Cleric spells and "adjacent elements"

Post/Author/DateTimePost
#1

zombiegleemax

Jul 31, 2003 15:09:14
I was wondering how restricted cleric spells are in terms of elemental effect. It's cool that almost every elemental spell has been replaced with a generic type (create water to create element), and I presume, though this was not clear, that you can only cast the spell for your clerical element. In some cases there are a few generic cleric spells that look like they should be limited to a specific element (control tides) , but only a few.

Question 1) On the chart, I understand what the adjacent elements are for a cleric (sun and rain for an air cleric), but what game effect does that have? Can an air cleric optionally cast sun and rain spells?

Question 2) Most of the domain spells in dark sun, are really very dramatic elemental effects. They are the kind of spells that in another world, would trivially be wizard spells (fire track, fissure, glass storm, and many many more). Now in the DS3 rules, they are listed as the appropriate domain spell only. What stops a wizard from doing independent research, and designing such a spell as an arcane spell. I think it's fair, it's certainly suitable flavourwise to wizards. I realize it takes away from the distinctive place those spells have filling the domain spells (and I can't tell you how cool it is to have domain spells that other clerics simply can't use), but it doesn't seem right to say wizards can't cast them. Thoughts?
#2

zombiegleemax

Jul 31, 2003 22:55:45
What stops a wizard from doing independent research, and designing such a spell as an arcane spell.

The same thing that limits a wizard's spell creation anywhere: nothing ;)
#3

zombiegleemax

Aug 01, 2003 8:29:57
I'm tempted to think then that they should just list a wizard casting level for all those spells in the DS3 book then.
#4

zombiegleemax

Aug 01, 2003 8:40:43
Technically, one could do that with every spell anywhere. Since most divine spells come from gods, they too could turn some wizard's spells into divine ones (in theory at least). Precedence is the only balancing factor to take into consideration.
#5

zombiegleemax

Aug 01, 2003 9:23:04
Well we take it as a given that arcane magic cannot heal, it cannot bless, and there are a few other effects that are quinessentially divine, and should remain so. That is the special privilege of divine magic. I am also strongly adamant that there are some things divine magic should not ever do, except via a special case with domain spells (I love all the DS3 domains and the spells, fantastic stuff, I just think most of those spells should also list a wiz casting level)

Also, no one has mentioend what game effect the adjacent elements have, if any.
#6

xlorepdarkhelm_dup

Aug 01, 2003 10:51:09
last I checked, adjacent elements were in the 2nd Ed rules, but aren't even mentioned in the DS3E core, so the question is self-answering (it doesn't apply). instead of adjacent elements, they have the domains.
#7

zombiegleemax

Aug 01, 2003 10:57:15
They are mentioned, that's why I am bringing it up. Table 3-2, top of page 19. They may be a holdover, and that's fine, but I am curious.