Twiceborn is an Enchantment 4 2 ritual that allows the caster a second life as undead if they die. If the mage dies it will return in the province where the ritual was cast as a Wight Mage chassis though the specific chassis depends on what it was when it died. So long as the mage returns, any global enchantments they are holding are preserved. This spell also has the effect of forcefully relocating the caster's home province (where they receive their +1 morale bonus) to where the spell was cast.
Twiceborn costs 5 per point of the caster's size. It would cost 5 for a size 1 Svartalf to be twiceborn, whereas a size 4 Angakok would pay 20. Undead, demons and inanimates cannot cast or be affected the Twiceborn spell.
*It is possible to twiceborn a small chassis for 5 or 10, transform it into a larger chassis, and kill it for a correspondingly larger wight mage form. In particular, late age Vaettiheim's Vaetti Gygjas can undergo this process for a potential supercombatant chassis at (with luck) minimal cost, although there are too many transformation results for this to be reliable.
Twiceborn looks at "resource" size, not the actual listed size. In the vast majority of cases resource size is equal to the listed size. However, if a unit has large wings on a humanoid body or is Mounted they will usually have a resource size lower than their listed size. This means that the larger bless effect will not increase the twiceborn cost, as that only increases size and not resource size.
*Twiceborn can be copied for the unique cost as a function of size effect but it also resets the caster's home province and that effect can not be separated out. (things that Illwinter believes don't change the size or amount of armor needed for the body), they will use that instead of their listed size.
If cast by a pretender, they will return as a Wight like any normal commander when their normal form dies. When the Wight dies, they die normally and must be recalled. Once they have been recalled as normal they will be their original form again. The exception to this are trinity pretenders: two parts of the trinity will not revert to the original form if recalled, but the third will.
Any mercenary commander who casts the Twiceborn spell will become permanently owned by the player. This is due to the spell's effect of changing the caster's home province to wherever the spell was cast.1) This also means that the player is free to take any items or gems they might have. As it does not update the home provinces of troops under their command, the troops will still refuse to be moved to another commander, but they will not leave when their contract would have ended.
When Twiceborn is cast by a commander with Immortality, it changes the location they revive from to the province where twiceborn was cast. This, like in the case with mercenaries, is because twiceborn changes the caster's home province.
When a twiceborn commander returns as a Wight Mage, it has a chance to gain an additional level in the Death magic path. Practical testing of approximately 20200 casts of twiceborn indicate this happens 20% of the time,2) but that it cannot boost the mage beyond 4.3)
Notable features of wight mages include:
Note that, even though they are undead, wight mages do have a maximum age and are not immune to old age penalties. In extreme circumstances, a very old mage may twiceborn into a wight mage with worse stats than the base chassis would indicate.
A table of twiceborn forms is included below, organized by size. For units with more than one shape, the wight mage form considers only the size of the #firstshape instead of whatever shape the mage is currently in. 'Male' in the twicebornee column simply refers to the absence of the female tag; this includes animals which are not obviously male or female, as almost all animals lack the female tag. Exact requirements for each twiceborn result courtesy of Loggy's notes.4)
|Wight Mage||Male size 1 nonflying chassis||Size 1, stealthy|
|Wight Hag||Female size 1 nonflying chassis||Retains female, stealthy and forest survival|
|Wight Mage||Default form for size 2 or 3 chassis||Size 2|
|Wight Mage||Size 2 flying chassis or Caelian birdfolk||Wight form cannot fly|
|Wight Mage||Size 1 flying chassis or Xibalban Zotz||Wight form cannot fly, but keeps/gains stealthy and forest survival|
|Carrion Lady||Any size 2 unit associated with Asphodel, such as Black Dryads and Dryad Hags||Gains pierce resistant, magic being and inanimate. Retains recuperation and forest survival|
|Wight Mage||Any size 2 unit that has both cold blooded and swamp survival||Loses cold blooded and swamp survival|
|Wight Mage||Shinuyama Bakemono Sorcerers only||Retains mountain survival. Because all Bakemono Sorcerers have 1, the Bakemono Sorcerer will still be sacred when it becomes a wight.|
|Wight Shaman||Enkidu chassis only|
|Carrion Lord||Asphodel Panic Apostates only||Gains sacred, pierce resistant, magic being and inanimate. Retains recuperation and forest survival|
|Wight Mage||Male size 4 chassis||Size 4, forest survival and snow move|
|Wight Mage||Any amphibious or aquatic size 4+ chassis except Agarthan Ancient Ones and R'lyehan Aboleths. Includes Telkhines and Ryujin in addition to Angakoks as the sprite indicates||Fully amphibious|
|Wight Hag||Female size 4 chassis||Female, fortune teller, forest survival and snow move|
|Wight Murmurer||All Ashdod size 4+ units and commanders||Retains wasteland survival|
|Necrodai||Size 4 Aboleth chassis (Aboleth or Abodai)||Fully amphibious, unlike their living forms|
|Wight Oracle||All size 4 units associated with EA or MA Agartha||Fully amphibious and a reanimator priest. Loses siege bonus|
|Wight Mage||Size 5 and 6 female titans only||Size 5, has fear. Does not retain female|
|Wight Mage||Size 5 or 6 male chassis||Size 6, has fear|
|Necrodai||Size 6 Aboleth chassis (Mind Lord)||Fully amphibious, unlike their living forms|
|Rituals||Personal Enchantments||Divine Name/Gift of Reason • Transformation • Twiceborn • Cure Disease|
|Strategic||Domes • Globals • Magic Phase Movement • Remote Attacks|
|Summons||Cross Breeding • Elemental Royalty • Hidden Underneath/in Snow/in Sand • Infernal Breeding • Reanimation • Release Lord of Civilization • Ritual of Rebirth • Tartarian Gate|
|Combat Magic||Battlefield Enchantments|
|Buffs||Hell Power • Life after Death • Mossbody • Pain Transfer • Phoenix Pyre • Returning • Soul Vortex • Strength of Giants • Time Stop|
|Debuffs||Armor of Achilles • Earth Grip • False Fetters|
|Direct Damage||Divine Magic • Magic Duel • Soul Slay|
|Other||Communions • Enslave Mind|