Raise Dead (318): Difference between revisions
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The '''Raise Dead''' spell allows a [[Cleric]] to resurrect a [[death|dead]] adventurer. |
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== Linking == |
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The first step is establishing a spiritual link to the body by casting [[Well of Life]] at the corpse. 15 seconds of [[roundtime]] |
The first step is establishing a spiritual link to the body by casting [[Well of Life (308)|Well of Life]] at the corpse. After 15 seconds of [[roundtime]] (and any desired rites or rituals), the Cleric may cast Raise Dead at the body. The Cleric will sustain heavy roundtime (35-45 seconds), and both the Cleric and the recently resurrected will be [[stunned]]. Failure to cast Well of Life before casting Raise Dead (as well as casting Raise Dead on oneself) will cause a spiritual backlash and a significant stun. |
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== Healing == |
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It is recommended that the target not be [[bleeding]] so that they can stay alive after being raised from the dead and the caster will not be punished for letting them die again. If that happens, the Cleric will be unable to use [[Well of Life]], and therefore be unable to cast Raise Dead successfully, for one hour. |
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A prudent cleric makes sure the corpse is not [[bleeding]] prior to casting the spell; most people that are dead have a good reason for doing so, and failure to fix this (by calling upon the services of an [[Empath]], use of [[POUR (verb)|POUR]]able [[herbs]], or simply [[TEND (verb)|TEND]]ing the wounds with the [[First Aid]] skill) could result in the newly-arisen meeting a second death - before the link between Cleric and client drops. If that happens, the Cleric will be unable to use [[Well of Life (308)|Well of Life]], and therefore be unable to cast Raise Dead successfully, for one hour. |
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== Costs == |
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Casting Raise Dead will drain the caster of [[spirit points]]. At first, the Cleric will lose 75% of the target's maximum spirit points, rounded down. At 25 ranks of [[Cleric Base]] spells, the cost becomes 50% of the target's maximum. At 40 ranks, it becomes 25%. The Cleric must be able to sustain this loss and have at least 1 spirit point so as not to die a [[spirit death]]. In addition, the recipient will be restored to 10% of their [[health]] and spirit at 25 ranks, and 50% of their health and spirit at 40 ranks. The roundtime suffered by the caster is also reduced at these intervals. |
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Casting Raise Dead will drain the caster of [[spirit points]], based upon the maximum spirit of the target and the degree of training in the [[Cleric Base]] Spells the Cleric possesses. |
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*At 18 ranks, the spell is '''Raise Dead''' and costs 75% of the target's maximum spirit, and restores them to 1 health and spirit. |
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*At 25 ranks, the spell is '''Life Restoration''' and costs 50% of the target's maximum spirit. This stronger version of '''Raise Dead''' grants the newly-arisen 10% of maximum health and spirit. |
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*At 40 ranks, the spell is '''Ressurection''' and costs 25% of the target's maximum spirit, and restores the target to 50% of maximum health. |
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[[Category:Cleric Base Spells]] |
[[Category:Cleric Base Spells]] |
Revision as of 22:22, 9 February 2007
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The Raise Dead spell allows a Cleric to resurrect a dead adventurer.
Linking
The first step is establishing a spiritual link to the body by casting Well of Life at the corpse. After 15 seconds of roundtime (and any desired rites or rituals), the Cleric may cast Raise Dead at the body. The Cleric will sustain heavy roundtime (35-45 seconds), and both the Cleric and the recently resurrected will be stunned. Failure to cast Well of Life before casting Raise Dead (as well as casting Raise Dead on oneself) will cause a spiritual backlash and a significant stun.
Healing
A prudent cleric makes sure the corpse is not bleeding prior to casting the spell; most people that are dead have a good reason for doing so, and failure to fix this (by calling upon the services of an Empath, use of POURable herbs, or simply TENDing the wounds with the First Aid skill) could result in the newly-arisen meeting a second death - before the link between Cleric and client drops. If that happens, the Cleric will be unable to use Well of Life, and therefore be unable to cast Raise Dead successfully, for one hour.
Costs
Casting Raise Dead will drain the caster of spirit points, based upon the maximum spirit of the target and the degree of training in the Cleric Base Spells the Cleric possesses.
- At 18 ranks, the spell is Raise Dead and costs 75% of the target's maximum spirit, and restores them to 1 health and spirit.
- At 25 ranks, the spell is Life Restoration and costs 50% of the target's maximum spirit. This stronger version of Raise Dead grants the newly-arisen 10% of maximum health and spirit.
- At 40 ranks, the spell is Ressurection and costs 25% of the target's maximum spirit, and restores the target to 50% of maximum health.