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Life-Keeping & Revivify -- Changing the Face Returning From the Dead
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<blockquote data-quote="mercucio" data-source="post: 1582489" data-attributes="member: 7928"><p>First off, thank you all for your comments!</p><p></p><p>TEWLIGAN</p><p>1. Thanks! Glad you like it. Definitely have no problem ignoring the D&D sacred cow of "Only divine magic can bring back the dead". In this respect I a definitely more of an advocate of Unearthed Arcana and Revised Elements of Magic approach of to spell lists. </p><p></p><p>2. For arcane casters being able to cast the spell, as the rules stand now, a wizard can cast <em>limited wish</em> (7th level spell) to duplicate <em>raise dead</em> (5th level divine spell) for a measly 150 xp. I wanted to preserve this somewhat...not to mention casting revivify now costs more than <em>limited wish</em>. Also I am a big fan of the Vlad Taltos books by Steven Brust, where in skilled sorcerors are capable of raising the recently (3 days) slain.</p><p></p><p>FERRET</p><p>1. Oops, I didn't even think about a save. You've got a point--as written a foe could kill you, cast life-keeping (or <em>tether soul</em> if you prefer =) to prevent you from travelling to the afterlife--thus making it impossible to reincarnate or raise you. Better make it "Will negates".</p><p></p><p>2. I do, to a limited degree. There is one commonly found spell:</p><p><span style="font-size: 9px"><strong>MELTHOR’S SHARING</strong></span></p><p><span style="font-size: 9px">Necromancy</span></p><p><span style="font-size: 9px"><strong>Level:</strong> Sor/Wiz 3</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 round</span></p><p><span style="font-size: 9px"><strong>Range:</strong> Touch</span></p><p><span style="font-size: 9px"><strong>Target:</strong> one creature</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">This spell allows the caster to heal a subject’s wounds or restore their strength at the expense of their own. For every 1 hp sacrificed by the caster he may heal the subject of 2 hp of damage.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Alternately, the caster can lend Strength, Dexterity, or Constitution, healing the subject of 2 point of temporary ability damage point per each one the caster sacrifices. The caster regains sacrificed ability and hit points at the normal rate. </span></p><p></p><p>And I also have a feat that allows a sor/wiz to learn his Int bonus (minimum one) spells from another class list (but not domain lists). Each spell is then treated as an arcane spell of one level higher. This could be used to learn various <em>cure</em> spells. There is also a sorceror-healer prestige class that I won't get into here.</p><p></p><p>VIRGILCAINE</p><p><em>This only encourages a cavalier attitude if you don't know how few 9th level clerics there are in your campaign world and how friendly they are to bringing back your specific party members back from the dead--irregardless of the fact that the clerics are being compensated fopr the 5,000 GP in DIAMOND DUST that is expended in the Raise Dead spell.</em></p><p></p><p>5000gp in diamond dust is only expensive at low levels--not to mention 5000gp of diamond dust is easier to acquire than a whole diamond worth 5000gp. As for friendly 9th level clerics, let us not forget the friendly 9th level cleric in the party =).</p><p></p><p><em>However, your idea and solution are not without merit</em></p><p>Thanks!</p><p></p><p>DANIELINTHEWOLVESDEN</p><p>1. Don't own Mini's HB, however, there is a druid spell, last breath if IIRC, that does the same thing. However, it really didn't fit what I wanted to do.</p><p></p><p><em>Your rules bascily mean that the players will start new PC's rather than raise old one. This cuts into continueity. Do you want that?</em></p><p></p><p>I don't see it that way at all. To me it basically means they will be forced to weigh risks and come up with better plans for engaging the enemy, i.e. doing more than simple frontal assaults. Continuity is nice, don't get me wrong, but laughing in the face of death because you know you can get a <em>raise</em> is wrong. The rules will encourage the players to be careful with their characters as death is now a serious issue.</p></blockquote><p></p>
[QUOTE="mercucio, post: 1582489, member: 7928"] First off, thank you all for your comments! TEWLIGAN 1. Thanks! Glad you like it. Definitely have no problem ignoring the D&D sacred cow of "Only divine magic can bring back the dead". In this respect I a definitely more of an advocate of Unearthed Arcana and Revised Elements of Magic approach of to spell lists. 2. For arcane casters being able to cast the spell, as the rules stand now, a wizard can cast [I]limited wish[/I] (7th level spell) to duplicate [I]raise dead[/I] (5th level divine spell) for a measly 150 xp. I wanted to preserve this somewhat...not to mention casting revivify now costs more than [I]limited wish[/I]. Also I am a big fan of the Vlad Taltos books by Steven Brust, where in skilled sorcerors are capable of raising the recently (3 days) slain. FERRET 1. Oops, I didn't even think about a save. You've got a point--as written a foe could kill you, cast life-keeping (or [I]tether soul[/I] if you prefer =) to prevent you from travelling to the afterlife--thus making it impossible to reincarnate or raise you. Better make it "Will negates". 2. I do, to a limited degree. There is one commonly found spell: [SIZE=1][B]MELTHOR’S SHARING[/B] Necromancy [B]Level:[/B] Sor/Wiz 3 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 round [B]Range:[/B] Touch [B]Target:[/B] one creature [B]Duration:[/B] Instantaneous This spell allows the caster to heal a subject’s wounds or restore their strength at the expense of their own. For every 1 hp sacrificed by the caster he may heal the subject of 2 hp of damage. Alternately, the caster can lend Strength, Dexterity, or Constitution, healing the subject of 2 point of temporary ability damage point per each one the caster sacrifices. The caster regains sacrificed ability and hit points at the normal rate. [/SIZE] And I also have a feat that allows a sor/wiz to learn his Int bonus (minimum one) spells from another class list (but not domain lists). Each spell is then treated as an arcane spell of one level higher. This could be used to learn various [I]cure[/I] spells. There is also a sorceror-healer prestige class that I won't get into here. VIRGILCAINE [I]This only encourages a cavalier attitude if you don't know how few 9th level clerics there are in your campaign world and how friendly they are to bringing back your specific party members back from the dead--irregardless of the fact that the clerics are being compensated fopr the 5,000 GP in DIAMOND DUST that is expended in the Raise Dead spell.[/I] 5000gp in diamond dust is only expensive at low levels--not to mention 5000gp of diamond dust is easier to acquire than a whole diamond worth 5000gp. As for friendly 9th level clerics, let us not forget the friendly 9th level cleric in the party =). [I]However, your idea and solution are not without merit[/I] Thanks! DANIELINTHEWOLVESDEN 1. Don't own Mini's HB, however, there is a druid spell, last breath if IIRC, that does the same thing. However, it really didn't fit what I wanted to do. [I]Your rules bascily mean that the players will start new PC's rather than raise old one. This cuts into continueity. Do you want that?[/I] I don't see it that way at all. To me it basically means they will be forced to weigh risks and come up with better plans for engaging the enemy, i.e. doing more than simple frontal assaults. Continuity is nice, don't get me wrong, but laughing in the face of death because you know you can get a [I]raise[/I] is wrong. The rules will encourage the players to be careful with their characters as death is now a serious issue. [/QUOTE]
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