Raise Dead (318)
| ||||||||||||||||||||||||||||||||||||||||||||||||||||
|
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 Resurrection and costs 25% of the target's maximum spirit, and restores the target to 50% of maximum health.
External Links
- Cleric Base Spells: Raise Dead, on Play.net