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

  • Targets who are not Dead: Good news, this still works! Fix everything that this spell covers with the exception of the non-existent Dead condition.
  • A target with 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.
  • Healers who are looking to be efficient: This spell is useful for power efficiency if you need to heal a Poisoned target of multiple wounds and any body point damage.

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

The 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 Wounds

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 Wounds

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

Arm Wounds

When you get an Arm Wound condition it means that arm is injured, you must drop anything being held by that arm. You may not transfer an object from the wounded arm to your other arm. Drop the object first. Then, you may then retrieve the object from the ground. Wounded arms do not count as free hands for the purposes of casting spells. A wounded arm may not pick up, manipulate or carry anything at any time.

Should an arm with an Arm Wound take damage that would cause another Arm Wound, you take a Torso Wound condition instead. If however, an effect automatically inflicts an Arm Wound on an already Wounded Arm (such as from a trap), nothing happens - not even a 'No Effect!' call, an effect happened, it was redundant.

Leg Wounds

When you get a Leg Wound condition that leg will no longer support any weight. You can still remain standing on the other leg, but should not start rapidly hopping up and down on the non-wounded leg. Drag your wounded leg slowly across the ground avoiding supporting yourself with it. If forced to support yourself with the wounded leg you should fall over.

Should you get wounded in the both legs at the same time you should immediately drop to your knees. You may also do this voluntarily if only one leg is wounded. In either case, once you are on your knees you may not voluntarily stand up until after any fighting is done or the wound is healed. While on your knees you must avoid hopping up and down to fight. Try to stay at a fixed height from the ground.

When a leg with a wound takes damage that would cause another Wound, you take a Torso Wound condition instead. If however, an effect automatically inflicts a Leg Wound on an already Wounded Leg (such as from a trap), nothing happens - not even a 'No Effect!' call, an effect happened, it was redundant.

The 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.

The 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.

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

To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.

Requirements for a proper incantation:

  • An incantation must be 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.
  • Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
  • You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.

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


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