The Rainbow Servant prestige class in Complete Divine allows an arcane spellcaster to access the Cleric spell list and learn and cast any spell from the Cleric spell list as if it was from the Arcane spellcasting class. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. There are ways for an arcane spellcaster to cast divine spells, such as faith magic arcane discovery for the wizard and accessing the shaman’s lore spirit’s arcane.
The Southern Magician feat allows a single class arcane caster to acquire a Divine spell added to their Arcane casting. However, this feat does not allow a single class arcane caster to learn divine spells when they are an arcane caster. Arcane magic and divine magic are storytelling categories, with no essential difference between them. To cast divine spells, one needs one full Arcane caster, one full Divine caster, one Shaman (which is not counted as a Divine caster due to the limited spell list), and one cleric or paladin.
Divine casters don’t have spell penalty, but Bards and Magi can cast arcane spells in light armor but get limited spell levels in return. If a Paladin/Cleric/Inquisitor/Druid/Ranger casts a spell, it counts as Divine. Most divine spellcasters gain their spells from their divine patron, often preparing them through prayer and meditation. Summoners and sorcerers can also use their hammers to create or create divine spells.
📹 PF: WOTR – DUAL CASTER Build for EVERYTHING: FULL Arcane & Divine Spells & Great Melee! Lich & Angel
Learn how to build The LORD OF ALL MAGIC, a very powerful Angel or Lich MYSTIC THEURGE that can cast ALL the spells in …
Do bards suffer arcane spell failure?
Bards and Warlocks are not subject to ASF while wearing Light armor, but they have access to a tier 4 enhancement that extends this benefit to Medium armor. Certain spells and effects can increase spell failure, which can affect divine casters. Examples include Earthquake spell, Deafened condition (Storm of Vengeance), Gelatinous Cube engulfment, Touch of the Mournlands (20 per stack), and Curse of the Vile Tongue (15 chance to fail all spell casts).
What is the arcane spell failure chance?
Arcane spell failure occurs when a spell fails due to armor affecting the caster’s ability to use a somatic component. Divine casters do not suffer this form of spell failure. Barrs and warlocks can ignore this chance for light armor when casting spells or invocations. The Battle Caster feat allows them to wear medium armor without spell failure. Most armor provides varying degrees of arcane spell failure, with Full Plate armor having a 45 chance, while shields range from 5 to 5. Armor made from mithral or zalantar has a reduced spell failure amount.
Is Alchemist an Arcane Caster?
It is a fallacy to assume that alchemists are capable of casting divine spells, as they are not, in fact, spellcasters. The list comprises the majority of self-buffing abilities in the game, with the exception of Mage Armor, which is only capable of affecting a single individual at a time.
What is the difference between arcane and divine spellcasters?
Divine Magic is an internal magic that relies on the caster’s devotion and belief, sometimes influenced by external forces. This force of will can modify reality, heal, or bless allies and enemies. Gods often possess an abundance of divine magic due to their followers’ deep belief, making it difficult for mortals to destroy them. Each god channels their Divine Magic differently, making it difficult for mortals to fully destroy them.
Is warlock a female?
The term “warlock” is used to refer to a male practitioner of magic. The word is derived from the Old English “waerloga,” which means “oathbreaker” or “deceiver.”
Which spellcaster is best?
In Dungeons and Dragons Fifth Edition, spellcasting is a crucial skill for all classes, including the magic-averse Barbarian. However, the difference between being proficient in spellcasting and being a world-shaking mage lies in a character’s D and D 5e class. Wizards in D and D 5e have better spellcasting than arcane fighters, but their subclass is also vital. The Aberrant Mind Sorcerer, School of Divination Wizard, Chronurgy Magic Wizard, Twilight Domain Cleric, and College of Lore Bard can cast almost anything.
Is a warlock an arcane or divine caster?
The 4th edition of Dungeons and Dragons introduces new elements that confuse previous editions and the lore about magic. Druids, rangers, and nature types use primal magic, while wizards, sorcerers, and warlocks remain arcane casters. Clerics and paladins are divine casters, but in the 4th edition, they don’t lose their powers. This change is seen as a lore change and a change in modern game design. Dungeons and Dragons evolved away from “gotcha” mechanics, where the Dungeon Master would take away class abilities based on interpretations of religion, alignment, or vows.
Players now have the power to determine if they are struggling with their abilities or have a crisis of faith. In earlier editions, non-divine casters could take experience points for not living up to their alignments. Even non-divine classes often had specific “gotcha” prohibitions that allowed the Dungeon Master to dock XP or remove class abilities.
Does arcane spell failure effect divine spells?
It should be noted that divine spells are not subject to Arcane Spell Failure. However, in order for druids to cast their spells, they must avoid wearing metal armor or shields. Arcane failure occurs when a druid is unable to remove their armor, thereby preventing them from casting throwing greater heroism scrolls. It is recommended that druids equip themselves with gear that is conducive to the casting of electric and divine spells, as well as fire and divine spells, in accordance with their preferences.
Is Grey an arcane mage?
Grey, a commoner and 3rd Class Junior Magic Knight of the Clover Kingdom’s Black Bull squad, uses Transmutation Magic to disassemble and reassemble substances into other ones. She can permanently change non-magical substances, making her an Arcane Stage mage. Grey’s appearance is average height, light blue hair, a white shirt, and dark blue, high-waisted pants with five connected flowers on the waist. She wears a brown belt connected to a pouch for her grimoire and dark blue slippers with flowers on the strap.
As a member of the Black Bull squad, Grey wears the squad’s signature robe, a short hooded robe with the Black Bull insignia on the left side. Grey’s appearance is characterized by her ability to permanently change non-magical substances and her unique abilities in transmutation magic.
Is Arcane Trickster a spell caster?
Arcane Tricksters can use spellcasting to enhance their abilities, trick enemies, and defend themselves more effectively. They learn three cantrips: Mage Hand and two other cantrips from the wizard spell list. Class features include saving throws, dexterity, and intelligence. Hit points are 1d8 per rogue level, with higher levels requiring 1d8 or 5) plus your Constitution modifier. Armor is light armor, and weapons include simple weapons, hand crossbows, longswords, rapiers, and shortswords.
Does Arcane Archer get spells?
The Arcane Archer Spellcasting table displays the number of spells known for 1st-level and higher levels. As you advance in the class, you can learn more spells of 1st level or higher, each with spell slots. As you gain a level, you can replace one known spell with another from the Arcane Archer spell list. Intelligence is your spellcasting ability, learned through study and memorization. It is used when a spell refers to your spellcasting ability and when setting the saving throw DC for a spell you cast or make an attack roll with one. The spell save DC is calculated by adding 8 to your proficiency bonus and your Intelligence modifier.
📹 Arcane and Divine Magic In Dungeons and Dragons
Dndbeyond.com An official digital toolset for Dungeons & Dragons fifth edition.
Written Guide: Mystic Theurge This was a lot to type I hope I didn’t make any Mistakes. Angel Mythic Path and Domains weren’t mentioned in the article but Bro commented on Domains and Said to pick older Angel article Feats. So I picked Angel Cleric ones. Mystic Theurge Race: Human or Any Background:\tStreet Urchin > Pickpocket Skills: Lore, Knowledge, Persuasion Deity: (Angel) Iomedae (Lich) Urgathoa Domain: (Angel) Glory + War or War + Law (Lich) Strength + War Alignment: (Angel) Any Good (Lich) Any Evil Stats Angel: STR: 12 DEX: 12 CON: 14 or 12 INT: 16 WIS: 17 + 5 CHA: 09 or 12 Stats Lich: STR: 12 DEX: 12 CON: 12 INT: 17 + 5 WIS: 16 CHA: 12 Level: 01: Wizard > Exploiter Wizard, Spell Focus: Conjuration, Martial Weapons Proficiency, Greater Spell Focus: Conjuration, Potent Magic (Grease, Mage Armor, Shield, True Strike, Enlarge Person, Reduce Person) 02: Wizard > Exploiter Wizard (Protection from Alignment, Magic Weapon) 03: Wizard > Exploiter Wizard, Improved Initiative (Glitterdust, Mirror Image) 04: Cleric > Ecclesitheurge 05: Cleric > Ecclesitheurge, Combat Reflexes 06: Cleric > Ecclesitheurge 07: Mystic Theurge, Metamagic (Heighten) (False Life, Blur) 08: Mystic Theurge (Haste, Heroism) 09: Mystic Theurge, Outflank (Stinking Cloud, Displacement) 10: Mystic Theurge (False Life, Greater, Greater Invisibility) 11: Mystic Theurge, Weapon Focus: Greataxe or Bardiche (Dimension Door, Enlarge Person, Mass) 12: Mystic Theurge (Echolocation, Stoneskin Communal or Geniekind) 13: Mystic Theurge, Dazzling Display 14: Mystic Theurge (Heroism, Greater, Transformation) 15: Mystic Theurge, Shatter Defenses, (Cat’s Grace, Mass, Dispel Magic, Greater) 16: Mystic Theurge (Legendary Proportions, Angel: Ice Lich: BodyFirebrand) 17: Angel: Wizard Lich: Cleric, Improved Critical: Greataxe or Bardiche 18: Angel: Wizard Lich: Cleric 19: Angel: Wizard Lich: Cleric, Metamagic (Bolster) 20: Angel: Wizard Lich: Cleric Mythic Angel (Cleric Angel Build Mythic Path Choices): 01: Instrument of Freedom or Close to the Abyss / Abundant Casting 02: Extra Mythic Ability > Enduring Spells 03: Improved Abundant Casting / Angel Merge > (Cleric) 04: Extra Mythic Ability > Greater Abundant Casting // Everlasting Flame 05: Greater Enduring Spells // Piercing Rays 06: Expanded Arsenal (Necromancy) or Improved Initiative (Mythic) or Elemental Barrage or Ever Ready // Abolish Guile 07: Ever Ready or Elemental Barrage // Solar Winds 08: Improved Critical (Mythic) or Improved Initiative (Mythic) // Speed of Light 09: Favorite Metamagic – Bolstered or Elemental Barrage or Archmage Armor // Flame of Life 10: Improved Initiative (Mythic) or Spell Focus (Mythic) // Overwhelming Flames Mythic Lich: 01: Instrument of Freedom or Close to the Abyss / Abundant Casting 02: Extra Mythic Ability > Enduring Spells 03: Improved Abundant Casting / Lich Merge > (Wizard), Skeletal Marksman, Martial Focus: Fear Control or Spellpower Focus: Withering life – Angel Merge > (Cleric) 04: Extra Mythic Ability > Greater Abundant Casting / Skeletal Fighter, Shatter Defenses, Longbow, Weapon Training (Bows) 05: Greater Enduring Spells 06: Expanded Arsenal (Necromancy) or Improved Initiative (Mythic) or Elemental Barrage or Ever Ready / Eclipse Chill or Weapon of Death – If Withering Life Earlier Then: Deady Magic or Eclipse Chill 07: Ever Ready or Elemental Barrage 08: Improved Critical (Mythic) or Improved Initiative (Mythic) / Skeletal Cleric or Skeletal Inquisitor or Skeletal Magus 09: Favorite Metamagic – Bolstered or Elemental Barrage or Archmage Armor / Deadly Magic or Indestructable Bones 10: Improved Initiative (Mythic) or Spell Focus (Mythic) Gear: Neck: Vellexia’s Magnifying Amulet Chest: Nothing Shirt: Robe of the Seven Sins Belt: +STR+CON / Later: +STR+DEX Gloves: Embroidered Gloves or Fencer’s Gift or Gloves of Enduring Wizard or Twisted Temptation Boots: Ronneck’s Sacrifice Helmet: +INT Later: Darkness Caress Goggles: Goggles of Piercing Gaze or Glasses of Undenyable Truth + Early: Robe of Unspeakable Truth (Change this Robe to (Robe of the Seven Sins) when you get it) Cloak: The Bound of Possiblity or Cloak of Darkest Rite Ring 1: Ring of Evasion Ring 2: Bane of Spirit Bracer: Your Phylactery Weapon: Grave Singer or(Side gear?
Built a Theurge lately using this as a basic guide, but I made one big change that ended up working really well. Instead of going Cleric, I went with Fey Speaker Druid. This helped consolidate the needed stats (being able to take just Int & Cha for spell-casting and then HP going into Lich) and also made it more of an offensive caster, which is the direction I wanted to go. It also brought a baked-in animal companion thanks to Druid, which helped so much at early levels. I also started as Druid to get the companion ASAP. Self-buffing wasn’t as strong, but the offensive spell selection was a lot more interesting, IMO.
I have found Mystic Theurge to be not quite worth it most of the time for a variety of reasons. Mostly due to the three levels of delayed spell progression. However, I found a way to only have one level of delayed spell progression. This even makes it so the spontaneous casters can make it to level 9 spells. The adjustment is that you only take a single level of the caster that your chosen Path merges spellbooks with. So, in the Lich example, you would only take a single level of Wizard. All other levels are in Cleric until you reach Mythic Rank 3 and get to merge your spellbook. That pushes your Wizard caster level up by 3 giving you access to level 2 Wizard spells. Now you can switch over to leveling Mystic Theurge since you now meet the casting prereq. Going this route does delay your Wizard casting but barely delays your Cleric casting so you can pretend you are a full Cleric until your Wizard catches up. Which will be surprisingly quick. You will reach level 8 wizard spells at MR 4 and level 9 wizard spells at MR 6 assuming you have maxed out your Mystic Theurge levels. You end the game at caster levels of 21/19 for Wizard/Cleric. In my last Lich playthrough, I reached level 16 in the Midnight Fane. This means that I’d have had level 8 Cleric and Wizard spells at at the end of Act 3 if I was following that build.
Another way to build this as a caster would be to get in to loremaster as well for extra bonuses once you finish up with theurge. Always love seeing a mystic Theurge build though. I’d actually like to see your take on a Legend MT. 40 levels to play with could let you do some really interesting things too.
Thanks cRPG Bro! I know my way around PnP, but wotr and this mythic mechanism is new to me, so checking al LOT of your old vids at the moment 😀 Legend appeals to me most. Building that shield basher at the moment, but I find I am on the fence on the animal companions. They seem too good, making AC just trivial. But how about an ex-lich Legend pally sorc oracle MT SF EK? Maybe fit fighter aldori archtype in there for the counter attacks with a vamp blade…or go wiz instead and use that polearm that uses int and be a skillmonkey too? I can come up with builds faster than my playthroughs though hahaha! So help me out and gimme some more legend vids please 🙂
A question, I’m not good at character making like you are but could you instead of going back to Cleric at lvl 16 and finishing out there, go with Loremaster 16-18 and Hellknight Signifier 19-20 like you did with the Lich king build? In both Loremaster and Hellknight choose the opposite of whatever mythic path you choose. ie Liches choose to go with the cleric choice for LM and HK. Thanks!
As an aside, could you take say sorcerer 9, oracle 1, and then merge Angel spellbook with your level 1 oracle, and then take mystic Theurge? That would be 19 sorc and 21 oracle caster level, and you wouldnt have an absolutely horrible start (or vice versa going 9 oracle, 1 sorc and then merge with lich)? And charisma is nice for when you become undead, and you can take half elf. Unless there is a minimum caster level you need to be to merge spellbooks, this seems to be an obviously superior choice.
Awesome build! It is a little bummer, that very few spells have uncapped upper limit from caster level. For example the one I can think of is lvl 6 divine spell Destruction. It delivers 10 points of damage per caster level. The problem is that it is very hard to access this spell as an arcane casters and let’s not kid ourselves. DC raising is much easier for arcanes than for divine characters. So if we wanna be bad boys and not roll with Angel we have very little chance of reaching high caster level for destruction. Virtually all evocation spells are capped at 20 cas level max, so merging doesnt empower us too much, aside from the fact that we get late-game spells earlier, which is indeed very powerful. However the versatility of this build is actually insane.
Trickster with full divine caster also makes for fun double caster who sadly caps at CL20 in both classes. I believe you can also get CL25 in both theurge classes by taking legend and adding 10levels each of the base caster classes after 20 (CL should increase post 20 by leveling only the base classes)
Hello! Can legend do something similar? And is it even good? I noticed that identical spells in different books add their caster levels together, so I had Nenio buff with magic weapon for more than 24 hours. I desroyed Camelia in my campaign so I turned Nenio into shaman wizard hybrid. It was awesome )
I can confirm (assuming character generation in inevitable excess is the same as the main campaign), That combining the spellbook over a level 1 oracle level 9 sorc with angel will allow you to take mystic theurge at level 11. This seems pretty buggy though. The number of Oracle spell picks appears to be significantly too high, and also too high level. My combined spell caster level when merging with a level 1 oracle should have been 4, but I selected spells up to level 6. I couldnt examine the spellbook to see if I had spell casts per day for level 6 spells, as you have to completely level when generating a character in inevitable excess, and you end up as caster level 18 oracle, not 21, though still get 3 non mythic spell picks and the full selection of mythic spells. However, you only get the spell slots over a level 18 oracle also. The only way to make sense of the oracle caster level that I can think is that you would need to be at least level 4 oracle to take mystic theurge normally, which is 3 levels higher than level 1 obviously. I relied on angel caster levels to qualify for the class, and maybe when picking mystic theurge, it calculated my caster level as level 2 based on class levels, somehow negating the 3 angel caster levels, and then applied the remaining 7 angel caster levels correctly. What this would function like whilst actually levelling, I have no idea. You do get a near full 9th level spell selection for 2 charisma based casters this way, and transfer 2 levels of spell slots from the divine to arcane caster.
Personally, I think Mystic Theurge is pretty horrible, due to how slowly they start, and the fact that action economy means that arcane and divine casters dont really complement each other. The eldritch knight or arcane trickster through spell critical and powerful personal buffs, or sneak attack dice applying to spells, work synergistically. A Mystic Theurge is either casting divine or casting arcane, not both at the same time, and the personal buffs dont really help the other half of the class at all. That said, I think Angel is probably the best bet. Too much of the cleric spell kit doesnt work well with undead. And speed of light really helps you get the most out of your massive number of spell slots.
I’ve taken the “Magic Makes the Multiverse” idea into this direction: Divine Magic is asking or petitioning that Magic to do what you need – it’s a request. (Ex: Commune, Divine Intervention) Arcane Magic is speaking and commanding that Magic to obey you – it’s a statement. (Ex: Wish) It may not surprise that my arcane-caster characters tend to be pretty confident in themselves when they basically intimidate reality to doing what they want, haha!
One way to look at the Warlock is that, rather than being funneled a steady stream of energy or gifted with a lump sum of power, the act of making the Pact makes them capable of tapping into ambient Arcane energy. Basically, the Warlock is just a Wizard, but he exploits the principles of magical laws through the terms of their contract, rather than through understanding those laws themselves. Just as a Bard uses a form of Arcane power tied to music and stories, the Warlock and their Patron engage in an equally old and potent force: Contract Magic. The very act of making a deal – and adhering to the terms of that agreement – allows both sides to do things they previously could not. For the Warlock, the most obvious form this takes is the ability to cast Spells, call upon their Pact Gift, and wield Invocations. Though they may also have entered into the deal for some other goal that the Pact provides, like curing a sick loved one or cursing someone. The Patron, meanwhile, doesn’t just potentially get an agent in the material plane (as not all deals may involve prolonged tasks beyond services immediately rendered). One idea I’m toying with for a potential fic is a Hexblade Patron that is a shadowy codex (because Knowledge is the deadliest weapon of all). And I spin it like that this being is not just one book in the Shadowfell, but rather the Text of that book. It’s a being made from Information, and only exists independently so long as that information is recorded. Every copy of the text is a physical vessel that it can work through, as well as an anchor for its continued existence.
I’m still rooted in 4E conceptions of magic coming from an even broader variety of “power sources”. Druids and their ilk (and I guess, Rangers, though that would be a tweak from 4E to 5E since Rangers didn’t get spells in 4E) fall under the Primal power source, pulling from nature or spirits. Then you have Arcane casters and Divine Casters; presumably eventually Psionic casters. And maybe even some other power sources that never existed in D&D. I know 4E gets a lot of hate, but breaking the different classes up into this wide variety of power sources totally fired my imagination back in the day.
I would appreciate a article going over the Warlock in gameplay. Warlocks have few spell slots but can regain all over short rests, and help that with physical prowess. I’d like to know like the intent of the warlock in that how would someone go about playing as a warlock in fighting or exploration. Really articles like that for every class would be appreciated.
Classically, the word “arcane” is another way of saying “esoteric, obscure, or hidden.” So arcane magic gives the thematic idea of secretive orders and cabals seeking untold powers. Right now for 5e D&D, the Warlock is the perfect expression from a flavor perspective. They seek out hidden secrets and use secret rites to obtain their power. Sorcerers are an example of being born to hidden circumstance with magical ability, and are on a journey of self discovery to unlock the potential of these powers. Bards also seek out hidden lore as tellers of tales and keepers of secrets. Wizards … are special. It’s actually harder now to see how the Wizard fits with this classical description of Arcane. They should likely have cabals or secret orders, but they have mostly well established schools of magic. And in some settings, they tend to be the default power of the realm. Divine characters better fit the coding/hacking description here, as one could consider the various gods and divine beings as the ones writing or decyphering the source code for the multiverse. Paladins and rangers likely have some of the basic code stuff, with a few backdoors their deities or nature have given them. Clerics and druids have a their own unique access routes to these divine source codes and debugging tools. Druids have a cheat code that allows them to fundamentally alter their own physical being as well as debug parts of the natural world. Clerics literally can call up tech support with Divine Intervention.
I’m tryna run a campaign that starts with magic leaking into the world very slowly in a few different forms and eventually becomes very high in magic and an exploration of what D&D magic would do if introduced into a pre-existing world devoid of much of that. The other aspect I’m interested in is what exactly the players do if they’re some of the first who can figure out how to tap into these new powers. Also, I do believe there’d be that one guy who still just wanted to be a fighter, and that’s cool too.
I have some inherent disagreements with how some aspects were described. I don’t see arcane casters as purely destructive – though they have plenty of potential for destruction, don’t mistake that! They are DEFINITELY capable of MASS destruction, moreso than any divine spellcaster. But just as much they are capable of mass creation and transformation as well. The newest wizard spell, Mighty Fortress, is the PERFECT example of creation and utility. Arcane spellcasters just change the world for their own purposes, rather than another being’s. Wish is objectively the perfect culmination of what it means to be an arcane spellcaster: shaping the world – the universe, or more – to your whim. You’re not a subject: you seek to become the ruler. That is, assuming you’re a pure wizard. Or even pure Sorcerer. Or even a warlock, ultimately. Doesn’t matter what you’re doing: you’re using your own power for your own goals, even if that’s to further someone else’s goals, you’re still ultimately furthering your own. Even if those goals are selfless ones. THAT is arcane magic, in a nutshell.
It is nice to have the distinction for the RP perspective, to give uniqueness and flavour. I can say I am confused on the warlock. I thought the idea was that they were completely dependent on their patron to get access to the arcane. I had set up in my RP as, hard studying wizards, born with it sorcerers, and deal cutting warlocks. More oppurtunistic, and having no precedent for the arcane and now thrust into a world of new access to power based upon a need and forced/coerced/wanting it.
i wish they would release either an unearthed arcana or a supplement for making magic items and giving specific items and or an actual recipe list for making magic items. because it is kind of glossed over in the dungeon master book. playing a game that is very gather material heavy and magic items need to be made instead of found
I just wanted to give an enormous shout out and thanks to Jeremy Crawford, Mike Mearls, Todd Kenreck and thr whole D&D Beyond team. These articles have been so inspirational, enlightening and truly joful for me. They help fill me with new ideas, while grounding me within an endless realm of possibility for my campaigns. Again, thank you for all that you guys do. Keep it up, because it is enjoyed, appreciated and cherished. -Sean
If “magic is magic” and it doesn’t matter where a spellcaster gets it, why wizards still can’t cast proper healing spells? Is it a sacred cow situation, a balance issue, or what? In D&D 5, clerics can cast Fireball and sorcerers can cast Cure Wounds, and yet wizards are still unable to cast any healing magic without resorting to Wish or some half-assed tricks like vampirism.
TIL how warlock’s technically get their magic. I always thought the magic was drawn from the power of patron like a god, explaining why you only get two leveled spell slots for 10 levels because they’re not as powerful as gods. Yeah I mean some invocations are like infinite uses of a spell, but having 10 spells known and only two slots to cast between short rests is kind of off. Not everyone wants to rest after every encounter!
This is why I love the Divine Soul subclass of the Sorcerer. They were touched by a god, and can use Cleric spells as if they were on the Sorcerer spell list, yet they do not have to serve the god, and they are manipulating their goal to make themselves more powerful. My favorite PC I’ve ever played is a Divine Soul Sorcerer, and they don’t have a single healing spell at the level they’re currently at. I’m really enjoying using these Cleric spells to mess their enemies tf up!
In the Wish Vs. Divine intervention argument, I would actually say that there are few times when I have run a game where a player had access to the wish spell where their imagination and wording ever caused as much trouble in my game (which I loved for what it did for the narrative after) as the time my best friend’s bard stole Olidimara’s magic dice using help from our cleric and his clever use of divine intervention (being a cleric of the same God) to get him out of the room and into a fight with an illusion. Admittedly it only lasted two rounds in the fight before he rolled higher than a three and realized the illusion, but the story to get out of the situation we all got thrown into for being found out by him for stealing his dice, lasted for a real life year. It was great.
Why wizards are the only arcane full casters incapable of casting true healing spells? I mean, in-lore reasoning. Bards can do it. Sorcerers can do it. Heck, even warlocks can heal. Why not wizards? Edit: yes, I know that Life Transferrence exists. Yet, a bard or newly introduced artificer can just cast Cure Wounds, without the need for sacrificing an obsene amount of their own health.
Arcane magic doesn’t have a deific connection? I guess you don’t know about Mystra and Shar from Faerun, who basically control arcane magic and can strip arcanists of their power (even if this is ludicrously rare in practice). Otherwise, it’s always bugged me that arcanists don’t have some sort of transmutation surgery spell to stitch the flesh of the wounded back together, requiring a roll that can go horribly wrong and even if it works it isn’t an instant panacea, with pain and/or fatigue effects similar to IRL surgery and such.
imagine if our tech gets advanced to the point that we have actual nano-machines capable of complex tasks when bunched together and have them become a part of virtually everything including the planet itself right to the core, microscopic machines capable of absorbing and redirecting energy based on a base program that can be spoken or thought perhaps as a ritual of sorts. now picture which spells one could cast based on our known laws of physics that those nano- machines could feasibly perform if given the right “enchantment”. telepathy could be using something like a two way radio in our head made of nano-machines, the mend spell is just taking a damaged item and using an image in our mind of how it should look they rearrange the structure to fix it, even things like flame touch, it creates a barrier along the hand and redirects energy into a source of heat that ignites a gas that gets compressed into that space. some of the more abstract ones might not be possible due to limits of energy or it violates the laws of physics as teleport would do. it might be possible to fold space onto another, but the energy needed to do it might be greater than what could be collected in one spot.
Arcane vs Divine, a spell is a spell. Are you kidding me? Not going to lie, this is essay length, you have been warned. Maybe after the rule book has been stripped down to Kindergarten level complexity, but Back before WotC owned and dumbed D&D down, Divine Magic was the petitioning of a deity or greater power, by a priest, to website a portion of its power and shape the world in the way the effect it expected. A priest’s magical prayers weren’t just religiously themed spell casting, but the websiteing of actual miracles of faith bending power. The real kicker, was that just because a priest studied his prayer book each day, and performed their daily worship to be granted access to the divine power itself, in the heat of the moment, a deity or greater power could actually REFUSE to allow a particular priest prayer to be granted. Conversely, Magic Users, had to dedicate their lives to the study of mental exercise and memorization, to open up otherwise inaccessible areas of the brain to store complex mathematic, chemical and alchemical formulae that when combined with the neurological effects that specific words, sounds, body positions and material components shape, to unlock access to a fragment of the background magical forces (later termed “the weave”) and create a final product that we simply call a spell. Priests are conduits of Miracles, Magic Users use magic. It’s like oil and water, put enough energy into it and you can get the two to roughly mix, but they will inherently separate because the forces are incompatible.