Judgment Undone
NecromancyNecromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
PFS Legal
Available to
- Casting Time
- 10 minutesMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (diamonds worth 50,000 gp), F (see text)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.F (Focus): A prop used during casting but, unlike a material component, not consumed — it can be reused. Negligible cost unless a price is given.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one willing petitionerHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- instantaneousHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
This powerful, elaborate, and risky spell undoes Pharasma’s judgment, returning a willing petitioner to its mortal life. This spell must be cast on the plane to which the petitioner was sent, and the petitioner must be present for the entire casting. In addition, the caster must provide a specific object that the petitioner valued deeply in its mortal life as a focus for the spell. This is different for every petitioner and usually requires research to discover, although those who knew the petitioner well in life can often identify the item easily. At the completion of the spell’s casting, the petitioner returns to the mortal form it had as a young adult, with all of its memories and class levels (or equivalent statistics) intact.
The casting of judgment undone is not without risk. The servants of Pharasma vigilantly watch for perversions of the order of fate and death, though it can take time for them to pinpoint disruptions when they occur. After 1d6+5 minutes from the beginning of this spell’s 10-minute casting time, an olethros appears within 50 feet of the caster; this psychopomp demands the caster cease casting the spell immediately and attacks if its request is ignored. The psychopomp never attempts to harm the petitioner unless judgment undone has already been successfully cast by the time the psychopomp arrives, in which case it attempts to eliminate the returned mortal as well. If the caster and returned mortal are no longer present, the olethros does what she can to track both down and exact judgment—how successful she may be depends on the GM’s discretion.
The caster of judgment undone can pause the spell’s casting for up to 1 minute without causing the spell to fail. During this time, the caster does not need to concentrate on judgment undone and can act normally and cast other spells without disrupting the spell, but if she does not begin casting again before this 1-minute window elapses, the spell fails.
It is possible to cast judgment undone without incurring the wrath of a psychopomp, but doing so requires the caster to first visit the Boneyard and seek out a powerful agent of Pharasma to gain permission to restore the petitioner to its mortal life. The details and difficulty of this task are subject to the GM’s discretion, but at the very least should involve a significant expenditure of time and resources. The granting of permission to cast judgment undone is an excellent reward for a quest given to a party of adventurers from a powerful psychopomp. If the PCs exceed expectations in fulfilling this quest, it’s not unheard of for the psychopomp to not only grant permission for the spell’s casting, but to also provide the diamonds needed for the spell’s material component, information about the required focus, or even both. Worshipers of Pharasma who cast this spell without securing permission in this manner are considered to have grossly violated Pharasma’s code of conduct.
The casting of judgment undone is not without risk. The servants of Pharasma vigilantly watch for perversions of the order of fate and death, though it can take time for them to pinpoint disruptions when they occur. After 1d6+5 minutes from the beginning of this spell’s 10-minute casting time, an olethros appears within 50 feet of the caster; this psychopomp demands the caster cease casting the spell immediately and attacks if its request is ignored. The psychopomp never attempts to harm the petitioner unless judgment undone has already been successfully cast by the time the psychopomp arrives, in which case it attempts to eliminate the returned mortal as well. If the caster and returned mortal are no longer present, the olethros does what she can to track both down and exact judgment—how successful she may be depends on the GM’s discretion.
The caster of judgment undone can pause the spell’s casting for up to 1 minute without causing the spell to fail. During this time, the caster does not need to concentrate on judgment undone and can act normally and cast other spells without disrupting the spell, but if she does not begin casting again before this 1-minute window elapses, the spell fails.
It is possible to cast judgment undone without incurring the wrath of a psychopomp, but doing so requires the caster to first visit the Boneyard and seek out a powerful agent of Pharasma to gain permission to restore the petitioner to its mortal life. The details and difficulty of this task are subject to the GM’s discretion, but at the very least should involve a significant expenditure of time and resources. The granting of permission to cast judgment undone is an excellent reward for a quest given to a party of adventurers from a powerful psychopomp. If the PCs exceed expectations in fulfilling this quest, it’s not unheard of for the psychopomp to not only grant permission for the spell’s casting, but to also provide the diamonds needed for the spell’s material component, information about the required focus, or even both. Worshipers of Pharasma who cast this spell without securing permission in this manner are considered to have grossly violated Pharasma’s code of conduct.