aboyd
Explorer
I'm looking for options for my gimped halfling cleric, which I posted about in another thread. One of the options is to go full into combat medic mode. I was looking at Close Wounds and thinking of it as a poor man's Revivify (if you act fast, no need to Raise Dead and/or lose a level). However, the more I looked at it, the more it seemed superior.
Consider this. Close Wounds is 2nd level. A low-level caster could have a couple/few of them. It's an immediate action, so you can use it even if it's not your turn, and if it IS your turn, you can cast a second spell afterwards. It doesn't provoke AOO, and it doesn't require touch (it can be cast at range, no miss chance).
Revivify is 5th level. It's a standard action, so you endure AOO & cannot cast another spell afterward. It requires touch, and it costs a 1000 gp gem each time.
They both appear to do the same thing. Revivify brings someone back from the dead and sets them at -1 HP, stable. Close Wounds says "If you cast this spell immediately after the subject takes damage, it effectively prevents the damage."
Can someone outline a scenario where my cleric might want Revivify instead of Close Wounds?
Consider this. Close Wounds is 2nd level. A low-level caster could have a couple/few of them. It's an immediate action, so you can use it even if it's not your turn, and if it IS your turn, you can cast a second spell afterwards. It doesn't provoke AOO, and it doesn't require touch (it can be cast at range, no miss chance).
Revivify is 5th level. It's a standard action, so you endure AOO & cannot cast another spell afterward. It requires touch, and it costs a 1000 gp gem each time.
They both appear to do the same thing. Revivify brings someone back from the dead and sets them at -1 HP, stable. Close Wounds says "If you cast this spell immediately after the subject takes damage, it effectively prevents the damage."
Can someone outline a scenario where my cleric might want Revivify instead of Close Wounds?