Combining Wizard and Cleric Spells

Thanks all for the great feedback. This gives me some more ideas to roll around in my head. After talking to some of my fellow gamers and reading these posts, I'm leaning towards the specialist option and make a healing school for wizards. This would open up another healer option for the party and still give me the availability to have clerics in the world for those who want to play the religous route.
 

log in or register to remove this ad

You may also want to look at Monte Cook's Arcana Unearthed/Arcana Evolved. He has basically put everything on one spell list, and it works very well for his games.

Hope this helps,
Flynn
 

Nifft said:
I suggest that you force ALL Wizards to be specialists. This reduces their spell lists significantly, and means you could still have two (or more) Wizards in a party, each contributing very differently.
I did this. Specialist wizards could learn any spell of their particular college. For example, necromancers would learn the divine animate dead whereas all other wizards could only learn the arcane animate dead. As for healing, I made it empathic and vampiric. See this thread. In addition, I made a Færie sorcerer spell list which consisted of all arcane and divine illusion, enchantment, plant, and animal spells. This spell list was available only to Elves and Half-Elves.

Lots of fun was had by all. And there was much rejoicing.
 

You might be interested to try Elements of Magic. In that system there is no Arcane, Divine, or Psionic distinction. There is only Magic... you build custom spells defining area, range and effect. Very cool system, my group refuses to go back to standard D&D since we began it.

Good gaming,
William Holder
 

Personally I'd look at each school of magic and add several types of healing:

Conjuration - Summon creatures like Unicorns that can heal.
Necromancy - Steal life force from other creatures.
Transmutation - Repair damage by physically mending the body.
Evocation - Heal damage & harm undead by channeling positive energy.
Abjuration - Preemptive ward against damage (like Rune if you've every had the misfortune of playing EverQuest).
Enchantment / Illusion / Divination - Not sure...
 

Remove ads

Top