But the description begs the question of the, "most desperate act" part being descriptive language. Logically if a mage blows himself up and receives a death curse, it would be a final and desperate act. This language seems more like a description of the spell than a rule of thumb.
Code:
Final strike is nearly legendary for both its sheer, awe-inspiring power
and for the few who know its secrets but still live. A final strike is the
very last and most desperate defense for a sorceror who knows that she is sure
to be defeated by her enemies.
By casting the spell, a sorceror draws all of her magical and physical life force
together and then exploding it outward from her body. The resulting shockwave of
energy totally annhiliates everything in the immediate area, including statues,
objects and people. Few spells have any defensive affect against
a final strike.
It is the ultimate spell but it has an equally ultimate drawback. After
casting the caster may no longer be raised or resurrected, although he is
allowed to reincarnate. Even after reincarnating, he will find he can no
longer remember the words for final strike. Both of these conditions can
only be cured through a godly resurrection. The caster must be the one to
contact a god and secure their intervention. In order to be resurrected,
the final strike must have been an act of self-sacrifice revolving around
well roleplayed conflict and 24 hours must pass since the time of death.
Addendum: There is NO guarantee that you will ever be resurrected by a god
after casting final strike. You should be casting the spell with the expectation
that it truly will be the FINAL act of your character. To have any chance of
receiving a resurrection, you must be able to submit a log showing the circumstances
surrounding the casting of the spell.
Of course the addendum indicates how the IMMs want to treat it's casting.