Resurrection on Kobos is a harrowing experience. Aside from the cost of the diamond material components (which are crushed, mixed with herbs into a paste, and painted on the body and therefore lost forever) there are risks and dangers to everyone involved. Most priests wouldn't even attempt such a thing.
There are two entities that will reliably take the risks:
Death Insurance Collective and the
Church of the Demiurge. The first charges a hefty fee (or a more affordable insurance policy) and the latter will only serve believers.
Primists and
Reverents might be persuaded to offer resurrection, but only in dire circumstances and only at enormous cost to either themselves or the requester.
Ionists will do it for someone exceptional, but
Entropians will cast augurs and look for signs and permission before performing such a service.
It is not known why nor is it often questioned, but for as long as history and magic have existed devils have enforced the strictures of death. Inviting a soul back from the afterlife sometimes brings unwelcome guests: fiendish parasites, possession, or even a squad of bearded devils may pull themselves through the veil to enact a toll. While the resurrection is performed, the priest cannot be interrupted or the ritual will fail.
Payment must be negotiated. Even the most selfless priest would hesitate at the thought of risking the wrath of devils for a stranger. Additionally, a diamond must be found worth enough to fuel the spell. The
Death Insurance Collective and the
Church of the Demiurge have a near-monopoly on such items. The
Death Insurance Collective in particular has been known to be very aggressive in acquiring them. In areas where these two organizations hold controlling stake, it is often illegal to even possess diamonds.
The companions of the deceased to be returned traditionally have to defend the ritual, and keep an eye out for signs of possession or parasitism. Even during the ritual itself, they are not able to be idle. They must beseech the dead, remind them of why they should come back, and add in their own will to the spell. If devils appear to claim the soul or attack the priest, the party must fight them off. If the resurrectionist can't be assured of the party's protection, they will likely refuse to perform the ritual.
Everyone involved in the ritual must roll a persuasion, beseeching the corpse. Every DC 12 adds +5 to the final roll. Blood brothers, spouses, parents and children (From the Ceremony Spell) add +10 instead. A good speech can add advantage (and a poor one can impose disadvantage) to this roll. Doing the ritual on consecrated ground or at a node adds +15 to the roll. Otherwise, preparing a place with divine geometry (Religion DC 15) can add +8.
When everyone has spoken, the ritual continues and the % die is rolled with the bonuses accrued. If devils appear, the party must fight them off before they do harm to the caster or the deceased. then, the resurrection is finished. A parasite or possession is undetectable by magical means (they hide in the lingering aura of the resurrection spell) and must be sniffed out from the returned one's altered behavior.
% Roll |
Consequence |
1-5 |
Failure |
6-15 |
PC returns to life with an infernal symbiote |
16-30 |
PC returns to life possessed by a devil |
31-60 |
PC returns with an infernal escort. 1d4 bearded devils materialize per level of the resurrected character. |
61-95 |
PC returns with a major madness condition. |
96-99 |
PC returns with a minor madness condition. |
100 |
Success, no consequences |
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