![]() Restoration spells are nice but not so useful actually in combat. AC isn't relevant if they can't hit you anyway. Arcane casters have defences that ignore attack rolls, displacement, mirror image, blink, invisibility, etc. Paladins get charisma to saves, that is so much better. Only the oracle of lore and nature archetypes get mysteries that give charisma to AC. Death Ward is a good spell against negative energy but arcane casters avoid it with other methods. +Saving throw spells generally don't stack with items or other spells. Magic Vestment is not that good until higher levels when you don't need it. Arcane casters can, and do, spam damage spells with no saves, no SR, no AC, or some combination thereof. Cleric offensive spells are less common and have more draw backs. Healing is not effective use of actions in combat and out of combat healing can be done by wands. The divine spell list is not as good as the arcane spell list. I was going to respond to each point but that would just get really long. where I am I wrong (as an Arcane spellcaster for over. Miracle (0 gp component, no opposing school restrictions, etc.) Can actually survive if caught in melee (given armor, shield, a decent weapon, etc.) I think 1-2 have +Cha mod to all saving throws (which, needless to say, is HUGE) ![]() Better buffs (Magic Vestment, the +saving throw spells, Death Ward, etc.) Offensive spells equally powerful (roughly speaking, they have access to comparable-damaging and save/die spells) Can wear armor and use shields (and come with the proficiencies, so, 'free feats') Have access to cure/healing (which, given that this is not 4e, is REALLY valuable). How are Arcane casters balanced (in terms of power) with Divine ones? Here's a general overview of how I'm seeing the situation (which is where I'm hoping I'm wrong) This is a question I've been thinking about since 3.5e, but never really asked (maybe it's something dead obvious, and I'm missing it). Marvelous Minis and Prodigious Pawns Promotion.
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