Raise Dead (318)

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Raise Dead (318)
Mnemonic [RAISEDEAD]
Duration 30 seconds
Span Solid block
Utility Magic
Type Utility
Components A corpse
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


This powerful spell allows a Cleric to resurrect a dead adventurer.

The first step is establishing a spiritual link to the body by casting Well of Life at the corpse. 15 seconds of roundtime will occur, then the Cleric may cast Raise Dead at the body. The Cleric will sustain heavy roundtime, and both the Cleric and the recently resurrected will be stunned. Not casting Well of Life before casting Raise Dead (as well as casting Raise Dead on oneself) will cause a spiritual backlash and leave the caster stunned for quite a while.

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.

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.