Resurrection shouldn't be easy (#3 GLÅUGUST 2026)
Here is my homebrew take on high-level resurrection magic for this month's GLÅUGUST 2026, challenge #3. I was inspired by Beneath Foreign Planets's simple and succinct take on alchemy.

I dislike that the resurrection spell is reserved for the top tier of play; to me, it is a given, like a magical ticket back into the game. I think it should be harder at lower levels, but still carry a cost at any level.
I also want to add a bit of Full Metal Alchemist chance of failure, because failing forward is always fun; that risk is part of the cost I want resurrection to carry.
Resurrection throughout the ages:
| Edition | Level | Limits |
|---|---|---|
| B/X (Raise Dead) | A 7th Level Cleric | Max 4 days dead. |
| AD&D (Resurrection) | A 7th Level Cleric | Max 10 years dead per caster level. |
| AD&D 2E (Resurrection) | A 7th Level Cleric | Max 10 years dead per caster level. Needs physical remains; cannot resurrect people who died of old age. |
| OSE (Raise Dead) | A 5th Level Cleric | Max 4 days dead per caster level. |
| D&D 5E / 5.5E (Resurrection) | 7th Level Spell Bard / Cleric | Max 100 years dead; cannot restore those who died of old age. |
What does this tell us? Only high-level magic allows us to cast reincarnation. Now what happens if a lot of time, effort, and resources were poured in at low levels? My idea is based on the fact that it would take double the amount of effort for a caster who can only cast 6th-level spells, quadruple for those only being able to cast 5th-level spells, and so on, all the way to 1st-level spells, which are . If we say components or resources are needed, I am going to use HD as a resource for the components to bring the dead back to life: Dragon liver? Beholder Brain? Ghost Ectoplasm? Depending on the level of the caster, you need more components. I am going to use the base that the ritual should take 64HD worth of components, this should be easier the higher level you are.
| Castable Levels | HD Components needed |
|---|---|
| 7th | 1 HD |
| 6th | 2 HD |
| 5th | 4 HD |
| 4th | 8 HD |
| 3rd | 16 HD |
| 2nd | 32 HD |
| 1st | 64 HD |
What components are needed to raise the dead? I figured our TTRPG worlds live in a dualistic universe, so you would need a physical component, a spiritual component, a ritual, and, usually, a soul that has gone to an afterlife of a deity, patron, or place. Each of these comes with a cost and possible hazards the GM may put in place, quests the GM will grant, or patrons the GM will throw at you.
- The Medium: the physical matter or vessel - bones, clay, or substance the new body will use
- The Anima; the breath of life - the spark of animation for the new body
- The Rite; the ritual - the process of pulling the soul back to the material realm
- The Claimant: Where is the soul currently? - the deal or place you snatch the soul from to bring it back to life.
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So, bringing all this together as a workable system:
Levels of success: Easy DC 5 / Normal DC 11 / Hard DC 15 / Very Hard DC 20
- Missing half the components - DC +2 steps
- Missing less than half the components - DC +1 step
- Disrupted Rite - DC +1-2 step
To bring a soul back, you must successfully navigate four pillars: the Medium, the Anima, the Rite, and the Claimant. Each pillar requires 16HD in components.
1. The Medium (Physical Body)
Crit Fail: Gain a significant mutation or disability and the associated creature type of the claimant or afterlife (fey, undead, devil, demon, etc.).
Fail: Gain a significant mutation or disability.
Success: Resurrect with 1HD of health; requires 1 month of downtime rest.
Crit Success: Resurrect with full health.
2. The Anima (Breath of Life)
Crit Fail: The body is possessed by another being or is someone else entirely (changes class/abilities).
Fail: The resurrected person has no memory of who they are.
Success: No spell slots; requires 1 month of downtime rest.
Crit Success: Full vitality; requires no rest.
3. The Rite (The Process)
Crit Fail: Creatures equalling the HD×2 used to cast the spell are summoned from the claimant's realm and are hostile.
Fail: Creatures equalling the HD used are summoned and hostile OR the party loses the HD used to cast the spell.
Success: You gain a memory of the rite; future attempts have a -1 step DC.
Crit Success: You gain a memory of the rite; future attempts have -1 step DC and use ½ as many HD components.
4. The Claimant (The Soul’s Location)
Crit Fail: The deity or patron holding the soul now claims both the caster’s soul and the stolen soul.
Fail: The deity/patron makes a bargain for your soul or inflicts a curse.
Success: Successfully navigated the afterlife with no issues.
Crit Success: Impressed the claimant; gain a boon.
Augmenting the spell:
- Remains: +HD of the person being resurrected - dependent on the state and preservation
- Time since death: +HD needed of components per month since death
- Quests: + anima component - Traveling to the ethereal / dream / hell / afterlife to convince the spirit to come back.
- Beacons: + rite component - Magic items used to draw the spirit back into its body
- Sacrifice: +HD to the rite for the HD sacrificed
- Claimant Worship: GM discretion
- Ritual Time: +1HD / week