Poor Man's Raise Dead- The Anti-Dying Band-aid

RUMBLETiGER

Adventurer
Has anyone used this before?

Magic Item Compendium p.161 has the Glyph Seal, a 1000gp item that is essentially a sticker that you adhere to a non magical, non-living surface. You store a spell level 2 or below into the Glyph Seal which acts in some ways like a Glyph of Warding spell, except you're not limited to a harmful spell while using the Spell Glyph feature. You set the conditions that trigger the stored spell upon progamming the glyph each time. The Glyph Seal says it's a Standard action to trigger, however it appears to go off as soon as the preset conditions are met.

Now, consider the level 2 Close Wounds spell (Spell Compendium p.48, Miniatures handbook p.34). This is an Immediate action spell that can restore hitpoints to a character, even if they've been hit to -10. The specific wording is,

"If you cast this spell immediately after the subject takes damage, it effectively prevents the damage."

The spell has a range of close, so sticking this bandage to your clothing will still allow it to target you, unlike the Cure line spells which have to be touch. Interesting to note that depending on which version of the spell you look at (SpC or Mini) the amount of hp healed is written differently, and SpC labels the spell as an immediate action, while Mini handbook labels it as a swift action that you can cast even when it's not your turn. Hurray for changes within an edition.

You're only going to gain the small amount of hit points the spell offers, and so if you've been dropped to much lower than -10, a few hp of healing will still leave you dead.

So... apply a bunch of these bandages to your underwear each morning, and allow them to all go off at once. Good times.

MiC also has the Greater Glyph Seal for 4000gp, which stores a spell up to level 5, which may have more obvious applications.

Thoughts?
 
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When the glyph was triggered, the close wounds spell would take effect and would target the creature who triggered the glyph. Why would you want to heal the guy who killed you?
 

You set the conditions for the trigger. I could see if the trigger was "When a spell is cast on the person whom I'n stuck to", the target might be the caster. If the trigger is "When the person I'm stuck to drops to dead", the target would be that person dying.

I'm figuring it all comes down to how you set the trigger. No?
 

The trigger is not the target.

In the description of glyph of warding:

Spell Glyph

You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder.

(Emphasis mine.)
 

The trigger is not the target.

In the description of glyph of warding:

Spell Glyph

You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder.

(Emphasis mine.)
Hm... upon further reading, I think you're right. Good thing my DM didn't pick up on this 3 campaigns ago ;).

Nevermind this post, I'll need to find me another cheap way to establish a contingent lifesaving setup.
 

This might fit your need:

Craft Contingent Spell (Complete Arcane, pg 77). Item creation, prereq is caster level 11. You make a one shot spell that is triggered on a willing subject that is automatically cast when a set of conditions are true.

More details (like cost) in the book, don't want to post too much.
 

This might fit your need:

Craft Contingent Spell (Complete Arcane, pg 77). Item creation, prereq is caster level 11. You make a one shot spell that is triggered on a willing subject that is automatically cast when a set of conditions are true.

More details (like cost) in the book, don't want to post too much.

Thanks. This is what I was trying to emulate, only without the xp cost each use, and without the day(s) long time it takes to make it happen.
 

You could go the other way. There's an amulet in the Magic Item Compendium that has three charges per day, and gives you temp HPs for them. I forget the rules offhand for when temp HP fade in 3.5, but if they are long lasting, it's effectively and extra buffer vs. dying, much like the close wounds spell is.
 

maybe you could figure out a way to have something force you to stab yourself, thus making yourself "the intruder", right when you fall negative.
 


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