Level
9th
Casting Time
1 Hour
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
CHA Save
Damage/Effect
Teleportation

This spell can be cast with or without the deceased's body.

You and up to eight willing creatures who link hands in the final moments of the spell are keyed to the portal you create, this portal exists for 2d4+1 days. Each creature keyed to the portal (and only these creatures) may use the portal to make a single journey to the Underworld and one journey back. The spirit of the deceased is also keyed to the portal but may only make the return journey.

Once through the portal, you and any companions) will find yourselves in the Hall of Judgement and will be granted an audience with Hades to request the return of the spirit of the deceased. You and/or your companions must then convince Hades to return them. To do so you must make a Charisma (Persuasion) check with a DC of 20. The DC is adjusted by a number of factors:

-1 per level of the deceased
+5 if the body was not present as the spell was cast
+1 per previous death of the deceased (including revivifications)
+1 per previous attempt to revive the deceased
-1 to -3 for sacrifices and/or offerings

If convinced Hades will recall the spirit from any location in the Underworld to the Hall of Judgement and release them to you. If the deceased passes back through the portal returning to the world of the living, their spirit will re-enter and revive their body (if present). If a body is present the spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died, the spell also replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists which will appear in an unoccupied space you choose within 10 feet of you. The revived body will have full hitpoints.

Entering the Hall of Judgement and conversing with Hades would usually drain the lifeforce and vitality from any mortal as well as crushing their will to live, the magic of this spell protects you and those who travel with you from the physical damage, but channels the mental anguish away from your companions and on to you. Once you return you are at disadvantage to any Intelligence, Wisdom or Charisma check for the next 2d4 days. Finally, there is a 33 percent chance that your psyche is so scarred by the experience that it frustrates any attempt to ever cast this spell again.

* - (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)

Previous Versions

Name Date Modified Views Adds Version Actions
10/26/2019 12:33:42 PM
2
1
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Coming Soon
10/28/2019 11:17:47 AM
5
1
--
Coming Soon

Spell Tags: Teleportation

Available For: Cleric Druid Sorcerer Warlock Wizard

Somva

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