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What's the DC for a fighter to heal their ally with a prayer?
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<blockquote data-quote="Manbearcat" data-source="post: 8755598" data-attributes="member: 6696971"><p>Come on man. This is invoking the squishy "HPs are meat when I want them to be even though there are no wounds in D&D as a function of HP" axiom. We've done this a million jillion times. HP aren't meat. "Dying" in D&D is just fluff. If you're not dead, you're wholly uninjured. You don't have a shoulder separation that causes you to be unable to use your sword arm or a sucking wound that saps your oxygen uptake or a torn ACL in your knee that makes you hobbled etc etc etc.</p><p></p><p></p><p></p><p>And this?</p><p></p><p>I noticed you used the word "techniques" and "religious rhetoric" here rather than prayers. Alright, lets go back to all of these not-Divine (meaning these are not powers afforded to clergy) and apparently "techniques" "religious rhetoric" rather than..."(mundane) prayers (answered":</p><p></p><p><strong>Faith Healing</strong> Religion Utility 2</p><p><em>Your prayers help an ally recover from injury.</em></p><p></p><h3><span style="font-size: 15px">Deliverance of Faith Religion Utility 6</span></h3><p><em>You give of yourself in the belief that somewhere, something will give a little back.</em></p><p></p><h3><span style="font-size: 15px">Conviction Religion Utility 10</span></h3><p><em>You whisper a prayer for aid to overcome hardship.</em></p><p></p><h3><span style="font-size: 15px">Recitation Religion Utility 10</span></h3><p><em>You echo your allies' prayers to give them strength.</em></p><p></p><p>Alright, here is some more (mundane) Religion usage in Dungeon Mag from exorcism to channeling to banishing to consecrating to summoning to unlocking latent power to lifting curses to turning enemies to dust to steeling yourself against powerful magic to turning off flow of souls etc:</p><p></p><p></p><p>The corpse falls silent once the evil inhabitants in Starhaunt are slain. A one-minute rite that requires a DC 31 Religion check to perform correctly can also silence the restless corpse.</p><p></p><p></p><p>+ Oppose: Arcana, Nature, or Religion DC 33 (standard action). Requirement: The character must be trained in the skill used. Success: The vortex takes 3d10 + 12 psychic damage. Failure (28 or lower): All enemies in the vortex take 10 psychic damage.</p><p></p><p></p><p>A character standing on or adjacent to the runic circle can neutralize it with a successful DC 23 Religion check (a standard action). A second successful check consecrates the circle, at which point it deals 10 radiant damage to any undead creature that enters the circle or ends its turn in its space.</p><p></p><p></p><p>Exorcise: Arcana DC 19 or Religion DC 14 (standard action). Requirement: The character must be adjacent to one of the three corpses. Success; The corpse’s restless spirit is laid to rest, preventing the river from choosing that spirit when it makes an attack. The haunted river is disabled once all three spirits have been laid to rest, and any wraiths still active in the area are destroyed.</p><p></p><p></p><p>Howl of Doom (psychic, thunder) Encounter Attack: Close blast 5 (enemies in the blast); +10 vs. Will Hit: 2d10 + 11 thunder damage, and the target is cursed. Until the target is no longer cursed, it takes 3 psychic damage whenever it misses every target with an attack power. At the end of each extended rest the target takes, it makes a DC 16 Religion check to try to end the curse. First Failed Check: The psychic damage increases to 6. Second Failed Check: The psychic damage increases to 9. Third Failed Check: The target dies.</p><p></p><p></p><p>A splash of holy water or a ritual prayer requiring a standard action and a successful DC 21 Religion check consecrates the grave dirt, preventing Yorn from using his grave healing trait.</p><p></p><p></p><p>Once they have Blink or his corpse in custody, the characters can return to Baron’s Hill and lay the goblin to rest in Fin’s grave. If Blink is still animate, the characters must bind him to keep him from digging his way out. Alternatively, a holy prayer accompanied by a successful DC 14 Religion check might be enough to consecrate the ground around the entombed zombie and restrain it indefinitely.</p><p></p><p></p><p>If adjacent to the echo, an enemy can attempt an Arcana, Nature, or Religion check (DC 13 as a standard action; DC 20 as a minor action) against the echo. If the check succeeds, the echo takes 1 damage.</p><p></p><p></p><p>Religion (DC 13): The character prays or channels divine energy into the circle, countering its evil.</p><p></p><p></p><p>Shutdown: Physical damage cannot disturb the crystal island or sever the strands. If the characters can accumulate three successes with DC 35 Arcana checks or Religion checks (each a standard action) in 1 round, they can turn off the flow of souls through the wrong strand for 24 hours. A character who fails one of these checks takes 30 necrotic and radiant damage.</p><p></p><p></p><p>The portal cannot be closed while Flame’s magic is at work on the other side of it. Flame also enhanced the portal with protective magic. While within 20 squares of the portal, any creature that does not worship Tiamat takes a -2 penalty to all defenses and saving throws. As a minor action, a creature can steel itself against this magic by succeeding on a DC 35 Arcana check, Endurance check, Insight check, or Religion check. Success indicates the creature is immune to the effect until the start of its next turn.</p><p></p><p></p><p>A character who succeeds on an Arcana check or Religion check (DC 37 as a minor action; DC 28 as a standard action) suppresses the effect of one pillar until the end of the character’s next turn.</p><p></p><p></p><p>At first, he sticks to his story-he’s a simple tinker who got caught up in affairs beyond his understanding. He professes ignorance as to why he attacked the characters, suggesting he might have been possessed by a demon. The story is unlikely, especially since the characters can detect no magic and no telltale signs of a demonic possession (Arcana check or Religion check DC 12; Insight DC 17 to detect the bluff).</p><p></p><p></p><p>Arcana DC 13: The water tentacles can be banished with an Arcana or Religion check.</p><p></p><p></p><p>+ Destroy: Arcana or Religion (standard action from up to 5 squares away): DC 13 destroys 1 tentacle in range, DC 20 destroys 2 tentacles in</p><p>range. Failure (8 or lower): A tentacle uses slam as a free action.</p><p></p><p></p><p>This challenge begins once the characters interact with the Voidharrow basin (the red tile on the tactical map). When a character who has training in Arcana, Nature, or Religion comes within 5 squares of the basin, he or she instantly understands that this source of the abyssal plague is leaking, like corrupt blood, into this reality from another dimension. Draining energy from the basin should close the opening between the worlds.</p><p></p><p></p><p>Arcana or Religion (DC 19 as a minor action; DC 12 as a standard action): The character causes every column to release a burst of blinding radiance. Any enemy within 2 squares of any pillar when this energy is triggered is blinded until the end of its next turn. The pillars then continue to glow for a time, bathing the area in bright, warm light for an hour.</p><p></p><p></p><p>Summoning: While standing in a rune square, an adventurer can summon an elemental by making a successful DC 19 Arcana check, Nature check, or Religion check. (Jarren gains a +2 bonus to such checks.) Up to three adventurers, each of whom must also stand in a rune square, can assist the primary summoner.</p><p></p><p>[HR][/HR]</p><p></p><p>You'll also notice (like in the case of the Lightning Pillar Terrain Power) that Arcana, Nature, and Religion are bundled together as the activiating/countermeasure Skill. There is a reason for this:</p><p></p><p>Arcana = Wizard = associated with spells to draw upon the magical energy that permeates the cosmos.</p><p>Nature = Druid = associated with invocations to draw upon the primal spirits and energy that invested the dawn of the world.</p><p>Religion = Cleric = associated with prayers answered by the gods.</p><p></p><p>That isn't a happy accident that those are bundled together.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8755598, member: 6696971"] Come on man. This is invoking the squishy "HPs are meat when I want them to be even though there are no wounds in D&D as a function of HP" axiom. We've done this a million jillion times. HP aren't meat. "Dying" in D&D is just fluff. If you're not dead, you're wholly uninjured. You don't have a shoulder separation that causes you to be unable to use your sword arm or a sucking wound that saps your oxygen uptake or a torn ACL in your knee that makes you hobbled etc etc etc. And this? I noticed you used the word "techniques" and "religious rhetoric" here rather than prayers. Alright, lets go back to all of these not-Divine (meaning these are not powers afforded to clergy) and apparently "techniques" "religious rhetoric" rather than..."(mundane) prayers (answered": [B]Faith Healing[/B] Religion Utility 2 [I]Your prayers help an ally recover from injury.[/I] [HEADING=2][SIZE=4]Deliverance of Faith Religion Utility 6[/SIZE][/HEADING] [I]You give of yourself in the belief that somewhere, something will give a little back.[/I] [HEADING=2][SIZE=4]Conviction Religion Utility 10[/SIZE][/HEADING] [I]You whisper a prayer for aid to overcome hardship.[/I] [HEADING=2][SIZE=4]Recitation Religion Utility 10[/SIZE][/HEADING] [I]You echo your allies' prayers to give them strength.[/I] Alright, here is some more (mundane) Religion usage in Dungeon Mag from exorcism to channeling to banishing to consecrating to summoning to unlocking latent power to lifting curses to turning enemies to dust to steeling yourself against powerful magic to turning off flow of souls etc: The corpse falls silent once the evil inhabitants in Starhaunt are slain. A one-minute rite that requires a DC 31 Religion check to perform correctly can also silence the restless corpse. + Oppose: Arcana, Nature, or Religion DC 33 (standard action). Requirement: The character must be trained in the skill used. Success: The vortex takes 3d10 + 12 psychic damage. Failure (28 or lower): All enemies in the vortex take 10 psychic damage. A character standing on or adjacent to the runic circle can neutralize it with a successful DC 23 Religion check (a standard action). A second successful check consecrates the circle, at which point it deals 10 radiant damage to any undead creature that enters the circle or ends its turn in its space. Exorcise: Arcana DC 19 or Religion DC 14 (standard action). Requirement: The character must be adjacent to one of the three corpses. Success; The corpse’s restless spirit is laid to rest, preventing the river from choosing that spirit when it makes an attack. The haunted river is disabled once all three spirits have been laid to rest, and any wraiths still active in the area are destroyed. Howl of Doom (psychic, thunder) Encounter Attack: Close blast 5 (enemies in the blast); +10 vs. Will Hit: 2d10 + 11 thunder damage, and the target is cursed. Until the target is no longer cursed, it takes 3 psychic damage whenever it misses every target with an attack power. At the end of each extended rest the target takes, it makes a DC 16 Religion check to try to end the curse. First Failed Check: The psychic damage increases to 6. Second Failed Check: The psychic damage increases to 9. Third Failed Check: The target dies. A splash of holy water or a ritual prayer requiring a standard action and a successful DC 21 Religion check consecrates the grave dirt, preventing Yorn from using his grave healing trait. Once they have Blink or his corpse in custody, the characters can return to Baron’s Hill and lay the goblin to rest in Fin’s grave. If Blink is still animate, the characters must bind him to keep him from digging his way out. Alternatively, a holy prayer accompanied by a successful DC 14 Religion check might be enough to consecrate the ground around the entombed zombie and restrain it indefinitely. If adjacent to the echo, an enemy can attempt an Arcana, Nature, or Religion check (DC 13 as a standard action; DC 20 as a minor action) against the echo. If the check succeeds, the echo takes 1 damage. Religion (DC 13): The character prays or channels divine energy into the circle, countering its evil. Shutdown: Physical damage cannot disturb the crystal island or sever the strands. If the characters can accumulate three successes with DC 35 Arcana checks or Religion checks (each a standard action) in 1 round, they can turn off the flow of souls through the wrong strand for 24 hours. A character who fails one of these checks takes 30 necrotic and radiant damage. The portal cannot be closed while Flame’s magic is at work on the other side of it. Flame also enhanced the portal with protective magic. While within 20 squares of the portal, any creature that does not worship Tiamat takes a -2 penalty to all defenses and saving throws. As a minor action, a creature can steel itself against this magic by succeeding on a DC 35 Arcana check, Endurance check, Insight check, or Religion check. Success indicates the creature is immune to the effect until the start of its next turn. A character who succeeds on an Arcana check or Religion check (DC 37 as a minor action; DC 28 as a standard action) suppresses the effect of one pillar until the end of the character’s next turn. At first, he sticks to his story-he’s a simple tinker who got caught up in affairs beyond his understanding. He professes ignorance as to why he attacked the characters, suggesting he might have been possessed by a demon. The story is unlikely, especially since the characters can detect no magic and no telltale signs of a demonic possession (Arcana check or Religion check DC 12; Insight DC 17 to detect the bluff). Arcana DC 13: The water tentacles can be banished with an Arcana or Religion check. + Destroy: Arcana or Religion (standard action from up to 5 squares away): DC 13 destroys 1 tentacle in range, DC 20 destroys 2 tentacles in range. Failure (8 or lower): A tentacle uses slam as a free action. This challenge begins once the characters interact with the Voidharrow basin (the red tile on the tactical map). When a character who has training in Arcana, Nature, or Religion comes within 5 squares of the basin, he or she instantly understands that this source of the abyssal plague is leaking, like corrupt blood, into this reality from another dimension. Draining energy from the basin should close the opening between the worlds. Arcana or Religion (DC 19 as a minor action; DC 12 as a standard action): The character causes every column to release a burst of blinding radiance. Any enemy within 2 squares of any pillar when this energy is triggered is blinded until the end of its next turn. The pillars then continue to glow for a time, bathing the area in bright, warm light for an hour. Summoning: While standing in a rune square, an adventurer can summon an elemental by making a successful DC 19 Arcana check, Nature check, or Religion check. (Jarren gains a +2 bonus to such checks.) Up to three adventurers, each of whom must also stand in a rune square, can assist the primary summoner. [HR][/HR] You'll also notice (like in the case of the Lightning Pillar Terrain Power) that Arcana, Nature, and Religion are bundled together as the activiating/countermeasure Skill. There is a reason for this: Arcana = Wizard = associated with spells to draw upon the magical energy that permeates the cosmos. Nature = Druid = associated with invocations to draw upon the primal spirits and energy that invested the dawn of the world. Religion = Cleric = associated with prayers answered by the gods. That isn't a happy accident that those are bundled together. [/QUOTE]
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What's the DC for a fighter to heal their ally with a prayer?
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