Reanimation
Healing, Transmutation
Activation: full (3 actions); Tier2 x 100 gp
Range: touch
Target: 1 destroyed object or synthetic creature within reach that did not die from a death effect, massive damage, or old age, hasn’t been lethally mutilated, and hasn’t been dead or destroyed longer than 2 hours.
Rolls: Mechanics (Craft: Mechanics) vs. DC15 + target's level; Will negates (harmless)
When targeting a creature or sentient magic item that was destroyed, this functions as Resurrection, has the Necromancy type in addition to it's normal types, and the target returns as a Homonculus version of themselves. When targeting a destroyed object that had not sentience, it merely reforged the item as a broken 4 version of itself on a failure, broken 2 on a success, and normal version upon a critical success.
Tier 2: Target can be dead up to 24 hours.
Tier 3: Target can be dead up to a week.
Tier 4: Target can be dead up to a month.
Tier 5: Target can be dead up to a year.
Tier 6: Target can be dead up to a decade.
Tier 7: Target can be dead up to a century.
Tier 8: No time limit on how long the target has been dead but this power gains the Chronomancy or Divination type (choose one).
Regenerative Revival (+1): Can resurrect creatures killed by death effects, massive damage, old age, or mutilation, provided the killing effect’s effective tier is lower. Magic item deaths count as tier = 1/3 caster level (or 1/2 if already a death effect), +2 if minor artifact, +4 if major artifact. Missing body parts remain missing; resurrection fails if vital parts are absent. Regeneration can restore parts on a corpse but doesn’t revive it; parts decay again unless followed quickly by this spell.
Resurrection Rune (-1): Power only works if the target is within a properly sized rune circle carved into a surface with a hardness equal to or greater than 5 + Tier and large enough to contain the target. Such a rune circle costs roughly Tier2 x 100 gp to make separate from the activation costs.