Wizards and Cure Spells

Question...

So, if my W/S reseaerched a spell, let's say, Steam Roll (ie it rolls along an axis and does 1d8/ levle(max of 9d8) crushing damage to any creature that it rolls over reflex save for 1/2 dmg, 7th or 8th level spell) I can't according to the RAW cast the spell because it isn't in my spell list?? Just a curiousity, not meaning disresect to anyone, but I am sorta new to the 3.5 thing(was hardcore 1st ed). Thanks(I know Hypersmurf will prolly have an answer for this)


EDIT for typos
 

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Dryfus said:
So, if my W/S reseaerched a spell, let's say, Steam Roll ... I can't according to the RAW cast the spell because it isn't in my spell list??
When you create a brand new spell, you (and especially with the DM) must add the spell to one or more class lists. Presumably, you add it to your own class list, but you might possibly add it to others at different levels. You don't create a spell without adding it to a class list.
 

Infiniti2000 said:
When you create a brand new spell, you (and especially with the DM) must add the spell to one or more class lists. Presumably, you add it to your own class list, but you might possibly add it to others at different levels. You don't create a spell without adding it to a class list.

Thanks, I was wondering how that worked.
 

Well, if there are no clerics in your world, then there is no Clerical magic. Druids exist, and they can draw their divine power from nature. Druids aside...

Who is to say that Clerical "magic" is Clerical at all? Why couldn't cure magic be, well, magic?

I have played several point-based RPGs that allowed anyone to pick up Healing magic; it was simply another school of magic to learn.

I would work with your DM and see about making some new schools, or adding existing clerical spells to wizard lists.
 

That's basically the point of it. It's not a matter of the rules, the rules clearly allow wizards to develop healing spells, they just don't recommend it. The spell research rules are mostly guidelines. It's a matter of whether the DM wants wizards to have healing magic or not.

Bye
Thanee
 

Xath said:
I'm not interested in having cure spells for a character that I play. It's more of a hypothetical curiosity that would impact the availability of curing magic in our world.

There are no clerics. The only cure magic comes from the occasional Bard and Druid, but overall magic is pretty rare outside of Wizards. Every nation has Wizard schools. If it were possible for Wizards to cast the spells listed above, they'd be more easily accessable to people. If not, then they wouldn't really exist. So it's a question of "what could be available?" not "I want to be teh 1337 r0xx0r Wizard."

Clerics are clearly the #1 healers in the D&D world, at least if you're limited to core books.

If you have no Clerics in your setting, your original question changes a lot! Druids are still quite good healers, but not nearly as efficient as Clerics, and Bards are even worse. There is definitely going to be a lack of healing support in your setting, unless Druids are more common than normal. (Then of course the question also applies to the PC group alone, but I understand you're asking for world-level implications).

In short, no Clerics = less magic healing around. At this point the DM has to choose whether she want the relative lack of magic healing as a setting feature (in which case, the Wizards can stay the same), or if she wants to make up for it. In the latter case, don't care at all about the RAW and for example just add certain healing spells to the W/S list (if you want them available on a large scale), or allow Extra Spell to work outside the class list (if you want them available on a small scale).

edit: otherwise you could even consider to make some non-core classes such as the Healer or the Favored Soul part of the setting
 

The three "healing" classes are Bard, Druid, and Witch(Shugenja). We have a "Witch" in our group, so I'm not so concerned for purposed of the PC group. But all three of the above classes are very rare.
 

This is not really a problem you should be discussing with us first. Do people in the game world at large simply die with greater frequency? What are their solutions?


Herbs and Witchcraft would be your next step but I'd think it'd be special to your setting. I also imagine anyone in your game world would have an idea of how to get healed its too universal a problem. If your characters come up with something really original and unique expect to be swamped by one third of your game-world population asking to be healed of something :)

Sigurd
 

Originally the campaign was supposed to have no healing magic whatsoever. But we quickly realized that this really skews with the game balance, and decided to add in a small amount of healing magic. Wizards will not cast healing spells in this world. We decided that as a group before I went into this thread, but there was still a general curiosity by many players and the DM to see if it was feasable for wizards to cast cure spells within the confines of the rules. I guess depending on how you interpret it, anything is possible.
 

Xath said:
That would work in a normal campaign, but in ours, all of the gods are dead. So there are no clerics.
At Summon Monster VI, the default summoning lists start including summons with healing abilities (Bralani (eladrin)), although they are very small amounts of healing compared to what a cleric with a 6th level spell slot could do.... if, you know, the Good Outsiders still exist to be Summoned...
 

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