Raise Dead (318)

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Raise Dead (318)
Mnemonic [RAISEDEAD]
Duration Instantaneous
Utility Magic  
Subtype Raise Dead 
Components a corpse 
Availability any dead player character 
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility


The Raise Dead spell allows a Cleric to resurrect a dead adventurer. When used successfully it can result in significant experience gain for the Cleric (up to approximately 400-500 points.)

Note that it can be dangerous to cast Raise Dead without having at least a bonus of 100 in Spiritual Mana Control. Excluding enhancives, this generally means 24 ranks of Spiritual Mana Control.

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.

After the resurrection the Cleric remains linked to the person. If, for any reason, during this time the person dies again the Cleric receives this message:

You have a foreboding sense of darkness enveloping your soul as you realize Player has died while both of you are still soul linked!  You can sense the tugging of Player's soul clinging on to life, pulling you headlong into the long dark.  It takes every ounce of spiritual energy you have to sever the link and claw yourself back to the world of the living!  You feel empty and torpid, unable to focus your spiritual self.

Once this occurs the Cleric temporarily loses the ability to resurrect the dead.

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 Resurrection and costs 25% of the target's maximum spirit, and restores the target to 50% of maximum health. This will also cost the cleric 40 mana.

Attempting to cast Raise dead with insufficient spirit points may result in either a spell failure or a spirit death for the cleric involved.

Chrism Raising

Using a chrism gem on the body, activated by WAVING it at the body, along with Raise Dead will allow the deader to retain some, even up to all, of his or her experience that he or she had when dying. The base chrism gem raise will allow the body to retain 50% of their experience, and every seed increase in Blessing lore after that retains an additional 5%, up to 100% at 65 Blessing lore ranks. The base lore required to create a chrism gem used in raising is: 25 ranks Spiritual Lore, Religion; 10 ranks of Spiritual Lore, Blessings; and 15 ranks of Spiritual Lore, Summoning. (This can be achieved at level 25 with 2x training in lores.)

Messaging

Liabo Arkati

Charl
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Cholen
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Eonak
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Imaera
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Jastev
  • Slowly exhaling the last syllable of his chant, Phungoidmatar closes his eyes for several moments. Upon opening his eyes, hundreds of images appear to hover over the prone form of Jadah. Each image is different from that of the woman that lays lifeless. With firm conviction, Phungoidmatar pulls at one of the images in the air and slowly coaxes Jadah's ghostly form back into her body. The film slips from Phungoidmatar's eyes as Jadah is filled with the breath of life.
Kai
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Koar
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Lorminstra
  • Thin at first, a fine layer of rime coats Simulacra's hands and fingertips. The hoarfrost smoothly glides across the space between Simulacra and Valeyn, turning to a light powder in the open air. The white substance clings to Valeyn's eyelashes and cheeks for a moment before it becomes charged with spiritual power, then it slowly melts away.
Lumnis
  • Lifting her finger, Zenaxa begins to chant and draws a series of conjoined circles in the air. Each circle turns to mist and takes on a different hue - white, blue, black, red, and green. As the last ring is completed, she spreads her fingers and gently allows the tips to touch each color and pushes the misty creation towards Inoak. A shock of energy courses through Zenaxa's body as the mist seeps into Inoak's chest and life is slowly returned to his body.
Oleani
  • Rich and lively, the scent of wild flowers suddenly fills the air as Cleric finishes he chant, and an aura of energy forms a rose-hued nimbus around himself. Lifting his fingers, Cleric gently touches Body's brow and the nimbus drains away from Cleric as it fills Body with life.
Phoen
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Ronan
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Tonis
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Lornon Arkati

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Andelas
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Eorgina
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Fash'lo'nae
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Ivas
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Luukos
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Marlu
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Mularos
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Sheru
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V'tull
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Neutral Arkati

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Gosaena
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Zelia
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Lesser Spirits & Immortals

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Aeia
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Amasalen
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Arachne
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The Huntress
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Illoke
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Jaston
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Khaarne
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Kuon
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Laethe
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Leya
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Meyno
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Niima
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Onar
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Tilamaire
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Voaris
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Voln
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