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How awesome is resurrection in 13th Age???
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<blockquote data-quote="Dungeoneer" data-source="post: 6218833" data-attributes="member: 91777"><p>The first time I read the rules for the cleric's resurrection spell in 13th Age, I was cackling with glee. I love everything about 13A resurrection. I love that it's not a free get-out-of-death pass. I love that there are <strong>consequences </strong>for using it. I love that there are really cool story implications, not just for characters but for the whole world.</p><p></p><p>Let me do a quick summary of the rules for resurrection in 13A:</p><p></p><p>- Clerics can only cast res once per level.</p><p>- Clerics (or ANY other character or NPC!) can only cast res five times IN THEIR LIFE.</p><p>- The fifth time a character casts res, THEY WILL DIE.</p><p></p><p>But I'm getting ahead of things. Here is how it goes for the first four castings:</p><p></p><p>- First casting: Takes one standard action. The target is brought back to life in normal condition, or possibly dazed and missing some recoveries if the DM prefers.</p><p>- Second casting: The spell takes three to four rounds. It costs the caster half their hit points, dailies and spells. The target comes back at 1/4 strength.</p><p>- Third casting: The spell must be cast as a ritual. It drains the caster down to a few hit points. The resurrectee takes days to recover.</p><p>- Fourth casting: The spell nearly kills the caster. The person resurrected is 'a mess for a month or more'.</p><p>- Fifth casting: The caster DIES. They cannot be resurrected. The spell has only a 50% chance of working.</p><p></p><p>And in a final twist:</p><p></p><p>- IF the target of the res spell has been res'd more times than the caster has cast the spell, there is a 50% chance that the experience will play out using the number of the target's res's. So if the target is on their fifth res, the caster may wind up dead even if it is their first.</p><p></p><p>This is why your mother warned you never to res strangers.</p><p></p><p>In addition to making resurrection more of an adventure for the players, these mechanics have a massive effect on the game world. First of all it means that Icons don't live forever. The Archmage may live a very long time, but after his fifth res even he would have to find someone willing to risk perma-death to bring him back. Also, for obvious reasons, Icons aren't handing out resurrections like candy, no matter how much the PC is their favorite. </p><p></p><p>In other news, any NPC that CAN res is likely to keep it a deep dark secret. The last thing they want is for some unscrupulous party to force them to use up their precious, precious res quota.</p><p></p><p>My one complaint is that res is a 7th level spell. I say, why wait until level 7 to start the fun?!?</p><p></p><p>Has anyone had resurrection come up in your 13A game yet? What do you think of the res rules?</p><p></p><p><strong>ETA:</strong><em>Per Tequila Sunrise, I should mention that there is </em>no<em> monetary cost associated with resurrection per the rules-as-written. Of course the DM could choose to impose such costs.</em></p></blockquote><p></p>
[QUOTE="Dungeoneer, post: 6218833, member: 91777"] The first time I read the rules for the cleric's resurrection spell in 13th Age, I was cackling with glee. I love everything about 13A resurrection. I love that it's not a free get-out-of-death pass. I love that there are [B]consequences [/B]for using it. I love that there are really cool story implications, not just for characters but for the whole world. Let me do a quick summary of the rules for resurrection in 13A: - Clerics can only cast res once per level. - Clerics (or ANY other character or NPC!) can only cast res five times IN THEIR LIFE. - The fifth time a character casts res, THEY WILL DIE. But I'm getting ahead of things. Here is how it goes for the first four castings: - First casting: Takes one standard action. The target is brought back to life in normal condition, or possibly dazed and missing some recoveries if the DM prefers. - Second casting: The spell takes three to four rounds. It costs the caster half their hit points, dailies and spells. The target comes back at 1/4 strength. - Third casting: The spell must be cast as a ritual. It drains the caster down to a few hit points. The resurrectee takes days to recover. - Fourth casting: The spell nearly kills the caster. The person resurrected is 'a mess for a month or more'. - Fifth casting: The caster DIES. They cannot be resurrected. The spell has only a 50% chance of working. And in a final twist: - IF the target of the res spell has been res'd more times than the caster has cast the spell, there is a 50% chance that the experience will play out using the number of the target's res's. So if the target is on their fifth res, the caster may wind up dead even if it is their first. This is why your mother warned you never to res strangers. In addition to making resurrection more of an adventure for the players, these mechanics have a massive effect on the game world. First of all it means that Icons don't live forever. The Archmage may live a very long time, but after his fifth res even he would have to find someone willing to risk perma-death to bring him back. Also, for obvious reasons, Icons aren't handing out resurrections like candy, no matter how much the PC is their favorite. In other news, any NPC that CAN res is likely to keep it a deep dark secret. The last thing they want is for some unscrupulous party to force them to use up their precious, precious res quota. My one complaint is that res is a 7th level spell. I say, why wait until level 7 to start the fun?!? Has anyone had resurrection come up in your 13A game yet? What do you think of the res rules? [B]ETA:[/B][I]Per Tequila Sunrise, I should mention that there is [/I]no[I] monetary cost associated with resurrection per the rules-as-written. Of course the DM could choose to impose such costs.[/I] [/QUOTE]
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