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Old 06-13-2012, 03:12 PM   #9
Refplace
 
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Join Date: Nov 2008
Location: Yukon, OK
Default Re: [DF][First Time] Advice in pregenerating the cleric and wizard

Quote:
Originally Posted by apoc527 View Post

1. For the cleric, should I use the standard magic system or try one of the Divine Favor flavors of cleric? If I use the Divine Favor version, does that make the DF: Clerics book useless?
I would build both so your PC can choose and has a backup Cleric of a different flavor if that one dies.
However the basic magic system is probably simpler and more unified with the Wizard so your group will be learning the same rules together.


Quote:
Originally Posted by apoc527 View Post
2. For the wizard, what 20 or so spells would you choose if you were playing GURPS DF for the first time and had never played with a GURPS wizard before? The player who will likely take this PC does NOT need to be a blaster--he quite likes being subtle, sneaky, and intelligent about problems, so I'm not worried about him running into the "GURPS mages are not blasters" issue that I see discussed quite often. I want to make sure he has SOME ranged attack Missile Spells, but I also want to be sure that he gets the full flavor of GURPS Magic's versatility and adaptability.
This one is so tough!
It really depends on he flavor and what I would do would build several alternate spell lists based on the players I had in my game who were liekly to pick a Wizard.

I find picking a spell list to be easiest if I choose one or more high end spells then get the required spells. then with what I have left over I go for other stuff. The following may help.
GURPS Magic Spell Charts
(and long as I am looking for free stuff here is the Martial Arts Cheat Sheet

For sneaky and sheer versatility I like the Illusion and Light and Darkness colleges.
Air gives you some good combat with Lighting, Ball Lightning and Concussion for missile spells and some nice utility and defense.
Earth is nice but kind of price FP wise.
Protection and Warning gives you some good utility for not very many points.
Information is handy but can circumvent plots and not easily useful in a fight.
Fire is a classic, if overdone and IMHO kind of overrated.
Water also adds utility but is a lot like Fire, but handy for long term adventuring, as is Food.
Meta is awesome but really needs another college to work with and also kind of pricey so a good long term development kind of thing.
I also like Animal (A lot) and Plant but there more the Druids niche.
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