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Resurrection changes a man...
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<blockquote data-quote="Jack Simth" data-source="post: 3784258" data-attributes="member: 29252"><p>Oh, well if that's all you're after, you want the level 1-5 segment of play, where neigh-infinite healing is not a given, and resurrection-type spells aren't even possible without NPC help (by way of a scroll, or a higher-level character) and can thus be refused/tweaked by simple campaign settings and social rules.</p><p></p><p>There's other options, too - "Every time someone is untimely brought to life, another untimely dies." Basically, make a few changes that don't overly impact the mechanics... but cause some serious hesitation on using them (at least, for Good characters) and some consequences of use:</p><p>Whenever you bring someone back by Reincarnation, Raise Dead, Resurrection, or True Resurrection, some nearby person (random, what the DM thinks would be funny, or what the DM thinks will further the plot) with whom caster, subject, and those knowledgeable of the casting don't know about dies in some manner (that is, you can't control who gets it - just who doesn't, by knowing about them - and to bring someone back is thus random murder; you can't even hedge your bets by stocking a prison somewhere, as you know something about the people inside - they're all convicts). Clone is a partial exception; someone still dies, but you get to choose who.</p><p></p><p>Different spells do this in different ways:</p><p>Reincarnation removes a young adult's spirit, and shoves the soul of the returnee in it's place (this can, optionally, Summon the new body to the location of casting, or not). Of all the forms of Resurrection, this will always take a young adult - never an infant, never someone of middle age or worse. The returnee is walking around in somebody else's body, and the only way to find out who was the previous owner is to glean the information from others. </p><p>Raise Dead inflicts the cause of death on the random individual (so when you raise the Wizard who was killed by a Fireball, a wife somewhere wakes to find her baby a blackened and burned corpse - or her husband, or her friend, or whatever). </p><p>Resurrection reduces a random individual to a pile of ash, in a ten-minute (the casting time) burn that cannot be quenched, and will set fire to flammable objects if contact is made (damage per round to things other than the spell-doomed individual of 2d6 per round of contact). The spell-doomed is in conscious agony until the end - and able to move about in a futile attempt to end the pain. The one returned from the dead gains a faint resemblance to the newly deceased (not enough to have any game mechanical effects - just enough that someone would say "you remind me of..." on first meeting).</p><p>True Resurrection causes the spell-doomed individual to die in an inexplicable inferno that consumes even the stones around him (10d6 Fire damage to everything within 20 feet of the spell-doomed individual). The spell-doomed is in conscious agony until the end - and able to move about in a futile attempt to end the pain.</p><p>Clone lets you pick who dies - a living, healthy, intelligent creature of the same race as the one to be cloned becomes a material component (and is killed by the initial casting; this sacrificed individual must be helpless, or willing to die, in order for the spell to work; Eschew Materials doesn't help with this, of course). The grisly remains are consumed by the growing clone over the course of 2d4 months (the normal time for a clone to reach maturity).</p><p></p><p>These effects are always known by at least the higher-ups in power (who occasionally run across it), and always at least rumored by the peasantry (it is a very rare occurrence; if heard of at all by the peasantry, it's basically rumor). Depending on the area, this will be officially acknowledged (and such magic made illegal), officially denied as existing (as those in power want to be able to take advantage of it themselves), or simply not addressed.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3784258, member: 29252"] Oh, well if that's all you're after, you want the level 1-5 segment of play, where neigh-infinite healing is not a given, and resurrection-type spells aren't even possible without NPC help (by way of a scroll, or a higher-level character) and can thus be refused/tweaked by simple campaign settings and social rules. There's other options, too - "Every time someone is untimely brought to life, another untimely dies." Basically, make a few changes that don't overly impact the mechanics... but cause some serious hesitation on using them (at least, for Good characters) and some consequences of use: Whenever you bring someone back by Reincarnation, Raise Dead, Resurrection, or True Resurrection, some nearby person (random, what the DM thinks would be funny, or what the DM thinks will further the plot) with whom caster, subject, and those knowledgeable of the casting don't know about dies in some manner (that is, you can't control who gets it - just who doesn't, by knowing about them - and to bring someone back is thus random murder; you can't even hedge your bets by stocking a prison somewhere, as you know something about the people inside - they're all convicts). Clone is a partial exception; someone still dies, but you get to choose who. Different spells do this in different ways: Reincarnation removes a young adult's spirit, and shoves the soul of the returnee in it's place (this can, optionally, Summon the new body to the location of casting, or not). Of all the forms of Resurrection, this will always take a young adult - never an infant, never someone of middle age or worse. The returnee is walking around in somebody else's body, and the only way to find out who was the previous owner is to glean the information from others. Raise Dead inflicts the cause of death on the random individual (so when you raise the Wizard who was killed by a Fireball, a wife somewhere wakes to find her baby a blackened and burned corpse - or her husband, or her friend, or whatever). Resurrection reduces a random individual to a pile of ash, in a ten-minute (the casting time) burn that cannot be quenched, and will set fire to flammable objects if contact is made (damage per round to things other than the spell-doomed individual of 2d6 per round of contact). The spell-doomed is in conscious agony until the end - and able to move about in a futile attempt to end the pain. The one returned from the dead gains a faint resemblance to the newly deceased (not enough to have any game mechanical effects - just enough that someone would say "you remind me of..." on first meeting). True Resurrection causes the spell-doomed individual to die in an inexplicable inferno that consumes even the stones around him (10d6 Fire damage to everything within 20 feet of the spell-doomed individual). The spell-doomed is in conscious agony until the end - and able to move about in a futile attempt to end the pain. Clone lets you pick who dies - a living, healthy, intelligent creature of the same race as the one to be cloned becomes a material component (and is killed by the initial casting; this sacrificed individual must be helpless, or willing to die, in order for the spell to work; Eschew Materials doesn't help with this, of course). The grisly remains are consumed by the growing clone over the course of 2d4 months (the normal time for a clone to reach maturity). These effects are always known by at least the higher-ups in power (who occasionally run across it), and always at least rumored by the peasantry (it is a very rare occurrence; if heard of at all by the peasantry, it's basically rumor). Depending on the area, this will be officially acknowledged (and such magic made illegal), officially denied as existing (as those in power want to be able to take advantage of it themselves), or simply not addressed. [/QUOTE]
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