Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Arcane Healing Spell Chain Idea
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dvvega" data-source="post: 1570960" data-attributes="member: 524"><p>The concept of Arcane Healing is actually not "wrong". There are many people out there that argue against it vehemently. However the basis for Arcane Healing can be found in fantasy literature everywhere.</p><p></p><p>A good example is the Lahnkmar series. Magic was magic, divided into Black and White arts. The Black arts consisted of Destructive magics, Summonings, etc. White magics consisted of Abjurations, Healing, and so forth.</p><p></p><p>This aside, the biggest issue with Arcane Healing is a balance issue. Make it available and comparable to Clerical healing then clerics will slowly disappear.</p><p></p><p>However the cleric CAN spontaneously cure, and turn undead, and has no spell casting failure in armour. So even if a Wizard could cast the series of Cure spells, they would not be as useful as a Cleric since they would have to prepare their spells ahead of time OR leave slots open and then fill those slots as needed - which would not save a dying comrade.</p><p></p><p>In fact giving Wizards access to Arcane Cure spells would not remove clerics at all. Some groups might thing "GREAT" but then regret it when the DM uses even minor undead which the Cleric would have handled.</p><p></p><p>Now onto your concept of accelerated healing. The Alchemical Healing Salve (1d8 hit points and took a full round action to apply) is a perfect example of what you're trying to acheive. It doesn't heal magically, but alchemically (thus for flavour would leave scars). It was in Tome and Blood I think and cost 50gp. DC is around 25.</p><p></p><p>If you used this as a basis for your spells you could easily give Arcane casters all the Cure spells just like a cleric.</p><p></p><p>They would take a full round to cast and heal 1d8 per caster level + 1 per 2 levels of the caster (since the salve vs a cure light wounds was weaker).</p><p></p><p>Material compoents could be an alchemical salve (which is essentially enhanced by the spell to cure more).</p><p></p><p>So overall, the spell would cost 50gp each casting (no matter the level), take a full round (thus could not save anyone from dying if they were not stabilised), and not cure as much as a cleric could.</p><p></p><p>Just my thoughts on the matter.</p></blockquote><p></p>
[QUOTE="dvvega, post: 1570960, member: 524"] The concept of Arcane Healing is actually not "wrong". There are many people out there that argue against it vehemently. However the basis for Arcane Healing can be found in fantasy literature everywhere. A good example is the Lahnkmar series. Magic was magic, divided into Black and White arts. The Black arts consisted of Destructive magics, Summonings, etc. White magics consisted of Abjurations, Healing, and so forth. This aside, the biggest issue with Arcane Healing is a balance issue. Make it available and comparable to Clerical healing then clerics will slowly disappear. However the cleric CAN spontaneously cure, and turn undead, and has no spell casting failure in armour. So even if a Wizard could cast the series of Cure spells, they would not be as useful as a Cleric since they would have to prepare their spells ahead of time OR leave slots open and then fill those slots as needed - which would not save a dying comrade. In fact giving Wizards access to Arcane Cure spells would not remove clerics at all. Some groups might thing "GREAT" but then regret it when the DM uses even minor undead which the Cleric would have handled. Now onto your concept of accelerated healing. The Alchemical Healing Salve (1d8 hit points and took a full round action to apply) is a perfect example of what you're trying to acheive. It doesn't heal magically, but alchemically (thus for flavour would leave scars). It was in Tome and Blood I think and cost 50gp. DC is around 25. If you used this as a basis for your spells you could easily give Arcane casters all the Cure spells just like a cleric. They would take a full round to cast and heal 1d8 per caster level + 1 per 2 levels of the caster (since the salve vs a cure light wounds was weaker). Material compoents could be an alchemical salve (which is essentially enhanced by the spell to cure more). So overall, the spell would cost 50gp each casting (no matter the level), take a full round (thus could not save anyone from dying if they were not stabilised), and not cure as much as a cleric could. Just my thoughts on the matter. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Arcane Healing Spell Chain Idea
Top