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.

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