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True Resurrection

Necromancy
Level: 9th-level
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Materials: A sprinkle of holy water and diamonds worth at least 25,000gp, which the spell consumes.

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Spell Details

School: Necromancy
Level: 9
Ritual: No
Concentration: No
Classes: Cleric, Druid
S-Tier The only spell capable of resurrecting creatures dead beyond 200 years or restoring those killed by disintegration/true death effects, making it uniquely irreplaceable.

Player Guide

True Resurrection is primarily a out-of-combat utility spell used for campaign-defining moments rather than tactical encounters. Cast it in a safe location after securing the creature's soul, as the 1-hour casting time makes battlefield use impossible. This spell bypasses all limitations of lesser resurrection magic, making it the ultimate solution for permanent character death or restoring legendary NPCs.

DM Tips

True Resurrection should mark significant narrative moments—losing access to it creates tension, while finding a caster offers hope. Consider the soul's willingness mechanic as a roleplay opportunity: reluctant souls or those bound elsewhere create compelling story complications.