How to undo age damage?


Rules Questions


In the campaign I'm in right now our GM has been throwing us up against alot of undead that when they hit do age damage to us. Most of the party has aged at least one age category and 2 have aged 2 categories. Considering half the party are Dwarves that's alot of age damage. Right now we have no way to protect from it that we know of. So any idea's of how we might be able to protect from it would be great, as well as any idea's of how we can restore ourselfs to our normal age or close to it. I know that in Ultamit Magic there is the Age Resistance spell. But right now our GM wont give us access to the spells. So please any help or thoughts you can come up with would be helpful.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Wish is the only thing I know of that might actually reverse the effects of aging. Your GM's homebrew undead has screwed you.

Dark Archive

smack the dm until he repents?

Divine intervention?

use the spells anyway?

Liberty's Edge

Sounds like a cool monster.

If it's an undead vitality draining type effect you might want to try Deathward.

Liberty's Edge

Reincarnation will make you return in a new, adult body.
The problem is that it will be from a random race.

Your GM seem to be using ghosts from the first edition.


If it's premature aging due to a drain or other magical effect, I'd allow restoration to fix it, if it doesn't already...


Yeah we know that our GM pretty much screwed us. He hasn't ruled on if Death Ward will block it or not yet.


Any particular reason why your party is facing so many of these sort of undead? You could always seek other targets you know. I know back in the day as players we generally tried really hard to avoid going after targets rich in such monsters---particularly level drainers.

Dark Archive

find the magic "macguffin of deus ex machina"?

That seems to be what a lot of DMs want in these situations


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, unless the GM is a real douchebag, he either has a story element that will cure the condition or else it is only temporary.

Dark Archive

I'm fond of Magic Jar myself.
If you know it's coming be in a body you don't care about and let it take all the whacks. If it ages to death so what, go get another one.

:P,

Yes, I know, I live in the deep end of the alignment pool.


You need anti-ageing cream.


KaeYoss wrote:
You need anti-ageing cream.

No such thing...Mrs Spacelard uses it and she still has the hide of a dinosaurs sac...

Perhaps rubbing Spacelard on her would work better...


Spacelard wrote:
KaeYoss wrote:
You need anti-ageing cream.
No such thing...Mrs Spacelard uses it and she still has the hide of a dinosaurs sac...

Then you get your money back. They have this promotion. "Gets rid of dinosac hide or your money back"


Ask your GM straight up. He's changed the rules to add something that there is no defense to, so ask if he added something to fix it. I agree that the restoration line of spells should be the spells to do it. You might want to start a side quest to search for the age resistance spells if he's not giving you free access to them. The fact that he's using aging monsters without a way to fix it is not fun, see if he has a plan. If not just retire halfway though the adventure and tell those young wippersnappers to get off your lawn.

Also, remind your DM that the haste spell ages you a year.

Or get a dragon cohort.


I can't remember exactly what it was called but I seem to recall a spell that prevented aging. I think it is from the UM book. There might be an elixir of youth but I may be remembering it from earlier editions.

I think having restoration or greater be a good cure for magical aging.


Ultimate Magic contains a bunch of spells that reverse the negative effects of aging.


idwraith wrote:
Ultimate Magic contains a bunch of spells that reverse the negative effects of aging.

well I think the spells in UM allow you to ignore the effects of age for a day or so at a time.

Otherwise, I would say, this is a real bonus for you. Let yourselves hit venerable and then reincarnate and keep the age bonus to your mental stats while losing the age penalty to physical stats.


thepuregamer wrote:
idwraith wrote:
Ultimate Magic contains a bunch of spells that reverse the negative effects of aging.

well I think the spells in UM allow you to ignore the effects of age for a day or so at a time.

Otherwise, I would say, this is a real bonus for you. Let yourselves hit venerable and then reincarnate and keep the age bonus to your mental stats while losing the age penalty to physical stats.

Actually not true, magical age damage does not grant you the mental bonuses that come with aging, just the negative effects. The mental bonuses from aging come from experience gained over one's life time. There is precedence for this from many spells that age their targets if only temporary.


It helps if you link spell vs saying there are a bunch. All I can find are the Youthful Appearance and Age Resistance spells, not a spell that rolls back time on the body.
I would not give the mental bonuses to age, as you have not lived throught that time and had the life experiences to gain those benefits.


The Alchemist has access to spells that prevent him from suffering penalties for age categories.

You could always get a magic item made that casts those spells. while it doesn't undo the aging, it will make it much less painful.


Again, can you link to these spells? All I have been able to find is the Alchemist's Grand Discovery Eternal Youth
I am playing a Fighter in an upcoming Kingmaker Campaign, so I need my Strength.

Liberty's Edge

Razal-Thule wrote:
So please any help or thoughts you can come up with would be helpful.

Make use of the ingame character resources to gain this information: Knowledge checks to gain information about protection, restoration, and or remediation of the aging. Use the information about rules resources gained through this thread to provide information about possible replies to the GM, and realize that he may not see eye to eye about whether there "must" be a solution.

It has the making of strong character driven motivation to find an answer and would probably make for a more organic plot than whatever the "fight the nasty, retrieve the McGuffin of Doom" plot line that makes up most FRPG plot lines. :)


Sun orchid elixir.

Grand Lodge

Wouldn't we all like to know.


my best guess to make the age penalties go away would be to beat up your dm until he sees things your way.


http://www.d20pfsrd.com/magic/all-spells/a/age-resistance#TOC-Age-Resistanc e-Lesser

for the Spell links.


I do not think that going to the forums to ask how to beat whatever your GMs game is going to help much. The GM will eventually restore your age, most likely, possibly using it as another adventure hook, just play the game and don't worry.

*You might try commune to ask your GM indirectly in game for a hint of a cure


This SuperFogeys might be relevant.


thepuregamer wrote:
my best guess to make the age penalties go away would be to beat up your dm until he sees things your way.

10 to 1 this guy's GM isn't a simulationist---we're talking a gamist or a narrativist here. In the case of a simulationist, the GM would answer, then why the hell are you constantly going against Monster X, if you find the consequences so daunting? A simulationist wouldn't engineer things such that you had to go through them in order to adventure, simulationist and sandbox are pretty much joined at the hip. In the unlikely event that you've got a simulationist, the solution writes itself.

Assuming the gm is a narrativist or gamist, going metagame on him---i.e., explaining as a group that you're unhappy with this particular course of events after doing due dilligence in game (i.e., try restoration and basic research)---is probably your best approach. Explain that it either 'isn't a good story and is harmful to immersive play' or 'isn't fun' according to the predilictions of yourself and your gm.

Here's what a distressing amount of gamists/narrativists DON'T understand: If you force your players through what I'd call railroading to face certain perils, a far greater onus exists on YOU, the game master, to ensure that there exists a reasonable means of recovery from such peril. If you're a simulationist, you can have all kinds of incredibly nasty long-term debilitating things without player consent because that's basically your game contract----I won't railroad you, I won't interfere in a meta fashion with your choice of levels of peril to face, but I won't coddle you at all either.

The default gamist/narrativist contract is far different, and I think a lot of such GM's don't understand that. Confusion about contracts is, IMO, a large part of the reason why level draining and the like in earlier editions had so much hate associated with it.

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