Reincarnate was a transmutation or necromantic spell that returned a dead creature's soul to a new body.[3][6][7][12] The arcane version of this spell was called reincarnation but was similar in most respects.[14][15][16]

Effects[edit | edit source]

This spell required the caster to touch at least some piece of the dead creature's body that was part of the creature at the time of death; that was not undead, had not died of old age, or been killed by a death effect;[3] and be cast no more than a week after death occurred.[3][17][18][19] The soul also had to be free and willing to return.[3] If all these criteria were met, then a new body was formed out of the natural environment where the spell was cast and the soul took up residence in it, being a young adult of whatever species appeared. This process took an hour to complete and occurred without any possibility of system shock.[3][6][7][12]

The arcane version of this spell required the corpse to have been dead no longer than a matter of days, according to the experience of the wizard.[14][15][16]

Some possible incarnations for humanoid subjects were: badger, bear, boar, bugbear, centaur, dryad, dwarf, eagle, elf, faun, fox, gnoll, gnome, goblin, half-elf, half-orc, halfling, hawk, hobgoblin, human, kobold, lizardfolk, lynx, orc, owl, pixie, raccoon, satyr, stag, troglodyte, wolf, and wolverine.[3][6][7][12] The environment was a factor in the formation of the new body. For example, a bear might be black, brown, or white, depending on where the spell was cast.[citation needed]

A wish or a miracle could restore a reincarnated character to its original form.[3]

The reincarnated soul remembered most of its past life and retained the knowledge of skills and abilities, but the limitations of the new body could prevent the effective use of those skills. It was difficult to fire a bow without opposable thumbs or cast spells without hands for the somatic components, for example.[3][17][18][19] On the other hand, the new body had all the physical capabilities of its kind.[3]

Components[edit | edit source]

In addition to the verbal and somatic components of this spell, the caster needed a divine focus or holy symbol and at least 1,000 gp worth of rare oils and unguents to anoint the remains.[3] Some traditions encouraged the burning of rare incense to increase the chances of getting a humanoid body for the soul to inhabit.[17][18]

The arcane version of this spell required a small drum and a drop of blood.[14][15][16]

History[edit | edit source]

The arcane version of the spell was first introduced by the Netherese arcanist Sadebreth in −2475 DR as Sadebreth's reincarnation in the city of Imbrue.[1][20] By the 1360s DR it was a common spell in the magical community in Faerûn,[21] while in Zakhara it was known but rare.[10][note 2]

Appendix[edit | edit source]

See Also[edit | edit source]

Notes[edit | edit source]

  1. This spell was added to the Animal sphere and removed from the Necromantic sphere by the Player's Option: Spells & Magic. See page 187.
  2. Canon material does not provide dating for the Al-Qadim campaign setting. For the purposes of this wiki only, the current date for Al-Qadim products is assumed to be 1367 DR.

References[edit | edit source]

  1. 1.0 1.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 22, 24, 26. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 271. ISBN 978-0-7869-6560-1.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 270. ISBN 0-7869-2886-7.
  4. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 65. ISBN 0-7869-1836-5.
  5. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 90. ISBN 0-7869-3134-5.
  6. 6.0 6.1 6.2 6.3 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 181, 234. ISBN 0-88038-716-5.
  7. 7.0 7.1 7.2 7.3 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 230, 297. ISBN 0-7869-0329-5.
  8. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), pp. 151, 153. ISBN 1-56076-107-5.
  9. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 183, 186. ISBN 0-7869-0394-5.
  10. 10.0 10.1 Sam Witt (January 1994). The Complete Sha'ir's Handbook. (TSR, Inc), pp. 124, 126. ISBN 978-1560768289.
  11.  (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 24, 121–123. ISBN 0-7869-0437-2.
  12. 12.0 12.1 12.2 12.3  (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 64, 85. ISBN 0-9356-9601-6.
  13.  (1985). Oriental Adventures. (TSR, Inc), p. 72. ISBN 0-8803-8099-3.
  14. 14.0 14.1 14.2  (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 181. ISBN 0-88038-716-5.
  15. 15.0 15.1 15.2  (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 230. ISBN 0-7869-0329-5.
  16. 16.0 16.1 16.2  (1978). Players Handbook 1st edition. (TSR, Inc.), p. 85. ISBN 0-9356-9601-6.
  17. 17.0 17.1 17.2  (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 234. ISBN 0-88038-716-5.
  18. 18.0 18.1 18.2  (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 297. ISBN 0-7869-0329-5.
  19. 19.0 19.1  (1978). Players Handbook 1st edition. (TSR, Inc.), p. 64. ISBN 0-9356-9601-6.
  20.  (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 108. ISBN 0-7869-0437-2.
  21.  (1990). Forgotten Realms Adventures. (TSR, Inc), p. 153. ISBN 0-8803-8828-5.
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