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[UA] Spontaneous divine spellcasting--who's using this variant?
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<blockquote data-quote="Felon" data-source="post: 1452279" data-attributes="member: 8158"><p>OK, I'll do my best to answer with clarity...</p><p></p><p></p><p></p><p>It is possible that someone would wind up designing an atypical cleric that doesn't actually know any cures. She might just wind up using a handy dandy cheap wand of <em>CLW</em> for patching her teammates. But it's more likely that a cleric would simply pick some healing spells and not others. For instance, UA points out that with <em>cure light wounds</em> and <em>cure moderate wounds</em> learned, a cleric may opt to forego learning <em>cure serious wounds</em>. Remember, spells can be cast using a higher level spell's slot if necessary. Also, just like a sorcerer a spontaneous divine caster is allowed to swap out an old known spell for a new one at every even level, allowing clerics to cast off obsolete spells (like CLW when 750 gp wands are easy to come by). </p><p></p><p></p><p></p><p>Well, it all depends on the cleric's repetoire. Encounters with a sea hag or mummy or some other foe that lays curses will make for a dire scenario, if the cleirc doesn't actually have access to <em>remove curse</em>. OTOH, having a cleric around that <em>does</em> know that spell not only makes that encounter much more bearable, but it likely gives that priest an opportunity to really shine. As the DM, I know exactly what maladies the cleric is capable of healing, so I'll know whether a certain type of encounter will be dire or easy, and that's a big help in how I pace the entire adventure for the evening. </p><p></p><p></p><p></p><p>The cleric casts the same number of spells per day as before, except that he doesn't have an extra spell slot reserved for a domain spell. Instead, that extra domain slot becomes just another slot, and is rolled into his total number of spells per day. That effectively puts him between the wizard and sorcerer in terms of daily spell quantity. </p><p></p><p>The cleric's "spells known" progression is identical to the sorcerer's with the major exception that the cleric also learns the spells from his two domain lists in addition to the number of spells he's allowed to pick from his class's standard spell list. And the progression is set up so that at 3rd level and every odd-numbered level afterwards, the cleric gains access to a new level of spells, just as he does now, but at that level he only learns the domain spells. It isn't until the next (even-numbered) level that he learns a "generic" spell (just as a sorcerer would be learning his first higher-level spell until that level).</p></blockquote><p></p>
[QUOTE="Felon, post: 1452279, member: 8158"] OK, I'll do my best to answer with clarity... It is possible that someone would wind up designing an atypical cleric that doesn't actually know any cures. She might just wind up using a handy dandy cheap wand of [I]CLW[/I] for patching her teammates. But it's more likely that a cleric would simply pick some healing spells and not others. For instance, UA points out that with [I]cure light wounds[/I] and [I]cure moderate wounds[/I] learned, a cleric may opt to forego learning [I]cure serious wounds[/I]. Remember, spells can be cast using a higher level spell's slot if necessary. Also, just like a sorcerer a spontaneous divine caster is allowed to swap out an old known spell for a new one at every even level, allowing clerics to cast off obsolete spells (like CLW when 750 gp wands are easy to come by). Well, it all depends on the cleric's repetoire. Encounters with a sea hag or mummy or some other foe that lays curses will make for a dire scenario, if the cleirc doesn't actually have access to [I]remove curse[/I]. OTOH, having a cleric around that [I]does[/I] know that spell not only makes that encounter much more bearable, but it likely gives that priest an opportunity to really shine. As the DM, I know exactly what maladies the cleric is capable of healing, so I'll know whether a certain type of encounter will be dire or easy, and that's a big help in how I pace the entire adventure for the evening. The cleric casts the same number of spells per day as before, except that he doesn't have an extra spell slot reserved for a domain spell. Instead, that extra domain slot becomes just another slot, and is rolled into his total number of spells per day. That effectively puts him between the wizard and sorcerer in terms of daily spell quantity. The cleric's "spells known" progression is identical to the sorcerer's with the major exception that the cleric also learns the spells from his two domain lists in addition to the number of spells he's allowed to pick from his class's standard spell list. And the progression is set up so that at 3rd level and every odd-numbered level afterwards, the cleric gains access to a new level of spells, just as he does now, but at that level he only learns the domain spells. It isn't until the next (even-numbered) level that he learns a "generic" spell (just as a sorcerer would be learning his first higher-level spell until that level). [/QUOTE]
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[UA] Spontaneous divine spellcasting--who's using this variant?
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