Silly Question: Cleric Domain Abilities

*flips a coin, lets it hang* Wait for it. Nope, still spinning.

My ruling here would be as follows:

Granted Powers: So long as the spell forwards the Deities' agenda (Chaos, Enchantment spells, etc.) then the bonus would apply regardless of what source it has for that character; the Deity wouldn't differentiate from "Cleric" or "Wizard," it would see a chance to help its chosen follower, a character, acheive it (The God's) objective. It would not be treated as two characters (one a wizard, one a Cleric).

Prohibited Schools: While very grey, I would rule as follows: if another class grants the ability to cast the spell (Cleric domain, Sorceror, Bard, etc.) then the spell granted through the class would qualify, but any additional devices (rod/staff/wand/scroll/etc.) would still be prohibited from use by that character.

Full text follows.

This is now really two questions; Thanee references a separate thread, the Feat "extra spell" where the question boiled down to "Can I, as a Specialist Wizard, take the Feat Extra Spell to add a spell from my prohibited spells to my current list?" The Feat states that the spell must be on the class list; as (I think it was Patryn) pointed out, the text in fact does not directly state "...and these spells are removed from the Wizards Class List." Which leaves an uncomfortable amount of wiggle room.

Edit: I've been informed that the FAQ evidently states directly that the spells from a prohibited school are treated as being removed from the class list, which is important, because if anything it makes it more clear that someone taking a level in Sorceror would swiftly and immediately regain that access. I think that detracts from the flavor and purpose of specializing, so I stand by my original ruling, barring discussion. (TH, 10/12)

So, going with the "Flavor Text Wins" argument, my ruling would be a bit more lenient. If you've found a deity who your character can get behind, and that Deity grants you a Clerical boon from one the domains, why should it only apply to Cleric spells? The argument of course being, the Deity (being, you know, a God) has granted you the ability to do whatever you do that promotes its cause (say, Chaos) better than others via a Granted Power. Ergo, any spell which is Chaotically aligned/bears the Chaotic descriptor (again, "chaos spell" is a really, really poor choice of words, good call there) would thus be supported by the deity. Using this same 'outside the box' logic, we're assuming that the Granted Power is used to promote the Deities' agenda despite Divine/Arcane barriers.

Li Shenron pointed out in the same Extra Spell thread that the spell itself doesn't matter; Divine & Arcane are technically RP differences, as the "spell" itself is sort of neutral; if it's cast by a Cleric, it's Divine. If a Wizard, Arcane. One Charm spell, but everyone gets it. If the Deity supports Ench/Charm magics, and the only version you have is in your spellbook, would you get the bonus?

Yep. Because I have that sort of thinking; if we're talking about Granted Powers, then we're talking less about a specific mechanic, but more about a tool granted by a God to a Follower to forward that God's agenda. So I say "Yea," it stacks.

Subpoint: If there's been a gross misunderstanding between a Higher Power and the good-aligned party, Why wouldn't a Good Cleric cast Prot. from Good? Odds of them having it memmed? Admittedly small. But assuming that protecting yourself from Good is automatically evil really nerfs some cool RP options. Should I let the misguided Good creature shred me, because hitting it back is "evil?" Point being, it ain't always that black & white.

Second Question: The Wizard is prohibited from casting... er... Evocation spells. Sure, Evo. No more. The Wizard then takes a level in Sorceror, and promptly takes Magic Missile. The Sorceror component can cast the spell, use the item, and read the scroll. And, by extension, any other evocation spells it comes across. Would it only use the "Sorceror levels" in Spellcraft? How would you split them? It wouldn't be fair (in the most technical sense) to limit the caster, any more than it's "fair" in a fair-play sense of the word to blow a level and have all of those abilities back.

This is the game breaking munchkin interpretation, but part of this discussion is about the separation of class abilities. If we prohibit the Sorceror from using Evocation spells and abilities, then we're conceding that the two are not separate; that they're indelibly tied because they reside in one character, and that the character, not the class, is barred from those abilities.

Me? My argument would be that barring a Feat (such as Extra Spell) the restrictions of the Specialist still apply; that the only separate element would be the Sorceror's ability to cast the spell; THAT would be legal and unstoppable (the magic comes from elsewhere, not study, but an internal reservoir). However (heh heh) the flip side of this is a simple question:

In roleplaying terms, we assume that the Wizard has "never learned" how to command the forces of X & Y while specializing in Z. If that character were to take a whole separate class, which studies those forces (a Cleric who gets it as a Domain spell, for example) would it really be fair to keep that class from learning those abilities? We allow Feats for Paladins to step outside of their class and not falter from the path, but a level is actually less valuable (in general) than a feat.

Things to think about.

LCpt. Thia Halmades
 
Last edited:

log in or register to remove this ad

Thia Halmades said:
Subpoint: If there's been a gross misunderstanding between a Higher Power and the good-aligned party, Why wouldn't a Good Cleric cast Prot. from Good?

Because he can't.

Odds of them having it memmed? Admittedly small. But assuming that protecting yourself from Good is automatically evil really nerfs some cool RP options. Should I let the misguided Good creature shred me, because hitting it back is "evil?" Point being, it ain't always that black & white.

It is for Clerics when it comes to casting spells with Alignment descriptors.

Protection from Good has the [Evil] descriptor.

Protection from Good
Abjuration [Evil]
Level: Clr 1, Evil 1, Sor/Wiz 1


And from the Cleric class description:

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

-Hyp.
 

Thanee said:
I really have no idea how you get to that conclusion. :D

It's definitely wrong. I don't base my opinion on anything being weak or strong (except when making house rules, of course), but rather on consistency within the rules and the spirit of the rules.

Besides, I highly doubt, that my opinion differs from 'established sources of rules' often (it does sometimes, when the established sources are unreasonable ;), but certainly not often).

Where you are right is, that I'm almost always against open interpretations, which have no foundation in the rules (i.e. the Extra Spell discussion). This is not one of them, however, here I just think so, because I feel it should be that way (or is meant that way); I'm well aware, that the rules don't specifically state any restrictions on the ability.

Okay perhaps I phrased it differently. I view you as a strict constructionist. You don't like liberal intepretations of the rules, no matter the subject or context or benefit or harm involved. I think that is one reasonable view of the rules, it's just not one I tend to agree with very often.

I'm surprised you mentioned "meant that way". I don't recall you ever arguing in favor of finding out the intent of a rule.
 

Thia Halmades said:
I've been informed that the FAQ evidently states directly that the spells from a prohibited school are treated as being removed from the class list, which is important, because if anything it makes it more clear that someone taking a level in Sorceror would swiftly and immediately regain that access.

...as a sorcerer. That doesn't help the wizard-side, which still cannot cast the prohibited spells or learn Extra Spell to aquire one of them. It does allow access to the spell completion items, tho, much like a cleric level with the magic domain would, but scrolls could still be difficult to read for the sorcerer-side, because of caster level issues, and the wizard-side is no help with prohibited spells.

Bye
Thanee
 




So the option then becomes Get Shredded or Fight Back and Do Evil.

Wow. That sucks.

Originally Posted by Thanee
...as a sorcerer. That doesn't help the wizard-side, which still cannot cast the prohibited spells or learn Extra Spell to aquire one of them. It does allow access to the spell completion items, tho, much like a cleric level with the magic domain would, but scrolls could still be difficult to read for the sorcerer-side, because of caster level issues, and the wizard-side is no help with prohibited spells.

But it's a Spell Craft check, not a level check. So you'd rule that you can only use Spell Craft up to the level on the Sorceror side? That's more complex than simply yielding they side-stepped the problem. Agreed, the Wizard still can't learn the spell; but they can read the scroll (level in Sorc. w/Read Magic; they only need to READ it to cast it, they aren't trying to learn it) and use the Rod/Staff/Wand as applicable because of the Sorc side.

And, as I said after I had a while to consider it, as far as this discussion includes Extra Spell allowing a Wizard to "unlock it" from his prohibited school, I'd still do it. *shrug* One feat for one spell? Better be a pretty darn good spell.

LCpt. Thia Halmades
 

Thia Halmades said:
So the option then becomes Get Shredded or Fight Back and Do Evil.

Wow. That sucks.

That's why clerics have faith... :)

Sucks for the player, but the character dies while remaining loyal to the principles of his religion and god. As a cleric, between death and betraying my god, I would rather die (speaking RP, of course).

Andargor
 

andargor said:
That's why clerics have faith... :)

Sucks for the player, but the character dies while remaining loyal to the principles of his religion and god. As a cleric, between death and betraying my god, I would rather die (speaking RP, of course).

Andargor
Yeah, it's kind of the whole 'dying for what you believe in' thing.
 

Remove ads

Top