Level
3rd
Casting Time
1 Minute Ritual
Range/Area
Touch 10 ft.
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Creation

Experiment... Always experiment... Many fail. Some bring a glimpse into the afterlife. Far fewer bring a spark of life back to a fallen copse, only to return forever more.


Once per long rest, this spell can return some life to a corpse. Choose a pile of bones or a humanoid corpse within range as the target. Roll 1d20 and use the guide below to determine it's effects. If cast as a ritual, you may add +1 to the dice roll. At the GM's discretion, or player's if it is a PC,  you must suffer 1d8 psychic damage for a soul that is unwilling to be revived.


 20. Partial Revive - The corpse awakens from it's sleep at half it's original hitpoints or 1 hitpoint (at the GM's discretion.) The creature is revived in the state it is currently in, missing whatever body parts it was missing, and still suffering any critical wounds it may have suffered at it's time of death. It is not under your control and regains all it's former memories, ambitions and abilities. This experiment can move or take any action of it's own will and is not under the command of the caster. Although clearly undead, this creature is not effected by [Tooltip Not Found] or treated as undead for the purposes of any damage calculations or spells.

17-19.  Animate with free will - The corpse rises as a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). The corpse is not under your control and regains it's former memories and ambitions and will act accordingly. It understands any languages it knew before death, but cannot speak.

14-16. Reanimation - Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command the creature you made with this spell if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

9-13. A glimpse - Your spell gives you the faintest bit of a glimpse into the afterlife. You tug at the target's soul, pulling it into the desired vessel. As it rises to it's knees and begins standing up, the spell shatters and sends the soul ripping through your own. You take 1d8 psychic damage and half as much necrotic damage. The corpse falls lifelessly to the floor again.

2-8. Failure - As you peer into the void of death, the target's soul reacts violently to your presence. The spell shatters violently, causing 1d10 psychic damage and half as much necrotic damage to all creatures within 20 feet.

1. Epic failure - Your glimpse into the afterlife is met with extreme disdain from an unknown spirit. The spell is immediately ended and you suffer 1d20 psychic damage and half as much necrotic damage. You are then frightened for 1 hour. Epic failures do not reunite the corpse with it's soul and are therefore still able to be revived by other means.


 A revived corpse remain for 1 hours or until killed. After which, the effects of the spell fades and the soul is forcefully and permanently ripped from it's body, rendering the corpse unable to be revived again, even with Revivify. If Revivify is cast before the spell is worn off, the corpse may be permanently revived in the state it is currently in. The GM can choose how a skeleton or zombie is effected by a revivify spell.

Before using this spell again, you must spend 1 hour scribbling notes about the previous results into your grimoire.


 At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may add +1 or -1 to your roll when determining the effects of this spell, for each 2nd slot level over 3rd(rounded down). In addition, the spell lasts an additional 1 hour for each slot level above 3rd.

* - (Grimoire with scrawled notes)

Spell Tags: Creation

Available For: Cleric (Legacy) Wizard (Legacy) Cleric (Legacy) - Death Domain Paladin (Legacy) - Oathbreaker Druid (Legacy) - Circle of Spores

Yohoki

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