Magus Coeruleus
Explorer
Hey folks,
I'm looking to design a clerical spell of 3rd level or less that can remove or temporarily suppress the effects of fatigue stemming from starvation (although not necessarily limited to fatigue from that source). I'm asking for assistance here because I want a spell that I can grant to the PC Cleric to help with the current situation without unbalancing the campaign more generally.
The party is rescuing their mentors, who are more powerful than they but have a lot of subdual damage and are fatigued because they have been starved. Once they rescue them, they need those mentors' help right away, and I'd like for the cleric to be able to restore them, at least long enough for some good fights. What I don't want is to allow a spell into the game that encourages fatiguing activity all of the time, such as insane forced marching to get more mileage out of each day, knowing that a spell can rectify the fatigue problem easily. I should point out that in our campaign, the cleric is tweaked so as to cast spells on the fly like a sorceror (with other changes like a reduced spell list to compensate), so it's not as if one would have to prepare those spells and tie up those slots.
Below is the text of the AD&D 2nd Edition Player's Options: Spells and Magic spell Dispel Fatigue, which looks pretty close to what I might want. The main problem is that it's not clear that this spell ought to help with the fatigue that comes from things like starvation as opposed to physical exertion. With thirst or starvation, you need to eat or drink, and then rest 8 hours to get rid of the fatigue. If a starving character ate, and then had such a spell cast, I wonder whether it makes sense for that to eliminate the fatigue as if there were 8 hours of rest. Also, I wonder if that should remove the subdual damage, or if the subdual damage just starts to recover (or can be healed by magic, which it cannot while the person is still starving). If the person doesn't get to eat first, the condition that is causing the fatigue is still there, so I really don't think the spell should outright eliminate the fatigue, but perhaps suppress it for a certain amount of time.
Thanks for reading, and I look forward to your ideas.
I'm looking to design a clerical spell of 3rd level or less that can remove or temporarily suppress the effects of fatigue stemming from starvation (although not necessarily limited to fatigue from that source). I'm asking for assistance here because I want a spell that I can grant to the PC Cleric to help with the current situation without unbalancing the campaign more generally.
The party is rescuing their mentors, who are more powerful than they but have a lot of subdual damage and are fatigued because they have been starved. Once they rescue them, they need those mentors' help right away, and I'd like for the cleric to be able to restore them, at least long enough for some good fights. What I don't want is to allow a spell into the game that encourages fatiguing activity all of the time, such as insane forced marching to get more mileage out of each day, knowing that a spell can rectify the fatigue problem easily. I should point out that in our campaign, the cleric is tweaked so as to cast spells on the fly like a sorceror (with other changes like a reduced spell list to compensate), so it's not as if one would have to prepare those spells and tie up those slots.
Below is the text of the AD&D 2nd Edition Player's Options: Spells and Magic spell Dispel Fatigue, which looks pretty close to what I might want. The main problem is that it's not clear that this spell ought to help with the fatigue that comes from things like starvation as opposed to physical exertion. With thirst or starvation, you need to eat or drink, and then rest 8 hours to get rid of the fatigue. If a starving character ate, and then had such a spell cast, I wonder whether it makes sense for that to eliminate the fatigue as if there were 8 hours of rest. Also, I wonder if that should remove the subdual damage, or if the subdual damage just starts to recover (or can be healed by magic, which it cannot while the person is still starving). If the person doesn't get to eat first, the condition that is causing the fatigue is still there, so I really don't think the spell should outright eliminate the fatigue, but perhaps suppress it for a certain amount of time.
Thanks for reading, and I look forward to your ideas.
Dispel Fatigue (AD&D 2nd Edition Player's Options: Spells and Magic, p. 161)
(Necromancy)
Sphere: Necromantic
Range: 30 yds.
Duration: Instantaneous
Area of Effect: 1 creature
Subtlety: +4
Sensory: None
Components: V,S,M
Casting Time: 4
Saving Throw: None
Knockdown: None
Critical: None
This spell removes physical fatigue or exhaustion from the subject by undoing the physiological effects of his exertions. The subject is instantly restored to his normal, fully rested level of endurance or vigor. This spell can be used to negate the penalties of forced marching, long swims, jogging, running, or sprinting, or even accumulated fatigue points from either the Player's Options: Combat & Tactics rules or the magic fatigue rules in Chapter 6. Once this spell has been cast, the subject may start to accumulate fatigue or fatigue-based penalties again, depending on how he continues to exert himself. The material component is a sprinkle of fresh, blessed springwater.