Can Arcane Casters Heal? Disrupt Undead?

/snarky By Sab's logic, you could also deduce that you could make a 2nd-level version of Phantasmal Killer that just works on humanoids, because, y'know, narrowing the range of uses moderately is all you need to reduce a spell's level by 2 or so. Bam! 2nd-level death spell to use on the BBEG! Slippery slopes are fun! /snarky

Besides, the books I've read make mention of the benchmark spells and how there aren't supposed to be lower-level spells that manage to produce the same kind of effect. I.E. there shouldn't be any version of Limited Wish that's lower level than 7th.

Some very valid points were brought up though. The Undead definition says they can be healed by negative energy, not are healed by it, so it is obviously completely up to the individual effect's/item's description as to whether or not it heals them. If any positive energy that doesn't explicitly specify otherwise could be considered to heal living creatures, then you'd have to assume that Turn/Destroy Undead heals all living creatures within 60 feet of the cleric or paladin. /snarky Who needs CLW when a cleric can heal 3+ times per day for, what, 2d6+level worth of HP to all allies within 60 feet? /snarky And likewise regarding negative energy and undead. There are plenty of examples in the rules of positive energy effects that harm the living instead of healing them. Ravids, Xag-yas (or was it Xeg-yis?), the Positive Energy Plane itself, etc. You might take the example of cell regeneration and cancer; cancer is just out-of-control, excessive cell regeneration, but normal cell regeneration is just natural healing, but when it happens too rapidly and uncontrollably, it becomes harmful and dangerous rather than beneficial. Likewise, Positive Energy can be dangerous to the living when it's applied a certain way, such as a character spending too long on the Positive Energy Plane and rapidly being suffused with excessive, soul-bloating amounts of positive energy.

And a sorcerer who could heal with Disrupt Undead (if it were possible, which it isn't) is going to be a much better healer than a cleric at low level. Sorcerer 1 = casts over half a dozen DU spells a day, Cleric 1 = casts 2-3 CMW orisons and 1-2 CLW spells a day; Sorcerer 1 heals around 7d6 damage or so at close range (avg. 25 hp, max. 42), Cleric 1 heals around 2d8+6 damage or so at mere touch-range (avg. 15 hp, max 22). It would be ridiculous to say that a cleric's capacity to improve in healing ability at higher levels makes up for them sucking compared to a sorcerer at low level at said healing ability. Hell, the sorcerer could heal with 5 DU spells and still be able to unleash 2 Magic Missiles that day, without ever moving from his initial position on the battlefield, while the cleric has to spend all his time hustling from one ally to the next to deliver 1 or 1d8+1 HP of healing to each ally, and if he's lucky, he'll have the chance to get in one swing of his mace against an enemy amidst all this. Outside of battle, the sorcerer can stand next to an ally and point his finger at their chest point-blank and be assured of success with Disrupt Undead, so the cleric wouldn't even be better at post-battle patching-up. Most PCs have fairly low touch AC anyway, and ranged touch attacks aren't too hard to hit with at low level. Healing is supposed to be the cleric's shtick, the thing they do best and better than anyone else, it's what the core rules and such all support.

I think effects like Turn Undead and Disrupt Undead channel positive energy in a manner that is meant to only cancel out negative energy, like matter and antimatter, and aren't balanced/attuned/controlled enough to be beneficial to living creatures. I think, for instance, it could be that it takes a lasting infusion of positive energy to knit flesh and restore vitality before it fades, whereas a brief burst of positive energy is just too short-lived to regenerate or bind damaged flesh. As an example. I.E. a CLW spell infuses the subject with a brief lingering bit of positive energy, Turn Undead unleashes a brief flash of such energy that just disrupts negative energy.
 

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ARandomGod
Significant? Sure. Consistent? No. Sure, they've changed all healing from necromancy (where it started) to conjuraction. But they've changed a LOT of spells to conjuration. And their justification was either weak or fairly universal. Most of the spells in the PHB could be argueably stated as Conjuration... and WoTC is making several spells with effects that traditionally were in other schools (traditionally in 3.X) into conjuration spells.

You are not arguing over "consistency" you are arguing over whether or not the schools are "correct" or "acccuracy". I never said whether or not they (the school classifications) were accurate, only that WotC has been consistent in its approach and use of the schools in 3.5 and conssitency is one of the key stones of 3.5.

Continually refering to things were "traditionally" this or that is the same as saying that 2nd ed was the correct way of handling things and nothing should ever change. Heck "traditionally" a lower AC was better than a higher one so the 3/3.5 system is obviously in error.
 


ARandomGod said:
I don't know... probably a good number. However really 2nd edition was pretty consistent in situations like this. They didn't switch schools around. They never conjured necromantic (life) energy, nor did they conjure fireballs (it's been done in 3.X!) So however many tried it then, it's simpler now. I suggest you conjure a light shield that bends light around you, making you invisible. So that you can see, have an additional component conjure an image of what's going on outside the shield into the shield. Easy, and non-illusion. Clearly conjuration, because I said CONJURE it! Just like they say you can conjure necromantic energy and conjure fire/electricity/frost/etc. You don't have to necro or evoke anymore!


Really? They didn't switch schools around? Do you remember the Player's Option series and the Complete Wizards spells books? They created the Universal school of magic and "offically moved" several spells to it including Permanancy.
 

ARandomGod said:
PS, I personally suggest that you take conjuration as a specialist school, exclude necromancy and evokation, and simply research conjuration spells of any necro or evoker spell you want. It's clearly possible looking at new spells that have come out. And even traditionally possible... as you pointed out, making necromancy into conjuration is one of the first things WoTC did when they bought the product.


Please provide some examples where spells are in more than one school (in 3.5) using only WotC products. Don't get confused with descriptors and domains in this check - something commonly done.

From the SRD:

Cutting across the categories of arcane and divine spells are the eight schools of magic. These schools represent the different ways that spells take effect.


SCHOOL (SUBSCHOOL)
Beneath the spell name is a line giving the school of magic (and the subschool, if appropriate) that the spell belongs to.

Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells (arcane mark, limited wish, permanency, prestidigitation, and wish) are universal, belonging to no school.

She cannot, however, learn any spells from her prohibited schools.

Independent Research: A wizard also can research a spell independently, duplicating an existing spell or creating an entirely new one.
 

frankthedm said:
It would if you let the PCs stock up on wands of it. If the effect is only when cast by a living caster[not an item], then it won't hurt balance too much.

As far as ranged healing goes, i have clerics with the sun domain cast Cure "N" Wounds as short ranged range touch instead of 1/day unfairly destroy undead. Paladins who worship sun gods also get thier cure light wounds with a short range if they want it.

Arcane casters get a short range 0th level Cauterize[evocation] [stops bleeding and stabilizes like a cure minor wounds and hurts like a *****]
Good call.

At any rate, the 3 PCs (and their hound archon planar ally) are in the middle of Nightfang Spire (the final adventure in the campaign), so it won't matter much. :)
 

irdeggman said:
ARandomGod


You are not arguing over "consistency" you are arguing over whether or not the schools are "correct" or "acccuracy". I never said whether or not they (the school classifications) were accurate, only that WotC has been consistent in its approach and use of the schools in 3.5 and conssitency is one of the key stones of 3.5.

Continually refering to things were "traditionally" this or that is the same as saying that 2nd ed was the correct way of handling things and nothing should ever change. Heck "traditionally" a lower AC was better than a higher one so the 3/3.5 system is obviously in error.

Different versions of consistency, perhaps. You're stating that they've consistantly labeled healing as conjuration. I haven't disputed that (I haven't bothered to look for any inconsistencies there either)... I stated that they've been inconsistent in their definitions of how the schools are divided. I gave the instance of fireballs. They started with fireballs being evocation. They defined evokation as creating energy. They created a spell that "conjures" a fireball instead. Hence inconsistency.

Anyhow. Traditionally. You've got me, I'm using the word to refer to more traditions that just WoTC for that matter. The very definition of necromancy in the english language states that healing magics would be necromantic magics. It's what the word MEANS.

Examples include orbs of fire (orbs are balls... fireballs!)

Spells in more than one school? The same spell? You've misunderstood me. I mean the same base spell effect in different schools. Conjuration has been encroaching on other schools consistantly. They leave the old spell alone and create an entirely new spell.

Anyhow, don't forget that I originally stated that magic users can't heal, and gave the only "real" reason they can't...

As for the "can the disrupt undead spell heal?" It pretty clearly can't. Unless the GM says it can, which would be a special case. It would be stronger than other cantrips, and in many ways stronger than the first level clerical spell (at first character level definitely stronger, with a better "average" heal, a range, and simply being a lower level spell, hence more of the spell is available... well, until you become a decent caster when suddenly you're capable of casting more first level spells than cantrips, by RAW. Now there's another foolish situation that really *should* be rectified).
 

ARandomGod said:
The very definition of necromancy in the english language states that healing magics would be necromantic magics. It's what the word MEANS.

Actually, my understanding is that the very definition of Necromancy is communicating with the dead for purposes of divination. That's what my Oxford Concise Dictionary tells me, at least. It also has become a synonym for "black" or evil arts, like creating undead. Healing magic doesn't really fit those two definitions.

The D&D definition should logically include Healing Spells into Necromancy, though.
 

Knight Otu said:
Actually, my understanding is that the very definition of Necromancy is communicating with the dead for purposes of divination. That's what my Oxford Concise Dictionary tells me, at least. It also has become a synonym for "black" or evil arts, like creating undead. Healing magic doesn't really fit those two definitions.

The D&D definition should logically include Healing Spells into Necromancy, though.

OK, the "D&D" definition. Necromancy is the manipulation of life force.
The IRL definition does seem to be stricktly about using a corpse to divine the future, and nothing else.
 

However really 2nd edition was pretty consistent in situations like this. They didn't switch schools around. They never conjured necromantic (life) energy, nor did they conjure fireballs (it's been done in 3.X!)

Chromatic. Orb.
 

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