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Raise Dead (Slay Living) in Advanced Dungeons & Dragons

Raise Dead (Slay Living)

Name
Raise Dead (Slay Living)
Type of Magic
Priest
Spell Level
5th
School
Necromancy (House Titus)
Sphere
Necromantic
Reversible?
Yes
Range
​90 ft.​
Components

Somatic, Verbal

The somatic component of the spell is a pointed finger.

Duration
Permanent ​
Casting Time
1 round ​
Area of Effect
​1 person
Saving Throw
Special
Effects
​When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the DM's option). The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for up to nine days). Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check to survive the ordeal (see Table 3: Constitution) and loses 1 point of Constitution. Further, the raised person is weak and helpless, needing a minimum of one full day of rest in bed for each day or fraction he was dead. The person has 1 hit point when raised and must regain the rest by natural healing or curative magic. A character's starting Constitution is an absolute limit to the number of times he can be revived by this means.​ ​The reverse of the spell, slay living, grants the victim a saving throw vs. death magic. If the saving throw is successful, the victim sustains damage equal to that of a cause serious wounds spell--i.e., 2d8+1 points. Failure means the victim dies instantly. ​

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