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Old 11-07-2017, 11:10 AM   #1
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Time for a wizard!

So we've had a martial artist, a bard, and a knight. Now how about a classic artillery wizard? Such mages get a bad rap for their lack of utility spells, but this one has a fair few buffs for her friends (Infravision, Resist Cold, Resist Fire, Resist Lightning, and Walk on Air), along with enough energy to cast and maintain many of these at a time.

Tishala Taabu
248-point Human Wizard
Tishala is a born delver. Her mother is a wizard like her; her father, a cleric of a fire god. Though retired now, both were professional adventurers whose exploits were numerous and inevitably involved magic. This may explain why Tishala was born with a surfeit of supernatural energy – her body crackles with it, her eyes shine, and beasts react to her as they would to flame or thunder. She has a personality to match, with little fear of failure, an iron will, and an unhealthy love of fire and explosions.

Tishala's parents trained her in clambering around (without being too noisy), bandaging wounds, making maps, searching for treasure, and even fighting with quarterstaffs. They also taught her to read and write, and then spent a lot of gold to get her into a first-rate Wizards' Guild academy, where her specialty was "thaumaturgical energetics": spells of electricity, fire, light, and magical energy. She studied spirits and elementals as well, after her father mysteriously hinted this would help her understand her ancestry . . .

Nowadays, Tishala is a dungeon-raider like her parents. She aids allies by providing light (or the ability to see without it), protecting them from hostile energy attacks, and sharing her vast reserves of power. She handles mobs of lesser foes with Area spells (Create Fire, Destroy Air, Spark Cloud, Spark Storm, Wall of Lightning, etc.) and snipes major threats with big Missile spells (Explosive Fireball, Fireball, Lightning, or Sunbolt) matched to their weaknesses; she often walks around with Shocking Touch or a Missile spell charged up. She uses her fire opal-studded moabi-wood staff as her power item; it holds 5 FP.

ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 15 [0]; Per 12 [-15]; FP 11 [0].
Basic Speed 6.00 [5]; Basic Move 6 [0]; Move 4.
Dodge 8; Parry 12 (Staff), Deflect Energy 16; Block N/A.

Advantages
Energy Reserve 13 (Magical) [39]
Magery 3 [35]

Disadvantages and Quirks
Frightens Animals [-10]
Overconfidence (12) [-5]
Pyromania (12) [-5]
Sense of Duty (Adventuring Companions) [-5]
Stubbornness (12) [-5]
Unnatural Features 5 [-5]

Argues tirelessly to claim treasures tied to magical energy, especially fire. [-1]
Claims to have fire elemental ancestry (has no idea!). [-1]
Detests unsubtle nicknames like "Hot Stuff" and "Red." [-1]
If a plan calls for a distraction, she wants that to be her. [-1]
Takes extra time and energy to use Colors to give Continual Light a fiery hue. [-1]

Skills
Alchemy-15 [8]
Cartography-14 [1]
Climbing-11 [1]
First Aid-15 [1]
Hazardous Materials-14 [1]
Hidden Lore (Elementals)-15 [2]
Hidden Lore (Magic Items)-14 [1]
Hidden Lore (Spirits)-14 [1]
Hiking-10 [1]
Innate Attack (Projectile)-14 [4]
Meditation-14 [2]
Occultism-15 [2]
Physiology (Elementals)-13 [1]
Research-14 [1]
Scrounging-12 [1]
Speed-Reading-14 [1]
Staff-14 [8]
Stealth-11 [1]
Teaching-14 [1]
Thaumatology-15* [1]
Writing-14 [1]

Spells*
Colors-16 [1]
Continual Light-16 [1]
Create Air-16 [1]
Create Fire-16 [1]
Deflect Energy-16 [1]
Destroy Air-16 [1]
Explosive Fireball-16 [1]
Extinguish Fire-16 [1]
Fireball-16 [1]
Fireproof-16 [1]
Glow-16 [1]
Heat-16 [1]
Ignite Fire-16 [1]
Infravision-16 [1]
Lend Energy-16 [1]
Light-16 [1]
Lightning-16 [1]
Purify Air-16 [1]
Recover Energy-16 [1]
Resist Cold-16 [1]
Resist Fire-16 [1]
Resist Lightning-16 [1]
Shape Air-16 [1]
Shape Fire-16 [1]
Share Energy-16 [1]
Shocking Touch-16 [1]
Spark Cloud-16 [1]
Spark Storm-16 [1]
Sunbolt-16 [1]
Sunlight-16 [1]
Walk on Air-16 [1]
Wall of Lightning-16 [1]
Windstorm-16 [1]
* Includes +3 for Magery.
Equipment
$2,000, 36.7 lbs. (Light encumbrance)
Alchemist's Fire. $100, 1 lb.
Alchemist's Matches ×2. $30, 0.5 lb.
Canteen, Full. 1 quart water. $10, 3 lbs.
Clothing. $0, 2 lbs.
Coins. 5 copper. $5, 0.1 lb.
Elven Rations, 6 meals. $30, 1 lb.
First Aid Kit. +1 to First Aid. $50, 2 lbs.
Light Leather Armor, Suit, w. Fortify +1. DR 2. $1,150, 18 lbs.
Mapping Kit. +1 to Cartography $50, 2 lbs.
Paper, 20 sheets. $20, 1 lb.
Paut. $135, 0.5 lb.
Personal Basics. $5, 1 lb.
Pouch. Holds alchemist's fire, coins, matches, paut. $10, 0.2 lb.
Pouch. Holds first aid kit, rations. $10, 0.2 lb.
Pouch. Holds mapping kit, paper. $10, 0.2 lb.
Quarterstaff, Fine, Magic Staff. 1d+2 cr (reach 1, 2) or 1d cr (reach 1, 2). $60 + $325 in fire opals, 4 lbs.
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GURPS Line Editor, Steve Jackson Games
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