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Lev
2010-07-04, 07:59 PM
Well I was looking at SpC and I got to the E section and found all these wonderful spells, but for the life of me couldn't figure out why so many of these spells are Sorc/Wiz and not Sord/Wiz, Druid

Anyone care to explain?

Here's a list of spells I'd like to add druid to, tell me what you think:
Sarcophagus of Stone [Cleric 6] SpC 180 (Requires Errata)
Earthlock [Sorc/Wiz 2] SpC 75
Earth Reaver [Cleric 5, Sorc/Wiz 5] SpC 75
Earthen Grasp [Sorc/Wiz 2] SpC 76
Bristle (But only for non-metal armor?) [Sorc/Wiz 2] SpC 40
Excavate [Sorc/Wiz 8] SpC 85
Flesh to Stone (http://www.d20srd.org/srd/spells/fleshtoStone.htm)
Stone Body [Cleric 6, Sorc/Wiz 6] SpC 207
Stony Grasp [Sorc/Wiz 3] SpC 209
Towering Oak [Ranger1] SpC 221

HunterOfJello
2010-07-04, 10:47 PM
Wizards, Sorcerers and Deities are more creative than Druids.

Lev
2010-07-04, 10:55 PM
Very good point.

But I think nature is pretty creative, *looks at a flower*, yup.

Lord Vukodlak
2010-07-04, 11:06 PM
Arcane spells are more offensive in nature then divine, that's one reason, also
just because there is an element involved doesn't mean a druid should now it otherwise why wouldn't a druid know fireball, scorching ray or Meteor Swarm.

So instead I ask why should a druid be able to cast those spells.

Lev
2010-07-04, 11:14 PM
Very good point about the divine/arcane gap, but what about the ones with cleric also?

Why should they be able to? Because it fits their thematic motif-- I wouldn't think that fire alone is especially connected with nature (although there are spells like animate fire) but with all the spells directly adjacent in theme you'd think it'd stretch over a general category of "nature fanangling" where as sorc/wiz would cover the general category of "weave fanangling".