Wizard Spell Changes
Changes from the default:
These are to make things a touch more balanced, and keep Wizards from overrunning Clerics, Druids, the Economy, Time and Space, etc.
- Aside from Lend Energy and Recover Energy, Healing spells are the dominion of clerics. Wizards may only learn Healing spells that either belong to another college as well or are in the only prerequisite path to a spell in a different college (e.g., Zombie requires Lend Vitality, so a wizard could learn it). In the latter case, if any other path exists, the wizard must take it instead.
- Animal, Plant, and Weather spells are the preserve of druids. Again, wizards may only learn such magic as part of another college or when a spell from another college absolutely requires it.
- Enchantment spells are the sphere of sage NPC enchanters, who don’t share their secrets. If you want a magic sword and can’t afford one, go look in a dungeon . . .
- This one is not written in stone - this is just the default from Dungeon Fantasy, Talk to your GM if Enchanting interests you!
- Spells that permit teleportation and time manipulation tend to ruin dungeon fantasy, where time constraints, physical barriers, and keeping the party together are among the most important challenges. These include Accelerate Time, Create Gate, Rapid Journey, Slow Time, Suspend Time, Teleport, Teleport Other, Time Out, Timeport, and Timeport Other. Evil NPC archmages sometimes do know these spells! Life isn’t fair.
- Radiation spells don’t suit dungeon fantasy, so they don’t exist for anyone.
Other spells need changes to be balanced in dungeon fantasy:
- “Create” spells that materialize permanent matter tend to destroy the economy. If delvers could create wealth, why would they raid dungeons? Such spells last for a day.
- Enlarge is too good for the energy cost. It costs 15 FP per +1 SM.
- To keep Invisibility from completely upstaging thieves, the spell ends instantly if the subject attacks, casts a combat spell, or otherwise does anything more violent than moving around, spying, and stealing. Reduce energy cost from 5/3 to 4/2 to compensate.