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Thread: Arcane Healing [D&D 3.5]
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2010-10-18, 10:09 AM (ISO 8601)
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Arcane Healing [D&D 3.5]
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Last edited by Lappy9000; 2011-02-10 at 07:30 PM.
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2010-10-18, 10:15 AM (ISO 8601)
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2010-10-18, 11:11 AM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Bard has to have something besides being a skillmonkey sorrcerer
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2010-10-18, 11:27 AM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Well, if you want to get technical (and that's what we do around here, isn't it?), the SRD says that Sorcerer's draw their spells primarily from the Wizard/Sorcerer spell list, meaning, apparently, as long as most of your spells are from there, you can cherry pick a few other, awesome spells.
EDIT: I think I might go point this out in the thread discussing the merits of Sorcerers vs Beguilers.
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2010-10-18, 12:22 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
I checked the SRD to see if this was true, and not only is it, I can't find any text that explicitly disallows a Sorcerer cherry picking spells from other lists. This is the actual text:
Originally Posted by SRD
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2010-10-18, 12:30 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
But, you're interpretation may not jive with your DM's interpretation and he/she has final say on whether you can learn a new spell or not.
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2010-10-18, 12:37 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
It's a legacy thing. In 1st and 2nd editions, Clerics were heal-bots. With a few notable exceptions, that's what they spent most of their time doing. Thus when spells were divvied up for 3.0, Clerics got healing.
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2010-10-18, 12:37 PM (ISO 8601)
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2010-10-18, 12:42 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
The OP posted the RAW and it leaves plenty of room to justify spells from other lists, new spells, etc.
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2010-10-18, 12:56 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Diarmiud: I know full well that a DM would likely disallow it, especially if the sorcerer-only spells are allowed, as those already give the sorcerer some nice stuff. I'm just, as Mongoose said, pointing out the RAW and supporting his point with it. It's basically one of those, "Oh, dear. I know that's wrong, I just can't seem to think of why," type things.
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2010-10-18, 12:57 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
There was a series called "Stories Behind the Spells" or something. It gave a nice backstory to most of the SRD spells, many were awesome.
Short Version: After years of dutiful worship the gods felt people could be trusted with magic (obviously a weaker version than those they used to form the multiverse) so they gave people the power to cast spells.
However because they could now use magic for themselves people didn't feel the need to worship them anymore, which unsurprisingly annoyed the Gods. So they basically re-wrote the rules that meant healing magic was now a conjuration spell, and made sure they were the only source of it, meaning people had to worship them in order to access it. So that's why only Divine Casters get it.
Of course this is 3rd party and has nothing to do with why the rules actually exist (basically Clerics are healers, deal with it as person man said), but I like the story.Last edited by Kobold-Bard; 2010-10-18 at 12:58 PM.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-10-18, 01:04 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-10-18, 01:56 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
After reading that, as a DM, I would let the Sorcerer learn the Cure-line of spells if he really wanted to. Why? Cure spells are subpar and the Sorcerer is giving slots that could be used on more powerful spells to fill the role of a back-up or even main healer. This would maybe decrease the Sorcerer's power considerably, while giving him a bit more utility.
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2010-10-18, 02:19 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Could always just take arcane disciple or the sorc variant from complete champion.
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2010-10-18, 02:21 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Shameless self-promotion for Arcane healing.
Last edited by Kobold-Bard; 2010-10-18 at 05:00 PM.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-10-20, 02:12 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Here is my own take on the arcane healing problem:
Healer Mage (Arcane/General)
Prerequisite: The character must be able to cast arcane spells of the Evocation school.
Benefit:The character has a strong link to the Positive Material Plane. In game terms, the caster adds the Conjuration (healing) spells to his (her) spells known. However, those spells are added to the Evocation school, not the Conjuration school.
This link comes in two forms:
Partial Link: The character also has a link with the Negative Material Plane. In game terms, the character can also cast Necromancy spells, but gains no bonus spell slots (use this Feat as above.)
Full Link: The character can only access the Positive Material Plane.The caster gains the above benefits, and a bonus spell slot per spell level (as per an evoker,but only for healing spells), but loses access to the Necromancy school.President and founder of the "Jonathan Harker Was The True Hero of Dracula" Fan club.
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2010-10-20, 03:24 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Originally Posted by SRD
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2010-10-20, 03:33 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Sure it is, but there is nothing to say that the spells they come up with can't be healing spells.
The closest thing to a true demarcation we can find is in Epic spell development: spells with the Heal or Life seeds are always divine and in fact, require a divine focus.
Personally, I think if you want to be a "healing arcanist" you should either be a theurge or give psionics a look, but that doesn't mean I'd stop arcanists from researching healing.Last edited by Psyren; 2010-10-20 at 03:34 PM.
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2010-10-20, 05:42 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
As Bugbeartrap said, there is a feat in Complete Champion that allows a wizard to take a cleric domain, including the spells. So the wizard could take the healing domain. Poof, access to healing spells. Granted, the wizard has to follow the domain rules, so he/she can only cast each spell once per day. However, once the spells are on his/her list, then casting them from wands becomes possible. So, get the domain, grab wands, and off ya go. Wizard healbots.
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2010-10-20, 05:44 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
There is a spell in the Planar Handbook available to clerics, wizards, and sorcerers which lets them heal non-evil living targets. I'm AFB right now, more details later.
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2010-10-20, 07:19 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
In general though, it's just not part of the standard flavor. In every setting I've seen where arcane healing was common, it was either a) sciencey in flavor (which in D&D is covered by psionics), or b) the setting didn't have any division between arcane/divine magic. When you make that sort of division, part of the point is that "priestly" spells go to the divine casters, and "magely" spells go to the arcane casters. If you're making that division, healing is inevitably going to end up "priestly".
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2010-10-20, 07:24 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Undying Vigor of the Dragonlords, Dragon Magic pg. 74, Sorcerer only self healing. Still means you have to use a level 5 spell known (or spend 25k on a knowstone) on a standard action self heal, but still.
Originally Posted by The Giant
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2010-10-20, 07:54 PM (ISO 8601)
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2010-10-20, 08:05 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Originally Posted by The Giant
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2010-10-20, 08:35 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
There are only a handful of things that a divine class can do that a Wizard can't, the biggest of those is heal, because it then allows for the Wizard to actually be the only class required to do anything from level 1 on.
It changes game balance in the sense that there only needs to be one class in the game to balance things for.
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2010-10-20, 08:36 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Make everyone in the party play Warforged. Then you can heal them all.
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2010-10-20, 08:53 PM (ISO 8601)
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2010-10-21, 04:20 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Thanks for the compliment, KB! I'm pretty happy with how that turned out, myself. You are indeed referring to the Behind the Spells series and, for those interested, that particular installment was the "Cure Wounds" one.
As to the topic at hand, while the RAW don't forbid some sorcerer cherry-picking of healing spells it does seem against the spirit of those same rules to do so given the game's history.
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2010-10-21, 04:35 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
I always thought it would be great to have arcane healing, but with a catch. Maybe it functions like fast healing, or maybe is just isn't as powerful as the stuff clerics can pull off.
I still think higher-level stuff like heal and raise dead should stay with the cleric, but a few healing spells wont really hurt.
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2010-10-21, 04:47 PM (ISO 8601)
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Re: Arcane Healing [D&D 3.5]
Aren't there any creatures on the Summon Monster lists that offer easy healing?
- Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
- Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.