Reincarnation
(Necromancy)
Range:
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Touch
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Duration:
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Permanent
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Area of Effect:
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Person touched
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Components:
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V, S
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Casting Time:
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1 turn
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Saving Throw:
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None
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This spell is a replacement for both the mage and priest spells of the same
name, and the original spells are removed from the system.
With this spell, the caster can bring back to life a person who died. The
Person may be of any humanoid race and have died no more than one day per level
Of experience of the caster ago. The essence of the dead person is transferred
to another body, possibly one very different from his former body.
Reincarnation does not require any saving throw, system shock, or resurrection
survival roll. The corpse is touched, and a new incarnation of the person will
appear in the area in 1d6 turns. The person reincarnated always recalls all of
his former life and form, including character class.
The dead body - this must be the largest remaining piece of the body. Once the
spell has been cast the body will slowly disintegrate over the 1d6 turns it
takes for the new body to appear, normally leaving just a pile of clothes and
equipment behind. All separated body parts that were removed less than a year
prior to death also disintegrate. It has no effect on the reincarnation; if the
body is artificially destroyed prior to the 1d6 turns expiring.
The spirit or soul - the soul must be willing to be reincarnated, if it is not,
then the spell simply does not function at all.
The appearance of the new body - the new body will appear nude within 100 yards
of the place where the reincarnation spell was cast.
The New Body
Race
The new race must be from the table below. Whatever the new race is the
character always retains his of her old classes and levels. It is not necessary
that the new race be allowed the multi/duel-classed combinations (if any) that
the original character had, but the new race must be able to be any of these
classes as a single classed character. (I.e. a cleric/mage could not be
reincarnated as a dwarf as dwarves cannot be mages, but it could be
reincarnated as a elf as elves are allowed to be mages or clerics.) [To allow
easy interpretation of this the table below has been created to allow for
this.]
D100
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NEW RACE
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01-06
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Deep Dwarf
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07-13
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Hill Dwarf
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14-20
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Mountain Dwarf
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21-25
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Hairfoot Halfling
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26-28
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Stout Halfling
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29-30
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Tallfellow Halfling
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31-33
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Forest Gnome
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34-40
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Rock Gnome
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41-46
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Green Elf(sylvan elf)
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47-55
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Moon or Silver Elf (high elf)
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56-60
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Gold or Sunrise Elf (grey elf)
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61-70
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Half-Elf
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71+
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Human
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ROLL MODIFICATIONS
+70% if the character is a Paladin
+60% if the character is a Bard
+40% if the character is a Mage of any type except Specialist Illusionist
+40% if the character is a Ranger
+30% if the character is a Specialist Illusionist
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Gender
The sex of the character makes no difference to game-play except to the player,
so if the player wishes to change the sex of his or her character when they are
reincarnated it is up to them.
Religion
It does not matter to the Gods what race a priest or cleric is as long as they
started their career as an allowable race, however, it may cause problems with
other members of the clergy in game, additionally, the church may require some
act of attrition. Religious marks, whether beneficial or baneful, are retained
on the new body. These are marks of the god and are attached to the person, not
the body.
Stats
When a character is reincarnated, the new body will not have the same stats as
the old, also, one of the consequences of the magic is that the new body will
always be a little less capable than the old. This is reflected in game
mechanics as follows.
- Start with 24 points (as per initial character creation)
- Subtract 2 points for each time the character has been reincarnated
(including the current one). Note that this may result in a negative
number after a lot of reincarnates.
- Set each physical (str, dex, con, int, wis, chr) to a base of 9 and then
apply the remaining points as desired. Note that no stat may be raised
above 18 whilst allocating these points. If the remaining points are
negative, stats must be reduced below 9 to compensate.
- Racial modifications for the new race are then applied.
Note:
Stat gains from magic items or effects that were acquired prior to the
reincarnation are lost. However, where those gains were acquired from an item
that may only be used once in a characters lifetime (e.g. gem of insight,
book of quickness in action) the item may be used on the new body if
rediscovered.
Height, weight and age
The new body will have height and weight determined randomly on the PH tables
for the new race. The new body will have an age determined on the starting age
table for the new race in the PH.
Racial abilities
All racial abilities of the old race, except languages, are immediately, and
irreversibly lost. Purely physical abilities of the new race (e.g. infravision,
hit point modification [see below]) are immediately available to the new body.
Cultural abilities (e.g. detect sloping passages, detect secret doors) need a
degree of acclimatisation and do not become available until the next adventure.
No new racial languages are acquired.
Humans are a special case. There are three possibilities, Human to Human, Human
to Other, Other to Human. Each is dealt with below.
Human to Human
Racial points spent on the old body, in any way are retained on the new (e.g.
+1 HP, tough hide or any points carried through to class). Note that the
way in which they were spent cannot be changed or adjusted in any way.
Human to Other
Racial points spent on class are retained unaltered. Racial abilities gained by
spending racial points are lost immediately and irreversibly.
Other to Human
20 racial points are gained to be spent on the new body. Note these points may
only be spent on racial abilities, no points may be spent on class or
proficiencies, no points may be retained for later use, any unspent points are
simply lost.
Traits and Disadvantages
All traits and disadvantages are carried, unmodified, into the new body.
Hit Points
The player must reroll hit points for the new body, CP's may be spent if
available (2 per roll to roll two dice and take the best).
Curses
Purely physical curses (e.g. a cursed item that cannot be removed, a stat
reduction) are not carried forward to the new body. All other curses (e.g. a
reduction in all rolls, an alignment change) are carried through to the new
body.
Innates and gained abilities
Some characters have innate abilities due to class, these are carried forward,
innate abilities due to race are lost. Gained abilities (e.g. from Myth
Drannor) are not carried forward if they are purely physical in nature
(e.g. a boost to hit points), but are carried forward if they provide spell
like effects (e.g. light 1/day, jump 1/week).
Permanent Spell effects
Any spell effects which were made permanent on the old body, by whatever means,
are not transferred to the new body, except where they are discussed
specifically in this document (e.g religious marks).
Raise and resurrect
Being reincarnated provides the character with a new body, and as such the
number of times raised counter is reset to zero. Note that raise and resurrect
do not reset the number of times reincarnated counter.
Note to GM's and players
This is effectively a character creation process and not a game action, as a
result, all rolls should be made by the player, in view of the other players.
There is no scope for GM intervention on any of these rolls. The only
modification to the rolls which is acceptable, is that, provided the character
has not already spent a CP on the adventure and that he has one available, the
player may opt to spend a CP and reroll the new race type.