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General Tabletop Discussion
*Dungeons & Dragons
Why are we still stuck with divine casters knowing all spells?
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6131136" data-attributes="member: 882"><p>There has always been the option for Wizards to cast healing spells - at least I can remember rules as far back as 2E Skills and Powers (buy a clerical sphere for some character points). Given we're trying to be a little traditional with this edition, I don't think we'll see this as anything but an optional rule introduced way down the line (probably not even playtested, just discussed in the final DMG). Having said that, with Wizard traditions and Cleric archetypes, there's scope for crossover between the two - it's just a question of avoiding it being a no-brainer to have healing spells (or fireballs as a Cleric). They could do this more easily by changing how healing works but that won't happen..</p><p></p><p>It seems that along with healing, Clerics are generally expected to relieve poisons, disease, blindness, deafness, etc., which are also physical afflictions. Then there's mental effects such as fear, compulsions, some forms of paralysis. Finally we have nebulous/spiritual effects such as curses and energy drain. I think it's best to separate these components into proper healing (physical effects) and other forms of restoration (mental/spiritual effects), if only because I can imagine a deity of magic whose Clerics can remove curses, but aren't particularly into healing otherwise. I can imagine Warlocks in particular having access to the restoration sphere, but not to healing, and if we adopt dual spells (bestow curse is essentially the same as remove curse) then that fits even better.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6131136, member: 882"] There has always been the option for Wizards to cast healing spells - at least I can remember rules as far back as 2E Skills and Powers (buy a clerical sphere for some character points). Given we're trying to be a little traditional with this edition, I don't think we'll see this as anything but an optional rule introduced way down the line (probably not even playtested, just discussed in the final DMG). Having said that, with Wizard traditions and Cleric archetypes, there's scope for crossover between the two - it's just a question of avoiding it being a no-brainer to have healing spells (or fireballs as a Cleric). They could do this more easily by changing how healing works but that won't happen.. It seems that along with healing, Clerics are generally expected to relieve poisons, disease, blindness, deafness, etc., which are also physical afflictions. Then there's mental effects such as fear, compulsions, some forms of paralysis. Finally we have nebulous/spiritual effects such as curses and energy drain. I think it's best to separate these components into proper healing (physical effects) and other forms of restoration (mental/spiritual effects), if only because I can imagine a deity of magic whose Clerics can remove curses, but aren't particularly into healing otherwise. I can imagine Warlocks in particular having access to the restoration sphere, but not to healing, and if we adopt dual spells (bestow curse is essentially the same as remove curse) then that fits even better. [/QUOTE]
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Community
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Why are we still stuck with divine casters knowing all spells?
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