Celebrim
Legend
BiggusGeekus said:That's the point. A few sorcerers might take the spell, the wizards won't. But who cares? The idea is to get the spell on the spell list so sorcerers and wizards can use arcane wands of cure light/moderate/serious wounds and other cure spells.
I have a totally different way of looking at this problem.
a) Everyone can use potions.
b) Wands of cure light wounds once used rigorously turn hit points into a 'per encounter' resource, and this isn't good for the game. The problem isn't that you need arcane wands. It's that you shouldn't have divine wands. They aren't even in flavor anyway.
c) The game is heading too much toward 'every encounter should put significant pressure on the characters'. This leads to too much random death to begin with, and forces you to have a cleric to deal with the problem. It would be better if encounters usually challenged players incrementally except in climatic encounters.
d) The Heal skill is way under used. GURPS uses a 'first aid' skill mechanic that lets you heal a portion of recently recieved wounds immediately. That put a certain amount of healing ability into almost anyone's hands without recource to magic. Note that 'without recourse to magic' is important, because it gets around the 'every one in the party has to be a spellcaster' mechanic we are trending toward in the Mearls era. D20 needs to borrow this idea from GURPS and give 'Heal' a first aid usage that restores a small amount of recently recieved damage (essentially, the heal skill as a 'per encounter' ability).