Spells/Raise Dead

Raise Dead

Raise 5 undead husks of monsters that will seek out and poison their former friends.

Duration: 20
Mana Cost: 15
Lasts

Where to get it

Offered from a spell chest, three spells at a time.
In the spell chest deck once this spell is unlocked on your save

The card that unlocks it

Raise Dead

Raise 5 undead husks of monsters that will seek out and poison their former friends.

Duration: 20
Mana Cost: 15

Numbers

Damage0
Minimum damage0
Mana cost15
Mana cost added each time the spell levels2
Amount cast at once5
Sizex1
Duration20 s
Goes off the moment you cast itno
Keeps hitting while it lastsno

Lasts: this spell stays on the field for its duration.

What it raises

Every cast raises Undead Slug.
With In Between it raises Ghost instead.
Hulking Dead raises Undead Big Slug instead.
Hulking Dead together with In Between raises Big Ghost.
Monstrous Dead raises Undead Big Zap instead.
Monstrous Dead together with In Between raises Biggest Ghost.
Minion Master raises one Lich once the rest are up, and never more than one at a time.

Sigil

Draw this shape to cast the spell.

Life

Sigil name in the gamelife
Strokes1
Match needed75%
Stroke order mattersno
Stroke direction mattersno

Affinity

Level IDuration +10
Level IIMana cost -5
Level IIIAmount +3 mana cost

A level marked mana cost does not do what its name says: the game adds this to the spell's mana cost, not to its amount.

Affinity is a spell's own mastery level and it carries between runs. Each level is applied on top of the ones below it. How affinity is earned.

Prestige options

Taking one of these cards from a boss chest changes how the spell behaves for the rest of that run. You pick one.

In Between
In Between

In Between

When you Raise Dead, you reach between the folds of life and death. In Between summons ghosts that pass through monsters, dealing damage and inflicting a condition based on their mood.

Damage: 5
Conditions: Spooked, Stunned, Frozen, Confused
Minion Master
Minion Master

Minion Master

When you Raise Dead, you summon a lich who is proficient in spellcasting. The lich remains by your side permanently but becomes more powerful with each active minion.
So Below
So Below

So Below

You Raise Dead not from the dirt but the Below. Whenever your undead would poison a monster, they instead inflict felfire.

Damage effects

The bursts, pools and fields this spell leaves behind. Each one takes this spell's own damage and size bonuses.

Death Belch

Damage10
Seconds between hits0.25 s
Damage over timePoison
Can critno

Volatile Death Blast

Damage25
Seconds between hits0.25 s
Can critno

Special interactions

When this spell overlaps another one on the field, 4 pairings do something extra. Every pairing in this build is on Special interactions.

ExsanguinateandRaise Dead

The bind drinks your undead. Each one it drank makes the bind hit harder.

FireballandRaise Dead

Your undead catch fire. They apply Burn to enemies they touch. This does not happen if you took So Below.

catch fire: The undead moves 1.5 times as fast for 2 s at the start of a run, stretched by duration bonuses. Touching an enemy applies Burn.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
So Below: You Raise Dead not from the dirt but the Below. Whenever your undead would poison a monster, they instead inflict felfire.
GaleandRaise Dead

The wind applies Knockback to your undead.

Knockback: The enemy is pushed away and its movement is set to zero until it lands. Bosses are never knocked back.
InkandRaise Dead

After your undead leave the pool, they drip an Ink droplet behind them.

Ink droplet: A drop of ink behind the undead every 2 s, lasting 5 s.

Upgrade cards

19 upgrade cards can turn up for this spell once you know it: 4 tiered series and 7 one-off cards.

Death Belch

Death Belch I

Tier I
Your undead will belch out a damaging stench every few seconds.

Damage: 10
Interval: 10 seconds

Death Belch II

Tier II
+50% Belch Size
+5 Belch Damage

Death Belch III

Tier III
Death Belch confuses monsters.

More Dead

More Dead I

Tier I
+3 Undead Raised
+3 Raise Dead Amount

More Dead II

Tier II
+3 Undead Raised
+3 Raise Dead Amount

More Dead III

Tier III
+3 Undead Raised
+3 Raise Dead Amount

Never Dead

Never Dead I

Tier I
+25% Raise Dead Duration
+25% Raise Dead Duration

Never Dead II

Tier II
+25% Raise Dead Duration
+25% Raise Dead Duration

Never Dead III

Tier III
+25% Raise Dead Duration
+25% Raise Dead Duration

Volatile Dead

Volatile Dead I

Tier I
Draw a circle around your undead to cause them to explode!

Damage: 25
Mana Cost: 0

Volatile Dead II

Tier II
Undead will explode automatically upon expiration.

Volatile Dead III

Tier III
Double explosion damage and size.

One-offs

Death Collectors

Undead gather mana motes for you.

Death Trails

Undead leave a slimey trail that poisons enemies.

Deathly Chill

An undead's poisoning effects also chill monsters.

Hulking Dead

Undead become larger monsters.

Monstrous Dead

Undead become even larger monsters.

Night of the Dead

When a monster dies with poison from this spell, it has a chance of becoming your undead thrall. Free of charge!

Activation Chance = Crit Chance

Of Ink and Oil

Undead create a small puddle of Ink when they spawn.
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