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Old 01-13-2008, 02:04 PM   #1
blacksmith
 
Join Date: Aug 2005
Default Wizard spells in DF

One of my players went through the spells to determine what is and what is not allowed this is what he came up with.

___Animal___

Protect Animal (in Protection)

Shapeshifting (for Lengthen Limb/Transform Body)
Shapeshift Others (for Transform Other)



___Enchantment___

Lich (in Necromancy)
Soul Stone (in Necromancy)
Wraith (in Necromancy)

Enchant (for Lich/Soul Stone/Wraith/Powerstone)
Powerstone (for Charge Powerstone)



___Healing___

Stop Spasm (in Body Control)
Relieve Madness (in Mind Control)
Final Rest (in Necromancy)
Resurrection (in Necromancy)
Detect Poison (in Protection)
Resist Disease (in Protection)
Resist Poison (in Protection)

Lend Energy (for Recover Energy/Charge Powerstone)
Recover Energy
Lend Vitality (for Vigor/Relieve Madness/Zombie/Minor Healing)
Minor Healing (for Steal Energy)
Major Healing (most direct and least Healing spells to get to
Restoration)
Restoration (for Regeneration)
Regeneration (for Instant Regeneration)
Instant Regeneration (for Resurrection)
Halt Aging (for Youth)
Youth (for Steal Youth)



___Plant___



___Weather___

Resist Lightning (in Air/Protection)
Lightning Armor (in Air)
Lightning (in Air)
Lightning Stare (in Air)
Spark Storm (in Air)
Explosive Lightning (in Air)
Spark Cloud (in Air)
Lightning Whip (in Air)
Body of Lightning (in Air)
Ball of Lightning (in Air)
Lightning Weapon (in Air)
Lightning Missiles (in Air)
Shocking Touch (in Air)
Wall of Lightning (in Air)
Clouds (in Air)
Rain (in Air/Water)
Snow (in Air/Water)
Storm (in Air/Water)
Cool (in Air)
Predict Weather (in Air)
Warm (in Air)
Cloud-Walking (in Movement)
Could-Vaulting (in Movement)
Weather Dome (in Protection)
Current (in Water)
Tide (in Water)
Fog (in Water)
Waves (in Water)
Frost (in Water)
Hail (in Water)
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Old 01-13-2008, 02:51 PM   #2
Mailanka
 
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Default Re: Wizard spells in DF

Quote:
Minor Healing (for Steal Energy)
Major Healing (most direct and least Healing spells to get to
Restoration)
That can't be right. The whole point of the Healing College limitation in the book is so that Clerics make better healers than mages. If following prereq chains leads you to getting them anyway, then I think a veto is in order.
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Old 01-13-2008, 03:06 PM   #3
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Default Re: Wizard spells in DF

The simplest solution is to remove Resurrection from the Necromantic college, since most of the Healing spells in this list are prerequisites for it.
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Old 01-13-2008, 03:09 PM   #4
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Default Re: Wizard spells in DF

All Enchantments, whether listed in other colleges or no, are the province of NPC wizards; this rules out Lich (which seems appropriate, since Lichdom is far beyond the scope of Fantasy Heroism), Enchant, etc. The provisos on 'required for a spell from an allowed college' apply to Healing, Animal, Plant, and Weather spells only.

I would leave Resurrection in the hands of clerics only, despite its inclusion in the Necromancy school, in order to avoid Mages gaining access to large and effective Healing spells which form Resurrection's other prerequisites.
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Old 01-13-2008, 05:53 PM   #5
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Default Re: Wizard spells in DF

For a DF game, if I really wanted wizards rezing folks, I might add an alternate prerequisite chain for Resurrection.

I could see requiring each Summon Elemental spell and, say, a chain of 6 spells from Necromancy (just to sketch it out). Magery 5 or even 6 sounds like a likely requisite. Not sure what else.
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Old 01-14-2008, 01:35 AM   #6
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Default Re: Wizard spells in DF

I'd probably leave Resurrection out of the Necromantic college, yeah. Anyway, I don't see it being an issue . . . if a wizard blows his points on all kinds of hard-to-cast Healing spells to get Resurrection, he won't be much of a wizard anyway.
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Old 01-14-2008, 09:02 AM   #7
blacksmith
 
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Default Re: Wizard spells in DF

Quote:
Originally Posted by Kromm
I'd probably leave Resurrection out of the Necromantic college, yeah. Anyway, I don't see it being an issue . . . if a wizard blows his points on all kinds of hard-to-cast Healing spells to get Resurrection, he won't be much of a wizard anyway.
Does he need to go all the way to resurrection though or just pick up the highly useful healing spells?
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Old 01-14-2008, 09:59 AM   #8
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Default Re: Wizard spells in DF

Exactly; I wouldn't bother with Resurrection (not as a 250-point Wizard, anyway), but I'd certainly pick up at least Minor Healing and Major Healing. Pulling Resurrection out of the Necromancy college is the better solution.
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Old 01-14-2008, 10:35 AM   #9
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Default Re: Wizard spells in DF

Quote:
Originally Posted by Harald387
Exactly; I wouldn't bother with Resurrection (not as a 250-point Wizard, anyway), but I'd certainly pick up at least Minor Healing and Major Healing. Pulling Resurrection out of the Necromancy college is the better solution.
I disagree, Resurrection seems quite appropriate for a Necromancer. How about an Unusual background: Necromancer (permits access to healing spells required for necromancy)?
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Old 01-14-2008, 10:39 AM   #10
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Default Re: Wizard spells in DF

Quote:
Originally Posted by NineDaysDead
I disagree, Resurrection seems quite appropriate for a Necromancer. How about an Unusual background: Necromancer (permits access to healing spells required for necromancy)?
If you do that, your necromancer becomes a master healer, which is what we're trying to avoid.

If you really want the necromancers to be resurectionists without making people into zombies or wraiths or whatever, I still think an alternate prerequisite chain is the best way to go.
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