Yet more theories on arcane healing

gamecat

Explorer

If Arcanists cannot channel positive energy (i.e. heal), why can they cast Disrupt Undead which makes reference to a "shock wave of positive energy?"

Given the purposes of game balance, I understand that Arcanists should not heal, but I am just pointing out an inconsistancy in the rules. Perhaps something on the "polarity" of positive energy: Positive Energy Positive, and Positve Energy Negative, one that heals, and one that subverts an undead's link to the neg plane.
 

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Salutations,

I am not sure it is inconsistant.

It is a 0 level spell, and there for the weakest of spells.

The spell releases such a small amount of positive energy- that it is not going to have any affect on most things in the area.

However- undead are comprised/fueled/linked of/by/to negative energy, which would be more vulnerable to the smallest amounts of positive energy.

Respectfully submitted
FD
 

I didn't think so at first, but I would allow it. Clerics and Arcanists have allways had some spell over lap, but it is in favor of the cleric, especially with certain domains. Most cleric spells are not so versatile or effective in dealing direct damage as wizards, but they can do it. Giving a wizard a way to heal with spells, like they can use alchemy to make healing salves, dosn't seem to unballancing, especially at mid to high levels where 1D6 per spell is next to nothing. It would give them more survivability at lower levels, too.

Of course, Sorrcerers could get a little crazy with it, and I could see this as becoming the new "must have" spell. Next thing you know, Clerics could want spells like "positive" energy wave, to do for their group what Necromnancers can do for their undead troops, hurt the enemy while you heal your allies. You could easily disallow it by saying that Arcanists can chanel positive energy to the point of disrupting negative energy, but not with the finess or divine guidance to make it heal.
 

arcane healing

I've just found it better to reduce the clerics damagings spells than to give arcanists healing. but i dont like clerics

joe b.
 

I always thought of the cure/cause spells as somewhat specific or controlled ...

disrupt undead is just a release of energy a certain distance at a certain target
 

I've played in campaigns which put Cure Minor at 2nd, Cure Light at 3rd level arcane, moderate at 4th, serious at 5th and critical at 6th. They were always non-standard spells and wizards always had to individually research them. The best effect, of course, was the ability for Wizards to use Wands of CLW.
 

that shockwave bit is the clue

- Arcanist can cause a rip in the dimensions which allows a wild uncontrolled burtst of energy to blast through.

Healing requires that the energy be channeled in a controlled application over time.
 


You could always have a Wizard research a new Transmutation spell that increases the rate of natural healing, or perhaps a spell that converts real damage into subdual damage.
 

gamecat said:

Over what time? 1 action is 1 action!

The amount of time is not the critical issue. The control is. The channels through which an arcanist gets his positive energy do not allow for the energy to be well controlled. The divine caster gets it through other means, and my thus apply the energy in a more gentle and constructive manner.
 

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