AD&D Players Handbook/Database/Spells/Cleric/Restoration
- Restoration
| Class | Cleric |
|---|---|
| Spell level | 7 |
| School | Necromantic |
| Reversible | Yes |
| Range | Touch |
| Duration | Permanent |
| Area of Effect | Creature touched |
| Components | V, S |
| Casting Time | 3 rounds |
| Saving Throw | None |
- Description
When this spell is cast, the life energy level of the recipient creature is raised upwards by one. This subsumes previous life energy level drain of the creature by some force or monster. 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. 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. The reverse, energy drain, draws away a life energy level (cf. such "undead" asapectre, wight, vampire). The energy drain requires the victim to be touched. A Restoration spell will restore the intelligence of a creature affected by a feeblemind spell (q.v.). resurrection (Necromantic) Reyersible Level: 7 Components: V, S, M Range: Touch Casting Time: I turn Duration: Permanent Saving Throw: None Area of Effect: Person touched Explanation/Description: The cleric employing this spell is able to restore life and complete strength to the person he/she bestows the resurrection upon. The person can have been dead up to 10 years cumulative per level of the cleric casting the spell, i.e. a 19th level cleric can resurrect the bones of a person dead up to 190 years. See raise dead for limitations on what persons can be raised. The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. Destruction requires a touch, either in combat or otherwise. The material components of the spell are the cleric's religious symbol and holy/unholy water. Employment of this spell makes it impossible for the cleric to cast further spells or engage in combat until he or she has had one day of bed rest for each level of experience of the person brought back to life or destroyed. Symbol conjuration Components: V, S, M Casting Time: 3 segments Saving Throw: Neg. Level: 7 Range: Touch Duration: I turn/level Area of Effect: Special Explanation/Description: The cleric casting this spell inscribes a symbol in the air or upon any surface, according to his or her wish. The symbol glows for 1 turn for each level of experience of the cleric casting it. The particular symbol used can be selected by the cleric at the time of casting, selection being limited to: HOPELESSNESS - Creatures seeing it must turn back in dejection and/or surrender to capture or attack unless they save versus magic. Its effects last for 3 to 12 turns. - Creatures affected suffer -4 on "to hit" dice and -2 on dexterity ability score due to wracking pains. The effects last for 2-20 turns. - Creatures seeing the symbol become .of the same alignment as and friendly to the cleric who scribed the symbol for from 1 to 20 turns unless a saving throw versus magic is made. PAIN PERSUASION
- Source
Supplied Players Handbook PDF, PDF page 54. Original printed page is approximately 52 for this portion of the scan. Source column: R.
OCR source record
[edit]Level: 7 Components: V, S Range: Touch Duration: Permanent Saving Throw: None Area of Effect: Creature touched Casting Time: 3 rounds Explanation/Description: When this spell is cast, the life energy level of the recipient creature is raised upwards by one. This subsumes previous life energy level drain of the creature by some force or monster. 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. 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. The reverse, energy drain, draws away a life energy level (cf. such "undead" asapectre, wight, vampire). The energy drain requires the victim to be touched. A Restoration spell will restore the intelligence of a creature affected by a feeblemind spell (q.v.). resurrection (Necromantic) Reyersible Level: 7 Components: V, S, M Range: Touch Casting Time: I turn Duration: Permanent Saving Throw: None Area of Effect: Person touched Explanation/Description: The cleric employing this spell is able to restore life and complete strength to the person he/she bestows the resurrection upon. The person can have been dead up to 10 years cumulative per level of the cleric casting the spell, i.e. a 19th level cleric can resurrect the bones of a person dead up to 190 years. See raise dead for limitations on what persons can be raised. The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. Destruction requires a touch, either in combat or otherwise. The material components of the spell are the cleric's religious symbol and holy/unholy water. Employment of this spell makes it impossible for the cleric to cast further spells or engage in combat until he or she has had one day of bed rest for each level of experience of the person brought back to life or destroyed. Symbol conjuration Components: V, S, M Casting Time: 3 segments Saving Throw: Neg. Level: 7 Range: Touch Duration: I turn/level Area of Effect: Special Explanation/Description: The cleric casting this spell inscribes a symbol in the air or upon any surface, according to his or her wish. The symbol glows for 1 turn for each level of experience of the cleric casting it. The particular symbol used can be selected by the cleric at the time of casting, selection being limited to: HOPELESSNESS - Creatures seeing it must turn back in dejection and/or surrender to capture or attack unless they save versus magic. Its effects last for 3 to 12 turns. - Creatures affected suffer -4 on "to hit" dice and -2 on dexterity ability score due to wracking pains. The effects last for 2-20 turns. - Creatures seeing the symbol become .of the same alignment as and friendly to the cleric who scribed the symbol for from 1 to 20 turns unless a saving throw versus magic is made. PAIN PERSUASION