Adding Cure Spells to the S / W Spell List


Advice


I'm making a crafting-focused PC as a support for a game. Now, what kind of self-respecting traveling merchant couldn't make a simple Cure potion or wand? While there are ways to get around things using other classes (Bard, Witch, Alchemist all have CLW), the Wizard remains the best crafter (bonus feats) and fits the flavor of what I'm going for.

So, what are valid, RAW ways for a Wizard to add CLW to her spell list?

So far, I have:
- Collegiate Arcanist (Halcyon Magic) - entry lvl 6
- Samsaran (Mystic Past Life alt racial feature) - requires specific race
- Independent Spell Research - only as an absolute last resort, since it's iffy

What other methods exist?


You could theoretically use Spell Sage, which would give you access on a limited basis at level 2. It should be enough for the purposes of crafting potions.


Serisan wrote:
You could theoretically use Spell Sage, which would give you access on a limited basis at level 2. It should be enough for the purposes of crafting potions.

Unfortunately, the Spell Sage does not add the spell to the class spell list. This makes activation difficult for wands. Double-checking now to see if it's possible to craft potions or wands without the spell being explicitly on the spell list.


darkerthought7 wrote:
Serisan wrote:
You could theoretically use Spell Sage, which would give you access on a limited basis at level 2. It should be enough for the purposes of crafting potions.
Unfortunately, the Spell Sage does not add the spell to the class spell list. This makes activation difficult for wands. Double-checking now to see if it's possible to craft potions or wands without the spell being explicitly on the spell list.

Here's a quote:

Wands: "The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires."
Potions: "The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires."

The Spell Sage neither knows nor can prepare the spells in question. They are cast spontaneously, similar to a Druid's or Cleric's spontaneous casting.


Pathfinder Starfinder Society Subscriber

Pathfinder Savant prestige class, Esoteric Magic ability gained at 2nd level in that class. Qualifying for this prestige class is easy for a wizard.

This ability lets you add Cure Light Wounds to your wizard class spell list as a 2nd level spell. You lose one caster level (1st level of the prestige class) doing this. You can take up to five more levels in this prestige class (for a total of seven) to add the same number of spells to your class spell list without losing any more caster levels.


Neils Bohr wrote:
magic item creation wrote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.
You can make a magic item of anything regardless of whether you know the spell, it just affects the DC

Except potions, wands, and scrolls all actually require you to expend the spell during the creation of the item. This requirement can't be ignored.

The above really only applies to wondrous items, and armor/weapon enhancement abilities rings, and rods.

Quote:

The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion: 25 gp × the level of the spell × the level of the caster.

All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)

The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.

Quote:

To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll: 12.5 gp × the level of the spell × the level of the caster.

All writing implements and materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell.

The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. A material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)

Scribing a scroll requires 1 day per 1,000 gp of the base price. Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day.

Quote:

To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand: 375 gp × the level of the spell × the level of the caster. Wands are always fully charged (50 charges) when created.

The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required (one for each charge). Material components are consumed when work begins, but focuses are not. A focus used in creating a wand can be reused. The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand's creation. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)

Crafting a wand requires 1 day per each 1,000 gp of the base price.


David knott 242 wrote:

Pathfinder Savant prestige class, Esoteric Magic ability gained at 2nd level in that class. Qualifying for this prestige class is easy for a wizard.

This ability lets you add Cure Light Wounds to your wizard class spell list as a 2nd level spell. You lose one caster level (1st level of the prestige class) doing this. You can take up to five more levels in this prestige class (for a total of seven) to add the same number of spells to your class spell list without losing any more caster levels.

I forgot about the Savant. It's a nice option, but the level it goes online is 7th. An option is an option, though. Thanks! What else can we dredge up?


Would a dip in Bard or Witch be acceptable?


Claxon wrote:
Neils Bohr wrote:
magic item creation wrote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.
You can make a magic item of anything regardless of whether you know the spell, it just affects the DC

Except potions, wands, and scrolls all actually require you to expend the spell during the creation of the item. This requirement can't be ignored.

The above really only applies to wondrous items, and armor/weapon enhancement abilities rings, and rods.

Quote:

The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion: 25 gp × the level of the spell × the level of the caster.

All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)

The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.

Quote:
To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the
...

Hence the reason I deleted it, I forgot we were talking about potions and wands. You over quoted anyway, it says it right in the part I linked.


Nohwear wrote:
Would a dip in Bard or Witch be acceptable?

I've considered it as another last resort, as it breaks the cardinal rule of Wizards: "Thou shalt not lose caster levels." A Witch dip is tempting because you can use feats to continue gaining class features and the familiar will still advance. The flavor of the class is a bit wrong, though (still supplication to a higher (yet unknown) power). As for Bard, it's not a bad option. But, again, not exactly the right flavor. I do like the access to Perception as a class skill as well as preparation-less Silent Image (by far my favorite spell). The loss of caster levels is the largest concern with a multi class, though.


Nohwear wrote:
Would a dip in Bard or Witch be acceptable?

Yeah, I'd simply take a level of witch here. Via Bifurcated Magic you can regain the lost CL, and increase witch's CL to 2. Having a lot of additional spells per day early on (assuming both classes start within first 2 levels) doesn't hurt either.


Pros/Cons of a Bard 1/Wizard X Multiclass:
Pro:
*access to CLW
*perpetual access to all decent Cantrips (with half of them able to be switched during prep)
*free Improved Counterspell (through Magician archetype)
*add UMD and Perception to class skills
*+4 skill ranks
*+1 Spellcraft, UMD (Magician; Magical Talent)

Con:
*-1 CL (ouch)
*delayed access to higher level spells (on par with Sorcerer)
*bonus feat progression delayed
*minorly MAD (though Cha 12 may be sufficient)
*useless feature in Bardic Performance (Dweomercraft may not be as useless to this build, though)
*no access to higher level healing spells with which to make potions for general party use

Is this a worthwhile sacrifice?


There is a trait to recover 2 CL for one class, if that is the only concern (magical knack).


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I'd consider Occultist for your dip. It has a few advantages over Bard, although there are some drawbacks as well. You can get things like excluded spots on your evocation AoEs, passive boosts to damage or a number of skills, or a few other things. You get UMD and Perception as class skills, cast off of Int, and qualify for the occult skill unlocks. Oh, and martial weapon proficiency doesn't hurt. You may have a terrible strength, but at least your weapon can have decent base damage.


Vatras wrote:
There is a trait to recover 2 CL for one class, if that is the only concern (magical knack).

To maximize Magical Knack's ability, is it therefore worthwhile to go Bard 2/Wizard X? You'd then fall behind even the sorcerer for spell level progression. Not sure what else you'd really get. Well-Versed and Extended Performance feel like dead weight. Meanwhile, while Versatile Performance feels useful for skill optimization, the Magician drops that for an additional spell known using Bard slots. Just take the trait and ignore the extra possible CL?


You could have a cleric buddy cast the spell for you each day while making a wand. That is allowed, but you still need UMD. I think there's a scroll specialist archetype but can't remember if it's any good.


Play a Samsaran and grab them from the witch or bard lists.


We've moved a bit away from the original thought exercise, though:
What ways exist to allow a (mono)wizard to put non-wizard spells on her spell list? I'm scouring the SRD as hard as my Google-fu allows me, but I'm coming up short.


darkerthought7 wrote:

We've moved a bit away from the original thought exercise, though:

What ways exist to allow a (mono)wizard to put non-wizard spells on her spell list? I'm scouring the SRD as hard as my Google-fu allows me, but I'm coming up short.

I believe elemental schools gives you additional spells. Also while off track, wizard can summon creatures that heal.


Infernal Healing has several drawbacks in comparison to CLW, but it recovers more HP and it's native to wizard's spell list.

If you want to go multiclass, Bifurcated Magic trait is an alternative to Magical Knack. It forces you into half-elf though - unless you take Racial Heritage (half-elf) as a human or something counting as human. And maybe the Additional Traits feat, depending on GM ruling - it's debatable whether traits can build on level 1 feats.


Pathfinder Starfinder Society Subscriber

It looks as though the Magaambyan Arcanist prestige class (called Collegiate Arcanist at the d20pfsrd site) is the best solution if you want to avoid falling behind on access to new spell levels (definitely a priority with spell casting classes like the wizard). That class gives you access to the spell at 1st level in the prestige class (6th level overall).

Since the Craft Wand feat is not available until you reach caster level 5, multiclassing into Bard or Witch does not buy you that much -- just a one level jump on being able to craft wands of Cure Light Wounds, at the cost of gaining access to all future wizard spell levels one level later.

The Pathfinder Savant prestige class that I suggested earlier is probably the least desirable solution unless you want broad access to more spell lists than just the wizard and druid lists.


I have allowed the following in my games for an arcane caster to learn CLW.

From PRD: Adding New Spells to a Wizard's Spellbook

"Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks."


SheepishEidolon wrote:
Infernal Healing has several drawbacks in comparison to CLW, but it recovers more HP and it's native to wizard's spell list.

Infernal Healing is a no-go. The Pathfinder world and system are designed with alignment in mind. The character is NG, and casting "evil" spells is considered an act of minor evil according to the rules.

elcaleeb wrote:

I have allowed the following in my games for an arcane caster to learn CLW.

From PRD: Adding New Spells to a Wizard's Spellbook

"Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks."

This is listed as an absolute last resort. The spells are separated by list for a reason, and I'd rather get the spell "legitimately" than rely on DM fiat/privilege to simply add the spells.


David knott 242 wrote:

It looks as though the Magaambyan Arcanist prestige class (called Collegiate Arcanist at the d20pfsrd site) is the best solution if you want to avoid falling behind on access to new spell levels (definitely a priority with spell casting classes like the wizard). That class gives you access to the spell at 1st level in the prestige class (6th level overall).

Since the Craft Wand feat is not available until you reach caster level 5, multiclassing into Bard or Witch does not buy you that much -- just a one level jump on being able to craft wands of Cure Light Wounds, at the cost of gaining access to all future wizard spell levels one level later.

You may be right. Magaambyan Arcanist (I spell it out here because you reminded me of the correct spelling. I usually just use Collegiate because I know how to spell that lol) offers the earliest access, allows higher level spells (including CMW and lesser restoration), and does not lose CL.

I think I'm going to go with a multi class for the character, taking the hit spell progression. I want to do this as close to the start as possible, and the campaign starts at level 5. Magical Knack lets you still take feats at the right times (the CL boost is unrestricted, therefore applying for feat prerequisites), and the Magician can trade out more useless Bard features for another bonus feat (Improved Counterspell). Trade off is -1 level on spell progression and delaying wizard bonus feats by 1 level. Meanwhile, I get CLW, 2 free shots of Silent Image for emergencies (12 Cha), Perception as a class skill, +4 skill ranks, and +2 Ref.

The set-up actually gives a feat every level for 7 levels (1 Magician -> 4 Arcane Crafter):
1st - (feat)
1H - (feat)
1C - Improved Counterspell
2C - Scribe Scroll
3rd - Brew Potion
4C - Craft Wondrous Item
5th - Craft Wand
6C - (wizard bonus)
7th - (feat)

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