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Shizknight
Acolyte

USA
5 Posts

Posted - 28 Oct 2007 :  16:43:20  Show Profile  Visit Shizknight's Homepage Send Shizknight a Private Message  Reply with Quote  Delete Topic
I was wonder why there isn't a spell of healing for wizards. I know that would severely hurt the purpose of a cleric. But in many Faerun novels I've read there is many instances of mages healing others. Were all of these just that they had a level of cleric?

My Character's Last Speech

Private: Sir, we are outnumbered 17 to 1. Shouldn't we retreat?
Yxer: Now why would I want to do that? The odds are in our favor.
Private: How is that sir?
Yxer: I'm an archwizard, thats why.
Private: (starts to walk away and mumbles under his breath) We are so dead.
Yxer: (Yells at the private) I heard that!

Yxer - Lvl 17 Wizard/ Lvl 2 Archmage
(Arrogant like all wizards, and wrongly confident in his power. Refusing to listen to his DM's subtle warnings.)

Foxhelm
Senior Scribe

Canada
592 Posts

Posted - 28 Oct 2007 :  16:50:13  Show Profile Send Foxhelm a Private Message  Reply with Quote
In the realms there are spells of an arcane nature which would allow for healing... but they are hard and complex compared to Divine healing spells. So just as a marathon running specialist doesn't compete in weightlifting, arcane caster don't usually develop healing spells.

Ed Greenwood! The Solution... and Cause of all the Realms Problems!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 28 Oct 2007 :  17:01:23  Show Profile Send Dalor Darden a Private Message  Reply with Quote
The Simbul created a spell called "The Simbul's Synostodweomer" that allows a wizard to heal someone. I can't remember if I am spelling it right...but I think it was a 5th level spell.

The Old Grey Box and AD&D for me!
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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 28 Oct 2007 :  17:33:34  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by dalor_darden

The Simbul created a spell called "The Simbul's Synostodweomer" that allows a wizard to heal someone. I can't remember if I am spelling it right...but I think it was a 5th level spell.



In 2E it was 9th level. I can't recall if it got moved in 3E.

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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 28 Oct 2007 :  18:44:51  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
7th level now . . .

The Spell Index can be handy sometimes: http://www.wizards.com/default.asp?x=dnd/lists/spells
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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 28 Oct 2007 :  19:06:08  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
One of the subtleties of the Realms and its magic seem to be that there aren't absolutes about magic so much as tendencies. Its really challenging for a wizard to come up with and cast healing magic, and while wizard's can cast all kinds of shapechanging magic, according to Ed's responses, clerics, if they are granted shapechanging magic, are much better at actually changing what something is into something else, other than just taking on its guise and getting some of its abilities (i.e. the new form being fertile and able to produce offspring, for example).

I can picture wizard "healing" being much more specific, since another difference between arcane and divine magic seems to be the effect produced. Arcane spells seem to produce a given effect, which a spellcaster can apply however they want to, but the effect tends to lend itself to something specific. Divine spells seem to be more "outcome based." Healing is healing, its not, "cure broken bone," or "relieve muscle fatigue."

So I can picture arcane "healing" spells being much more "effect" based. For example, a spell that specifically knits bones, which would be handy for fixing a broken bone fast, but would still require the caster to be a skilled healer that can set the bone properly in the first place. A cleric may still need to more or less line up a broken bone, but the cure spell ends up fixing the bone, the torn muscle and skin, and probably some of the fatigue from the stressed muscle as well.

For what its worth, the MWP d20 Dragonlance supplement Towers of High Sorcery has a few arcane "healing" spells in it as well, such as timeheal, life transfer, and reverse death.
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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 28 Oct 2007 :  19:12:34  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by KnightErrantJR

7th level now . . .

The Spell Index can be handy sometimes: http://www.wizards.com/default.asp?x=dnd/lists/spells



*slaps forehead* I have a link on my page to where all those lists are, but I just didn't think about it!

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Kentinal
Great Reader

4688 Posts

Posted - 28 Oct 2007 :  20:32:55  Show Profile Send Kentinal a Private Message  Reply with Quote
As far as it goes the Bard has arcane healing spells. One of the more oddest things I saw 3.X bring to the Bard class. However because it exists it clearly makes sense a Wiz or Sor could reasch the spell and add it to known spells. Of course the DM needs to be convinced to say reseaxh was successful.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Brynweir
Senior Scribe

USA
436 Posts

Posted - 28 Oct 2007 :  21:47:26  Show Profile Send Brynweir a Private Message  Reply with Quote
How would you classify the Ranger's spell Cure Serious Wounds?

Anyone who likes to read something that's really dark and gritty and completely awesome ought to read The Night Angel Trilogy by Brent Weeks. You can check out a little taste at www.BrentWeeks.com I should probably warn you, though, that it is definitely not PG-13 :-D

He also started a new Trilogy with Black Prism, which may even surpass the Night Angel Trilogy in its awesomeness.

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Kes_Alanadel
Learned Scribe

USA
326 Posts

Posted - 28 Oct 2007 :  21:48:39  Show Profile  Visit Kes_Alanadel's Homepage Send Kes_Alanadel a Private Message  Reply with Quote
Rangers cast divine spells, granted by their patron deity.
~Kes

Ack! I seem to have too much blood in my coffee stream!

When did 'common sense' cease to be common?
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Brynweir
Senior Scribe

USA
436 Posts

Posted - 28 Oct 2007 :  21:50:57  Show Profile Send Brynweir a Private Message  Reply with Quote
Thanks. I always get divine spells and arcane mixed up. I don't really use magic that much.

Anyone who likes to read something that's really dark and gritty and completely awesome ought to read The Night Angel Trilogy by Brent Weeks. You can check out a little taste at www.BrentWeeks.com I should probably warn you, though, that it is definitely not PG-13 :-D

He also started a new Trilogy with Black Prism, which may even surpass the Night Angel Trilogy in its awesomeness.

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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 28 Oct 2007 :  23:37:24  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Kentinal

As far as it goes the Bard has arcane healing spells. One of the more oddest things I saw 3.X bring to the Bard class. However because it exists it clearly makes sense a Wiz or Sor could reasch the spell and add it to known spells. Of course the DM needs to be convinced to say reseaxh was successful.



Originally Bards used Druid Magic and had healing spells...I liked their new list of spells with 3.x...but thought they should be divine casters again.

I actually wish they would get rid of the Bard Class and make it a prestige class...but that is just my view being a lover of 1st Edition Bards. Being a Bard used to be something really special in the Forgotten Realms...now they are everywhere.

The Old Grey Box and AD&D for me!
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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 29 Oct 2007 :  00:12:20  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
I wouldn't agree that its a given that because bards cast arcane spells and they get healing spells that it would follow that wizards and sorcerers would be able to research similar spells. The assumption with spontaneous casters seems to be that they are "born" with a degree of their abilities, and bards don't cast quite like sorcerers do. I imagine that "song" magic, while technically arcane, is more soothing and thus able to heal. Who knows, perhaps bards are fairly close to being a natural hybrid of arcane and divine, but they skew toward the divine. Its not like there is a shortage of gods that would grant the ability to talented singers in the Realms.
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Kentinal
Great Reader

4688 Posts

Posted - 29 Oct 2007 :  01:11:05  Show Profile Send Kentinal a Private Message  Reply with Quote
Hey I did not write the rules, just reported on how they exist in 3.X.
Two types of magic, Bard moved from Divine to Arcane and still able to cast healing spells.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Hawkins
Great Reader

USA
2131 Posts

Posted - 29 Oct 2007 :  15:39:59  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
I personally would appreciate if the Bard moved back to its Celtic beginnings. The 3e Bard was closer to a minstrel than a bard (and there is a distinction if you do the research).

Errant d20 Designer - My Blog (last updated January 06, 2016)

One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back. --Lewis Carroll, Through the Looking-Glass

"Mmm, not the darkness," Myrin murmured. "Don't cast it there." --Erik Scott de Bie, Shadowbane

* My character sheets (PFRPG, 3.5, and AE versions; not viewable in Internet Explorer)
* Pathfinder Roleplaying Game Reference Document (PFRPG OGL Rules)
* The Hypertext d20 SRD (3.5 OGL Rules)
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My game design work:
* Heroes of the Jade Oath (PFRPG, conversion; Rite Publishing)
* Compendium Arcanum Volume 1: Cantrips & Orisons (PFRPG, designer; d20pfsrd.com Publishing)
* Compendium Arcanum Volume 2: 1st-Level Spells (PFRPG, designer; d20pfsrd.com Publishing)
* Martial Arts Guidebook (forthcoming) (PFRPG, designer; Rite Publishing)
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Jamallo Kreen
Master of Realmslore

USA
1537 Posts

Posted - 29 Oct 2007 :  17:30:33  Show Profile  Visit Jamallo Kreen's Homepage Send Jamallo Kreen a Private Message  Reply with Quote
I personally would appreciate it if there was still at least some shred of difference between which spells clerics and arcane casters can access. Until 3rd edition, there was a reason to have more than one type of spellcaster around. Now, there's d*mned little reason to have a sorcerer or wizard at all, since clerics can now cast almost every spell they can (or have a clerical version of their own for it, but under a different name), and have the ability to cure, heal, neutralize posions, cast regenerate and raise the dead, and have a wider weapon and armor selection, and better THAC ... er ... BABs!

Clerics -- who needs any other class when you have one of them around? Bah! Where do the quarters go?

Thank the gods that I almost invariably run and play in the Forgotten Realms, where gods and goddesses require their clerics to do actual clerical stuff sometimes; if I had been playing in any other campaign setting I'd have chucked D&D completely three or four years ago.



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freyar
Learned Scribe

Canada
220 Posts

Posted - 30 Oct 2007 :  16:06:16  Show Profile  Visit freyar's Homepage Send freyar a Private Message  Reply with Quote
Based on the conversation, some of you might be interested in the Divine Bard
or the prestige class versions of the Bard, Paladin, and Ranger, all OGC from Unearthed Arcana. There are some other interesting bard variants, as well.

My DnD Links and Creations
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Steven Schend
Forgotten Realms Designer & Author

USA
1715 Posts

Posted - 30 Oct 2007 :  17:15:46  Show Profile  Visit Steven Schend's Homepage Send Steven Schend a Private Message  Reply with Quote
One of the old 2E "unwritten rules" for spell design was to not give wizards healing spells or they'd minimize the clerics. Thus, if there was an arcane healing spell (and I snuck one or two "good" necromantic spells in 2E CoS), it had to have a greater cost and level than the same healing did for a cleric. THAT was one of the primary design reasons why you didn't see that many wizardly healing spells, IMO.

Steven Schend

For current projects and general natter, see www.steveneschend.com
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Brynweir
Senior Scribe

USA
436 Posts

Posted - 01 Nov 2007 :  23:10:57  Show Profile Send Brynweir a Private Message  Reply with Quote
I really don't use magic often, so there is a lot I don't understand.

One question: on the divine bard it says "Like druids, paladins, and rangers, divine bards need not designate a specific deity as the source of their spells."

If these classes do not designate a diety how do they get their spells?

Anyone who likes to read something that's really dark and gritty and completely awesome ought to read The Night Angel Trilogy by Brent Weeks. You can check out a little taste at www.BrentWeeks.com I should probably warn you, though, that it is definitely not PG-13 :-D

He also started a new Trilogy with Black Prism, which may even surpass the Night Angel Trilogy in its awesomeness.

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Rinonalyrna Fathomlin
Great Reader

USA
7106 Posts

Posted - 01 Nov 2007 :  23:43:05  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
quote:
Originally posted by Brynweir

I really don't use magic often, so there is a lot I don't understand.

One question: on the divine bard it says "Like druids, paladins, and rangers, divine bards need not designate a specific deity as the source of their spells."

If these classes do not designate a diety how do they get their spells?



Hmm, is that from one of the core (that is, non-FR) supplements? Generic D&D allows characters to cast divine spells without a deity, but that is not the case in the FR setting, specifically.

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
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turox
Learned Scribe

USA
145 Posts

Posted - 01 Nov 2007 :  23:47:03  Show Profile  Visit turox's Homepage Send turox a Private Message  Reply with Quote
From page 33 of the 3.5 PHB "Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities." In the FRCS on page 8 "Every cleric chooses a patron deity." I am not sure where it says that druids, paladins, and rangers has to as I don't have the FRCS memorized yet. (Sage, Wooly?) But I have read many times here and on the WotC forums that if you want to cast divine magic you must choose a patron deity.

Short answer (too late?) that statement is for the Core not the Realms.

Turox Antas Dragonslayer -
"People will believe anything they want to believe, or fear to believe."
Wizard's First Rule: Chapter 36, Page #397, US Hard Cover (revealed by Zeddicus Zu'l Zorander).
Explanation by Zeddicus Zu'l Zorander: "People are stupid; given proper motivation, almost anyone will believe almost anything. Because people are stupid, they will believe a lie because they want to believe it's true, or because they are afraid it might be true. People’s heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true. People are stupid; they can only rarely tell the difference between a lie and the truth, and yet they are confident they can, and so are all the easier to fool."
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Brynweir
Senior Scribe

USA
436 Posts

Posted - 02 Nov 2007 :  00:04:38  Show Profile Send Brynweir a Private Message  Reply with Quote
Okay, so it's not true in FR.
I know that the gods play a huge role in everyday life and that you MUST have a patron diety for divine spells. I would still like to know, even if it is from Core, how they cast divine spells wihtout a patron diety.
(Sorry this is off topic.)

Anyone who likes to read something that's really dark and gritty and completely awesome ought to read The Night Angel Trilogy by Brent Weeks. You can check out a little taste at www.BrentWeeks.com I should probably warn you, though, that it is definitely not PG-13 :-D

He also started a new Trilogy with Black Prism, which may even surpass the Night Angel Trilogy in its awesomeness.

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Mirza
Acolyte

8 Posts

Posted - 02 Nov 2007 :  00:28:04  Show Profile  Visit Mirza's Homepage Send Mirza a Private Message  Reply with Quote
Well, spellfire can heal, but not every mage really has access to that...

"No one is born hating another person because of the color of his skin, or his background, or his religion. If people can learn to hate they can be taught to love, for love comes more naturally to the human heart than its opposite."
-Nelson Mandela
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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 06 Nov 2007 :  22:05:52  Show Profile Send sleyvas a Private Message  Reply with Quote
Damaran Blood Mages often heal with arcane magic according to a 2nd edition resource. The fact that this works easily into 3rd edition mechanics as well is just great. After all, Ilmater is worshipped in Damara heavily. Ilmater is one of the FEW gods with the healing domain, which is all cure spells. Arcane disciple feat allows you to cast spells from a domain of your god as arcane spells. Thus, wizards in Damara following Ilmater take the arcane disciple feat and can double as healers. The one problem with this is you need a decent wisdom, but then if you have some Damaran wizard-monks who learned at the monastery of the yellow rose... having a decent wisdom & dex instead of just a decent dex is appreciated since you can't wear armor. I also liked a build I did for the ex-red wizard, Myrddin Viligoth, who rode with the Twilight Riders at the behest of Gareth Dragonsbane... wizard/red wizard/paladin/arcane devotee/war weaver... having arcane disciple(healing) and war weaver levels was very interesting in an army commander.

Phillip aka Sleyvas

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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MerrikCale
Senior Scribe

USA
947 Posts

Posted - 07 Nov 2007 :  01:53:12  Show Profile  Visit MerrikCale's Homepage Send MerrikCale a Private Message  Reply with Quote
Dragons can cast healing spells correct? And sorcerers derive their powers from (among other things perhaps) draconic heritage correct? Shouldn't sorcerers therefore have access to healing spells?



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freyar
Learned Scribe

Canada
220 Posts

Posted - 07 Nov 2007 :  17:21:10  Show Profile  Visit freyar's Homepage Send freyar a Private Message  Reply with Quote
quote:
Originally posted by MerrikCale

Dragons can cast healing spells correct? And sorcerers derive their powers from (among other things perhaps) draconic heritage correct? Shouldn't sorcerers therefore have access to healing spells?



It depends on the breed of dragon. Some dragons can cast cleric spells as sorcerers, but not all. In addition, I think that bit about sorcerers being descended from dragons is more fluff than crunch. Maybe there is a heritage feat that would let you add spells to the sorc/wizard spell list, though.

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Hawkins
Great Reader

USA
2131 Posts

Posted - 07 Nov 2007 :  17:23:04  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
quote:
Originally posted by MerrikCale

Dragons can cast healing spells correct? And sorcerers derive their powers from (among other things perhaps) draconic heritage correct? Shouldn't sorcerers therefore have access to healing spells?



My guess is that the bloodline would have been so diluted by the time the character was born that they just had an inborn talent for general arcane spells, not draconic bloodline specific ones. Anyways, dragon blood is only one way to obtain sorcerous powers. Celestial blood and infernal blood are the other two ways. Check out the Draconic Heritage feats in Complete Arcane and the Celesital and Fiendish Heritage feats in Player's Handbook II.

Errant d20 Designer - My Blog (last updated January 06, 2016)

One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back. --Lewis Carroll, Through the Looking-Glass

"Mmm, not the darkness," Myrin murmured. "Don't cast it there." --Erik Scott de Bie, Shadowbane

* My character sheets (PFRPG, 3.5, and AE versions; not viewable in Internet Explorer)
* Pathfinder Roleplaying Game Reference Document (PFRPG OGL Rules)
* The Hypertext d20 SRD (3.5 OGL Rules)
* 3.5 D&D Archives

My game design work:
* Heroes of the Jade Oath (PFRPG, conversion; Rite Publishing)
* Compendium Arcanum Volume 1: Cantrips & Orisons (PFRPG, designer; d20pfsrd.com Publishing)
* Compendium Arcanum Volume 2: 1st-Level Spells (PFRPG, designer; d20pfsrd.com Publishing)
* Martial Arts Guidebook (forthcoming) (PFRPG, designer; Rite Publishing)
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Aravine
Senior Scribe

USA
608 Posts

Posted - 07 Nov 2007 :  17:23:37  Show Profile  Visit Aravine's Homepage Send Aravine a Private Message  Reply with Quote
quote:
Originally posted by freyar

quote:
Originally posted by MerrikCale

Dragons can cast healing spells correct? And sorcerers derive their powers from (among other things perhaps) draconic heritage correct? Shouldn't sorcerers therefore have access to healing spells?



It depends on the breed of dragon. Some dragons can cast cleric spells as sorcerers, but not all. In addition, I think that bit about sorcerers being descended from dragons is more fluff than crunch. Maybe there is a heritage feat that would let you add spells to the sorc/wizard spell list, though.



but there is that thing where sorcerers cast stuf in the Draconomicon(some of it) at +1 level

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TBeholder
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2428 Posts

Posted - 23 Nov 2016 :  11:52:31  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by Shizknight

But in many Faerun novels I've read there is many instances of mages healing others. Were all of these just that they had a level of cleric?


quote:
Originally posted by Foxhelm

In the realms there are spells of an arcane nature which would allow for healing... but they are hard and complex compared to Divine healing spells. So just as a marathon running specialist doesn't compete in weightlifting, arcane caster don't usually develop healing spells.

There's another set of possibilities: alchemy.
According to Volo’s Guide to All Things Magical -
  • Bluestone (ditroite): powdered + water + any magical radiance = minor healing potion (neutralize poison or cures 1d2 HP), or boost to existing healing potion (neutralize poison and cures 1d4 HP).
  • Dioptase: stone + any enchanted liquid = minor healing potion (cure 1 HP).
  • Emerald: gives extra charges and slow recharging if included in a healing item.
  • Orblen: converts healing spells into revitalizing and slowly healing magical radiation (without being expended).
  • Star Ruby: powdered + knock + wraithform = healing mist (elixir of health + regeneration + heal + limited restoration, works via inhalation on mammals only)
  • Topaz: absorbs and releases (by dissolving) healing spells
  • Ulvaen (amblygonite): closes and cures wounds by touch.

I'd assume that at least some of these effects can be exploitable without consumption in enchanted items.
Such as e.g. an item using bluestone and orblen (and something else) in a right sort of meld could work minor healing by feeding on some radiance spells - something like each round of being wrapped in faerie fire (or interacting with its continuous version) gives a saving throw vs. present poisons + cures 1d2 HP, and the wearer receives saving throw bonus (or ST reroll, or even negation for the wearer only with dispel check) vs. instant poison effects while active and vs. toxic radiances like green beam of prismatic spray even if inactive.

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Diffan
Great Reader

USA
4441 Posts

Posted - 23 Nov 2016 :  12:35:40  Show Profile Send Diffan a Private Message  Reply with Quote
4e had this as well Synostodweomer

In 3.5 you could also be a domain mage and ask the DM if you could grab the healing domain. There was also Arcane Devotion feat which allowed access to 1 domain if your Wisdom was high enough.
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Alexander Clark
Learned Scribe

106 Posts

Posted - 24 Nov 2016 :  00:41:20  Show Profile Send Alexander Clark a Private Message  Reply with Quote
So most people here seem to agree that clerics need a deity to cast their spells. However a site that frequently gets linked on this forums states otherwise:
quote:
realmshelps.net
Though some of the domains below mention deities that can grant access to their followers a cleric need not select a specific deity to have access to a planar domain. A cleric who devotes himself to a specific alignment (LG, NG, CG, LN, CN, LE, NE, or CE) rather than a deity can select a planar domain in place of his two normal domain choices.

http://www.realmshelps.net/charbuild/classes/prestige/realms/jordainvizier.shtml

So which source is right?
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