I feel like resurrection magic is kind of anticlimactic and unimportant. It's too easily accessed by anyone for anyone, in my opinion, so I made the following changes. I own Heroes of Faerûn and Forge of the Artificer and we use them at our table, FYI.
Raise Dead
Level 5 Necromancy
Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 500+ GP, which the spell consumes) Duration: Instantaneous
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. To cast this spell, a living creature who personally knew the target must be within 30 feet of you, and they must genuinely desire for the target to be brought back to life.
The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Reincarnate
Level 5 Necromancy
Casting Time: 12 hours Range: Touch Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes) Duration: Instantaneous
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.
1d10
Species
1
Changeling
2
Dragonborne
3
Dwarf
4
Elf
5
Gnome
6
Goliath
7
Kalashtar
8
Halfling
9
Human
10
Orc
The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
Casting as a Circle Spell. If the spell is cast as a Circle spell, the casting time is divided by the total number of participating casters.
When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.
Resurrection
Level 7 Necromancy
Casting Time: 24 hours Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) Duration: Instantaneous
With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. To cast this spell, a living creature who personally knew the target must be within 30 feet of you, and they must genuinely desire for the target to be brought back to life.
The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, the casting time is divided by the total number of participating casters, and all participating casters ignore the taxing penalties of casting this spell on a target that has been dead for 365 days or longer.
When the spell is cast, each secondary caster must expend a level 5+ spell slot; otherwise, the spell fails.
True Resurrection
Level 9 Necromancy
Casting Time: 8 days Range: Touch Components: V, S, M (a diamond worth 25,000+ GP, which the spell consumes) Duration: Instantaneous
You touch a creature that has been dead for no longer than a millennium and that died for any reason except old age. The creature is revived with all its Hit Points. To cast this spell, a living creature who personally knew the target must be within 30 feet of you, and they must genuinely desire for the target to be brought back to life.
This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
This spell is extremely taxing. For every day you spend casting it, you must make a DC 20 Constitution saving throw or gain 1 level of Exhaustion. Additionally, casting this spell to revive a creature that has been dead for 100 years or longer taxes you even more. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of three secondary casters. If the spell is cast as a Circle spell, the casting time is divided by the total number of participating casters, and all participating casters ignore the taxing penalties of casting this spell on a target that has been dead for 100 years or longer.
When the spell is cast, each secondary caster must expend a level 7+ spell slot; otherwise, the spell fails.
I feel like resurrection magic is kind of anticlimactic and unimportant. It's too easily accessed by anyone for anyone, in my opinion, so I made the following changes. I own Heroes of Faerûn and Forge of the Artificer and we use them at our table, FYI.
Raise Dead
Level 5 Necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. To cast this spell, a living creature who personally knew the target must be within 30 feet of you, and they must genuinely desire for the target to be brought back to life.
The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Reincarnate
Level 5 Necromancy
Casting Time: 12 hours
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.
1d10
Species
1
Changeling
2
Dragonborne
3
Dwarf
4
Elf
5
Gnome
6
Goliath
7
Kalashtar
8
Halfling
9
Human
10
Orc
The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
Casting as a Circle Spell. If the spell is cast as a Circle spell, the casting time is divided by the total number of participating casters.
When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.
Resurrection
Level 7 Necromancy
Casting Time: 24 hours
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. To cast this spell, a living creature who personally knew the target must be within 30 feet of you, and they must genuinely desire for the target to be brought back to life.
The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, the casting time is divided by the total number of participating casters, and all participating casters ignore the taxing penalties of casting this spell on a target that has been dead for 365 days or longer.
When the spell is cast, each secondary caster must expend a level 5+ spell slot; otherwise, the spell fails.
True Resurrection
Level 9 Necromancy
Casting Time: 8 days
Range: Touch
Components: V, S, M (a diamond worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer than a millennium and that died for any reason except old age. The creature is revived with all its Hit Points. To cast this spell, a living creature who personally knew the target must be within 30 feet of you, and they must genuinely desire for the target to be brought back to life.
This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
This spell is extremely taxing. For every day you spend casting it, you must make a DC 20 Constitution saving throw or gain 1 level of Exhaustion. Additionally, casting this spell to revive a creature that has been dead for 100 years or longer taxes you even more. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of three secondary casters. If the spell is cast as a Circle spell, the casting time is divided by the total number of participating casters, and all participating casters ignore the taxing penalties of casting this spell on a target that has been dead for 100 years or longer.
When the spell is cast, each secondary caster must expend a level 7+ spell slot; otherwise, the spell fails.