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Additions to the Sorcerer/Wizard spell list
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<blockquote data-quote="Merlion" data-source="post: 1696071" data-attributes="member: 10397"><p>As I've brought up in the past, I dont feel that the Sorcerer/Wizard spell list is really all it should be, mechanically or themeatically.</p><p> Especially since Sorcerers and Wizards get nothing at all aside from their magic (and in the wizards case, bonus feats to enhance their magic).</p><p></p><p>To help this, these are the spells I'd be likely to add to the Sorcerer/Wizard spell list if I was running a basic DnD game.</p><p></p><p></p><p>0th level: Create Water, Purify Food and Drink</p><p></p><p>1st level: Command, Death Watch, Doom, Sanctuary</p><p></p><p>2nd level: Align Weapon, Augury, Death Knell, Detect Chaos/Evil/Good/Law, Enthrall, Find Traps, Make Whole, Searing Light, Shield Of Faith*, Shield Other, Silence</p><p></p><p>3rd level: Create Food and Water, Glyph of Warding, Helping Hand, Invisibility Purge, Restoration, Lesser, Zone of Truth</p><p></p><p>4th level: Air Walk, Divination, Flame Strike (all fire), Freedom of Movement, Spell Immunity</p><p></p><p>5th level: Command, Greater, Death Ward, Discern Lies, Spell Resistance</p><p></p><p>6th level: Animate Objects, Antilife Shell, Find the Path, Forbiddance, Glyph of Warding, Greater, Wind Walk</p><p></p><p>7th level: </p><p></p><p>8th level: Blasphemy, Dictum, Holy Word, Spell Immunity, Greater, Word of Chaos</p><p></p><p>9th level: Cloak of Chaos, Holy Aura, Shield of Law, Storm of Vengeance, Unholy Aura</p><p></p><p>*Shield of Faith would have a difference name of course.</p><p></p><p></p><p>Also, if it was really up to me, in my ideal world (aside from also doing away with the whole Arcane/Divine concept), I would give mages limited healing ability, as follows.</p><p></p><p>0th level: Cure Minor Wounds</p><p>2nd level: Cure Light Wounds</p><p>3rd level: Cure Moderate Wounds</p><p>4th level: Remove Blindness/Deafness, Remove Disease, Slow Poison</p><p>5th level: Cure Serious Wounds, Cure Poison</p><p>6th: Cure Light Wounds, Mass, Cure Critical Wounds, Restoration</p><p>7th level: Cure Moderate Wounds, Mass</p><p>8th level: Cure Serious Wounds, Mass, Restoration, Greater</p><p>9th level: Cure Critical Wounds, Mass, Heal</p><p></p><p></p><p>Now I realize that most are totaly against the idea of mages healing, which is why I didnt include it in the main body. But its a prejudice that makes no sense to me, so while I was at it I figured I'd include how I would go about doing that.</p><p></p><p>I might would even slice off a few of the higher level ones entirely.</p><p></p><p></p><p>Anyway, I just wanted to get peoples thoughts on the issue, and this aproach.</p></blockquote><p></p>
[QUOTE="Merlion, post: 1696071, member: 10397"] As I've brought up in the past, I dont feel that the Sorcerer/Wizard spell list is really all it should be, mechanically or themeatically. Especially since Sorcerers and Wizards get nothing at all aside from their magic (and in the wizards case, bonus feats to enhance their magic). To help this, these are the spells I'd be likely to add to the Sorcerer/Wizard spell list if I was running a basic DnD game. 0th level: Create Water, Purify Food and Drink 1st level: Command, Death Watch, Doom, Sanctuary 2nd level: Align Weapon, Augury, Death Knell, Detect Chaos/Evil/Good/Law, Enthrall, Find Traps, Make Whole, Searing Light, Shield Of Faith*, Shield Other, Silence 3rd level: Create Food and Water, Glyph of Warding, Helping Hand, Invisibility Purge, Restoration, Lesser, Zone of Truth 4th level: Air Walk, Divination, Flame Strike (all fire), Freedom of Movement, Spell Immunity 5th level: Command, Greater, Death Ward, Discern Lies, Spell Resistance 6th level: Animate Objects, Antilife Shell, Find the Path, Forbiddance, Glyph of Warding, Greater, Wind Walk 7th level: 8th level: Blasphemy, Dictum, Holy Word, Spell Immunity, Greater, Word of Chaos 9th level: Cloak of Chaos, Holy Aura, Shield of Law, Storm of Vengeance, Unholy Aura *Shield of Faith would have a difference name of course. Also, if it was really up to me, in my ideal world (aside from also doing away with the whole Arcane/Divine concept), I would give mages limited healing ability, as follows. 0th level: Cure Minor Wounds 2nd level: Cure Light Wounds 3rd level: Cure Moderate Wounds 4th level: Remove Blindness/Deafness, Remove Disease, Slow Poison 5th level: Cure Serious Wounds, Cure Poison 6th: Cure Light Wounds, Mass, Cure Critical Wounds, Restoration 7th level: Cure Moderate Wounds, Mass 8th level: Cure Serious Wounds, Mass, Restoration, Greater 9th level: Cure Critical Wounds, Mass, Heal Now I realize that most are totaly against the idea of mages healing, which is why I didnt include it in the main body. But its a prejudice that makes no sense to me, so while I was at it I figured I'd include how I would go about doing that. I might would even slice off a few of the higher level ones entirely. Anyway, I just wanted to get peoples thoughts on the issue, and this aproach. [/QUOTE]
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