Critical Role just changed a classic D&D spell for the better
The Seekers arc of Critical Role Campaign 4 has come to an explosive end, but not before Dungeon Master Brennan Lee Mulligan revealed an earth-shattering change to a classic Dungeons & Dragons spell — one that I’ll certainly be nabbing for my own games in the future.
Last we left off, the Seekers had arrived at a holy temple of Tansul, the Shaper of humankind, and one particularly worshiped by the Sundered Houses of Halovar and Tachonis. There, they discovered that House Tachonis was up to something nefarious regarding the creation of celestials. Unfortunately, the family had also manipulated the Barrowguard of Castle Torch into walking headfirst into a trap. The outcome was that the Seekers were left to deal with waves of freshly undead warriors.
However, the fight’s conclusion led to Vaelus (Ashley Johnson) uncovering the body of Pascard Velmonte, who fellow party member Thaisha Lloy (Aabria Iyengar) knew. Eager to seek more information about what happened, Vaelus cast Speak with the Dead and let us get our first taste of the spell and how it works in the war-torn, godless world of Aramán.
[Ed. note: This article contains spoilers for episode 18 of Critical Role Campaign 4.]
As written in Dungeons & Dragons 5.5e, Speak with the Dead is a necromancy spell that allows whoever casts it to speak with a corpse and ask it up to five questions. The corpse knows only what it knew in life, including the languages it speaks, and it can’t learn new information. That means it can't comprehend anything that has happened since it died, nor can it speculate about future events. After the player asks their five questions, they cannot speak to the corpse again for 10 days.
We’ve seen the spell pop up plenty of times across numerous Dungeons & Dragons-related media, such as the humorous example in the 2023 movie Dungeons & Dragons: Honor Among Thieves, as well as Larian Studio’s award-winning video game, Baldur’s Gate 3. Both of these examples lean into the spell’s rules very strictly, with the latter requiring players to pick and choose which questions are most important to them.
Mulligan, however, has revamped the spell to better align with how magic functions in Aramán. Instead of the corpse becoming reanimated, Vaelus is able to “step over the veil” between life and death and speak to Pascard as he appeared before his death, and not just as a simple, animated corpse. Furthermore, there doesn’t seem to be a limit on how many questions a player can ask. Most compellingly, Pascard was able to ask his own questions. That’s a significant change from how the spell is written.
It's not uncommon for game masters to revamp Speak with the Dead — players are constantly talking about messing around with the rules to make the spell more viable. However, Critical Role’s change here is particularly interesting for the way it expands our understanding of how death and magic work in Aramán. We know that, due to mortalkind overthrowing the gods, the dead aren't able to move on into the afterlife and are stuck in limbo. However, now we know more about what the process looks like: souls aren’t simply sucked into the void, but must walk a path to pass over. Furthermore, the revamped spell also serves to humanize the dead the players meet along the way by giving them their own consciousness, ideas, and questions they want answered before they can move on. It adds personality and spunk and, overall, fleshes out these NPCs in a compelling way.
We’ve already seen the repercussions of mortalkind overthrowing its gods. A significant consequence is the instability of magic. Some spells simply can’t be cast, while others don’t work as they did in the previous Critical Role campaigns set in Exandria. Vaelus being able to cast Speak with the Dead is noteworthy, but even that’s only possible because she's currently attuned to the Stone of Nightsong, a magical artifact made from the bones of a psychopomp of the elven shaper Sylandri.
While some may argue Mulligan’s changes to Speak with the Dead erase the spell's challenges, Aramán’s unstable magic also introduces additional nerfs to the spell’s effectiveness. Crucially, as far as we know, Vaelus is the only one we've encountered who can use that spell in all of Aramán. And if you ask me, the benefits to changing the spell far outweigh the negatives and, more importantly, help continue to shape Aramán’s intriguing lore for the better.
Campaign 4 is available to watch live on Twitch, YouTube, and Beacon.tv on Thursday nights at 10 p.m. PDT. If you can’t catch the episode live, Critical Role posts the episode to YouTube the following Monday at 3 p.m. EDT/12 p.m. PDT.
