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Thread: RAISE DEAD SPELLS COMBINED!

  1. #1

    Default RAISE DEAD SPELLS COMBINED!

    HSN WEEK 6: RAISE DEAD SPELLS COMBINED! · on 7/20/2004 7:46:46 PM 747


    Cleric spells Raise Dead (312), Life Restoration (318), and Resurrection (340) have been combined into one spell, Raise Dead, in the 318 spell slot.

    Raise Dead

    Duration: Immediate

    Type: Utility

    Mastery of this spell allows a cleric to actually appeal to his or her deity to raise a fallen comrade from the dead. This spell is very taxing on the caster and success is not always assured. The target must have a soul (undeparted) for this spell to work and the body must be able to sustain life, which means the services of an Empath may be needed.

    Before raising a body from the dead with Raise Dead, the Cleric must first link to the body using the [S]Well of Life[/S] spell.

    If successfully raised, the formerly dead character will have but 1 spirit point and be in whatever condition he/she was in prior to being raised otherwise. The character will not suffer any stat loss due to this death, so resurrection by a cleric is far superior to that of one of the gods.

    The caster will lose 75% of the target's maximum spirit points. This is not to be confused with actual spirit points; this means that if the cleric has less than or equal to 75% of the dead character's spirit points, the resurrection attempt will kill him/her. For example, if the dead character has 10 spirit points, a cleric would need 8 actual spirit points to complete the resurrection (and survive).

    At 25 Cleric spell ranks, Raise Dead becomes Life Restoration, a more powerful version of Raise Dead, drawing more favor of the deity to soften the impact on the caster and the one being raised. The caster loses 50% of their maximum spirit points and the target is restored to 10% of their maximum spirit points and health points.

    At 40 Cleric spell ranks, Life Restoration becomes Resurrection, a more powerful version of Life Restoration, raising a character from the dead with a loss of only 25% of the target's spirit points by the casting cleric. The deity supplies most of the work. In fact the target will be restored to 50% of their spirit and health points as well. The target may also receive some amount of physical healing (in some cases complete healing), making it one of the most powerful effects a cleric can muster.

    Tip:
    Expect significant Roundtime for this activity.

    This message was originally posted in Clerics, Clerical Spells. To discuss the above follow the link below.

    http://www.play.net/forums/messages....p;message=1699

  2. #2

    Default

    this doesn't sound so bad, especially since my cleric is almost at 40 ranks in clerical spells
    GersonD (3:28:16 PM): I like ballz
    LordQuynar (3:28:26 PM): that is so getting quoted

  3. #3

    Default

    Considering it opened up other spell slots, sounds good to me. My only whine is that my cleric was about to turn 12. I was excited to RP her first raise....
    Now I have 6 more trains.

  4. #4

    Default

    yeah but now you get that new attack spell that'll prolly cost 1/4 of yer mana supply just to cast once
    GersonD (3:28:16 PM): I like ballz
    LordQuynar (3:28:26 PM): that is so getting quoted

  5. #5

    Default

    It's also better because it stops a bunch of clerics from being rolled and able to raise so quickly.
    Razzle them. Dazzle them. Razzle dazzle them.

  6. #6
    Join Date
    Sep 2003
    Location
    Philadelphia
    Posts
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    Default

    12 in old GS is about the same amount of effort as 18 in new GS...
    Discord: anebriated

    Looking for old characters:
    Elrodin 100 Ranger
    Moider 100 bard

  7. #7

    Default

    I'll get the exact numbers in a second, but..

    There was no XXX in GSIII.


    Okay, here we go.

    GSIII Requirement for 12: 210000 exp
    GSIII Requirement for 18: 420000 exp
    GSIV Requirement for 12: 167000 exp
    GSIV Requirement for 18: 382000 exp

    With XXX, you gain 2.5x experience for 6 hours. That's hunting normally, and then getting about 9000 free experience per week (assuming the amount gained is 1000/hour). It was very much easy to get to level 12 in GSIV.

    [Edited on 7-21-2004 by Bobmuhthol]
    Razzle them. Dazzle them. Razzle dazzle them.

  8. #8

    Default

    So I raised someone last night using 318, I'm 61 trains with 63 ranks in clerical, and it used 318 not 340. Oh, and I couldn't prep 340.

    Is this fixed now?
    Love me or hate me, but spare me your indifference.

    \\"CAPS LOCK IS CRUISE CONTROL FOR AWESOME!\\"

  9. #9
    Join Date
    Apr 2003
    Location
    Jersey...yeah that's right.
    Posts
    7,112

    Default

    Is it possible for a non cleric to raise someone with a scroll anymore?
    But this one goes to eleven.
    Quote Originally Posted by GS3Chica
    (6:54 PM): dont make me SHATTER YOUR FACE
    Rep. John Murtha on Cheney and Bush:
    I like guys who've never been there who criticize us who've been there...I like that. I like guys who got five deferments and never been there and sent people to war and then don't like to hear suggestions that what may need to be done.

  10. #10

    Default

    yeah, actually. They're introducing defibrillators in Elanthia...
    Love me or hate me, but spare me your indifference.

    \\"CAPS LOCK IS CRUISE CONTROL FOR AWESOME!\\"

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