Grimaldi:
it's the only healing school spell wizards are allowed, and it has to be at 15
So, Recover Energy. And it's never rolled.
It's better described as "a spell that acts like an advantage".
Also... totally doesn't have to be at 15... but functionally, yes, 15 is the bare minimum you should bother learning it at (next step is 20).
All it does is passively increase your FP recovery rate while resting*. At skill level 15 it's 1 FP every 5 minutes, at skill 20 it's 1 FP every 2 minutes. It completely stops working in Low and No Mana Zones. Recovers any FP expenditure/lose whether from Supernatural attacks, powering Supernatural Abilities, or physical exertion (marching, Extra Effort, etc) and hazardous weather FP damage (heat, etc).
* requires one to actually rest and cannot be Concentrating on any spells. May Maintain spells however.
It's a great spell for anyone to to take with a Charm Perk. For some (those with IQ 17 or higher) it's an incredible buy at 2 points (not terrible at IQ 16 either being 3 points, below that and it's a toss up as to whether Fit is better or not)...
Also coming back to this:
quote:
it's the only healing school spell wizards are allowed...
False in two ways:
1 - If going by Wizardry Refined from
Pyramid 3-60 Dungeon Fantasy III (which we are), it is a
Meta-Spell for Wizards (also there are
three Healing spells changed this way for Wizards - Lend, Recover, and Share Energy).
2 - If just going by
GURPS 4th Dungeon Fantasy 1 Adventurers almost all Healing spells are allowed due the twisty prereq paths some spells take (I'm glaring at you Necromancy College). Also Lend Energy is specifically allowed, since it's the direct prereq for Recover Energy (as is so Lend Vitality for Zombie's prereq, so
three whole Healing spells are called out as allowed). Notably not allowed is Share Energy, because... Sean Punch/Dr Kromm forgot to include it (it's fixed in the Wizardry Refined article and the DFRPG Box Set book Spells).