Wizards and Positive Energy

tleilaxu

First Post
It is ok for Wizards to channel negative energy but not positive?

Why is a Negative Energy ray an arcane spell but a Positive Energy Ray strictly a divine thing?

Also, why is Negative Energy commonly regarded as being evil? I can think of plenty of good uses for Negative Energy:

Chemotherapy. You have a tumor, no problem we'll just kill it with negative energy. Tada!

People say negative energy is bad because it is anti-life, but being anti life can be a good thing. Anti-Biotics, chemo, etc...

Similarly, I could use Positive Energy to spur on the development of tumors, since all they are is cells growing with no break pedal.

ALSO, "game balance" is not what I am questioning here... I am questioning to logic of this DND convention

In my opinion, the whole division of arcane and divine and wizards being unable to channel positive energy through magic is just the legacy of the DND game itself and in fact is incompatible with the actions of many wizards in fantasy literature.

Insert other good point that i forgot here __________________
 

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I see you're sober today.

As for Wizards and +energy, things are exactly as you say - D&D was originally about a team of adventurers who complement each other's abilities, such that of two spellcasters, one was artillery and one was the medic.

Considering we're well into 3e now, you'd think they'd have abandoned such a st00pid convention, but I guess WotC didn't wanna lose the purists.

Spellcasters like Green Ronin's Witch (Wisdom-based, spontaneous-casting arcane spellcaster, with healing spells) and their Shaman (Charisma-based, spontaneous-casting divine spellcaster, with healing spells) might be more your cup of tea.

I find they seem to suit my campaign better than D&D Wizards, Sorcerers and Clerics.
 


tleilaxu said:

Also, why is Negative Energy commonly regarded as being evil? I can think of plenty of good uses for Negative Energy:

Chemotherapy. You have a tumor, no problem we'll just kill it with negative energy. Tada!

People say negative energy is bad because it is anti-life, but being anti life can be a good thing. Anti-Biotics, chemo, etc...

Negative Energy comes from The Negative Energy Plane, the 'power source' for the undead. It's a totally evil and dead place that even destroys souls. It is all-consuming emptiness and entropy. Generally, it's just a bad idea to try and apply modern ideas, outlooks and scientific explanations to a magical/spiritual thing.
 

Wayne Ligon

According to the Manual of the Planes (3e) page 80, under Negative Energy Plane Traits there is no listing of any alignment-dominant trait
 


exactly... i mean is "space" evil?

the plane of fire is bad for typical PC life but does that make fire evil?

no... fire burns, but it also gives warmth and light... without fire there is no civilization.

imagine a world where things didn't decay!
 



I think the problem stems from the distinction being ill-defined from the outset. Having a vague notion of the difference between arcane and divine spells is all fine and well in the beginning, but after 30 years of tinkering and additional spells that circumvent the limitations, it's time to make a concrete definition of the differences between wizard and cleric spells. The blurring of the line has made the cleric vastly more powerful, IMO, than a wizard, until the higher levels, and even then, the cleric can usually put the smackdown on a wizard in short order.

At least, that's my opinion. Personally I say simply don't allow pervasive use of negative energy. Necromancy is not entirely based on negative energy spells so you can get away with limiting it that way.

Another way to do it, which I've been considering for the next game I run, is to have all spells accessible to all casters. Instead of spell-lists, have limitations on casting ability with certain spells. For instance, define the cleric as being a caster who gains spells not of his own ability, but by that granted to him by a god and in that granting is a certain level of protection from positive (remember positive energies can kill too) and negative energies. Therefore, they are much more adept at casting such spells and using such energies. However a wizard utilizes much less primary forces such as the elements and so doesn't need this protection however the manipulation of these forces is far more complex than merely tapping into positive or negative energies and so their arcane research provides them with much greater control over the forces being manipulated.

Actually... now that I've just written that out, I decided I'm going to look into creating a system based on those ideals. Don't hold your breath, though, I've got twenty dozen projects like this going on, some from up to ten years ago, lol.
 

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