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[Undeath] and [Life]
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<blockquote data-quote="Sepulchrave II" data-source="post: 3172962" data-attributes="member: 4303"><p>You're having one of your more eccentric moments, aren't you? </p><p></p><p>I'd opt for a much more conservative iteration, in line with <em>resurrection</em>, and assume an implicit level loss in [life] - I think that the <em>true resurrection</em> aspect would work better as an esoteric seed (or as an esoteric factor?).</p><p></p><p>If characters want to do the resurrection thing without level loss otherwise, they have to cast a 9th-level spell, spend 10 minutes and use 25K in diamonds like everyone else - maybe spells like <em>true resurrection</em> (or <em>holy aura</em>) are best understood as esoteric powers modulated by time-tested methods, but their scope is confined by these same rites.</p><p></p><p>I would suggest that the ability to freely manipulate [life] without level loss is appended to the Magnificat feat (in whatever guise it finally assumes); perhaps an opposed benefit (a <em>destruction</em> effect which cannot be undone by nonepic magic springs to mind) could be extended to its anti-feat - which I think should be called Devourer of Life, btw.</p><p></p><p>I'd rather not include a CR component. Consider, for a moment, a Clerical equivalent of Jake (let's call him Bruce) with a noncore build (indulge me). He has the Ignore Material Components epic feat, the Quicken Spell and Rapid Spell feats, MF and a bunch of AMCs. His <em>true resurrection</em> can be cast as a Quickened Spell with no material components using 8 metamagic levels; alternatively it could be made Rapid to 1 standard action and Twinned (+7 metamagic levels). Multiple Twinnings = <em>mass true resurrection</em>; voila. A player who wants to optimize his character for <em>true res</em> can do it via AMC and a couple of not-so-obscure feats. </p><p></p><p>The +2SP per +1CR factor would make the [life] seed inordinately expensive when <em>mass resurrecting</em> an epic party - honestly, I think that it's a given that most players would want this kind of spell pretty soon in their repertoire, and will be miffed if they can't get it. I think it should be free to combine with an area factor which allows multiple <em>resurrections</em>.</p><p></p><p>Anyway, here's the [life] which I favour at 10.09 on Monday night:</p><p></p><p></p><p><strong>[Life]</strong> </p><p>Conjuration (Healing) </p><p></p><p><strong>Root Spell:</strong> <em>Raise dead, resurrection</em></p><p><strong>Preferred Mitigation:</strong> Extended casting time, power components</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 1200 ft. </p><p><strong>Target:</strong> Dead creature within range </p><p><strong>Duration:</strong> Instantaneous </p><p><strong>Saving Throw:</strong> None; see text </p><p><strong>Spell Resistance:</strong> Yes (harmless); see text</p><p></p><p>You restore life to a deceased creature. You can raise a creature that has been dead for no longer than twenty days. 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; therefore, a subject that wants to return receives no saving throw.</p><p></p><p>Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. Upon completion of the spell, the creature is otherwise immediately restored to full hit points, vigor, and health, with no loss of prepared spells.</p><p></p><p>While the spell closes mortal wounds and repairs lethal damage, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.</p><p></p><p>A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and destroyed undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.</p><p></p><p><strong>Factor:</strong> To extend the [life] seed to affect constructs, elementals, outsiders or destroyed undead, increase the Spellcraft Prerequisite by +2 for each additional category of creature.</p><p></p><p><strong>Factor:</strong> To develop a spell which allows the [life] seed to extend to creatures slain by death effects, or of whom only a fragment remains (such as one subject to <em>disintegration</em>), increase the Spellcraft Prerequisite by +4. To develop a spell which extends the [life] seed to any deceased creature, regardless of its means of death or the existence or absence of remains, increase the Spellcraft Prerequisite by +6.</p><p></p><p><strong>Factor:</strong> You may increase or decrease the maximum length of time that a target has been dead by applying the appropriate temporal range factor to the spell:</p><p></p><p style="margin-left: 20px">200 years: +6</p> <p style="margin-left: 20px">20 years: +4</p> <p style="margin-left: 20px">20 months: +2</p> <p style="margin-left: 20px">20 hours: -2</p> <p style="margin-left: 20px">200 minutes: -4</p> <p style="margin-left: 20px">20 minutes: -6</p> <p style="margin-left: 20px">20 rounds: -8</p> <p style="margin-left: 20px">1 round: -10</p><p></p><p>You may also develop a spell which revives creatures that have been dead for longer than 200 years. For each 10-fold increase in “temporal range”, increase the Spellcraft Prerequisite by +2.</p><p></p><p><strong>Special:</strong> Only divine casters who channel positive energy and can cast <em>miracle</em> as a divine spell treat the [life] seed as an associated seed.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3172962, member: 4303"] You're having one of your more eccentric moments, aren't you? I'd opt for a much more conservative iteration, in line with [I]resurrection[/I], and assume an implicit level loss in [life] - I think that the [I]true resurrection[/I] aspect would work better as an esoteric seed (or as an esoteric factor?). If characters want to do the resurrection thing without level loss otherwise, they have to cast a 9th-level spell, spend 10 minutes and use 25K in diamonds like everyone else - maybe spells like [I]true resurrection[/I] (or [I]holy aura[/I]) are best understood as esoteric powers modulated by time-tested methods, but their scope is confined by these same rites. I would suggest that the ability to freely manipulate [life] without level loss is appended to the Magnificat feat (in whatever guise it finally assumes); perhaps an opposed benefit (a [I]destruction[/I] effect which cannot be undone by nonepic magic springs to mind) could be extended to its anti-feat - which I think should be called Devourer of Life, btw. I'd rather not include a CR component. Consider, for a moment, a Clerical equivalent of Jake (let's call him Bruce) with a noncore build (indulge me). He has the Ignore Material Components epic feat, the Quicken Spell and Rapid Spell feats, MF and a bunch of AMCs. His [I]true resurrection[/I] can be cast as a Quickened Spell with no material components using 8 metamagic levels; alternatively it could be made Rapid to 1 standard action and Twinned (+7 metamagic levels). Multiple Twinnings = [I]mass true resurrection[/I]; voila. A player who wants to optimize his character for [I]true res[/I] can do it via AMC and a couple of not-so-obscure feats. The +2SP per +1CR factor would make the [life] seed inordinately expensive when [I]mass resurrecting[/I] an epic party - honestly, I think that it's a given that most players would want this kind of spell pretty soon in their repertoire, and will be miffed if they can't get it. I think it should be free to combine with an area factor which allows multiple [I]resurrections[/I]. Anyway, here's the [life] which I favour at 10.09 on Monday night: [B][Life][/B] Conjuration (Healing) [B]Root Spell:[/B] [I]Raise dead, resurrection[/I] [B]Preferred Mitigation:[/B] Extended casting time, power components [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Target:[/B] Dead creature within range [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None; see text [B]Spell Resistance:[/B] Yes (harmless); see text You restore life to a deceased creature. You can raise a creature that has been dead for no longer than twenty days. 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; therefore, a subject that wants to return receives no saving throw. Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. Upon completion of the spell, the creature is otherwise immediately restored to full hit points, vigor, and health, with no loss of prepared spells. While the spell closes mortal wounds and repairs lethal damage, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell. A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and destroyed undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age. [B]Factor:[/B] To extend the [life] seed to affect constructs, elementals, outsiders or destroyed undead, increase the Spellcraft Prerequisite by +2 for each additional category of creature. [B]Factor:[/B] To develop a spell which allows the [life] seed to extend to creatures slain by death effects, or of whom only a fragment remains (such as one subject to [I]disintegration[/I]), increase the Spellcraft Prerequisite by +4. To develop a spell which extends the [life] seed to any deceased creature, regardless of its means of death or the existence or absence of remains, increase the Spellcraft Prerequisite by +6. [B]Factor:[/B] You may increase or decrease the maximum length of time that a target has been dead by applying the appropriate temporal range factor to the spell: [INDENT]200 years: +6 20 years: +4 20 months: +2 20 hours: -2 200 minutes: -4 20 minutes: -6 20 rounds: -8 1 round: -10[/INDENT] You may also develop a spell which revives creatures that have been dead for longer than 200 years. For each 10-fold increase in “temporal range”, increase the Spellcraft Prerequisite by +2. [B]Special:[/B] Only divine casters who channel positive energy and can cast [I]miracle[/I] as a divine spell treat the [life] seed as an associated seed. [/QUOTE]
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