So let’s talk about Raise Dead.
The Core DCC rules say ‘don’t do it’ … except there’s a black pool in the Shudder Mountains that can do it, there are patron spells like Kith of the Hydra (page 334 DCC Core Rulebook) … there are exceptions.
So D&D and especially AD&D have a long relationship with Raise Dead. Newer editions like 3rd edition created roadblocks to using such a spell with expensive material components but back in the B/X D&D and AD&D days the only limitation was that Raise Dead only worked for a few days after they died, the body had to be reasonably intact, and you needed to find a caster of 9th frickin’ level which was it’s own problem.
I think that Raise Dead should be a possibility in my Greyhawk campaign – but it’s not like popping down the pharmacy for a 5000 gp prescription (eg. 3rd or 5th edition D&D) and you are good. There should be … dire consequences.
For the raised person, they might not come back all the same – the DCC adventure The Grave Pool has side effects, let’s take a bit of that.
For the caster, there should also be consequences for upending the natural order of things – usually, according to the core rules, it is a permanent reduction of Luck. So what if we put that as a cost for the Cleric? That means they won’t be using Raise Dead on Bob the Farmer down the street (even if Bob is friends with a 9th level caster), but the cleric might use it for their dear friend and paladin Sir Palantis, fallen in battle while on a perilous quest with them. But still, the cost should be dear.
Here's my take on it. Thoughts? Drop me a note to archadethered@gmail.com
Raise Dead |
Level: Cleric 5 Range: Touch Duration: Instantaneous Casting Time: 1 hour Save: Usually none (see below) |
This spell can call forth the spirit of
a recently deceased creature, dead no longer than 1 day per level of the
cleric. Their body must be reasonably
intact, and any impairments or missing limbs will still exist when they are
raised. This spell has a heavy cost
for both the caster and the raised subject. If used on recently raised undead, it can be used against them if they fail a Will save vs. spell check. |
1-19 Failure, and for daring such an act the Cleric suffers
a permanent loss of 1d3 Luck. |
20-21 The cleric calls back a deceased soul, if they are
willing to return – they are revived with 1 hit point and all Abilities
temporarily reduced to 3 each which would recover as normal (DCC Core Rules
X), but they must also make a Luck check, and if they fail they have not
returned entirely as they were – roll 1d6: (!) The raised person is not the
same, roll randomly for a new alignment; (2) Their soul only partially came
back they are distant and distracted, permanently reduce their Personality by
1d3 points; (3) they are tainted by death and can be harmed by holy water and
turn unholy checks; (4) their body has been corrupted, suffer 1d3 minor
corruption effects; (5) they are haunted by nightmares and sleepless nights
from their ordeal they only heal 1 hit point per day from full bed rest and
none while adventuring; (6) They will never truly heal from their wounds that
caused their death, lose 1 point of Stamina permanently. |
22-25 As 20-21, but if the raised person fails their Luck
check they just lose 1 point of Stamina Permanently. They also have all
six of their abilities reduced by 1d8 points of temporary damage that can
recover as normal – if any ability is reduced below 3 in this manner they are
feeble and bedridden until that ability is healed to 3 or more. The cleric, for daring to interfere in the
natural order of things loses 1 point of Luck permanently if the raised
person was of the same alignment or worshipped the same god, otherwise they
lose 1d3 Luck. |
30-35 As 28-29 but the raised person
is affected with all six of their Abilities suffer 1d3 points of temporary damage
that can recover as normal – if any ability is reduced below 3 in this manner
they are feeble and bedridden until their Ability is raised to 3 or more. The cleric, for daring to interfere in the
natural order of things loses no Luck if the raised person was of the same
alignment or worshipped the same god, otherwise they lose 1 Luck. |
38+ As 33-37 but the raised person has no Ability damage and
can function as normal. The cleric,
for daring to interfere in the natural order of things loses no Luck if the
raised person was of the same alignment or worshipped the same god, otherwise
they lose 1 Luck. |
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