Sacred Ash (3.5e Epic Spell)

3e Summary::Phoenix ash spreads around the area in a whipping wind, healing the living and resurrecting the dead.

Sacred Ash
Conjuration (Healing)
Spellcraft DC: 87
Components: V, S, M, DF
Casting time: 1 minute
Range: Personal
Area: A 30-ft by 10-ft cylinder, centered on you.
Duration: Instantaneous
Saving Throw: Fortitude negates (Harmless; see text)
Spell Resistance: Yes (Harmless)
To Develop: 774,000 GP; 16 days; 30960 XP. Seed: life (DC 27), heal (DC 25). Factors: change from touch to personal (-2 DC), change from personal to area of 10-ft radius by 30-ft high cylinder (+15 DC), change from 10-ft radius by 30-ft high cylinder to 30-ft radius by 10-ft high cylinder (ad-hoc +2 DC), restore drained ability scores (+6 DC), no loss of level (ad-hoc +20 DC). Mitigating factors: rare material component (ad-hoc -6).

This spell restores to full health any creature in the spell area. All such creatures are restored to full hit points, are cured of all diseases, blindness, deafness, temporary ability damage, permanent ability drain, feeblemindedness and mental disorders caused by spells or injury to the brain. It also dispels all magical effects penalising their abilities.

This spell also restores to life any creature whose remains lie within the spell area. The condition of remains is not a factor. Any small piece of a creature's body that was part of a creature's body at the time of its death is restored to life with full hit points, vigor, and health, with no loss of prepared spells. They do not lose a level or points of constitution. They must have been dead no more than 200 years or the spell fails on that creature; for every other creature the spell functions normally.

Any undead in the area that fails a Fortitude saving throw is reduced to 1d4 hit points.

Material Component: The ash of a dead phoenix. Edit this space if you think you know how much it should cost.



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