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Wizard Spellcasting vs. Clerical Spellcasting...which is better?
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<blockquote data-quote="Norfleet" data-source="post: 1145045" data-attributes="member: 11581"><p>The spontaneous casting of heal spells on good/neutral clerics was a good thing, in that clerics COULD then move away from being the party's medic without having to give up being the medic, which, naturally, everyone depends on them to be. With it, clerics could prepare whatever else, and still be able to do the healing thing.</p><p></p><p>Evil clerics, on the other hand, get the short end of the stick with this: With the ability to spontaneously cast Inflict instead of Cure, the evil cleric will wind up either functioning as a smiter cleric, with little or no standard healing capability, or wind up having to handload heal spells to be the medic again. Inflict spells, in my experience, tend to be a somewhat lousy deal, as they don't grant you an ability you didn't have: No amount of beating someone over the head with a mace will heal them, but you can already imitate the effects of an inflict: Beat someone over the head with a mace.</p><p></p><p>At higher levels, this becomes far less important, as all of the Cure * spells become mostly obsolete, and you start using Heal exclusively, neither of which can be spontaneously cast.</p><p></p><p>Of course, Rebuking is better than Turning. Turned undead scatter hither and yon and force you to chase them down. Rebuked undead simply cower there until you dismantle them. Controlled undead can be used against your enemies. Destroyed undead simply explode, and don't even inflict shrapnel wounds in doing so.</p><p></p><p>There's the whole deity string, of course, which makes life difficult at times. This can be, in part, alleviated by being evil. It's much harder to do something that an evil deity would disapprove of, since anything can be evil. You can even be nice to people in an evil way. Evil is good. Unless, of course, you're not evil.</p></blockquote><p></p>
[QUOTE="Norfleet, post: 1145045, member: 11581"] The spontaneous casting of heal spells on good/neutral clerics was a good thing, in that clerics COULD then move away from being the party's medic without having to give up being the medic, which, naturally, everyone depends on them to be. With it, clerics could prepare whatever else, and still be able to do the healing thing. Evil clerics, on the other hand, get the short end of the stick with this: With the ability to spontaneously cast Inflict instead of Cure, the evil cleric will wind up either functioning as a smiter cleric, with little or no standard healing capability, or wind up having to handload heal spells to be the medic again. Inflict spells, in my experience, tend to be a somewhat lousy deal, as they don't grant you an ability you didn't have: No amount of beating someone over the head with a mace will heal them, but you can already imitate the effects of an inflict: Beat someone over the head with a mace. At higher levels, this becomes far less important, as all of the Cure * spells become mostly obsolete, and you start using Heal exclusively, neither of which can be spontaneously cast. Of course, Rebuking is better than Turning. Turned undead scatter hither and yon and force you to chase them down. Rebuked undead simply cower there until you dismantle them. Controlled undead can be used against your enemies. Destroyed undead simply explode, and don't even inflict shrapnel wounds in doing so. There's the whole deity string, of course, which makes life difficult at times. This can be, in part, alleviated by being evil. It's much harder to do something that an evil deity would disapprove of, since anything can be evil. You can even be nice to people in an evil way. Evil is good. Unless, of course, you're not evil. [/QUOTE]
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