Any Healing Spells for Wizards? [Archive] - Wizards Community

Post/Author/DateTimePost
Hawk Kriegsman

12-05-05, 08:27 AM
Hello All,

After 18+ years of playing WFRP I am moving to DnD 3.5. I have not played DnD in 20 years or so. I am converting our WFRP PCs to DnD 3.5, but I have a problem. In WFRP Wizards have healing magic. In DnD I cannot find any healing spells for wizards.

So my question is: are there any healing spells for wizards out there (official or unofficial).

I have toyed with converting the WFRP v2 spell Healing of Hysh to DnD.

Healing of Hysh would be a 2nd level spell and heal a number of wounds equal to the casters level. So it is not as good as clerical magic but at least something.

Any help or suggestions would be most welcome.

Thanx!

Hawk
digoraccoon

12-05-05, 08:29 AM
The Polymorph spell heals hit points when cast on the target so that can be something like a healing spell in addition to changing the subject's form.
Lenarior

12-05-05, 08:44 AM
Magiv of Fearun introduces a spell that heals others by dealing damage to the caster. I think this spell could also be found in book of exalted deeds.
Rhomphaia

12-05-05, 08:46 AM
There are a number of Sorcerer/Wizard spells that heal, but only on a limited basis or in limited circumstances. Others also provide temporary hit points.

Examples include False Life, Vampiric Touch, Polymorph and Healing Touch (from the Book of Exalted Deeds).

Sorcerers and Wizards really aren't healers in D&D. They are more of the blaster or utility magic users. Clerics, Mystics (from the Dragonlance Campaign Setting) and to a lesser extent Druids, are your major healers.
Thurbane

12-05-05, 09:33 AM
May not be of great use to you, but I created a custom magic item for my old 2E campaign "The Ring of Wizardly Healing" which allows arcane spellcasters to channel their spell energy into healing energy, 2 hit point/spell level sacrificed. For example, a wizard channels the energy of his memorized Fireball through the ring, allowing him to heal himself or another creature for 6 points.

I created it for a group that had no cleric but a couple of mages.
DarknessEternal

12-05-05, 09:56 AM
Light of Venya, Planar Handbook.

3rd level spell, heals up to 6d6. Although, it's actually much more complicated and cumbersome than that describes.
Hawk Kriegsman

12-05-05, 10:05 AM
Light of Venya, Planar Handbook.

3rd level spell, heals up to 6d6. Although, it's actually much more complicated and cumbersome than that describes.


Hello,

Thanx much - this is a spell that interests me. Is this useable by a regular wizard? How difficult is it to use? Someone mentioned healing touch (also a 3rd level spell) is that any better worse.

Thanx!

Hawk
daryth

12-05-05, 10:14 AM
If a Wizard or a Sorcerer were to get an arcane scroll from a Bard then the sorcerer could learn and the Wizard could Scribe, Cure light, Cure moderate, Cure Serious and Cure Critical as well as Cure light mass and Cure moderate mass. Since Bard cast Arcane spells and all these spells are on the Bard Casting list, it can become a loop hole to casting healing spells.
GreyGriffin

12-05-05, 10:19 AM
If a Wizard or a Sorcerer were to get an arcane scroll from a Bard then the sorcerer could learn and the Wizard could Scribe, Cure light, Cure moderate, Cure Serious and Cure Critical as well as Cure light mass and Cure moderate mass. Since Bard cast Arcane spells and all these spells are on the Bard Casting list, it can become a loop hole to casting healing spells.

Wrong. Although the Sorcerer's blurb does say that the GM is permitted to allow a Sorcerer to gather out-of-list spells at his discretion, the RAW is that a character can only learn/scribe spells which are on their spell list, not just their spell type.
Milo HoBo

12-05-05, 10:36 AM
Also, an archavist may fit one of your wizard ideas. It can be found on the WotC website. Think of a wizard with a cleric's spell list, and access to any divine spell he can find.
gorfnad the shiznit

12-05-05, 10:43 AM
Otherwise using the book Complete Divine and having say Pelor as your deity you could take the Arcane Disciple feat and choose to have the Healing domain.
Rolof

12-05-05, 11:01 AM
I've often thought this was a bit screwy because wizards in
fantasy novels are often described as healing themselves,
but in D&D they really can't, unless you come up with some
sort of trick or multiclass. I realize the reason is an effort to
create game balance/seperation of class roles, but it's just
kind of always bothered me. In games where I'm the DM, I
allow mages to research healing spells if they think of it or
want it, with all normal research costs, level limits, etc.

In my opinion, this doesn't overpower them, they have to
pay all the research cost, time invested, etc, so most would
only ever research one healing style spell I think, the idea
isn't to allow them to be a secondary cleric, just to be able
to be a bit more self sufficient. Of course, this was in the
old days when natural healing only gave you 1HP per day.
I think there is far less incentive for a wizard to desire heal
spells with the current natural healing rules.
Wyrd Bearer

12-05-05, 12:04 PM
The way I allow arcane healing IMC is through all the standard spells (polymorph, etc) but I also allow a certain type of wizard to heal.

What I've found to be fair and balanced is to change all the cure, heal, resorations and similar spells to be Necromancy, as they should have been. Then I allow wizards specialized specifically in Necromancy (and now the Dread Necromancer as well), to learn those healing spells (and incidentally the inflict line of spells).

Some people cry foul over this, I've never found it to be unbalancing. Clerics are still the end all to be all of healers, as they can spontaneously convert any spell they have into a healing spell, while my necromantic wizards have to specifically prepare such healing spells, meaning that for each cure/inflict spell they prepare, they lose out on being able to prepare a more versatile or blaster spell.
tarkin

12-05-05, 12:31 PM
Rolof, if you ignore the current healing spells that wizards have, then you would be right.

But considering the MASSIVE numbers of healing spells that wizards already have, you do not make much sense.

False Life
Vampiric Touch
Healing Touch
Polymorph Self
Golem Immunity
Simbul's spell that converts other spells into healing
Kiss of the Vampire
Light of Vanya
Summoning Monster VI or higher
Limited Wish
Wish

So basically what you are saying is that you don't think the existing spells are powerfull enough and you want to create/research a new one that is MORE powerfull than what WoTC has already generously supplied.

For a Strict/loose game, your suggestion makes no sense.
For a Power Game/Anything Goes Game, it works fine.
DarknessEternal

12-05-05, 01:03 PM
Thanx much - this is a spell that interests me. Is this useable by a regular wizard? How difficult is it to use? Someone mentioned healing touch (also a 3rd level spell) is that any better worse.

Yes, a normal wizard can use Light of Venya, it has no additional costs or requirements.

As for Healing Touch, I have no idea.
CaoSlayer

12-05-05, 01:51 PM
my favorite wizard healing spells, althrought it is a little expensible since you need two castings and can misfire are planeshift-teleport types, that allows you to get you into the positive energy plane healing your wounds and granting you temporal hp.
Incognito2me

12-05-05, 02:25 PM
my favorite wizard healing spells, althrought it is a little expensible since you need two castings and can misfire are planeshift-teleport types, that allows you to get you into the positive energy plane healing your wounds and granting you temporal hp.

Assuming you don't explode from being healed too much...

"Ahh... that feels better... wait, what the? AHHHHHHH!" *boom*

And on top of that, you have to be careful of the people that inhabit the plane. You don't want to shift into the middle of a bunch of hostile creatures armed with 10hp and a stick...
Despana

12-05-05, 03:31 PM
What I've found to be fair and balanced is to change all the cure, heal, resorations and similar spells to be Necromancy, as they should have been. Then I allow wizards specialized specifically in Necromancy (and now the Dread Necromancer as well), to learn those healing spells (and incidentally the inflict line of spells).
I'd be tempted to bump them up a level (so Cure Light is 2nd level, Cure Moderate is 3rd, etc.) Just to balance them out a little more. YDMMV.

I will never understand healing spells being conjuration. What are you conjuring? New flesh? :nonono:
trollbill

12-05-05, 03:39 PM
Okay, first of all you need to take the following feat from the Power-player's Handbook:

APPLY PREVIOUS EDITION RULES [METAGAMING]
You may selectively use rules from a previous edition.
Prerequisite: Apply Pre-errata Rules.
Benefit: You may selectively choose to use rules from the previous edition of the rules instead of those from the edition of the rules you are currently using in your campaign. You choose how broad or narrow the scope is. These changes in the rules apply only to your character and effects created by your character. For example, if you were playing D&D 3.0 you could choose to use the rules for all spells in 2.0, just the rules for Fireball in 2.0, or just the level limit to maximum number of dice in 2.0, but you could not use this feat to force an enemy Half-Orc Paladin to become non-existent by using the 2.0 racial limitation rules.
Normal: A character must normally use the rules for the current version being played in the campaign.
Special: You may take this feat multiple times. Each time you take it allows you to use rules from 1 more edition previous to the one currently being used. For example, a character that has taken this feat twice who is playing in a 3.0 campaign can choose to use rules from both the 2.0 edition and the 1.0 edition.

Then its pretty simple just to use the old summon monster tables to summon up 8+ Formians to cast Cure Serious Wounds.
Incognito2me

12-05-05, 05:08 PM
I will never understand healing spells being conjuration. What are you conjuring? New flesh? :nonono:

You'd prefer it to be evocation then? Perhaps illusion? You could pretend to 'mend' the wounds. :P
Wyrd Bearer

12-05-05, 06:25 PM
You'd prefer it to be evocation then? Perhaps illusion? You could pretend to 'mend' the wounds. :PI'd prefer them to be Necromancy like they should be. Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.Necromancy is NOT all about death and creating undead, it is also about manipulating the life force, be it for good or evil intentions. I can see the argument where healing is Conjuration because you open a miniscule gate within someone and allow positive energy to flow into them. But then why are the inflict spells still Necromancy when they could easily work along the same principle? No, healing, in my book, has always been part of the necromantic realm, despite me playing 3rd ed prior to trying 2nd ed.

=======

Now back on topic, @Despana. I can see where you are coming from, but I feel that they're balanced level for level, as clerics are still going to be the champs at healing. Their spontaneous casting really puts them up there in ranking of versatility (and versatility is one of the most important things to me). In many of the games I run, people are reluctant to play clerics (despite their power and versatility) and so I've found a fix that works and doesn't unbalance the game while allowing people to not shoot themselves in the foot by not having a cleric (although I find that they still run into problems without a cleric to play band-aid).

For instance, I consider a specialized necromancer's list to be different from the standard wizard list, so a regular wizard cannot copy the cure/inflict spells from the necromancer's books, as the specific spells do not appear on both lists.

I suppose then that this is related to my DMing style and that I can handle the idea of a necromancer healing people. If its a threat to other people's games, well, I'm just saying how I run things, they can take it or ignore me.
Ryll

12-05-05, 08:45 PM
Necromancy is NOT all about death and creating undead, it is also about manipulating the life force, be it for good or evil intentions.

You may dislike healing being conjuration. I dislike them changing the definition of necromancy to include the manipulatin of life force for good or ill.

Before these latest incarnations of DnD, Necromancy was about death. The only link to life it had was one of destroying life, and in that destruction twist it to some benefit.

Necromancy is not the right choice. It never made sense that healing spells were necromancy.
CryoSilver

12-05-05, 10:12 PM
This is my take on arcane "healing."

Tissue Redistribution
Transmutation
Sor/Wiz 3
Components: V,S,M
Casting Time: 1 full round
Range: Touch
Target: 1 willing creature
Duration: Instantaneous
Save: Fortitude Negates
Spell Resistance: Yes
This spell remolds a creature's body somewhat, closing wounds, but as it taps no positive energy, it cannot generate any new bio-mass. It heals 1d6 hp per two caster levels (max 5d6), but deals 1d6 Strength and Dexterity damage as flesh and muscle is shifted away from uninjured sections to fix the wounded ones.
Material Component: a small bit of flesh or blood

It can't access the Positive Energy Plane nearly as well as a divine spell (which is channeled through a deity already on another plane), but it'll do to keep someone up for long enough to run away from something so nasty that the wizard had to heal.
Milo HoBo

12-05-05, 10:21 PM
My thoughts were always take the cure series, bump it up one level higher, change the school to transmutation, and make it so that it changes lethal damage (hp damage) in to subduel damage. Call it Close light wound, close moderate wound, close serious...ad. etc. And presto, a nerfed healing spell for wizards. I don't think that it is great, but it fits flavor wise IMO. So what do you think? It beats getting ability damage, and it has a clear progression set up already.
runestar

12-05-05, 10:41 PM
Lord forbid such heretical notions... ;)
Zaran

12-05-05, 10:57 PM
Simbul's spell that converts other spells into healing

And the answer is....

Synostodweomer

Thanks for playing!
ptdragon22001

12-06-05, 01:12 AM
It is possible to get healing magic for the arcane classes via a feat found in complete divine.

Arcane Disciple

Prerequisites: Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment matches your deity's alignment.

Benefit: Add the spells of a chosen domain (healing) of your deity (probably Pelor) to your class list of arcane spells. If you have two arcane spellcasting classes you must choose which one this feat applies to. Once this class is chosen it can't be changed.

You may learn these spells as normal from your class; however you use wisdom (rather than the normal ability for your spellcasting) when determining the save DC for the spell. In addition, you must have a Wisdom score of 10 + the spell's level in order to prepare or cast a spell gained from this feat.

Each day, you may prepare (or cast, if you cast spells without preperation) a maximum of one of these domain spells of each level.