Wizardry Refined

Wizardry Refined includes all of the restrictions from Dungeon Fantasy 1 plus revised prerequisite lists, giving players of wizards and bards a one-stop tool for choosing spells.
==Forbidden lore==
*Animal spells: Druids only
*Enchantment spells: domain of NPC enchanters and villains
*Healing spells: All spells except Lend Energy, Recover Energy, and Share Energy are the domain of Clerics.
*Plant: Druids only
*Weather: Wizards have access to Air and lightning spells. All other are the domain of Druids.
==Forbidden Spells==
"Even in the colleges that are otherwise open to wizards, there are certain spells that Dungeon Fantasyis better off without"
==Mutatis Mutandis==
Wizardly Grimoire assigns perquisite alternatives. Other magic needs functional changes if the campaign is to be fair,balanced, and fun for everyone.
==Wizardly Grimoire==
The list of alternative perquisites
==Comments==
This is trying to recreate a type of play that Dragon Magazine #109: "Customized Classes" (May 1986) as well as the official AD&D2 DMG (1989) were going away from and hit its crescendo with Players Options: Skills and Powers (1995). It is clear from the amount of home-brew classes in Dragon that even D&D players were chafing from the restrictions.
==References==
*Pyramid 3/60: Dungeon Fantasy III pg 4-14
Category: Sean Punch
Category:Dungeon Fantasy
Category:Pyramid Vol 3 Articles