Options for arcane healing spells?

The Arc.Disc. feat says the caster can add those domain spells to his arcane spell list, and memorize or spontaneously cast one per level each day. Does that mean a sorcerer with this feat benefits from extra spell uses per day???
 

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Driddle said:
The Arc.Disc. feat says the caster can add those domain spells to his arcane spell list, and memorize or spontaneously cast one per level each day. Does that mean a sorcerer with this feat benefits from extra spell uses per day???
Ah thanks, now I remember the feat :D

In this case, I think a sorcerer does benefit from Extra Spell... though one feat for one more spell/day is hardly worth it.
 

Darklone said:
Ah thanks, now I remember the feat :D

In this case, I think a sorcerer does benefit from Extra Spell... though one feat for one more spell/day is hardly worth it.

... per level. More worthwhile.
 

Nefrast said:
Interesting, I just reread that feat and there is nowhere stated that the spell has to be on your spell list. It even states that "Extra spell is generally used to learn a specific spell that the character lacks access to and would be unable to research".

Cool! Didn't know that.
 



Lord Tirian said:
The spells are a bit too sucky, because... well, they mak rescue creatures from dying, but nothing else - it works wonder in conjunction with clerical healing, but as stand-alone... not so good. Perhaps half healed, half subdual?
They are not intended as replacing the clerical healing. They are suppodsed to be inefficient. Effecient healing comes from the cleric.

The stich spells save lives, make combat a bit less lethal and discourage short duration buffs. Characters are encouraged to take a breather after a hard combat and lick thier wounds. Healing potions are also made much more valuable by these spells being available. The stitch wounds spells also mirror the "low healing" D20 settings. The Cauterize spell was borrowd from WHFRP and oozes flaming hot flavor.

Cauterize
Evocation (Fire)
Level: Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Short
Target: One creature
Duration: Instantaneous
Saving Throw: No: see text
Spell Resistance: No: see text

Invoking a word of power over flame, you channel fire into a creatures wounds, sealing them shut as if the character had receive one point of magic healing. The pain is agonizing but your control of the flames normally prevents any harm from happening to the subject.

Only if some circumstance increases damage caused by this spell would any harm come to the subject.

A Being vulnerable to fire would suffer 1 point of damage from this spell rather than have their wounds closed.

This spell can be used to attack regenerating creatures that take normal damge from fire. Agaisnt those creatures, this spell converts up to the caster's level in nonlethal damage to lethal damage in addition to sealing their wounds. Such a creature can apply spell resistance, and can attempt a Will save to halve the amount converted.[sblock=Stich Wounds spell tree.]Stitch Light Wounds
Necromancy & Transmutation
Level:Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

By laying your hand upon a living creature, flesh wounds partially close and tissues painfully twist and reattach to one another. While not as beneficial as true healing, this spell converts lethal damage to non lethal damage. The amount converted is 1d8 points of damage +1 point per caster level (maximum +5).

Creatures immune to non lethal damage cannot be affected by this spell.

The pain caused by this spell operates as if damage equal to the amount converted for abilities that might be disrupted or require concentration checks.

“Aaaauugh! What sadist thought up this spell?”
~Taryniel, elf rogue

“A viable option when the cleric gets too preachy.”
~Anonymous

“Gives you time for a good drink after a good fight!”
~Tormack the Stonehammer, dwarf barbarian.

“It hurts really good!”
~Razzak, troll fighter.


Stitch Critical Wounds
Necromancy & Transmutation
Level: Sor/Wiz 4
This spell functions like stitch light wounds, except that it converts 4d8 points of damage +1 point per caster level (maximum +20).

Stitch Critical Wounds, Mass
Necromancy & Transmutation
Level:Sor/Wiz 8
This spell functions like mass stitch light wounds, except that it converts 4d8 points of damage +1 point per caster level (maximum +40).

Stitch Light Wounds, Mass
Necromancy & Transmutation
Level:Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

You cause wounds to partially close and tissues to painfully twist and reattach to one another in each selected creature, converting lethal damage to non lethal damage, to the amount of 1d8 points of damage +1 point per caster level (maximum +25)

Like other stitch spells, creatures immune to non lethal damage can not be affected by mass stitch light wounds.

The pain caused by this spell operates as if damage equal to the amount converted for abilities that might be disrupted or require concentration checks.

Stitch Moderate Wounds
Necromancy & Transmutation
Level:Brd 2, Sor/Wiz 2, Drd 3, Healing 2, Pal 3, Rgr 3
This spell functions like stitch light wounds, except that it converts 2d8 points of damage +1 point per caster level (maximum +10).

Stitch Moderate Wounds, Mass
Necromancy & Transmutation
Level:Brd 6, Sor/Wiz 6, Drd 7
This spell functions like mass stitch light wounds, except that it converts 2d8 points of damage +1 point per caster level (maximum +30).

Stitch Serious Wounds
Necromancy & Transmutation
Level:Brd 3, Sor/Wiz 3, Drd 4, Pal 4, Rgr 4, Healing 3
This spell functions like stitch light wounds, except that it converts 3d8 points of damage +1 point per caster level (maximum +15).

Stitch Serious Wounds, Mass
Necromancy & Transmutation
Level:Sor/Wiz 7, Drd 8
This spell functions like mass stitch light wounds, except that it converts 3d8 points of damage +1 point per caster level (maximum +35).[/sblock]
 
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If you're playing in Eberron, and your character is a halfling, you could take Least Mark of Healing and get cure light wounds 1/day.
Or you could just extrapolate from the various feats which grant low level spells as spell like abilities and say that
GENERIC HEALING FEAT NAME
Benefit: Cure Light 1/day, Cure Minor 2/day as sp-like abilities.
is a reasonably balanced feat.
 

Or you could play a Generic Spellcaster from UA variant book. You can be arcane and still pick and choose spells from whatever list you choose. You cast like a Sorcerer, so you have a smaller spell list. But you could, for example, and CLW and Magic Missile as your 1st level spells (and they would both be considered arcane, or divine if you prefered).
 

Honestly, the argument mentioned above that arcane healing makes clerics tougher is right.

I had a campaign with arcane healing and no cleric PCs (the players fought a theocracy). It worked.
 

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