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Healing spells and Necromancy
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<blockquote data-quote="Lamoni" data-source="post: 1650200" data-attributes="member: 12680"><p>I don't see anything wrong with that... as long as it is limited to affecting undead and not healing allies.</p><p></p><p>True. I just wouldn't be one of those DM's</p><p></p><p> It might actually work fine to give wizards and sorcerers healing spells. I just like having each class as unique as possible. The more powers you give each class that normally belongs with another, the more you end up with a lot of classes that aren't that unique... or you end up with a single class that is clearly better than any other. It is more about preference than balance why I wouldn't allow it. On the other hand, everyone is free to buy healing potions.</p><p></p><p></p><p>I have no problem at all with Tenser's Transformation. While it is a nice spell if you are going into melee combat, it isn't near as good as having a D10 hit die, full BAB, and heavy armor proficiency. Having things be a part of who your character is 24/7 is much better than having temporary changes that you can do a limited number of times/day at the cost of other options. If I had to fight with no offensive magic, I'd much rather be a fighter than a wizard with Transformation cast.</p><p></p><p></p><p>I forgot about the bard. I often make the mistake of referring to arcane casters when I mean to refer to sorcerers/wizards. I am fine with Bards having healing magic. I wouldn't like their healing to be as potent as the cleric though. I would also be fine with the wizard having healing spells if all their flashy offensive spells were taken away... but then it would be no fun to play a wizard.</p><p></p><p>I think that how it is now works best for me. Sorcerers/Wizards get the best offensive spells, and many of the best utility spells (Fly, invisibility, D-Door, etc.) Clerics get the best healing/restoring spells, and many of the best divination spells. If you want to play without a sorcerer/wizard, you give up on a lot of those utility spells unless you invest in expensive magic items. If you want to play without a cleric, you give up on a lot of healing potential and divination unless you invest in healing items. You also miss out on things if you don't have a fighter/barbarian or a rogue/bard. There are always ways to compensate... and that is good, but I don't see a need for any changes.</p><p></p><p>As for the original question. I don't see a problem with no healing spells in the necromancy school. Of course, if they were there I would find no problem with them being there either. I think they fit about equally well in conjuration and necromancy and it is least confusing to put them in just one rather than both.</p></blockquote><p></p>
[QUOTE="Lamoni, post: 1650200, member: 12680"] I don't see anything wrong with that... as long as it is limited to affecting undead and not healing allies. True. I just wouldn't be one of those DM's It might actually work fine to give wizards and sorcerers healing spells. I just like having each class as unique as possible. The more powers you give each class that normally belongs with another, the more you end up with a lot of classes that aren't that unique... or you end up with a single class that is clearly better than any other. It is more about preference than balance why I wouldn't allow it. On the other hand, everyone is free to buy healing potions. I have no problem at all with Tenser's Transformation. While it is a nice spell if you are going into melee combat, it isn't near as good as having a D10 hit die, full BAB, and heavy armor proficiency. Having things be a part of who your character is 24/7 is much better than having temporary changes that you can do a limited number of times/day at the cost of other options. If I had to fight with no offensive magic, I'd much rather be a fighter than a wizard with Transformation cast. I forgot about the bard. I often make the mistake of referring to arcane casters when I mean to refer to sorcerers/wizards. I am fine with Bards having healing magic. I wouldn't like their healing to be as potent as the cleric though. I would also be fine with the wizard having healing spells if all their flashy offensive spells were taken away... but then it would be no fun to play a wizard. I think that how it is now works best for me. Sorcerers/Wizards get the best offensive spells, and many of the best utility spells (Fly, invisibility, D-Door, etc.) Clerics get the best healing/restoring spells, and many of the best divination spells. If you want to play without a sorcerer/wizard, you give up on a lot of those utility spells unless you invest in expensive magic items. If you want to play without a cleric, you give up on a lot of healing potential and divination unless you invest in healing items. You also miss out on things if you don't have a fighter/barbarian or a rogue/bard. There are always ways to compensate... and that is good, but I don't see a need for any changes. As for the original question. I don't see a problem with no healing spells in the necromancy school. Of course, if they were there I would find no problem with them being there either. I think they fit about equally well in conjuration and necromancy and it is least confusing to put them in just one rather than both. [/QUOTE]
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