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#1 |
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Join Date: Aug 2005
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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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#2 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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#3 |
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Join Date: Aug 2004
Location: Tuscaloosa, AL
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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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#4 |
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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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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#5 |
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Join Date: Sep 2004
Location: Canada
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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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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#6 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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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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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#7 | |
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Join Date: Aug 2005
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