Off the Grid: Divine Flame

Off the Grid: Divine Flame

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Your powers are meant for combat, but that doesn’t mean you can’t find applications for them off the battlefield. Over the next few weeks, I will present an at-will power from each of the core classes in PH1 and how they can be used to personalize your character outside of combat.

The Cleric

Divine flame

Father Zossima knelt next to his ill companion. His attempts to rid the knight of disease by medicine had failed and now he readied the only power left in his arsenal—faith.

The priest spoke in a conversation tone as he rummaged through his pack “The Gods do not always answer my prayers. Sometimes ill fortune is by design and we do not understand it.” The old man paused for a moment before producing a thick stick of incense. He pressed the end of it in the ground before continuing. “But, if it is decided, then you will be purified of evil.”

With a wave of his hand, the tip of the incense lit with a golden flame. The fuel was greedily consumed and a pleasant scent filled the air. The knight inhaled deeply then retched up black phlegm as the disease fled his body.

Using divine flame in combat lets a character light something on fire and give an ally temporary hit points, or a saving throw. In this case, the cleric has used a heal check and the at-will power on a stick of incense to give the knight two saving throws against disease. All it cost him was a bit of cheap incense, a much better bargain and much faster than a ritual.

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About the Author

I started Dungeon Mastering with secondhand AD&D materials in 1996 and have run a vast number of D20 campaigns, from cliche' medieval adventures in a kingdom made of Lego bricks to fighting zombies and the mob in the mid 1930s. I try to make the gaming experience as enjoyable, fast-paced, and easy to play as humanly possible.