Revive

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Revive

Spell Information

Restoration School

Spell Name: Revive

School: Restoration

Spell Level: 5

Duration: Instant

Range: Touch

Target: Character

Flag: No

Dispel: No

Spell Description: Heals a dead target, bringing them back to life.

Prerequisite: A level 4 Restoration spell

Potion

Name: Revive

Item Level: 3

Scarce: Yes

Scroll Information

Scarce: No

The most potent healing spell available, capable of curing the recently dead.

Description

Revive heals all wounds and body points, even if the subject is poisoned or dead, as long as they are not immune to Restoration magic. This is the only normal means of bringing back to life characters who have bled out and is primarily used for that purpose.

Effect

Detailed Interactions

  • A character does not need to be dead for this spell to work on them.
  • This spell is useful for power efficiency if you need to heal a torso wound and a poisoned condition at the same time, while also healing any limb wounds and body point damage.
  • If a target has the Sparkless or Damaged Spark conditions, this spell has no effect. You need to find or fix the target's Spark before they can be healed.
    • If you are a character under the effect of the Sparkless or Damaged Spark conditions, you call No Effect to all Restoration magic.

Sample Incants

Septly

You may return from the Mother’s embrace, Revive!

Neutral

Tasks you were given while you were alive, were unfinished and so I must cast Revive!

Evil

To pull your spark from the Stranger’s grasp, I cast Revive!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Revive

Epic Only Epic Only 20 Item casts Revive. May be taken multiple times. Can be cast 1/event for each time taken.

References

Poisoned Condition

A character who has the Poisoned condition cannot heal lost body points. They also may not remove Wound conditions, the Bleeding Out condition, or the Dead condition by any means. This lasts until the Poisoned condition has been removed.

If the call that applied the Poisoned condition applied other conditions, those other conditions can only be removed by removing the Poisoned condition. This will automatically remove the attached conditions at the same time. When the Poisoned condition is attached to another condition like this, the duration of the effect is determined by the attached condition. Both conditions wear off at the same time.

This condition can be removed by spells like Purify Spirit, or alchemicals like Theriac and Catholicon.

Torso Wound

A Torso Wound is a catch all injury for anything that would result in a character taking enough damage to fall unconscious. When a character first gains the Torso Wound condition they also gain the Bleeding Out condition at the same time. If the Bleeding Out condition is later removed we refer to this as the character being 'stable': they still have a Torso Wound, but are in no danger of dying.

Any damage to a character with a Torso Wound will result in that character dying immediately. This is known as a killing blow. Accidental damage, such as from a tag bag that hits the fallen character instead of it's intended target, will also kill the character.

Limb Wound

Each arm and each leg can be wounded separately from the others.

Condition Name

Effect Duration Common Sources Common Cures

Limb Wound

One or more of a characters limbs have been injured. Event Damage, Pit Traps The Restore Limb spell

Dead Condition

A character with the Dead condition is dead, just as described. In the world of Novitas this isn't the end for them however. Powerful healing available from the Revive spell can remove the Dead condition returning a character to life.

This condition remains until it is removed. If the Dead condition lasts for 2 convergences the condition can no longer be removed: the character is permanently dead. Tracking these two convergences can get very complicated, and if a character ends a shift while still dead (and will not PCing for the following shift) they should seek out a the plot marshal or second (Ryan Green and Donald Tyson) immediately to let them know. They will give them instructions on how to proceed.

When a character first gains the Dead condition they lose the Bleeding Out condition if they had it.

Bleeding Out Condition

A character that has the Bleeding Out condition will die if they don't receive medical attention. After 10 minutes if this condition is not removed (healed) the character gains the Dead condition.

Any character with first aid may role-play taking care of someone with the Bleeding Out condition to extend the time it takes before they die. This adds an additional 10 minutes (for a total of 20). The first aid doesn't need to be started until the standard 10 minutes are nearly up (though it is good role-playing to do so prior to that). During the additional 10 minutes a person with first aid must maintain steady role-play. If at any point during the additional 10 minutes no one with first aid is actively paying attention to the individual Bleeding Out that person will die immediately.

This condition can be cured with items like Stabilizing Concoction. Anything that removes a Torso Wound condition will also automatically remove the Bleeding Out condition.

Casting Spells

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.

There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires a minimum of 8 words, which must include the name of the spell being performed. You may not bluff one spell and then cast a different one (such as by putting multiple spell names into the incantation). The incantation must clearly convey EXACTLY what you are casting. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.

Categories: Spells | Restoration Spells | Level 5 Spells | Healing | Poison Defenses | Body Points | Wounds


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