Ernir
2012-04-23, 07:36 PM
Raise Dead is a really neat spell.
Way too neat. When a desperate peasant offers to trade the farm to some shady Cleric for a chance to see their loved one again, I think this is more like what they should receive.
Baleful Resurrection
Necromancy [Evil]
Level: Cleric 4, Dread Necromancer 4
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes
''I don't know. He just came back... wrong, somehow."
This spell functions as the Raise Dead (http://www.d20srd.org/srd/spells/raiseDead.htm) spell, but with a few significant differences, as outlined here.
In addition to losing a level or point of constitution, the creature comes back to life with one of the following curses, determined randomly. If it already suffers from that curse (or has the penalties for another reason), roll again. If no curses remain, the spell fails.
d%Curse nameCurse description
1-9Bloody cough The creature occasionally coughs up blood, often with a horrid hacking sound. It takes a -3 penalty on Fortitude saves.
10-18Dead eyes Most of the color drains out of the creature's eyes, making them resemble that of a corpse. It takes a -6 penalty on Spot checks, and gains the Light Blindness trait, as a Drow.
19-28Dead skin The creature's skin turns pale and cold, and its sense of touch is greatly reduced. It takes a -3 penalty on Reflex saves.
28-36Hallucinations The creature suffers from intermittent hallucinations, causing it difficulties in differentiating figment from reality. The creature takes a -3 penalty on Will saves.
37-45Vengeful The creature comes back with a short temper and an overwhelming urge to avenge any wrong inflicted on it. It takes the penalties of the Grudge Keeper (http://www.realmshelps.org/cgi-bin/featbox.pl?feat=Grudge_Keeper) flaw, without gaining a feat in its place.
46-54Haunted The creature has brought some of the world of the dead back with it. It takes the penalties of the Haunted (http://www.realmshelps.org/cgi-bin/featbox.pl?feat=Haunted) flaw, without gaining a feat in its place.
55-63Headaches The creature suffers from constant, distracting headaches. It takes a -2 penalty on Initiative checks and all intelligence-based skill checks.
64-72Insomnia The creature's sleep is shallow and restless, those who sleep near it may hear it cry or shout. It takes the penalties of the Insomniac (http://www.realmshelps.org/cgi-bin/featbox.pl?feat=Insomniac) flaw, without gaining a feat in its place.
73-81Social outcast Intelligent creatures unconsciously dislike the subject. The initial attitude of all non-Evil non-player characters towards the subject is shifted one step towards hostile, and it takes a -6 penalty on Gather Information checks.
82-90Taint of undeath The creature's brush with death has left it vulnerable to sacred energies. It is treated as an undead creature when caught in the area of a Turn Undead effect. However, instead of causing the creature to flee or be destroyed, a successful attempt causes it to be stunned for 1 round or for 2d4 rounds, respectively. In addition, Conjuration (Healing) spells only heal the creature of half their normal number of hit points.
91-100Wrong smell Nonintelligent creatures unconsciously dislike the subject. The initial response of all animals when encountering the subject is either try to flee or to attack it. It takes a -6 penalty on Handle Animal and Ride checks.
Finally, the subject's alignment is shifted one step towards Evil. A creature who is already Evil has its aligment shifted one step towards Chaotic. A Chaotic Evil creature does not suffer a change in alignment.
A Wish (http://www.d20srd.org/srd/spells/wish.htm) or Miracle (http://www.d20srd.org/srd/spells/miracle.htm) spell can remove the creature's curse. A normal Remove Curse (http://www.d20srd.org/srd/spells/removeCurse.htm) spell is effective only when cast by a caster of 11th level or higher. An Atonement (http://www.d20srd.org/srd/spells/atonement.htm) spell can restore its original alignment (following the usual rules for the Atonement spell). The level/HD loss or Constitution loss can still not be repaired by any means.
A creature successfully raised with this spell becomes alive and stable at -9 hit points rather than with hit points equal to its HD. Any wounds and disease symptoms repaired as part of the resurrection process are only repaired to the absolute minimum functionality required to return the creature to life. Even if the creature's hit point total is fully restored, such wounds still leave scars, unless removed with the Regenerate (http://www.d20srd.org/srd/spells/regenerate.htm) spell. Creatures with visible scars from this process gain a +4 bonus in Intimidate checks, but suffer a -4 penalty on Diplomacy checks.
Material Component
Black diamonds worth a total of least 1,000 gp.
Special: If your game uses Taint (http://www.d20srd.org/srd/variant/campaigns/taint.htm) rules, the subject additionally comes back with 1d3 points of Taint.
Older version of this spell:Baleful Resurrection
Necromancy [Evil]
Level: Cleric 4, Dread Necromancer 4
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes
''I don't know. He just came back... wrong, somehow."
This spell functions as the Raise Dead (http://www.d20srd.org/srd/spells/raiseDead.htm) spell, but with a few significant differences, as outlined here.
In addition to losing a level or point of constitution, the subject loses 2 points of Charisma, and its alignment is shifted one step towards Evil. A creature who is already Evil has its aligment shifted one step towards Chaotic. A Chaotic Evil creature does not suffer a change in alignment. If the Charisma loss (or the Constitution loss, in the case of a 1st-level creature) would bring the raised creature's score down to 0, the subject is instead raised as an uncontrolled zombie, at full strength. If the creature that suffers this fate can not be raised as a zombie, the spell fails.
A Wish (http://www.d20srd.org/srd/spells/wish.htm) or Miracle (http://www.d20srd.org/srd/spells/miracle.htm) spell can repair the creature's Charisma loss, and an Atonement (http://www.d20srd.org/srd/spells/atonement.htm) spell can restore its original alignment (following the usual rules for the Atonement spell). The level/HD loss or Constitution loss can still not be repaired by any means.
A creature successfully raised with this spell becomes alive and stable at -9 hit points rather than with hit points equal to its HD. Any wounds repaired as part of the resurrection process are only repaired to the absolute minimum functionality required to return the creature to life. Even if the creature's hit point total is fully restored, such wounds still leave scars, unless removed with the Regenerate (http://www.d20srd.org/srd/spells/regenerate.htm) spell.
Material Component
Black diamonds worth a total of least 1,000 gp.
Forced Resurrection
Necromancy [Evil]
Level: Cleric 6, Dread Necromancer 6
Saving Throw: Will negates
''Why? Why have you brought me back?"
This spell functions as the Baleful Resurrection spell (see above), with the exception that the subject to be raised need not be willing. This is an exception from the general rule on Bringing Back the Dead. An unwilling subject may attempt a Will save with a +5 bonus to negate the resurrection.
A subject that successfully saves can not be the victim of a forced resurrection for a year and a day, or until it is raised (voluntarily) and killed again, whichever happens sooner.
Fair Trade
Necromancy
Level: Cleric 7
Casting Time: 6 hours
"... and with these words, I offer you this life in place of the one that has been taken..."
This spell functions like Resurrection (http://www.d20srd.org/srd/spells/resurrection.htm), except that you are able to restore the creature to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.
However, this increased power comes at a price. As a concluding part of the casting process, a creature with at least as many hit dice as the creature to be raised has must be sacrificed. The creature to be sacrificed must be of the same race as the creature to be raised. The creature to be sacrificed may be the caster himself, if he so desires.
Certain creatures have special value when it comes to determining whether they have the required number of hit dice to be used in the resurrection process. These creatures are usually innocents, or of powerful bloodlines.
This spell can only be cast at night.
Way too neat. When a desperate peasant offers to trade the farm to some shady Cleric for a chance to see their loved one again, I think this is more like what they should receive.
Baleful Resurrection
Necromancy [Evil]
Level: Cleric 4, Dread Necromancer 4
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes
''I don't know. He just came back... wrong, somehow."
This spell functions as the Raise Dead (http://www.d20srd.org/srd/spells/raiseDead.htm) spell, but with a few significant differences, as outlined here.
In addition to losing a level or point of constitution, the creature comes back to life with one of the following curses, determined randomly. If it already suffers from that curse (or has the penalties for another reason), roll again. If no curses remain, the spell fails.
d%Curse nameCurse description
1-9Bloody cough The creature occasionally coughs up blood, often with a horrid hacking sound. It takes a -3 penalty on Fortitude saves.
10-18Dead eyes Most of the color drains out of the creature's eyes, making them resemble that of a corpse. It takes a -6 penalty on Spot checks, and gains the Light Blindness trait, as a Drow.
19-28Dead skin The creature's skin turns pale and cold, and its sense of touch is greatly reduced. It takes a -3 penalty on Reflex saves.
28-36Hallucinations The creature suffers from intermittent hallucinations, causing it difficulties in differentiating figment from reality. The creature takes a -3 penalty on Will saves.
37-45Vengeful The creature comes back with a short temper and an overwhelming urge to avenge any wrong inflicted on it. It takes the penalties of the Grudge Keeper (http://www.realmshelps.org/cgi-bin/featbox.pl?feat=Grudge_Keeper) flaw, without gaining a feat in its place.
46-54Haunted The creature has brought some of the world of the dead back with it. It takes the penalties of the Haunted (http://www.realmshelps.org/cgi-bin/featbox.pl?feat=Haunted) flaw, without gaining a feat in its place.
55-63Headaches The creature suffers from constant, distracting headaches. It takes a -2 penalty on Initiative checks and all intelligence-based skill checks.
64-72Insomnia The creature's sleep is shallow and restless, those who sleep near it may hear it cry or shout. It takes the penalties of the Insomniac (http://www.realmshelps.org/cgi-bin/featbox.pl?feat=Insomniac) flaw, without gaining a feat in its place.
73-81Social outcast Intelligent creatures unconsciously dislike the subject. The initial attitude of all non-Evil non-player characters towards the subject is shifted one step towards hostile, and it takes a -6 penalty on Gather Information checks.
82-90Taint of undeath The creature's brush with death has left it vulnerable to sacred energies. It is treated as an undead creature when caught in the area of a Turn Undead effect. However, instead of causing the creature to flee or be destroyed, a successful attempt causes it to be stunned for 1 round or for 2d4 rounds, respectively. In addition, Conjuration (Healing) spells only heal the creature of half their normal number of hit points.
91-100Wrong smell Nonintelligent creatures unconsciously dislike the subject. The initial response of all animals when encountering the subject is either try to flee or to attack it. It takes a -6 penalty on Handle Animal and Ride checks.
Finally, the subject's alignment is shifted one step towards Evil. A creature who is already Evil has its aligment shifted one step towards Chaotic. A Chaotic Evil creature does not suffer a change in alignment.
A Wish (http://www.d20srd.org/srd/spells/wish.htm) or Miracle (http://www.d20srd.org/srd/spells/miracle.htm) spell can remove the creature's curse. A normal Remove Curse (http://www.d20srd.org/srd/spells/removeCurse.htm) spell is effective only when cast by a caster of 11th level or higher. An Atonement (http://www.d20srd.org/srd/spells/atonement.htm) spell can restore its original alignment (following the usual rules for the Atonement spell). The level/HD loss or Constitution loss can still not be repaired by any means.
A creature successfully raised with this spell becomes alive and stable at -9 hit points rather than with hit points equal to its HD. Any wounds and disease symptoms repaired as part of the resurrection process are only repaired to the absolute minimum functionality required to return the creature to life. Even if the creature's hit point total is fully restored, such wounds still leave scars, unless removed with the Regenerate (http://www.d20srd.org/srd/spells/regenerate.htm) spell. Creatures with visible scars from this process gain a +4 bonus in Intimidate checks, but suffer a -4 penalty on Diplomacy checks.
Material Component
Black diamonds worth a total of least 1,000 gp.
Special: If your game uses Taint (http://www.d20srd.org/srd/variant/campaigns/taint.htm) rules, the subject additionally comes back with 1d3 points of Taint.
Older version of this spell:Baleful Resurrection
Necromancy [Evil]
Level: Cleric 4, Dread Necromancer 4
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes
''I don't know. He just came back... wrong, somehow."
This spell functions as the Raise Dead (http://www.d20srd.org/srd/spells/raiseDead.htm) spell, but with a few significant differences, as outlined here.
In addition to losing a level or point of constitution, the subject loses 2 points of Charisma, and its alignment is shifted one step towards Evil. A creature who is already Evil has its aligment shifted one step towards Chaotic. A Chaotic Evil creature does not suffer a change in alignment. If the Charisma loss (or the Constitution loss, in the case of a 1st-level creature) would bring the raised creature's score down to 0, the subject is instead raised as an uncontrolled zombie, at full strength. If the creature that suffers this fate can not be raised as a zombie, the spell fails.
A Wish (http://www.d20srd.org/srd/spells/wish.htm) or Miracle (http://www.d20srd.org/srd/spells/miracle.htm) spell can repair the creature's Charisma loss, and an Atonement (http://www.d20srd.org/srd/spells/atonement.htm) spell can restore its original alignment (following the usual rules for the Atonement spell). The level/HD loss or Constitution loss can still not be repaired by any means.
A creature successfully raised with this spell becomes alive and stable at -9 hit points rather than with hit points equal to its HD. Any wounds repaired as part of the resurrection process are only repaired to the absolute minimum functionality required to return the creature to life. Even if the creature's hit point total is fully restored, such wounds still leave scars, unless removed with the Regenerate (http://www.d20srd.org/srd/spells/regenerate.htm) spell.
Material Component
Black diamonds worth a total of least 1,000 gp.
Forced Resurrection
Necromancy [Evil]
Level: Cleric 6, Dread Necromancer 6
Saving Throw: Will negates
''Why? Why have you brought me back?"
This spell functions as the Baleful Resurrection spell (see above), with the exception that the subject to be raised need not be willing. This is an exception from the general rule on Bringing Back the Dead. An unwilling subject may attempt a Will save with a +5 bonus to negate the resurrection.
A subject that successfully saves can not be the victim of a forced resurrection for a year and a day, or until it is raised (voluntarily) and killed again, whichever happens sooner.
Fair Trade
Necromancy
Level: Cleric 7
Casting Time: 6 hours
"... and with these words, I offer you this life in place of the one that has been taken..."
This spell functions like Resurrection (http://www.d20srd.org/srd/spells/resurrection.htm), except that you are able to restore the creature to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.
However, this increased power comes at a price. As a concluding part of the casting process, a creature with at least as many hit dice as the creature to be raised has must be sacrificed. The creature to be sacrificed must be of the same race as the creature to be raised. The creature to be sacrificed may be the caster himself, if he so desires.
Certain creatures have special value when it comes to determining whether they have the required number of hit dice to be used in the resurrection process. These creatures are usually innocents, or of powerful bloodlines.
This spell can only be cast at night.