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Wizards and healing spells
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<blockquote data-quote="El Mahdi" data-source="post: 4565221" data-attributes="member: 59506"><p>I would suggest the following:</p><p> </p><p>Short of multi-classing to Cleric, a Wizards research would lead him to the conclusion that healing magic is possible, but if not divinely given, could have drawbacks. Such as:</p><p> </p><ul> <li data-xf-list-type="ul">Wizard healing magic could be short termed (any HP gained disappear after a certain length of time).</li> <li data-xf-list-type="ul">Wizard healing magic could tire the recipient (change condition to exhausted, etc) - possibly after an encounter concludes, or possibly immediately upon casting. (This is kind of how it's done in the Wheel of Time - maybe check out the books or get a hold of a copy of the <em>D20 Wheel of Time RPG</em>.)</li> <li data-xf-list-type="ul">Your Wizard's research results in a spell like the <em>Forgotten Realms</em> spell <em>Simbul's Synostodweomer</em>.</li> <li data-xf-list-type="ul">Wizard healing magic could be a higher level spell than it's Cleric counterpart, and possibly cure less hit points (and be completely useless for other effects - i.e. disease, blindness, etc. - those are strictly within the perview of Clerics).</li> <li data-xf-list-type="ul">Your Wizard must make some kind of pact with a higher power (a God/Goddess of Magic, a Demon/Devil, etc.).</li> <li data-xf-list-type="ul">Healing magic could drain the Wizard, temporarily causing a loss of HP, Con, or just affecting his condition (exhausted, etc.).</li> <li data-xf-list-type="ul">Wizards can only perform Healing Magic as part of a Ritual (kind of like 4E), requiring significant time and expenditure of spell components (eliminating Wizard battlefield cures).</li> <li data-xf-list-type="ul">Or Wizards can eventually do everything a cleric can do, thereby eliminatiing the need for clerics in your game world.</li> </ul><p>The Wizard does the research, but you decide what he learns and discovers. I don't think your player doing this is a bad thing. It can add a lot of color and fun to your game, and keeps your player invested in your game. Both of which are very good things. </p><p> </p><p>Decide the limits of what you are willing to allow a Wizard/Sorcerer to do, based on the feel of your campaign/world, and the balance of your game. Then determine what your Wizard determines based on the amount of time and money spent researching (adjust DC's accordingly). Of course, not all information needs to be imparted to your Wizard all at once. Research is an ongoing thing that takes time. He can learn a piece here, and a piece there, and eventually put it all together into an useable form. This can even be a premise for adventures (side treks or a full blown story line - your choice).</p><p> </p><p>This is a great opportunity for your game. Go with it and have fun.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 4565221, member: 59506"] I would suggest the following: Short of multi-classing to Cleric, a Wizards research would lead him to the conclusion that healing magic is possible, but if not divinely given, could have drawbacks. Such as: [LIST] [*]Wizard healing magic could be short termed (any HP gained disappear after a certain length of time). [*]Wizard healing magic could tire the recipient (change condition to exhausted, etc) - possibly after an encounter concludes, or possibly immediately upon casting. (This is kind of how it's done in the Wheel of Time - maybe check out the books or get a hold of a copy of the [I]D20 Wheel of Time RPG[/I].) [*]Your Wizard's research results in a spell like the [I]Forgotten Realms[/I] spell [I]Simbul's Synostodweomer[/I]. [*]Wizard healing magic could be a higher level spell than it's Cleric counterpart, and possibly cure less hit points (and be completely useless for other effects - i.e. disease, blindness, etc. - those are strictly within the perview of Clerics). [*]Your Wizard must make some kind of pact with a higher power (a God/Goddess of Magic, a Demon/Devil, etc.). [*]Healing magic could drain the Wizard, temporarily causing a loss of HP, Con, or just affecting his condition (exhausted, etc.). [*]Wizards can only perform Healing Magic as part of a Ritual (kind of like 4E), requiring significant time and expenditure of spell components (eliminating Wizard battlefield cures). [*]Or Wizards can eventually do everything a cleric can do, thereby eliminatiing the need for clerics in your game world. [/LIST]The Wizard does the research, but you decide what he learns and discovers. I don't think your player doing this is a bad thing. It can add a lot of color and fun to your game, and keeps your player invested in your game. Both of which are very good things. Decide the limits of what you are willing to allow a Wizard/Sorcerer to do, based on the feel of your campaign/world, and the balance of your game. Then determine what your Wizard determines based on the amount of time and money spent researching (adjust DC's accordingly). Of course, not all information needs to be imparted to your Wizard all at once. Research is an ongoing thing that takes time. He can learn a piece here, and a piece there, and eventually put it all together into an useable form. This can even be a premise for adventures (side treks or a full blown story line - your choice). This is a great opportunity for your game. Go with it and have fun. [/QUOTE]
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