We all know the Spare the Dying cantrip, we've all been saved by it, and we've all saved someone with it. But how exactly does it work?
Let's add some Salt and Pepper to flavour what is arguably one of the best and cheapest ways to avoid character deaths.
When we first look at the spell-card for Spare the Dying we see that it is a cantrip. Ok no problems so far. All it requires is an action and that you get your fingers all up in your dying comrades business while muttering some words. There, instantly stable! No more death saves for you friend, pay me my weight in gold later and we're even.
As written, this is perfectly fine. But we want flavour here so let's have a little bit of a deeper look at how this cantrip would function in flavour town.
To work out exactly how this cantrip stabilises someone, let's briefly examine other means of stabilisation.
The character can roll a natural 20 on a death save, roll 3 successes on a death save, be healed with a spell like Cure Wounds or Healing Word, a magical item like a Periapt of Wound Closure, or utilising a Healer's Kit.
A natural stabilisation represents the bodies ability to preserve itself (e.g. clotting blood), while spells like Cure Wounds are self explanatory as you heal the creature and close it's wounds restoring lost vigour in the process. It could be argued that a similar evocation enchantment could lie within the Periapt of Wound Closure, and the Healer's Kit uses medical items within it to provide relief by stopping bleeding or utilising a tourniquet.
The Spare the Dying cantrip however, just works.
Looking again at the cantrip, it belongs to the school of necromancy. necromancy, not evocation. This means that it is a completely separate type of magic from those that would otherwise heal, not counting sucking the life force from another creature cough Vampiric Touch.
There's our Salt. The cantrip stabilises by drawing from necromantic powers and energy. Imagine seeing a comrade go down, your edgy cleric walks up and reaches out a bony digit. A flash of dull purple shoots through your fallen friend and begins to coalesce around the wounds. They are saved, or are they? The same energies that hold together the remains of skeletons and zombies now hold together the very form of your ally, preventing their soul from escaping this mortal realm as might very well have happened had the cleric not intervened. Rather than being healed to an unconscious, yet stable, state where they can later recover they are preserved at the point of touchy touchy.
Now you might say, 'Oh but you see Mr. Silly Pants, they recover naturally over time so they can't be preserved as you say!'. Indeed they do! And that can be put down to the spell being a cantrip. There simply isn't enough magical energy behind the spell to turn them in to an undead or anything of the sorts, and so the natural life energy of the creature eventually takes over, as represented by having a bit of a nap and rolling some hit die!
Now for the Pepper. Necromancy in and of itself is not necessarily evil of course. 'It is a legitimate school of magic!' says the Great Worm King, and it is. However, this little bit of flavour can have some wonderful consequences.
For example, what if this edgy cleric served a god whose spheres included the natural order or cycle of life and death. How would they react to this? Maybe they would see it as an insult to trap a creature in this state of stabilised preservation, as opposed to rejuvenating their body through evocation healing, perhaps manifesting in a chance that the spell would fail (after all, divine classes tend to gain their powers from their deities), or some other punishment until they are appeased. Perhaps the more they use this cantrip the more they gain their god's ire, and so they have to pick and choose when it's absolutely necessary.
It can be fun to consider the context behind spells like this, especially those that are used without a second thought by almost everyone – players and DM's alike. But at the end of the day, I won't punish my players for using Spare the Dying until they decide to abuse it, but that's how it fits in my game and my style. Yours is undoubtedly different and I hope that this little delve in to this incredibly useful cantrip can help you generate some ideas for descriptive elements or interesting interactions between gods and the faithful, or any individual that you would deem necessary.
And that's the Salt and Pepper.
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Hallen_Falleth_Over is a DM and Player in 5e using the wonderful Roll20 and D&D Beyond to run weekly games and create homebrew content with ease. His favorite character is a Tiefling Bard wielding a Staff of Healing.
"Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life."
There's more to the necromancy school than creating undead and dealing necrotic damage. Revivify, Raise Dead and Resurrection are necromancy spells too. There's no implied relationship between Spare the Dying and spells like Animate Dead that imbue corpses with evil spirits.
I can absolutely see your point! Though the presence of a relationship is not so far fetched if you think about it.
In essence, spells are cast by 'a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression... a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way...'. p201 PHB.
With this information, and the existence of magical schools, we could consider that the formula for creating or expressing spells within the same school may contain the same basic pattern or vibration, if only initially. If I were to use an illustration, I would look to a tree of life diagram. I personally see the evidence of this in the wizards Arcane Tradition, a focus on a school that provides additional benefits with a better understanding of how to manipulate the pattern that permeates the various spells belonging to the school. That these benefits effect all spells of that school implies a deeper connection between the spells grouped within that school.
That is my line of thinking in regards to the relationship, but I would love to read your further thoughts!
Rollback Post to RevisionRollBack
Hallen_Falleth_Over is a DM and Player in 5e using the wonderful Roll20 and D&D Beyond to run weekly games and create homebrew content with ease. His favorite character is a Tiefling Bard wielding a Staff of Healing.
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We all know the Spare the Dying cantrip, we've all been saved by it, and we've all saved someone with it. But how exactly does it work?
Let's add some Salt and Pepper to flavour what is arguably one of the best and cheapest ways to avoid character deaths.
When we first look at the spell-card for Spare the Dying we see that it is a cantrip. Ok no problems so far. All it requires is an action and that you get your fingers all up in your dying comrades business while muttering some words. There, instantly stable! No more death saves for you friend, pay me my weight in gold later and we're even.
As written, this is perfectly fine. But we want flavour here so let's have a little bit of a deeper look at how this cantrip would function in flavour town.
To work out exactly how this cantrip stabilises someone, let's briefly examine other means of stabilisation.
The character can roll a natural 20 on a death save, roll 3 successes on a death save, be healed with a spell like Cure Wounds or Healing Word, a magical item like a Periapt of Wound Closure, or utilising a Healer's Kit.
A natural stabilisation represents the bodies ability to preserve itself (e.g. clotting blood), while spells like Cure Wounds are self explanatory as you heal the creature and close it's wounds restoring lost vigour in the process. It could be argued that a similar evocation enchantment could lie within the Periapt of Wound Closure, and the Healer's Kit uses medical items within it to provide relief by stopping bleeding or utilising a tourniquet.
The Spare the Dying cantrip however, just works.
Looking again at the cantrip, it belongs to the school of necromancy. necromancy, not evocation. This means that it is a completely separate type of magic from those that would otherwise heal, not counting sucking the life force from another creature cough Vampiric Touch.
There's our Salt. The cantrip stabilises by drawing from necromantic powers and energy.
Imagine seeing a comrade go down, your edgy cleric walks up and reaches out a bony digit. A flash of dull purple shoots through your fallen friend and begins to coalesce around the wounds. They are saved, or are they? The same energies that hold together the remains of skeletons and zombies now hold together the very form of your ally, preventing their soul from escaping this mortal realm as might very well have happened had the cleric not intervened. Rather than being healed to an unconscious, yet stable, state where they can later recover they are preserved at the point of touchy touchy.
Now you might say, 'Oh but you see Mr. Silly Pants, they recover naturally over time so they can't be preserved as you say!'. Indeed they do! And that can be put down to the spell being a cantrip. There simply isn't enough magical energy behind the spell to turn them in to an undead or anything of the sorts, and so the natural life energy of the creature eventually takes over, as represented by having a bit of a nap and rolling some hit die!
Now for the Pepper. Necromancy in and of itself is not necessarily evil of course. 'It is a legitimate school of magic!' says the Great Worm King, and it is. However, this little bit of flavour can have some wonderful consequences.
For example, what if this edgy cleric served a god whose spheres included the natural order or cycle of life and death. How would they react to this? Maybe they would see it as an insult to trap a creature in this state of stabilised preservation, as opposed to rejuvenating their body through evocation healing, perhaps manifesting in a chance that the spell would fail (after all, divine classes tend to gain their powers from their deities), or some other punishment until they are appeased. Perhaps the more they use this cantrip the more they gain their god's ire, and so they have to pick and choose when it's absolutely necessary.
It can be fun to consider the context behind spells like this, especially those that are used without a second thought by almost everyone – players and DM's alike. But at the end of the day, I won't punish my players for using Spare the Dying until they decide to abuse it, but that's how it fits in my game and my style. Yours is undoubtedly different and I hope that this little delve in to this incredibly useful cantrip can help you generate some ideas for descriptive elements or interesting interactions between gods and the faithful, or any individual that you would deem necessary.
And that's the Salt and Pepper.
Hallen_Falleth_Over is a DM and Player in 5e using the wonderful Roll20 and D&D Beyond to run weekly games and create homebrew content with ease. His favorite character is a Tiefling Bard wielding a Staff of Healing.
"Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life."
There's more to the necromancy school than creating undead and dealing necrotic damage. Revivify, Raise Dead and Resurrection are necromancy spells too. There's no implied relationship between Spare the Dying and spells like Animate Dead that imbue corpses with evil spirits.
The Forum Infestation (TM)
Hello there InquisitiveCoder!
I can absolutely see your point! Though the presence of a relationship is not so far fetched if you think about it.
In essence, spells are cast by 'a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression... a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way...'. p201 PHB.
With this information, and the existence of magical schools, we could consider that the formula for creating or expressing spells within the same school may contain the same basic pattern or vibration, if only initially. If I were to use an illustration, I would look to a tree of life diagram. I personally see the evidence of this in the wizards Arcane Tradition, a focus on a school that provides additional benefits with a better understanding of how to manipulate the pattern that permeates the various spells belonging to the school. That these benefits effect all spells of that school implies a deeper connection between the spells grouped within that school.
That is my line of thinking in regards to the relationship, but I would love to read your further thoughts!
Hallen_Falleth_Over is a DM and Player in 5e using the wonderful Roll20 and D&D Beyond to run weekly games and create homebrew content with ease. His favorite character is a Tiefling Bard wielding a Staff of Healing.