Reraise (3.5e Spell)
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Conjuration (Healing) | |
Level: | Cleric 7 |
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Components: | V, S, M, DF |
Casting time: | 2 minutes |
Range: | Touch |
Target: | 1 willing creature touched |
Duration: | 5 minutes per caster level or until triggered, then 2 minutes |
Saving Throw: | No; see text (harmless) |
Spell Resistance: | Yes (harmless) |
You spend 2 minutes doing a ceremony on a living willing creature. If that creature is reduced to −10 hit points or dies because of some other spell or effect in the next 5 minutes (per caster level) than the target is immediately brought back to life. In addition, the subject’s soul must be free and willing to return The subject of the spell has 2 minutes to accept the invitation to come back to life and may do so any time in that 2 minute period. If the subject’s soul is not willing to return or if the subject fails to make a decision in the 2 minutes, the spell does not work; therefore, a subject that wants to return receives no saving throw. The subject is always aware of how long they have to make this choice.
Just as with the Raise Dead spell, the subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
Unlike with the Raise Dead spell, a raised creature with Reraise has a number of hit points equal to half its maximum hit points. Any ability scores damaged to 0 are raised to 1. All normal and magical poisons and diseases are cured in the process of raising the subject. The spell closes mortal wounds and repairs lethal damage of most kinds, and missing parts are replaced to make the creature whole again. None of the dead creature’s equipment or possessions are affected in any way by this spell.
Unlike Raise Dead a creature of the outsiders type can be effected, and any creature killed by a death effect can still be raised by this spell. As with the Raise Dead spell, a creature of theConstructs, elementals, and undead cannot be raised, nor can this spell bring back a creature that has died of old age.
Material Component: A vials worth of holy water and rare oils worth a total of least 2,500 gp.
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