Restoration
(Necromantic)
Reversible: Energy Drain
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Effect: When this
spell is cast, the life energy level of the recipient creature is raised
upwards by 1.
This subsumes previous life
energy level drain of the creature by some force or monster.
Restoration is only effective
if the spell is cast within 1 day/level of experience of the cleric casting
it of the recipient's loss of life energy.
A restoration spell will
restore the intelligence of a creature affected by a feeblemind
spell (q.v.).
Effect.example: Thus,
if a 10th level character had been struck by a wight and drained to 9th
level,
the restoration spell would
bring the character up to exactly the number of experience points necessary
to restore him or her to 10th level once again,
and restoring additional
hit dice (or hit points) and level functions accordingly.
The reverse, energy
drain, draws away a life energy level (cf. such "undead" as spectre,
wight,
vampire).
(alt) <>
The energy drain requires
the victim to be touched. <e>
(Compare to: energy
drain, MU9)
Question:
A Footpad (T2) is drained one life level. In
the next few
days, he accumulates enough
gp and XP to not only get back to second level,
but to pay for a Restoration
spell as well.
Could the thief become a
Cutpurse (T3) by application of his XP’s and then a Restoration (or vice
versa)? <>
Answer: A character
who wants to be restored has a fairly long time
to
find a cleric to cast the
spell. And in the meantime, the character
might very well acquire
additional treasure and experience.
Whether or not the character
actually “gets credit” for the
XP, though, should depend
on what the charac-
ter’s (assuming a PC in
this case) intentions were
in the first place.
A Footpad
(T2) drained of one energy level becomes a
Rogue with 625 XP. As soon
as that
character accumulates enough
XP to qualify for
second level, “no further
experience points can be gained until the character actually gains the
new level,”
"NO
FURTHER EXPERIENCE POINTS CAN BE GAINED UNTIL THE CHARACTER ACTUALLY GAINS
THE NEW LEVEL,"
according
to the DMG.
The training period which
the character must undergo to
qualify for the new level
in all respects will take at least 1-4
weeks.
Even
if the Restoration could still be attempted at this junc-
ture, it wouldn’t work,
because the thief has already “restored”
himself. Restoration, as
the name of the spell strongly implies,
only brings back an energy
level when that energy level was
previously lost; the spell
can’t “restore” a character to a level of
experience the character
had never before attained.
Here’s
where the character’s intentions come into considera-
tion. If the thief voices
a desire to seek a Restoration after
suffering the energy-level
drain, and if the thief actively pursues
that goal during the next
16 (or perhaps more) days of his life, a
kindly DM might defer the
recording of eXP for
that character, in effect
“holding” the thief at first level so the
Restoration (if it comes
to pass) will have its intended effect.
Experience gained in the
meantime could then be applied to the
character’s total after
he has been restored to second level.
But the
same benefit should not accrue to a character who
wasn’t Restoration-minded
all along. If the thief only starts to
think about being restored
after he happens to run across
enough ca$h to pay for the
spell casting, the experience he has
gained in the meantime should
not be deferred for later applica-
tion— the points are applied
right after they are earned, and if
the thief’s current XP total
exceeds the 1,250 upper limit for first
level, he can’t be restored
no matter how much he pays.
Restoration: A detail omitted by the PH is
that this spell will cure any and all forms of
insanity. The DMG does not state
whether 1 application of the spell will
both cure insanity and undo an energy
drain in the case of a character affected
by both; by analogy with heal (which
cures blindness and/or diseases and
restores all but 1-4 lost hps) the multiple
effect should be permitted.
(Imagine #30)