TEXT: Duchy of Urnst Raise Dead Policy 
  version 2.0,  effective February 8, 2002 
   
  Sometimes bad things happen to nice people. Fortunately for characters in the Duchy of 
  Urnst, death or permanent injury is not necessarily the end of a character. Powerful 
  magics exist that can pierce even the veils of death, and bring a fallen comrade back to 
  life. These magics come at a high price, however. 
   
   
  Available Magics 
  All magics described in RUP-2, Beyond the Core Rules, may be purchased. However, the 
  events of the Temple Coalition Revolt have led to a marked lack of clerics in most areas 
  of the Duchy. To reflect this, use the table below in place of RUP-2’s Town Size and 
  Spellcaster Level chart: 
   
  Town Size 
  Population 
  Cleric level 
  Non-cleric level 
  Village or smaller 
  900 or less 
  1st 
  3rd 
  Small town 
  901-2000 
  3rd 
  5th 
  Large town 
  2001-5000 
  5th 
  9th 
  Small city 
  5,001-12,000 
  9th 
  11th 
  Large city or larger 
  12,001 and up 
  11th 
  13th 
   
   
  Clerics of Specific Cities and Areas 
  Unless otherwise noted, clerics of the standard available levels can also be found in these 
  areas. This is not an exhaustive list of the clerics found in any given area – just the ones 
  most accessible to normal adventurers. Other clerics may become available via regional 
  certificates in the future. 
   
  Celadon March (a number of small towns): B’amsaxir Leven, female human (mixed) 
  Clr17 of Ehlonna; Lin Firgel, male human (Flan) Clr9 or Obad-Hai 
   
  Dumadan (small city): Ulban Anvilheart, male dwarf Clr14 of Moradin; Shiraga 
  Magmaha, female dwarf Clr14 of Dumathoin 
   
  Goldplain (small city): Miliam Deruu, female human (mixed) Clr12 of Saint Cuthbert; 
  Urme Bollon, male halfling Clr10 of Yondalla. 
   
  Leukish (large city): Altorn Alokno, male human (Suel) Clr14 of Lendor (double usual 
  cost in favors, as he is most reluctant to receive visitors). 
   
  Nellix (large city): Tylquiram Huillart, male human (Suel) Clr15 of Lydia, Felyn Orewic, 
  female human (Suel) Clr12 of Lydia. 
   
  Nyrstran (small city): B’arone Eisesot, male human (Suel) Clr10 of Osprem. 
  
   
  Pontryel (small city): Last Malon, male human (Flan) Clr12 of Pelor; Guielle Medaine, 
  female gnome Clr10 of Ulaa. 
   
  Seltaren (small city): No available clerics above 7th level. 
   
  This list may be expanded in the future. 
   
   
  The Steps for Buying a Spell 
  The purchasing process for spells can be summarized as follows: 
  1) Find a spellcaster 
  2) Travel to them (if applicable) 
  3) Spend gold or a favor to contact them 
  5) Pay the cost for the casting of the spell (as detailed in RUP-2) 
  6) Resolve the effects of the spell 
   
   
  Favors 
  Favors must be used to gain access to most spellcasters. No favor is required to contact 
  spellcasters of up to 3rd level, one favor is required to contact spellcasters of 4th through 
  9th level, and two favors are required to contact spellcasters of 10th or higher levels. These 
  favors reflect that NPC spellcasters are typically quite busy, and contacts must be used to 
  approach them. In lieu of an actual favor, a character may spend 250 gp to get a “pseudo-
  favor” for purposes of contacting the caster. In game terms, this represents substantial 
  donations to a temple, wining and dining a powerful mage’s friends, funding a bard’s art 
  projects, and similar types of largess. 
   
  Favors can also be used to discount the price of spells. One additional favor reduces the 
  cost of a spell by 10%, up to a maximum of 100 gp saved. Two additional favors reduce 
  the cost of a spell by 25%, up to a maximum of 250 gp saved. The cost cannot be lowered 
  further. 
   
  Favors must come from a Duchy of Urnst module (including adaptables), and be either 
  certed, noted on an adventure certificate, or entered on a log sheet. When a favor is used, 
  the cert (if any) must be invalidated, and a note entered on the character’s adventure 
  certificate for the adventure in which they were use. The GM may choose to disallow the 
  use of favors that they find inappropriate, based on the specific circumstances of the 
  purchase. 
   
  Favors may be spent on behalf of other characters, and more than one favor from the 
  same adventure can be used if they come from different characters. 
   
   
  Travel 
  
  A character may travel to any city of their choice within the Duchy of Urnst for one time 
  unit (in addition to the original costs for the scenario). The travel time is fast enough that 
  a character may reach a temple within the time limits for raise dead to be used, this 
  overrides the ruling in RUP-2 that resurrection must be used for characters that travel. If 
  the character in question is dead, at least one living character must accompany the body 
  (and pay the extra time unit, if travel is involved). One character may accompany up to 
  five deceased adventurers. In the case of total party kills where the adventurers bodies are 
  still recovered, NPCs may take it upon themselves to bring the remains to a temple, at the 
  judge’s discretion. Characters assisting by paying gold or favors need not accompany 
  adventurers seeking magical aid. 
   
   
  Time Lapse and Types of Death 
   Raise dead and restoration must be cast within 1 day per caster level  of the applicable 
  event (death or level loss). Gentle repose can extend the time limit for raise dead, but 
  only if a cleric, sorcerer or wizard that is able to cast the spell accompanies the deceased 
  character. Greater restoration must be cast within 1 week per caster level of the original 
  level loss to be effective. For game purposes, a town can generally be reached before the 
  time limits on any of the above spells are reached, although in specific circumstances a 
  judge at the table may choose to overrule this (if, for example, a body took several weeks 
  to recover). 
   
  Please note that characters that have been turned into undead or slain by death magic 
  cannot be raised, they must be resurrected. Raise dead also requires a mostly intact body 
  (any parts missing from the body will still be missing after raising). Resurrection requires 
  only a small portion of the dead body (such as the ashes left after a disintegrate spell), 
  any missing parts of the body are restored. 
   
   
  Skeptics 
  Skeptics are normally against the indiscriminate use of clerical magic, and will choose 
  non-clerical spellcasters when possible. However, even the luckiest Skeptic can meet 
  with an untimely demise, and in cases like that, the succor of a temple may be needed to 
  bring the unfortunate victim back to life. There are no additional costs for Skeptics that 
  need to be raised or resurrected, but they and their judge are required to contact the 
  Duchy of Urnst triad at doutriad@yahoogroups.com. The Triad may, at their discretion, 
  award a regional certificate to Skeptics that have been raised from the dead, with possible 
  in-game consequences. Skeptics, have no fear, the consequences won’t be dire, just an 
  opportunity for role-playing. 
   
   
  Returning from the Dead 
  The process for being raised from the dead follows all applicable game rules: the 
  character in question loses a level, returning to life at the midpoint of their new level. A 
  dead character should receive full experience for the portions of the  adventure they took 
  
  part in. All experience is awarded after the affected character is raised from the dead and 
  suffers the consequences thereof (see DMG, p. 169). 
   
  In the case of multiclassed characters, the highest level class is the one the character will 
  lose a level in, per the D&D FAQ. If levels are equal, the character may choose which 
  class is reduced. This also applies to level draining. 
   
  Level  
  New XP 
   
  Level  
  New XP 
  1st 
   
  500 
   
   
  6th 
   
  18,000 
  2nd 
   
  2,000  
   
  7th 
   
  24,500 
  3rd 
   
  4,500  
   
  8th 
   
  32,000 
  4th 
   
  8,000  
   
  9th 
   
  40,500 
  5th 
   
  12,500  
   
  10th 
   
  50,000 
   
  Appendix 
  Minimum Caster Levels by Class and Spell Level* 
  Level 
  Bard 
  Cleric 
  Druid 
  Paladin 
  Ranger 
  Sorcerer 
  Wizards 
  0 
  1st 
  1st 
  1st 
  N/A 
  N/A 
  1st 
  1st 
  1 
  3rd 
  1st 
  1st 
  6th 
  6th 
  1st 
  1st 
  2 
  5th 
  3rd 
  3rd 
  10th 
  10th 
  4th 
  3rd 
  3 
  8th 
  5th 
  5th 
  12th 
  12th 
  6th 
  5th 
  4 
  11th 
  7th 
  7th 
  15th 
  15th 
  8th 
  7th 
  5 
  14th 
  9th 
  9th 
  N/A 
  N/A 
  10th 
  9th 
  6 
  17th 
  11th 
  11th 
  N/A 
  N/A 
  12th 
  11th 
  7 
  N/A 
  13th 
  13th 
  N/A 
  N/A 
  14th 
  13th 
  * assumes that the caster has no bonus spells for levels with “0 spells per day” 
   
   
  Curing Lycanthropy 
  Lycanthropy may be cured through the use of a remove disease spell by a 12th level 
  cleric, if this spell can be cast within three days of the character contracting lycanthropy. 
  This requires a 12th level cleric (not a druid) be available in the immediate area that 
  lycanthropy was contracted in. 
   
  The other cure requires that the character have remove curse or break enchantment cast 
  upon them during one of the three days of the full moon. The caster may be of any level, 
  as long as they can cast the proper spell. This process requires 4 time units to be used (to 
  cover the month), but travel time is assumed to be included in that 4 time units. The 
  character must pay full book costs for each spellcasting attempt (up to three per 4 time 
  units), but need only expend favors or bribes (if applicable) once for the three attempts. If 
  they all fail, favors and bribes must be paid again during the next full moon cycle. If a 
  character recruits a PC spellcaster to try and cure them of lycanthropy, the costs are 
  waived, but both characters must pay for the time units. 
   
  
  All lycanthropes are considered to be controlled by Luna, rather than Selene, so the 
  magic must be used during the full moon of Luna. 
   
   
  Example of Purchasing a Spell 
  Rolik the 5th level fighter died in battle in Last Dance at Heron House. Fortunately, he 
  was not slain by a death spell or turned into undead. His comrades elect to take him to 
  Leukish to attempt to have him raised. They do this after the module ends, but before 
  leaving the table. 
   
  The steps used to purchase the spell are as follows: 
   
  1) Find a spellcaster 
  Leukish is a large city (population 22,300), so a cleric of up to 11th level can be located 
  there. The party decides to go to the prominent temple of Lydia. 
   
  2) Travel to them (if applicable) 
  Since Last Dance takes place in Seltaren, the party and the dead character must each 
  expend one time unit to travel to Leukish. 
   
  3) Spend favors to contact them 
  The deceased had many favors, so he spends one of his favors in order to contact the 
  priestess of Lydia. 
   
  4) Pay the cost for the casting of the spell 
  Per RUP-2, a raise dead spells costs 950 gp. The net cost to the character is 1 favor and 
  950 gp. The party pays for this by selling off some of the fallen character’s equipment 
  (the dead character does get to control what is sold). 
   
  5) Resolve the effects of the spell 
  Rolik has been dead for 1 time unit (the time it took to get to Leukish), so raise dead is 
  sufficient to bring him back. Since Rolik wishes to return to life, the spell succeeds. Rolik 
  comes back to life as a 4th level fighter, with 8,000 xp. 
   
  The GM enters this information on Rolik’s adventure certificates (entering an experience 
  penalty equal to his starting xp for the adventure minus 8000 xp), and signs off on it. He 
  also makes sure to apply an extra time unit on the adventure certificates of everyone who 
  helped get him raised, and signs off on all the certs that Rolik had to expend or sell to get 
  raised. Rolik does still get a share of experience for Last Dance at Heron House, since he 
  was brought back. 
   
  Rolik, upon returning to life, resolves to be more careful where he travels in the future. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Duchy of Urnst/Raise Dead Policy.pdf