S
Sunseeker
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Or, in D&D, take their stuff.
Specifically their heart and tongue, or whole head.
Or, in D&D, take their stuff.
Freakishly didn't always stop Resurrection in every ed.Specifically their heart and tongue, or whole head.
Freakishly didn't always stop Resurrection in every ed.
Or, in D&D, take their stuff. They might come back, but they're so much of a threat anymore.
Well, there was Close Wounds in the Spell Compendium - 2nd level, Swift action, 'Close' (25 ft + 5/level) range.
In my (fairly extensive) experience, Close Wounds in 3E worked more like Revivify does in 5E, in that it would prevent the need for an expensive Raise Dead, but it wouldn't usually bring them back into the fight.Well, there was Close Wounds in the Spell Compendium - 2nd level, Swift action, 'Close' (25 ft + 5/level) range.
Meh. I tend to think of revivify as a healing word with a material cost and spell slot penalty for taking too long to heal somebody, rather than as a discount raise dead.So from a purely "magic" logical point of view, I have to concede that the spell makes sense. If a level 7 spell can turn back someone to life after years of being dad, and level 5 spell after days, then perhaps a level 3 spell can revive someone just after a few short moments of death. If a level 3 spell can create a fireball, it makes sense that a level 1 spell makes a burning hand. And we also know that well, with modern medicine someone who is dead might be brought back with emergency care if this death occurred but moments ago.
It didn't heal a lot of hps, but it could probably get someone back up. Not for long, but that was always the problem with trying to be a useful healer in 3e, given how much damage monsters could dish out, your allies were often better off staying down, timing was critical &c.In my (fairly extensive) experience, Close Wounds in 3E worked more like Revivify does in 5E, in that it would prevent the need for an expensive Raise Dead, but it wouldn't usually bring them back into the fight.
OK then.Of course, Close Wounds + Heal would get someone from insta-dead to full in a single initiative pass, and that was around when I stopped playing 3E.
I have problems with revivify. Among other things, it bugs the hell out of me that a spell that can revive the dead--even if only within a minute--is three levels lower than a spell that removes one level of exhaustion.![]()
The problem is the loss of significance over the years. In AD&D, there was a hard cap on how often you could be raised (your starting Con Score), and you had to succeed on a Resurrection roll (fairly high % chance). Characters died fairly often, and returned fairly often, but you still worried about it. Clone (and some other spells) gave really powerful character's an out, but required preparation.Raising a character from the dead is my one D&D pet peeve. I don't mind when it's a rare and momentous event, but once characters have low level, mid level and high level access to such power, it cheapens the meaning of existential threats. I've never changed it though, because its part of the power and perk of playing a cleric who can obtain that sort of power. I try to make those events very meaningful in the course of play. I tend to role play out the scenes of characters who are about to return to life, with spirits or even gods visiting them before their return, and alluding to repercussions to abandoning paradise, etc.