Resurrect:
This ritual spell allows an adventurer to be restored to life.
First, the body must be healed to at least 3 hit points. If the
body is dead from disease, the disease must be eliminated
or the Resurrect is futile.
This spell summons the deceased spirit to approach its
former body. The caster of the spell or their allied spirit must engage in spirit combat with the deceased. If the caster
succeeds in causing the deceased to lose magic points, the
spirit is forced back into the body and returns to full life. If
the caster fails by ending the spirit combat early or being
defeated, the soul returns to the Courts of Silence.
Each day after the first that the dead adventurer stays
dead permanently reduces their STR, CON and DEX characteristics by 1D3 points each. When any characteristic is
reduced to 0 or less, that adventurer is irrevocably lost. Thus,
death from characteristic loss means that the adventurer is
not resurrectable.
Finally, anyone dead longer than 7 days is unable to be
resurrected with this spell, regardless of their characteristic
points. They can only be brought back through a successful heroquest.
Spirit Guardian:
This spell must be cast upon a friendly ancestral spirit. It sets
up a mental connection, identical to that with an allied spirit
(see page 277), between the spirit and the target.
Each additional Rune point added to this spell adds a
day’s duration to the connection. The recipient may only
have one such Spirit Guardian at any given time.
Spirit Melding:
This spell must be cast upon a friendly ancestral spirit
enveloping the caster. For the spell’s duration, the spirit’s
POW is added to the caster’s for purposes of resisting
spirit combat and spells. If the spirit leaves the caster, the
spell’s effects end.