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Old 02-07-2012, 04:40 PM   #8
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: [DF] Easy arcane magic for Dungeon Fantasy

Code:
Generic Wizard (250 points)

ST 10 [0]; DX 12 [40]; IQ 14* [80]; HT 12 [20].
Damage 1d-2/1d; BL 20*lb; HP 10 [0]; Will 14 [0]; Per 11 [-15]; FP 13 [3].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.

Social Background
TL: 3 [0].

Advantages
Extraordinary Luck [30]; Energy Reserve 3 (Magical) [9]; Magery 0 [5];
 Trading Character Points for Money $1,000 [2]; 

Offense Spells [39] (alternate abilities on the following spells)
**Air Burst 3 (Accessibility (Must Shout and Move) (+1); Area Effect (2 yd);
 Armor Divisor (0.2); Double Knockback; Explosive (Damage / 3xYards);
 Increased Range (1/2D Range only) (x5); Mana Sensitive; Partial Dice (+2);
 Reduced Range (x1/5); Takes Extra Time (+1)) [24]
**Fireball 4 (Accessibility (Must Shout and Move) (+1); Costs Fatigue (+3);
 Explosive (Damage / 3xYards); Increased Range (1/2D Range only) (x5);
 Mana Sensitive; Takes Extra Time (+1)) [23]
** Icy Touch 3 (Armor Divisor (3); Costs Fatigue (+1); Follow-Up (+1);
 Mana Sensitive; Cannot Parry; Melee Attack: Reach 1,2; Partial Dice (+1))
 [23]
** Lightning Bolt 1 (Based on Innate Attack (Projectile) +2; Accessibility
 (Must Shout and Move) (+1); Accurate (+1); Armor Divisor (Arcing Surge);
 Costs Fatigue (+3); Incendiary; Extra Recoil (Rcl 3); Increased Range (x2);
 Increased Range (1/2D Range only) (x5); Mana Sensitive; Partial Dice (+2);
 Rapid Fire (+5); Side Effect (+1)) [24];

Utility and Defense Spells [31] (alternate abilities on the following)
**Detect (Magic; Occasional; Analyzing; Costs Fatigue (+6); Mana
 Sensitive; Onset (Delay 1 hour); Preparation Required (10 minutes);
 Sense-Based (Line of Sight) (One sense)) [10]
** Force Field 4 (Damage Resistance; Front only; Force Field; Mana
 Sensitive; Preparation Required (10 minutes)) [12] and Missile Shield 4
 (Damage Resistance; Force Field; Limited (Ranged Only); Mana Sensitive;
 Preparation Required (10 minutes)) [12]; 
** Telekinesis 5 (Accessibility (Must Shout and Move) (+1); Costs Fatigue
 (+1); Mana Sensitive; Preparation Required (10 minutes)) [9];
** Walk on Air (Costs Fatigue (+1); Mana Sensitive; Preparation Required
 (10 minutes)) [11].

Perks: Air Jet Spell; Ignition Spell; Illumination Spell; Psychic Guidance
 (Lightning Bolt). [4]

Disadvantages
Absent-Mindedness [-15]; Curious (12 or less) [-5]; 
Obsession (To become the world's most powerful...; 12 or less) [-10]; 
Sense of Duty (Adventuring companions) [-5].
Quirks: _Unused Quirk 1; _Unused Quirk 2; _Unused Quirk 3; 
_Unused Quirk 4; _Unused Quirk 5. [-5]

Skills
Climbing (A) DX-1 [1]-11; Diplomacy (H) IQ-2 [1]-12; 
First Aid/TL3 (Human) (E) IQ [1]-14†; Hiking (A) HT-1 [1]-11; 
Innate Attack (Projectile) (E) DX+2 [3]-14; Scrounging (E) Per [1]-11;
 Staff (A) DX+2 [8]-14; Stealth (A) DX [2]-12; Wizard! (WC) IQ [24]-14.

**Conditional -5 from 'Absent-Mindedness' when concentrating on
 another task.
†*Conditional +1 from 'First Aid Kit'.

Attack                   Amt  Type    1/2   Max   RoF   Rcl    Notes
Airburst                 3d+2  cr ex    10    20      1      1     AD(1/5), Area Effect 2
Fireball                   4d    bu ex    50   100     1      1    
Lightning Bolt          1d+2 cr in     100  200     5      3     metal provides DR 1 only; roll HT or be stunned
Icy Touch               3d+1 tx        melee 1,2                 AD(3), ineffective against objects
That's a bit messy so let me explain.

He has two arrays of spells: 1 offensive and 1 defensive/utility. He can switch between any of the offensive spells as a free action, but it takes 10 minutes to change a utility spell. All the combat spells require fatigue, and most require an extra round of concentration.

I used Onset and Sense-Based on the Detect Magic (Analyze) ability to represent that it takes him a full hour to identify a magic item. He can have the spell ready in 10 minutes, and he can cast it quickly, but it takes an hour to get the results back. He can only do it on something he can actually see.

He has a DR4 force field that only protects his front and another DR4 force field that only stops missiles, but is omnidirectional. They both operate at the same time (I guess I should have added Link?). Of course, they're on the same array as the utility powers, so he loses them both if he decides to Levitate or something.

He has a wide variety of dangerous attack spells: a (4d) big explosive fireball, a ball of air that knocks people away in a larger area (with double knockback and area effect 2) that is nearly useless against armor, a low-damage and draining lightning bolt with enough RoF to be used to suppress an area, and a quick damaging melee cold attack, used to stop anyone who gets too close. He can cast that at melee range through his staff, hence the clumsy (and technically illegal) Follow-up and Melee combination.

The Illumination, Ignition, and Air Jet perks are minor magical effects that he can pull up at a moment's notice.

As designed, the character has Extraordinary Luck. That's really a place holder for "30 more points of stuff", such as a DF3 race, more levels of IQ or Wizard!, or more spells. Obvious spell improvements include more levels of TK, adding Affects Others to Walk on Air (at 2 pts/ally effected), Payload (with Exposed and Mana Sensitive, representing the classic Floating Disk), some kind of dispel magic effect, and buffing up the combat spells for more damage or adding a Sleep type spell. As much as I like Wizard Eye in concept, I'm opposed to giving the wizard the ability to steal other people's niches. So the Thief and the Scout should scout, and the wizard shouldn't.

Some thoughts about this guy's role in a delving band: he can simplify crossing obstacles by walking on air, but only in "safe" locations since his DR is poor at that point. He can identify weird magic or found magic items, and lift small things it out of the way places with TK. He's absolute murder on small, diffuse opponents like Oozing Dooms or Toxifiers, with a fairly fast, high damage, area effect attack from Air Burst. He can set a couple of people on fire at range with his Fireball, but it's draining, or blast a big nasty like a Sword-Armor Golem that uses heavy metal armor with his lightning bolts. Any competent Scout is going to do equal or better damage at range and a Knight should have roughly equivalent protection and a lot better damage. His focus is on defeating "weird stuff"; the mundane types can fight the orcs and ogres while he kills the oozes, the molds, and the solid fire types.

Last edited by mlangsdorf; 02-07-2012 at 06:45 PM. Reason: clarified the lightning bolt is Arcing Surge, added attack table
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dungeon fantasy, thaumatology


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