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Old 01-22-2023, 11:23 PM   #14
sjmdw45
 
Join Date: Jan 2008
Default Re: DFRPG Spell Charts

Quote:
Originally Posted by tbone View Post
This isn't what you're looking for, but you might find it interesting or useful: A categorization of DFRPG wizardly spells by Magery prerequisite.

It's mainly good for answering the question "so what spells can I learn if I'm a non-wizard half-elf?"

https://www.gamesdiner.com/dfrpg-res...ly-spell-list/
This is a bit off topic but I'll say it anyway: there are some really good spells on the Magery 0 list, and some of them are even better for Scouts, Martial Artists, etc. than they are for wizards.

For example, Sound Jet is a decent spell, right? For 2-4 FP a wizard can get one chance at inflicting a HT-4 stun on an enemy (subject to Dodge, potentially with retreat bonuses), with recovery also at HT-4. If you all-out attack you can get TWO chances at HT-4. Furthermore it works with no extra cost even on SZ +3 Homogeneous creatures.

But if you're a martial artist with Uninterrupted Flurry and Extra Attack you can get FIVE attacks per 4 FP expended, all at that same HT-4 (and range 4). That's potentially even more cost-effective than Kiai especially considering the recovery penalty. Edit: make that seven attacks with Rapid Strike.

Melee spells also have potential. It's not completely clear whether injuring an enemy in the skull with Dehydrate or Frostbite requires an attack roll with a hit location penalty, or allows a defense roll in addition to the HT resistance roll, but if it does then a Scout or Martial Artist is going to be better than a wizard or druid at landing a skull hit. (A scout's Staff skill starts at 17, vs. Staff-14 for a wizard.)

Last edited by sjmdw45; 01-23-2023 at 11:56 AM.
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