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Raise Dead, Resurrection, Reincarnate - Costs?
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<blockquote data-quote="Technik4" data-source="post: 938587" data-attributes="member: 7211"><p>Seems to vary game to game. A few options I've used in one way or another:</p><p></p><p>1) The quest. The church is fully willing to raise dead a foolhardy adventurer, as long as the next thing on said adventurer (and his group's) list is the church's quest. Depending on relative allegiance to the church, cost may be waived or halved.</p><p></p><p>2) By the book. 9th level caster casting a 5th level spell is 450 gp. Add the 500 gp diamond, and you have 950 gp. Granted this is a low cost, but to a low level party I would not do anything harsher. Repeat risers are frowned upon however, I would state that each adventuring group can get that price only once per town (or faith). After all, dying a lot can be a portent of its own. In FR, I would require at least one of the party members be within one step of the church in question, this would be the go-between.</p><p></p><p>3) Change of Faith. Some churches actively recruit for their faith. Some may do it out of a feel for obligation (if the tenets of the faith are likely to rebuke the adventurer's former "livin' on the edge style") or more nefarious faiths as a way to corrupt good individuals (which may not be apparant at first...). Such a faith would commune with the dead at no charge to speak with the dead PC. If they were willing, the raising is free (so to speak).</p><p></p><p>Some combination of the preceding has also happened. A PC once got raised by lathander and promptly changed faiths. Later his hand was cut off and we rushed him back to the church, who was happy to heal him (for the usual price) because he was a member of the faith.</p><p></p><p>I wouldn't deviate too far from the basic formula presented in the PHB. The phb also states that any spell costing more than 3,000 would be hard to come by, which implies raise dead certainly should not be. Raise dead, of course, has its own cost which is enough incentive for most to try and stay alive, the -1 level loss.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 938587, member: 7211"] Seems to vary game to game. A few options I've used in one way or another: 1) The quest. The church is fully willing to raise dead a foolhardy adventurer, as long as the next thing on said adventurer (and his group's) list is the church's quest. Depending on relative allegiance to the church, cost may be waived or halved. 2) By the book. 9th level caster casting a 5th level spell is 450 gp. Add the 500 gp diamond, and you have 950 gp. Granted this is a low cost, but to a low level party I would not do anything harsher. Repeat risers are frowned upon however, I would state that each adventuring group can get that price only once per town (or faith). After all, dying a lot can be a portent of its own. In FR, I would require at least one of the party members be within one step of the church in question, this would be the go-between. 3) Change of Faith. Some churches actively recruit for their faith. Some may do it out of a feel for obligation (if the tenets of the faith are likely to rebuke the adventurer's former "livin' on the edge style") or more nefarious faiths as a way to corrupt good individuals (which may not be apparant at first...). Such a faith would commune with the dead at no charge to speak with the dead PC. If they were willing, the raising is free (so to speak). Some combination of the preceding has also happened. A PC once got raised by lathander and promptly changed faiths. Later his hand was cut off and we rushed him back to the church, who was happy to heal him (for the usual price) because he was a member of the faith. I wouldn't deviate too far from the basic formula presented in the PHB. The phb also states that any spell costing more than 3,000 would be hard to come by, which implies raise dead certainly should not be. Raise dead, of course, has its own cost which is enough incentive for most to try and stay alive, the -1 level loss. Technik [/QUOTE]
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