Recover Energy is a really odd spell. I'm not the first to notice this. Basically, take the spell at 15+ and you recover energy (FP) at 1 point per 5 minutes instead of 1 point per 10. At 20+, it's 1 for 2 minutes. And that's it.
Generally, people put either 1 point in it (generally enough for a 15-19 with a dedicated spellcaster) and then later buy it up all at once to 20.
That's it. It's more like a cheap, cheap way to recover energy than a spell you actually cast.
It gets tricky if you want to restrict it to only improving recovery of FP spent on spells, too.
You also end up with people using Recover Energy to fuel Lend Energy and Steal Energy for other casters and bootstrapping each other up at an increased speed.
If I could do my DF game again, I'd ditch the spell and figure out a fair cost for Regeneration (FP only) instead. Or just have two new traits that ape Fit and Very Fit, call them Efficient Mana Sponge and Very Efficient Mana Sponge. EMS would give you 1 per 5 mins, VEMS would do 1 per 2 mins. No decrease in outflow.
Ditching the spell would have some spillover effects I think would be interesting:
- You could seal off the entire Healing college to clerics, which means wizards aren't FP batteries for everyone anymore (recover 2.5x as fast as the most Fit non-spellcaster, use Lend Energy to hand it around).
By getting rid of Lend Energy you nix casters helping each other, but then you can make an argument for allowing partial access to ceremonial magic, at least for non-enchantment spells, so wizards who know spells can chip in power to their friends when they cast them. As a huge fan of the Complementary Skills rules, this would be a big plus. You'd want to cooperate on casting, not just fuel each other's batteries.
- Wizards would more fairly be charged for speed recovery costs, since 1 point for 5 minutes and generally 4-12 points for 2 minutes per point is quite cheap. The proposed advantages above would be more on the low end and only a little more on the high end, but would also tie in nicely with Fit/Very Fit.
- It makes for one less automatic must-buy for wizards, who are chained into a lot of odd spell choices in order to optimize their ability to crank out spells.
- It makes having both FP as high as possible and getting Energy Reserve and its concurrent recovery even more attractive, since you recover more slowly overall so splitting into two pools is better.
Has anyone else messed around with swapping out Recovery Energy and costing a replacement?