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, from a minimum of 250 up to approximately 400-500 points. It will also grant the target 50% of the experience the cleric received as long-term experience.

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 XXX has died while both of you are still soul linked!
You can sense the tugging of XXX'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 for one hour.

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. Overtraining DOES trigger these benefits.

  • 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.)

Clerics with a F2P subscription cannot use a chrism without first purchasing a Resurrection Pass.

Messaging

When casting this spell, the messaging will be different depending upon the caster's aligned deity.

Main article
Charl
Caster sees:
Moisture beads upon your skin and you feel your eyes cloud over with the darkness of a rising storm.  Power builds upon the air, and when you utter the last syllable of your spell thunder rumbles from your lips.  The sound ripples upon the air, colliding with TARGET prone form, and a brilliant flash transfers the spiritual energy between you.
Target sees:
Moisture beads on the skin of CASTER and TARGET as the former's eyes cloud over with the darkness of a rising storm. Power builds upon the air, causing the hair upon your arms to rise, and as CASTER utters the last words of his spell you hear the rumble of thunder in his voice. The rolling sound collides with TARGET's prone form, its very touch creating a brilliant flash that suffuses her in raw spiritual energy.

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