I’m playing in a play-by-post Dungeon Fantasy/DFRPG (“Powered by GURPS”, based on 4th Ed.) game, and just built a healer who comes with an Ally, who is also a healer. DFRPG limits the entire Healing college, aside from Lend Energy and Recover Energy, to Cleric class characters only — and left Share Energy off the Cleric list (at least the one I have access to, in DF:1).
My character build has shown me there is at least one spell that is on the list, at a low Power Investiture level, that a single individual effectively can’t cast at a low point total without being a “one-trick pony” — giving up a lot of the template abilities just to empower that one spell. That spell is Final Rest, with a fatigue cost of 20.
A low point total character (say, a 187 point Ally) would be unable to cast this spell without drawing a number of hit points (in my case, with a shaved down Cleric template, I’d have to use 7 HP). The skill penalty of -1 per HP used to power a spell means this reduced-point character would be casting at effective skill 6 — not a recipe for success.
I know I can have a Power Item, but starting characters would have to spend points on Wealth (no spare points in the template) to be able to afford one large enough to avoid drawing on HP. Alternatively, I could cast as Ceremonial Magic, but that requires Skill 15 and either one or more partners with the same or higher skill (requiring duplication between the two healers), or a congregation who can contribute 1-3 FP each, depending on their abilities — and that’s a bit of a problem to travel potentially weeks from home base with.
My GM has suggested using paut (a potion found in DF:1), but as I read it, that only replaces spent fatigue, rather than letting the user store up FP prior to a casting.
Now, as things stand, I have a way to make the spell possible, by using a small Power Item to limit the number of HP required to cast when fully rested — and I’ll probably wind up going that way for this game — but I wanted to check if there was any statement from the game designers concerning why Share Energy was left off the lists?
My GM suggested it was mainly used in enchantment, but the limit of 5 FP, and the DF/DFRPG bar against wizards using Healing college, plus the complete deletion of Enchantment college for PCs make that argument a non-starter. In fact, as far as I can see, the most likely explanation is that it’s really only needed for this one spell, was either left off as an oversight, or it was preferred to force Clerics into ceremonial casting, large Power Reserve, or large Power Items — but I’d like to be sure.