflicted upon the caster by
malevolent extra-planar beings: it is the DM's job to play the role of
these beings by scrutinizing the exact wording used by the players and
interpreting the words in the most literal and disadvantageous way
possible in order to screw over the characters", which was,
unfortunately, so common.)
In any case, Andy Collins, in his article, proposes that a character
brought back from the dead not lose a level, but should simply
acquire a negative level which could not be healed
via restoration (although he
did mention that a wish or miracle should work),
but which would naturally go away when the character next advanced a
Character Level. Until then, the character would effectively operate as
a level lower, but no actual XP - and hence player game time - would be
lost. He also proposed that this mechanism could be used for level
drains from energy drain attacks, such as those inflicted by the
undead monsters I mentioned above, although the player would then need
to keep track of how each negative level was acquired, since only the
energy drain inflicted ones would be curable via
restoration.
In fact, that kind of bookkeeping is already necessary: a player needs
to keep track of the date, at least, of each drained level, since the
restoration spell only restores levels that have been drained
within the recent past: one day per caster level, or one week per caster
level, if the greater restoration spell is used.
Therefore, I propose here a unified mechanism to ameliorate both coming
back from the dead and the long-term effects of energy drain
attacks. I will describe a hierarchy of types of "negative levels" and
a corresponding hierarchy of restoration spells, including a new
one, true restoration.
Negative Levels
What are the game effects of a "negative level"?
As described in the energy drain section of the Dungeon Master's
Guide, each a negative level that a character carries has the following
baneful effects:
- -1 on all skill checks
- -1 on all ability checks
- -1 on all attack rolls
- -1 on all saving throws
- -5 hit points
- -1 effective level for any roll in which that is a factor, such
as Caster Level Checks
- loss of one spell slot from the spellcaster's highest available
spell level
This is an abstraction, of course: the character may have had more or
less than 5 hit points and may have gained multiple spell slots, but the
general "feel" of character afflicted in such a way is more or less that
of a character one level lower.
Negative levels are now classified into three "types". The game effects
of each are identical: all afflict the character as described
above. They differ only in how they are acquired and how they can be
removed.
Types of negative levels
Type |
Caused By |
Cured By |
temporary |
energy drain attacks |
Successful Fortitude save
restoration or better |
semi-permanent |
Failed Fortitude save |
Timely restoration or better
Character Level advancement |
permanent |
raise dead or resurrection spell |
true restoration
Character Level advancement |
A character afflicted by an energy drain attack takes some number
of "temporary negative levels". 24 hours later, the character must make
a Fortitude save against a particular Difficulty Class for each such
"temporary negative level". A successful save means that the negative
level is removed. A failed save means that the negative level is now a
"semi-permanent negative level". Any time before the character is
required to make such Fortitude saves, any restoration spell more
powerful than lesser restoration will remove all "temporary
negative levels", along with healing ability damage and drain.
A character who has acquired a "semi-permanent negative level" does have
some options. A restoration spell cast within one day per Caster
Level will remove one "semi-permanent negative level", as well as
healing all ability damage and drain; a greater restoration spell
cast within one week per Caster Level will restore all recently acquired
"semi-permanent negative levels", as will a true restoration
spell cast at any time. And finally, simple adventuring can cure the
affliction: acquiring enough XP to go up a Character level will remove
the oldest "semi-permanent" or "permanent negative level" afflicting a
character.
A character acquires a "permanent negative level" when she is brought
back from the dead with a raise dead or resurrection
spell. The true restoration spell will remove the oldest
"permanent negative level": in some sense, the combination of
raise dead and true restoration is the equivalent of the
character having used a true resurrection spell in the first
place. And again, simply acquiring enough XP to go up a Character level
will remove the oldest "permanent negative level" afflicting a
character.
restoration-type spells
There is a hierarchy of spells that heal ability and level damage and
draining.
Spell |
Spell Level |
Minimum Caster Level |
Material Cost |
XP Cost |
Heals |
restoration |
5 |
9 |
100 gp |
— |
All ability damage and drain
All "temporary negative levels"
The oldest "semi-permanent negative levels" acquired within the
recent past: within one day per Caster Level |
greater restoration |
7 |
13 |
2,500 gp |
— |
All ability damage and drain
All "temporary negative levels"
All "semi-permanent negative levels" acquired within the recent
past: within one week per Caster Level |
true restoration |
9 |
17 |
20,000 gp |
— |
All ability damage and drain
All "temporary negative levels"
All "semi-permanent negative levels"
The oldest "permanent negative level" |
Note that the player must maintain a record of each negative level the
character has acquired, including the date upon which is was acquired
and the "type" of negative level: temporary, semi-permanent, or
permanent. Upon receiving
restoration magic, all "temporary negative levels" and one or
more sufficiently recent "semi-permanent negative levels" are erased.
Upon Character Level advancement, the oldest permanent or semi-permanent
negative level is erased.
Comments:
- The greater restoration spell, as defined in the Player's
Handbook, has a cost of 500 XP. The regular restoration
spell has a simple 100 gp cost. Why did the designers switch from a
gp cost to an XP cost? I suspect it is because the 7th level
V2 restoration spell had an "aging" cost: the Cleric would
age three years when she cast it. In V3.0, most such "aging" costs
became "XP" costs; wish, and limited wish being prime
examples.
I find the switch from a "material" cost to an "XP" cost
inconsistent; the raise dead, resurrection,
and true resurrection sequence of increasingly powerful
spells has an increasingly more expensive gp cost; it does not
switch mid-stream to requiring an XP cost.
Using the defined ratio of 1 XP = 5 gp, I converted the 500 XP cost
to be 2,500 gp.
-
Andy Collins proposed that a wish or miracle spell
could cure one "permanent negative level". Each of those spells has
a 5,000 XP cost, or 25,000 gp. I considered using that amount of gp
as the material cost for true restoration, but scaled it back
somewhat: it seems to me that the combination of raise dead
(for 5,000 gp) and true restoration (for 20,000 gp) is about
the equivalent of true resurrection (for 25,000 gp).
- What about permanent Constitution loss that a level one character
suffers if he dies and is raised? That, too, is supposedly "not
curable by any means." I think true restoration should fix
that, as well, although I suspect that most level one characters
don't get raised, much less restored.
Raise dead sequence of spells:
Raise Dead
Conjuration (Healing)
Level: Clr 5
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
You restore life to a deceased creature. You can raise a
creature that has been dead for no longer than one day per
caster level. In addition, the subject's soul must be free and
willing to return. If the subject's soul is not willing to
return, the spell does not work; therefore, a subject that wants
to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell
gains a permanent negative level when it is raised. If the
subject is 1st level, it loses 2 points of Constitution instead
(if this would reduce its Con to 0 or less, it can't be
raised). This permanent negative level or Constitution loss can
be removed only by means of a true restoration spell
(each casting of which will remove the oldest permanent negative
level) or by gaining enough experience to advance to the next
character level (which will also remove the oldest permanent
negative level).
A character who died with spells prepared has a 50% chance of
losing any given spell upon being raised, in addition to losing
spells for losing a level. A spellcasting creature that doesn't
prepare spells (such as a sorcerer) has a 50% chance of losing
any given unused spell slot as if it had been used to cast a
spell, in addition to losing spell slots for losing a level. A
raised creature has a number of hit points equal to its current
Hit Dice. Any ability scores damaged to 0 are raised to
1. Normal poison and normal disease are cured in the process of
raising the subject, but magical diseases and curses are not
undone. While the spell closes mortal wounds and repairs lethal
damage of most kinds, the body of the creature to be raised must
be whole. Otherwise, missing parts are still missing when the
creature is brought back to life. None of the dead creature's
equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature or killed
by a death effect can't be raised by this spell. Constructs,
elementals, outsiders, and undead creatures can't be raised. The
spell cannot bring back a creature that has died of old age.
Material Component: Diamonds worth a total of least 5,000
gp.
Resurrection
Conjuration (Healing)
Level: Clr 7
Casting Time: 10 minutes
This spell functions like raise dead, except that you are able
to restore life and complete strength to any deceased creature.
The condition of the remains is not a factor. So long as some
small portion of the creature's body still exists, it can be
resurrected, but the portion receiving the spell must have been
part of the creature's body at the time of death. (The remains
of a creature hit by a disintegrate spell count as a small
portion of its body.) The creature can have been dead no longer
than 10 years per caster level.
Upon completion of the spell, the creature is immediately
restored to full hit points, vigor, and health, with no loss of
prepared spells. However, the subject of the spell gains a
permanent negative level when it is raised. If the subject is
1st level, it loses 2 points of Constitution instead (if this
would reduce its Con to 0 or less, it can't be raised). This
permanent negative level or Constitution loss can be removed
only by means of a true restoration spell (each casting
of which will remove the oldest permanent negative level) or by
gaining enough experience to advance to the next character level
(which will also remove the oldest permanent negative level).
You can resurrect someone killed by a death effect or someone
who has been turned into an undead creature and then
destroyed. You cannot resurrect someone who has died of old
age. Constructs, elementals, outsiders, and undead creatures
can't be resurrected.
Material Component: A sprinkle of holy water and diamonds
worth a total of at least 10,000 gp.
True Resurrection
Conjuration (Healing)
Level: Clr 9
Casting Time: 10 minutes
This spell functions like raise dead, except that you can
resurrect a creature that has been dead for as long as 10 years
per caster level. This spell can even bring back creatures whose
bodies have been destroyed, provided that you unambiguously
identify the deceased in some fashion (reciting the deceased
creature's time and place of birth or death is the most common
method).
Upon completion of the spell, the creature is immediately
restored to full hit points, vigor, and health, with no new
permanent negative level or loss of Constitution points or
prepared spells.
You can revive someone killed by a death effect or someone who
has been turned into an undead creature and then destroyed. This
spell can also resurrect elementals or outsiders, but it can't
resurrect constructs or undead creatures.
Even true resurrection can't restore to life a creature who has
died of old age.
Material Component: A sprinkle of holy water and diamonds
worth a total of at least 25,000 gp.
|
Restoration sequence of spells:
Lesser Restoration
Conjuration (Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing
one of the subject's ability scores or cures 1d4 points of
temporary ability damage to one of the subject's ability
scores. It also eliminates any fatigue suffered by the
character, and improves an exhausted condition to fatigued. It
does not restore permanent ability drain.
Restoration
Conjuration (Healing)
Level: Clr 4, Pal 4
Components: V, S, M
This spell functions like lesser restoration, except that
it also dispels all temporary negative levels. Additionally, it
dispels the oldest semi-permanent negative level that was
acquired in the recent past: within one day per caster level.
Restoration cures all temporary ability damage, and it restores
all points permanently drained from a single ability score (your
choice if more than one is drained). It also eliminates any
fatigue or exhaustion suffered by the
target. Restoration has no effect on permanent negative
levels or the Constitution points lost due to death.
Material Component: Diamond dust worth 100 gp that is
sprinkled over the target.
Greater Restoration
Conjuration (Healing)
Level: Clr 7
Components: V, S, M
Casting Time: 10 minutes
This spell functions like lesser restoration, except that
it also dispels all temporary negative levels afflicting the
healed creature. Additionally, it dispels the all
semi-permanent negative levels that were acquired in the recent
past: within one week per caster level. Greater
restoration also dispels all magical effects penalizing the
creature's abilities, cures all temporary ability damage, and
restores all points permanently drained from all ability
scores. It also eliminates fatigue and exhaustion, and removes
all forms of insanity, confusion, and similar mental effects.
Greater restoration has no effect on permanent negative
levels or the Constitution points lost due to death.
Material Component: Diamond dust worth 2,500 gp that is
sprinkled over the target.
True Restoration
Conjuration (Healing)
Level: Clr 9
Components: V, S, M
Casting Time: 1 hour
This spell functions like lesser restoration, except that
it dispels all temporary and semi-permanent negative levels
afflicting the healed creature, as well as the oldest permanent
negative level. True restoration also dispels all magical
effects penalizing the creature's abilities, cures all temporary
ability damage, and restores all points permanently drained from
all ability scores. It also eliminates fatigue and exhaustion,
and removes all forms of insanity, confusion, and similar mental
effects. Finally, true restoration does restore
Constitution points lost due to death.
Material Component: Diamond dust worth 20,000 gp that is
sprinkled over the target.
|
|