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*Pathfinder & Starfinder
Additions to the Sorcerer/Wizard spell list
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<blockquote data-quote="Kerrick" data-source="post: 1696235" data-attributes="member: 4722"><p>If you're going with the basic mage/sorcerer, I would agree with some of those spells:</p><p></p><p>0: Create water</p><p></p><p>1: Command, death watch (maybe)</p><p></p><p>2: Align weapon (maybe; we have a spell called alter weapon material), Augury, Death Knell, Detect Chaos/Evil/Good/Law (these are arcane), Enthrall (arcane), Find Traps, Make Whole (this one is arcane), Searing Light, Silence</p><p></p><p>3: invisbility purge</p><p></p><p>4: divination, freedom of movement, spell immunity</p><p></p><p>5: greater command, spell resistance</p><p></p><p>6: animate objects (arcane already), antilife shell (maybe), forbiddance (also arcane)</p><p></p><p>8: greater spell immunity</p><p></p><p>9: none</p><p></p><p>Note that most of the spells I omitted were support and healing-type spells - they should remain strictly in the divine domain - if the wizard can do everything a cleric could do, why bother playing the cleric? Now, if you want to get rid of the distinction between divine and arcane (which shouldn't be hard - it's been done with great success before), then you could dispense with my advice altogether. I also didn't include the warding spells because mages have symbols, and the holy word spells because mages have power words (and also because those are definitely divine and would be badly out of place on a wizard's spell list). </p><p></p><p>I think the prejudice against giving mages healing is the same as I stated above - divine magic does one thing, and arcane magic does another, and (with some overlap) nary the twain shall meet. If you're interested in blurring the lines, I'd suggest checking out Monte's AU magic system.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 1696235, member: 4722"] If you're going with the basic mage/sorcerer, I would agree with some of those spells: 0: Create water 1: Command, death watch (maybe) 2: Align weapon (maybe; we have a spell called alter weapon material), Augury, Death Knell, Detect Chaos/Evil/Good/Law (these are arcane), Enthrall (arcane), Find Traps, Make Whole (this one is arcane), Searing Light, Silence 3: invisbility purge 4: divination, freedom of movement, spell immunity 5: greater command, spell resistance 6: animate objects (arcane already), antilife shell (maybe), forbiddance (also arcane) 8: greater spell immunity 9: none Note that most of the spells I omitted were support and healing-type spells - they should remain strictly in the divine domain - if the wizard can do everything a cleric could do, why bother playing the cleric? Now, if you want to get rid of the distinction between divine and arcane (which shouldn't be hard - it's been done with great success before), then you could dispense with my advice altogether. I also didn't include the warding spells because mages have symbols, and the holy word spells because mages have power words (and also because those are definitely divine and would be badly out of place on a wizard's spell list). I think the prejudice against giving mages healing is the same as I stated above - divine magic does one thing, and arcane magic does another, and (with some overlap) nary the twain shall meet. If you're interested in blurring the lines, I'd suggest checking out Monte's AU magic system. [/QUOTE]
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