Life Insurance
Life insurance provides compensation to specified entities or groups — such as to family members or charities — when the policyholder dies. This is for normal people. Adventurers are not normal people, so they do not have normal life insurance.
Adventurers may pay for some kind of magic service to be conducted in the event of their deaths or mangling. These include, but are not limited to, the spells Greater Contingency, Reincarnate, Raise Dead, Resurrection, True Resurrection, Regeneration and Restoration .
Divination spells are used to determine the likelihood that the magical service will be used, based on the difficulty of the adventures the characters are facing. If the adventurer itself is of a lower level than the character, then the characters pay the lower cost for the service. If the adventurer itself is of a level equal to or greater than that possessed by the character, then the characters must pay the greater cost for the service. Those who purchase this kind of insurance are given vouchers, which they may turn over to a temple – which takes the vouchers to the insurance company to get paid – to receive the service.
Lower Level
*Greater Contingency: 2,750 g.p.
Reincarnate: 400 g.p.
Raise Dead: 900 g.p.
Resurrection: 1,500 g.p.
True Resurrection: 4,550 g.p.
Regeneration: 1,250 g.p.
Restoration: 450 g.p.
Equal or Greater Level
*Greater Contingency: 5,500 g.p.
Reincarnate: 800 g.p.
Raise Dead: 1,800 g.p.
Resurrection: 3,000 g.p.
True Resurrection: 9,100 g.p.
Regeneration: 2,500 g.p.
Restoration: 9,00 g.p.
Great Contingency
Evocation
Level: Sor/Wiz 8.
Components: S, V, M.
Casting Time: 1 action.
Range: Touch
Target: Individual.
Duration: Special.
Saving Throw: None/Will negates.
Spell Resistance: Yes.
This spell is functionally identical to regular contingency, except it allows the spell to be placed on another individual rather than just the caster. Refer to the spell in the Player’s Handbook.
Life insurance provides compensation to specified entities or groups — such as to family members or charities — when the policyholder dies. This is for normal people. Adventurers are not normal people, so they do not have normal life insurance.
Adventurers may pay for some kind of magic service to be conducted in the event of their deaths or mangling. These include, but are not limited to, the spells Greater Contingency, Reincarnate, Raise Dead, Resurrection, True Resurrection, Regeneration and Restoration .
Divination spells are used to determine the likelihood that the magical service will be used, based on the difficulty of the adventures the characters are facing. If the adventurer itself is of a lower level than the character, then the characters pay the lower cost for the service. If the adventurer itself is of a level equal to or greater than that possessed by the character, then the characters must pay the greater cost for the service. Those who purchase this kind of insurance are given vouchers, which they may turn over to a temple – which takes the vouchers to the insurance company to get paid – to receive the service.
Lower Level
*Greater Contingency: 2,750 g.p.
Reincarnate: 400 g.p.
Raise Dead: 900 g.p.
Resurrection: 1,500 g.p.
True Resurrection: 4,550 g.p.
Regeneration: 1,250 g.p.
Restoration: 450 g.p.
Equal or Greater Level
*Greater Contingency: 5,500 g.p.
Reincarnate: 800 g.p.
Raise Dead: 1,800 g.p.
Resurrection: 3,000 g.p.
True Resurrection: 9,100 g.p.
Regeneration: 2,500 g.p.
Restoration: 9,00 g.p.
Great Contingency
Evocation
Level: Sor/Wiz 8.
Components: S, V, M.
Casting Time: 1 action.
Range: Touch
Target: Individual.
Duration: Special.
Saving Throw: None/Will negates.
Spell Resistance: Yes.
This spell is functionally identical to regular contingency, except it allows the spell to be placed on another individual rather than just the caster. Refer to the spell in the Player’s Handbook.