Level
4th
Casting Time
1 Hour
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Healing (...)

This spell reaches out into the Ethereal plane and calls forth the closest available soul or essence of a sentient creature, and binds it to the dead body that is being targeted by this spell. The body being used for the spell must not have been dead more than 24 hours, cannot have died from old age, must have belonged to a sentient creature, and must be in sufficiently good condition as to be able to live again. (It cannot be missing any major organs, or all its blood, or a head, etc.)

The spell then returns the body to life using the soul or essence that was summoned. The DM can either choose what sort of sentient creature this soul or essence belonged to, or you can roll on the tables below to determine the creature type the soul or essence belonged to and its alignment:

The newly living creature will keep the Strength, Dexterity, and Constitution scores the body had, and gain the Intelligence, Wisdom, and Charisma scores that the soul or essence has. If these ability scores are not known Roll 3d6 for each ability score, re-rolling any score below an 8. The Traits that the creature has are the traits of whatever species the body is. If the soul or essence was able to cast spells or had any class levels it regains access to those abilities. To determine if the soul or essence had any levels in a class roll 1d10: 1-9 no class levels. 10: 1d4 levels in one class. To determine the gender identity of the soul or essence roll 1d3: 1. Male, 2.None / Neuter, 3. Female 

The process of being returned to life in a strange body is extremely taxing and the creature will return to life with 5 levels of Exhaustion, reducing this level by one for every day they spend resting or doing only light activities. 

D12 Roll

Creature Type

Alignment

1

Aberration

Varies, Usually evil

2

Celestial

Usually good

3

Dragon

Varies

4

Elemental

Varies, usually neutral

5

Fey

Varies, usually chaotic

6

Fiend - Devil

Lawful evil

7

Fiend- Demon

Chaotic evil

8

Fiend-Yugoloth

Neutral evil

9

Giant

Varies

10

Humanoid- Core rules / PHB

Varies

11

Humanoid - Expanded rules

Varies

12

Monstrosity

Varies

 

Roll 1d10

Species, Core rules

1

Dwarf

2

Elf

3

Halfling

4

Human

5

Aasimar

6

Dragonborn

7

Gnome

8

Goliath

9

Orc

10

Tiefling

 

Roll 1d20

Species, Expanded rules

Variants

1

Aarakocra

none

2

Genasi

1d4: 1.earth, 2 air, 3. Fire, 4.Water

3

Goblinoid

1d3: 1.Goblin, 2.Bugbear, 3.Hobgoblin

4

Changeling

none

5

Deep Gnome

none

6

Duergar

none

7

Elf

1d3: 1.Eladrin, 2, Sea Elf, 3. Shadar-Kai

8

Fey

1d3: 1.Fairy, 2. Centaur, 3.Satyr

9

Firbolg

none

10

Gith

1d4:1-2: Githyanki, 3-4:Githzerai

11

Harengon

none

12

Kenku

none

13

Kobold

none

14

Lizardfolk

none

15

Minotaur

none

16

Shifter

none

17

Tabaxi

none

18

Tortle

none

19

Triton

none

20

Yuan-ti

none

 

Roll 1d3 twice

1

2

3

1

Lawful good

Neutral Good

Chaotic Good

2

Lawful Neutral

True Neutral

Chaotic Neutral

3

Lawful Evil

Neutral Evil

Chaotic Evil

 

Roll 1d12

Class

1

Barbarian

2

Bard

3

Cleric

4

Druid

5

Fighter

6

Monk

7

Paladin

8

Ranger

9

Rogue

10

Sorcerer

11

Warlock

12

Wizard

 

* - (a gemstone worth a minimum of 1,000 GP which is consumed by the spell)

Previous Versions

Name Date Modified Views Adds Version Actions
11/20/2024 9:24:24 AM
6
0
--
Coming Soon
11/21/2024 10:15:21 AM
9
0
MJ
Coming Soon

Spell Tags: Healing Special

Available For: Wizard (Legacy) Wizard

Maxjade

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