I've never liked using the various save-or-die spells as a DM. They never seemed like much fun, and they make having a high Fortitude save much more valuble than a high Reflex save. I think the big problem I have with them is that they cause a much greater expenditure of party resources than other spells of the same level. For example, if a character fails a save against a firestorm, the character is probably pretty badly hurt, but that can be fixed with an expenditure of less than 750 gp (for a wand of cure light wounds). If that same character fails a save against destruction, repairing the damage requires an expenditure of 25,000 gp or more (for true ressurection and, depending on the party's level, paying for someone to cast it). If the party doesn't have access to true ressurection for whatever reason, the damage cannot be repaired for any amount of gold (you can't buy back a level).
Because of this, I want to remove the material component for the raise dead line of spells in order to bring finger of death and their ilk more in line with other spells in terms of resource expenditure. However, I don't want to trivialize PC death, so something else needs to be added to give the impression that raising someone from the dead isn't easy to do.
How do people thing the following versions of raise dead et al. address my concerns? Is there a better way to deal with my problem?
Because of this, I want to remove the material component for the raise dead line of spells in order to bring finger of death and their ilk more in line with other spells in terms of resource expenditure. However, I don't want to trivialize PC death, so something else needs to be added to give the impression that raising someone from the dead isn't easy to do.
How do people thing the following versions of raise dead et al. address my concerns? Is there a better way to deal with my problem?
Raise Dead
Conjuration (Healing)
Level: Clr 5
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
You restore life to a dead creature by performing a sacred ritual. This ritual must be performed in an area consecrated (or desecrated) to your patron deity or ideal. To perform the ritual requires a character to cast raise dead and two assistants, each of which must be able to cast at least one 3rd-level divine spell and share the same faith as the primary caster. Each assistant expends a 3rd-level divine spell slot (as though the spell had been cast) in order to complete the ritual.
You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work. You must possess the majority of the dead creature’s body for this spell to function.
A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. The target is exhausted for one day and fatigued for one week after being raised from the dead.
A creature that has been turned into an undead creature can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.
Resurrection
Conjuration (Healing)
Level: Clr 7
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.
The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.)
The creature is healed of all hit point and ability score damage. The subject is exhausted for one day and fatigued for three days after being raised from the dead.
You can resurrect someone who has been turned into an undead creature and then destroyed.
True Resurrection
Conjuration (Healing)
Level: Clr 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell functions like resurrection, except that you can bring back creatures whose bodies have been completely destroyed. Casting true resurrection requires no assistants. A creature returned to life by true resurrection is not fatigued or exhausted.