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Death from Exhaustion
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<blockquote data-quote="Illithidbix" data-source="post: 7003477" data-attributes="member: 12283"><p>For whatever reason, there seems to be a metaphysical difference between inflicted injuries and gradually being run down by a failure to eat, drink and rest.</p><p>And healing magic finds it far far easier to deal with the former. How much you want this ingrained in the world... is up to you.</p><p></p><p>Death by starvation, dehydration or sleep deprivation you can sorta understand</p><p>There are some particular odder cases with exhaustion from the environment such as death by prolonged exposure to extreme heat or cold is apparently fundamentally different from injuries from fire or cold damage, at least as far as magic is concerned.</p><p></p><p>From my interpretation the character is dead the moment they hit level 6 exhaustion, the "dying" has likely to already have taken far longer as they accumulate the exhaustion levels.</p><p></p><p><strong>To me Death Ward *doesn't* stop death by exhaustion</strong></p><p></p><p>Because the target doesn't take damage, they gain exhaustion and don't drop to 0 hp. It doesn't work for the same reason that Cure Wounds doesn't work.</p><p></p><p><strong>The Greater Restoration Metric</strong></p><p>Also Death Ward is a "mere" 4th Level Abjuration and to remove *just a single level of exhaustion* takes a 5th Level Abjuration (Greater Restoration) which has the material component: "diamond dust worth at least 100 gp, which the spell consumes"</p><p></p><p>There is also the (very rare) Potion of Vitality.</p><p><em>When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. </em></p><p></p><p></p><p>If you want to just be *nicer* to your players, feel free to have Death Ward work.</p><p></p><p><strong>Revivify</strong></p><p>My *literal* reading of Revivify implies it might not work... but then the same could be said for True Resurrection and I don't think that's quite the intent.</p><p></p><p>Whilst Revivfy is only a level 3 spell (see the point about Greater Restoration) Revivify requires material component of diamonds worth 300 gp, which the spell consumes. I would be happy for it to bring someone back to life with 5 levels of exhaustion.</p><p></p><p>Going a bit further on from what rationale you want if your using it in your game...</p><p><strong> In my worlds, I tend to go with the idea that Magical Healing does not work very effectively on most "normal" NPCs</strong></p><p>This is mostly a specific detail for my last campaign, where magic is mostly just a legend and the PC are superhuman "Unfettered" (i.e have classes and levels and memories of ancient times), because D&D characters *are* superhuman.</p><p></p><p>If an "normal" NPC is wounded and dying then healing magic will *help a bit... maybe* but you can't just Heal a dying NPC for 1 HP and expect to straight back to their feet like players do.</p><p></p><p>Sometimes the magic can save a NPC's life, although they're still probably going to be crippled by such critical injuries, perhaps permanently. Other times it may only ease pain and allow the NPC to live a little longer.</p><p>Mostly... yeah it's upto the DM's choice and what serves the narrative the best.</p></blockquote><p></p>
[QUOTE="Illithidbix, post: 7003477, member: 12283"] For whatever reason, there seems to be a metaphysical difference between inflicted injuries and gradually being run down by a failure to eat, drink and rest. And healing magic finds it far far easier to deal with the former. How much you want this ingrained in the world... is up to you. Death by starvation, dehydration or sleep deprivation you can sorta understand There are some particular odder cases with exhaustion from the environment such as death by prolonged exposure to extreme heat or cold is apparently fundamentally different from injuries from fire or cold damage, at least as far as magic is concerned. From my interpretation the character is dead the moment they hit level 6 exhaustion, the "dying" has likely to already have taken far longer as they accumulate the exhaustion levels. [B]To me Death Ward *doesn't* stop death by exhaustion[/B] Because the target doesn't take damage, they gain exhaustion and don't drop to 0 hp. It doesn't work for the same reason that Cure Wounds doesn't work. [b]The Greater Restoration Metric[/b] Also Death Ward is a "mere" 4th Level Abjuration and to remove *just a single level of exhaustion* takes a 5th Level Abjuration (Greater Restoration) which has the material component: "diamond dust worth at least 100 gp, which the spell consumes" There is also the (very rare) Potion of Vitality. [I]When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. [/I] If you want to just be *nicer* to your players, feel free to have Death Ward work. [B]Revivify[/B] My *literal* reading of Revivify implies it might not work... but then the same could be said for True Resurrection and I don't think that's quite the intent. Whilst Revivfy is only a level 3 spell (see the point about Greater Restoration) Revivify requires material component of diamonds worth 300 gp, which the spell consumes. I would be happy for it to bring someone back to life with 5 levels of exhaustion. Going a bit further on from what rationale you want if your using it in your game... [B] In my worlds, I tend to go with the idea that Magical Healing does not work very effectively on most "normal" NPCs[/B] This is mostly a specific detail for my last campaign, where magic is mostly just a legend and the PC are superhuman "Unfettered" (i.e have classes and levels and memories of ancient times), because D&D characters *are* superhuman. If an "normal" NPC is wounded and dying then healing magic will *help a bit... maybe* but you can't just Heal a dying NPC for 1 HP and expect to straight back to their feet like players do. Sometimes the magic can save a NPC's life, although they're still probably going to be crippled by such critical injuries, perhaps permanently. Other times it may only ease pain and allow the NPC to live a little longer. Mostly... yeah it's upto the DM's choice and what serves the narrative the best. [/QUOTE]
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