Can a Wizard make a Healing Spell?

Mallus said:
I can do more than imagine the reverse, I can play on a weekly basis. :)

Thanks to the Domain mechanic, my cleric of Mouqol [Travel, Trickery] has access to a slew of what used to 'wizards only' standards like "Fly", "Invisibility", "Dimension Door", "Teleport", "Confusion", etc.

Does this spellcreep bother anyone else? Wizards and sorcerers are their spells.
They've taken a severe beating in every other regard for that privalege. I know the "clerics are overpowered" theme has been beaten to death, but with each supplement that comes out it seems the power of clerics waxes stronger. More and more domains will likely grant further inroads into what was once decidedly arcane spell territory, new PrCs and feats add further access to domains, and now the "spend x turns for y effect"(some of which are incredibly useful) have turned the once powerful but focused class ability into something much greater. Rather than having additional powers, wizards in particular, are burdened with restrictions (knowing x number of spells and having to pay precious gold to gain more) and very few spells seem to be flowing back the other way.

The lines delineating solely arcane spells seem to be getting too blurry for my comfort. Perhaps you'll suggest that the complete arcane will redress this and that the perceived imbalance is due to publishing dates rather than any more substantial problem. I hope that's the case. I hope the Complete Arcane doesn't just detail 50 different ways of tweaking familiars(essentially the only non-spellcasting ability designers have to play with while retaining balance. Stunting spell progression is NOT a viable solution as most have come to note).

Am I a wizard loving paranoiac or is there a problem here?
 
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Tel,

You're forgetting the spell in Hollowfaust, Arcane Healing. Course it's not a widely dispersed spell, but it actually heals people...for expending spell slots.
 

Nightfall said:
You're forgetting the spell in Hollowfaust, Arcane Healing. Course it's not a widely dispersed spell, but it actually heals people...for expending spell slots.
Was just about to mention this one. Figures you'd slip in at the end.
 

Olgar Shiverstone said:
DM's call.

I wouldn't allow it, personally, because I think keeping class archetypes somewhat separate is important. Imagine the reverse -- a cleric with fireball or lightning bolt or other wizard standards. But that's my game -- YMMV.
You mean you disalllow Flame Strike and Call Lightning?

A wizardly "heal" spell would have to have a different flavor--it couldn't be cure wounds, but quicken healing or regeneration or even WoT like healing weaves that transmute damage to subdual damage could work.
 

fafhrd said:
Does this spellcreep bother anyone else? Wizards and sorcerers are their spells.
<snip>
Am I a wizard loving paranoiac or is there a problem here?

I would have to agree with you to some degree. I often play the party wizard, and my wife tends to play the cleric. Back in the day she used to complain that the cleric was not a very useful spellcaster other than healing spells. Now, I look on in envy as she peruses this HUGE list of spells she can opt to take for the day, nicely tailored to the situation, and often able to accomplish many of the same things I can, while I look in my spellbook and choose the same few spells I have in my spellbook over and over again.
 


Legal, but difficult method:

1.) Get a copy of Complete Divine
2.) Make a Wizard/Sorcerer with a average (14-15) wisdom
3.) Take the Feat Arcane Disciple (which allows you to choose a domain of a god you worship and add it to your spell list, but you MUST use wisdom for those spells caster stat).
4.) Choose Pelor* and Healing
5.) Choose Cure Spells up to the spell level your wisdom will allow, including heal with a 16+ wis!
Viola! Instant arcane healer! Cost: 1 feat, a decent wisdom

* Or appropriate deity with access to the healing domain.
 

1) Qualify for a PrC that give access to a prestige domain of the player's choice. Ideally one that has spellcasting advancement but does not specify that it is only divine spellcasting that is advanced.

2) Choose the Healing domain.
 

As for the balance between clerics and wizards, I've always felt it was a bit full of hubris to assume that gods give the cleric exactly the spells the cleric wants everyday. As a DM I always have clerics "pray" for their spells and then check the list and sometimes scratch stuff off and replace it. Faith isn't a supermarket, after all.

If you want to be more rulesy and less subjective, you could pick a list of spells that a god will not grant or make a check that clerics have to make to get a particular spell that isn't particularly in line with their god's thinking.
 

Another option - spend skill points (cross-class) in Use Magic Device, then pick up a wand of Cure Serious Wounds. Once your ranks + bonuses (inc +2 once you've been successful at least once) comes to +10 or more you have a better than 50% chance of activating it and no chance of a backfire. Sorcerers of 8th level + would normally find this achievable.
 

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