Edition
|
Rarity
|
Cost
to Victim
|
Cost
to Caster
|
AD&D
|
9th level clerics
|
Chance that the spell fails, based on Constitution
score’s Resurrection Survival percentage.
Too weak to act for 1 day per day spent dead.
|
One spell
|
Original
D&D (BECMI)
|
10th level clerics (They gain the title “patriarchs”
and “matriarchs” at 9). With levels
going up to 36, 10th level doesn’t seem as high.
|
Two weeks of bed rest.
|
One spell
|
AD&D
2nd Edition
|
9th level clerics, but now we have a lot
more levels, so it’s not as rare (though note that there are level caps).
|
Chance that the spell fails, based on Constitution
score’s Resurrection Survival percentage.
Loss of 1 point of Constitution.
Too weak to act for 1 day per day spent dead.
|
One spell
|
D&D
3rd and 3.5 editions
|
9th level clerics, plus several other
divine caster classes; there are 20 levels plus epic levels; plus higher
level versions of the spell had other benefits
|
Raise Dead or Resurrection: Lose one level, which
cannot be restored.
True Resurrection: No level loss
|
One spell, 5,000gp (or 10,000gp for Resurrection,
or 25,000gp for True Resurrection)
|
Pathfinder
|
9th level clerics, plus several other
divine caster classes; there are 20 levels plus epic levels; plus higher
level versions of the spell have other benefits
|
Raise Dead: 2 negative levels, which require 2 castings of
Restoration to remove. Otherwise
nothing. Resurrection only bestows one negative level. True Resurrection bestows no negative levels. Breath of Life bestows one temporary negative level that lasts one day.
|
7,000gp: 5,000gp for Raise Dead (more for higher
level versions), plus 1,000gp each for two castings of Restoration. It costs 10,000gp and 1 Restoration for Resurrection; 25,000gp and no Restorations for True Resurrection. Breath of Life is free, but only works on creatures that died within 1 round.
|
D&D
4th Edition
|
8th level characters with the Ritual
Caster feat, Heal skill, and the Raise Dead ritual. It's really easy to get, because any 8th level character of any class can get those.
|
Resurrection Penalty (-1 to basically everything
for 6 encounters)
|
500gp (Heroic tier), 5,000gp (Paragon tier),
50,000gp (Epic tier)
|
13th
Age
|
7th level clerics (out of 10 levels) - so this brings us back to "pretty rare" like in 1st ed. AD&D
|
Based on number of times the cleric has ever cast
it: Nothing, some HP, days in bed, a
month in bed, or a 50% chance the spell fails
|
Major costs! Clerics can only raise the dead 5 times
in their life, and the 5th time kills them.
|
D&D 5th Edition
|
5th level clerics can Revivify. 9th level can Raise Dead. The Basic rules Life Domain has Revivify as a 5th level domain spell, so most clerics of level 5 and over will always have it prepared.
|
Revivify: No penalty.
Raise Dead: -4 penalty to attack rolls, saving throws and ability checks that diminishes by 1 after each long rest (basically by 1 each day)
|
One spell (L3 or L5)
300gp (Revivify) 500gp (Raise Dead) Revivify has to be used within one minute of the creature's death, so most adventuring parties will always use Revivify over Raise Dead. |
I thought it was interesting how the cost to the dead character goes down as the editions progress, and the cost to the caster goes up! It starts out as just a spell, like any other in the old 70s-80s editions, passes through a weird "expensive" phase in 3rd-4th-Pathfinder; and ends with the cleric dying with 13th age!
Meanwhile the dead guy might stay dead or loses levels in most old editions; then gets what amounts to a temporary penalty in Pathfinder and 4e, then finally just takes a while to get well in 13th Age.
Update 7/27/14: I've added the D&D 5th edition row to the table for comparison.
Thoughts? Corrections? Let me know!
PS! Happy 40th Birthday D&D
No comments:
Post a Comment