Subschool question and more


Rules Questions


Hi,

I have a few questions concerning spells.

1) Can a spell possess more than one subschool? If not, how do you decide which subschool fits? I have a conjuration spell where both Creation and Healing would fit... which leads to my next question.

2) Are healing spells for divine casters only? If so, why? I'm not talking about creating arcane versions of all the iconic heal spells. The spell I'm working on creates a simple magical bed that heals a few additional hp after resting for 8 hours.

Thanks in advance!


1) yes spells can have more than one subschool
summoning spells being a prime example, could possibly summon an evil fire outsider for example

2) healing spells should mainly be the focus for divine casters and wizards aren't known to have healing spells really, best avoid them
though bards and a few other arcane casters have some minor healing access, such a spell is much more suited for them.


Remco Sommeling wrote:
summoning spells being a prime example, could possibly summon an evil fire outsider for example

Those are subtypes, not subschools. Subschools are listed in (parentheses) while sybtypes are listed in [square brackets].

I cannot, off the top of my head, think of any spells which belong to more than one subschool.


oops my bad, didnt read that properly, in that case.. not that I know off, a spell can have multiple descriptors, but only one subschool I think


Neither can I, but I also can't find a place in the rules that states that there cannot be two subschools to one spell.

Ah yes, bards. So there really isn't a rule that arcane spells can't heal? I would never try to steal the clerics thunder, but... why wizards have never explored the realms of healing is beyond me. I mean, they have other ways of getting (temporary) hp, like vampiric touch and false life.


Remco Sommeling wrote:
oops my bad, didnt read that properly, in that case.. not that I know off, a spell can have multiple descriptors, but only one subschool I think

Hah, and I'm appropriately chastised as well. You're right the second time -- they're descriptors, not subtypes. Subtypes are for monsters, not spells. Mea culpa!


well it is a basic tradition of D&D, wizards dont do healing.. they do steal lifeforce occasionally or transfer hitpoints, but they do not 'create' positive energy.

like I said though some other arcane casters do, any healing they do should be very limited and not have the healing subschool at all I think

Liberty's Edge

In 3.5 there were spells that did have multiple sub-schools, but not sure about pathfinder, haven't gone through the spell section. In particular, in the PHBII, page 95 it starts the magic chapter talking about dual school spells. As for healing, I've never seen a rule saying mages can't heal, but always treated it more as a balance thing. Just imagine how the game would play if mages could throw around fire balls, polymorph things, make the world implode, then toss a Mass Heal on their buddies...

Dark Archive

Brekkil wrote:
2) Are healing spells for divine casters only? If so, why? I'm not talking about creating arcane versions of all the iconic heal spells. The spell I'm working on creates a simple magical bed that heals a few additional hp after resting for 8 hours.

That sort of thing sounds fine for an arcane healing option.

If I were to allow any sort of healing spells for arcanists, I would make them transmutation spells that convert lethal damage to nonlethal, requiring some time to rest anyway, or necromantic spells that transfer life-energy from one to another (like a reversed vampiric touch).

The point and click 'easy' healing of divine casters should probably remain exclusive to them.


1) Only one subschool, just as they have only one school.

You select the subschool that is most appropriate. If you're not sure, you can post the spell and we look it over.

2) It used to be arcane only, but bards can dabble in healing now.

It's more tied to class and class concept than to magic type.

Wizards don't get healing spells because their studies don't go that way*. They don't assume the role of party healer. That's something for clerics, if you ask me. Other systems/worlds don't have different classes of magic users, and their wizards (or whatever they're called) get to use all magic.

*Either that or it's a bit wizard secret that they could do those spells but don't to avoid being cast as the party band-aid.


For what it's worth, there ARE Wizard/Sorcerer spells that heal, just not in Core. The ones I can remember the names of are Forgotten Realms (Symbul's Synostodweomer, which was changed to just synostodweomer when it was updated in the Spell Compendium, being the biggest one), but there are others elsewhere.

They key thing to remember with sorc/wiz healing spells is that they're much, much less efficient than divine ones. Synostodweomer, for example, uses a 7th level spell slot and a swift action to turn the next spell you cast into SpellLeveld8 healing. Compare that to a quickened cure serious wounds, which is also a 7th level swift action spell; it heals 3d8+15 (effectively ~6d8 average) and doesn't use up a second spell/spell slot or the standard action to cast it.

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