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Level drain and aging
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Post Posted: Tue Aug 05, 2025 4:29 am 
 

Hi all!

Does anyone else make level draining in their campaigns temporary? I once had a player literally suicide because he lost 6 levels to a vampire, and it was at that point I changed the rules because I shared his pain. Not only did he go from 10th level to 4th (he nearly died from the damage) and lose months worth of work, he was obviously unable to continue adventuring with his lifelong buddies. It was at that point that I felt I had two options: make level drain temporary, or empower the Restoration spell to restore ALL lost levels. I went with the former.
If you think about it, it makes sense. Level draining is essentially sucking out your spirit, which like the body should be able to "heal". In the case of a vampire, if they slide into a typical fair maiden's bedroom to get a quick snack, she would be dead the instant he bit her. Kind of ridiculous. I don't know of any instances in vampire legelnd where they drain the spirit out of a victim, although maybe some obscure Eastern or African version has such a thing.
Another change I made was cutting WAAAAY back on a ghost's aging ability. One hit can literally kill a character, and almost always takes them out of the group permanently. In addition, I allowed the Restoration spell to counter unnatural aging.
Any input or suggestions?


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Post Posted: Tue Aug 05, 2025 5:23 am 
 

Me and some old friends (i.e we also played together back in the 80s) have been playing an AD&D campaign for several years now. Level drain is scary for players, but that is one of the main differences between old-school gaming and the more modern style of play and I think it makes the game exciting (I play and DM).

What you could do is make the Restoration spell more cheaply/easily available at a temple which the character worships (or to which the party's cleric belongs). Also the high level cleric might take magic items as well as gold. That way level draining undead are still a real threat and will derail the party's gaming, take them out of the dungeon, use up resources etc.. All depends on what kind of game you play though - everyone's campaign varies (that's why they have such calm discussions on Dragonsfoot!).

Oh, also we keep Ghost ageing too - although if I was going to house rule something I might be tempted to do that - because (as happened in 2nd Ed modules more) Ghosts are really great as plot devices or creatures the characters interact with, rather than merely another monster to fight. And their ageing effect interferes with that. Also if the party has been gaming a while (you said 10th level), a higher level character may have a Potion of Longevity stored away in a vault in their tower/keep. Or indeed at that level, they could set up a laboratory and make one; one wizard character in our campaign is wasting huge amounts of gp trying (with some limited success), to do just that. As a rule I tend to keep monster attacks as is, but provide campaign remedies which cost gp & items and take the players time (and might even lead to other encounters).


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Post Posted: Tue Aug 05, 2025 11:14 am 
 

red_bus wrote in Level drain and aging:What you could do is make the Restoration spell more cheaply/easily available at a temple which the character worships (or to which the party's cleric belongs).

As a rule I tend to keep monster attacks as is, but provide campaign remedies which cost gp & items and take the players time (and might even lead to other encounters).


This was my solution:  provide more-accessible remedies to level draining in my games.  IMCs I dropped restoration to 6th from 7th, so it’s much-more readily available.  Anthony Huso provided for potions of restoration in one of his modules, too, as I recall.

This is alongside some general shuffling of/reduction in clerical healing spell levels:

- drop death’s door to 2nd from 3rd
- reduce CSW to 3rd from 4th
- bump remove curse and cure disease from 3rd to 4th
- drop CCW to 4th from 5th

Allan.


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Last edited by grodog on Wed Dec 24, 2025 4:32 pm, edited 1 time in total.
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Post Posted: Tue Aug 05, 2025 11:42 am 
 

I agree with the above solutions - I've rearranged most of the spells for balance. But at 10th level, should they not have access to protective and restorative magic on their own? That is, the power of higher creatures is offset by the characters having more means to mitigate the dangers.

Also a 4th level character adventuring with 10+ level characters- if the latter take measures to protect the lower level character like they would a henchman, the 4th level character will rocket up in levels, catching up.

What edition do you play? Some of this is also expectations - for 1E, I lay the expectation that characters will die all the time, and so don't get emotionally connected to your character and get used to starting at level 1.

  

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Post Posted: Fri Aug 08, 2025 7:09 pm 
 

I think I'll add a specific spell that only restores levels or aging, that way it can be a lower level, probably 5th. Restoration will still restore ALL levels drained and ALL aging.
I completely removed aging when SEEING a ghost, and I lowered the on-hit to 1-6 years. Still can't justify a vamp or 2-level drainer instantly killing most 2nd/3rd level characters in one hit, so I think a single level drain for ANY drainer makes sense. And it would have to be able to be "turned off" at will, otherwise, again, Mary Sue in her lacy bedchamber dies within seconds of a midnight snack bite.
Thanks for the input guys. We have the best D&D site on the web.


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Post Posted: Tue Dec 23, 2025 8:50 pm 
 

These days my gaming tends to be in the literary style - in other words I try to create the feel of the Appendix N et al books and stories. I tend to have fewer encounters, shorter adventures, no mega-dungeons, etc.

As such, something catastrophic requires something special to counter it.  Levels drained?   Now you need to go an a quest for the Maguffin of Restoration.  Make that a challenging enough adventure and when the levels are restored they feel they have earned it.

I do similar with death.  I tend to have little or no resurrection magic.  When an Elf character recently died in battle in The Lichway (in an OSE B/X campaign) I slightly modified the Dolmenwood module Winter's Daughter.  The other Elf in the party had a dream that the dead character was being held in Elven limbo by the ice queen.  They were then found and brought out, and thus back to life, when the party successfully completed that module. This "resurrection" ended up being much more fun and memorable than paying for a spell at the local temple.

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Post Posted: Fri Dec 26, 2025 6:54 pm 
 

Did the players (or characters) not know the danger of vampires? If not, perhaps an easier solution to rearranging the spell book is to better inform characters and/or push encounters with vampires later in the campaign. But a party of name level characters should have access to remedies, indirectly or otherwise.

  
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