That said, I'd much rather have my clerics and wizards memorizing some more "oddball" or "creative" spells than the usual Cure Light Wounds, Sleep, Magic Missile, etc. (More on Wizards in a later post)
I believe in D&D 3.0 (?) clerics can cast Healing spells without memorizing them. Basically trading in a memorized spell for a healing spell (if it exists at that level.)
This allows them to memorize Detect Evil at first level and then trade it in later for Cure Light Wounds if it is needed. Flexibility and choice.
In the game I was playing in, now running, I was privileged to be able to swap out spells for healing. It made playing a cleric A LOT more fun.
So, here's some changes that I would make to the "swap" system. I think this makes it even simpler. You can always swap a higher level spell for a lower level spell, if you are so inclined.
Spell Level Swapped | Healing Amount | Swappable Spells other than Healing |
---|---|---|
1 | 1d8+1 | Create Water, Detect Poison, Purify Food and Drink |
2 | 1d12+2 | Know Alignment |
3 | 2d8+3 | Create Food and Water, Cure Blindness or Deafness, Cure Disease, Remove Curse, Remove Paralysis |
4 | 2d12+4 | Detect Lie, Neutralize Poison |
5 | 3d12+5 | Raise Dead |
6 | Use Heal | Heal, Heroes' Feast |
7 | Use Heal | Regenerate, Reincarnate, Restoration, Resurrection |
You might not like my large healing dice rolls, so feel free to make your own.
As always YMMV.
1 comment:
Another way to do clerical spell casting is basing it on faith. The cleric can cast any spell on his or her list. Essentially they are producing miracles on the spot, like saints or prophets.
I always thought that would be a good way to do divine magic, but it is also a huge advantage. Of course it is also a huge advantage to enemy clerics, too.
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