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Old 06-13-2012, 03:31 PM   #1
vierasmarius
 
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Default Re: [DF][First Time] Advice in pregenerating the cleric and wizard

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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.
Something I'd like to try would be a Wizard specialized in the Movement college. Its basic spells are Apportation and Haste, both of which lead to an impressive array of useful utility and combat spells. Haste leads to Grease, Glue and Hinder for debuffing and battlefield control, and Great Haste is an incredibly potent buff on any fighter. Apportation opens up Locksmith (great for buffing the Thief to get through tricky locks), Levitation & Flight for mobility, Poltergeist & Winged Knife for direct fire capability, and Deflect Missile & Missile Shield for defense. The only downside is that Teleport and its ilk are generally banned for DF PCs, making the highest tier of Movement spells unusable.
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Old 06-13-2012, 03:58 PM   #2
apoc527
 
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Default Re: [DF][First Time] Advice in pregenerating the cleric and wizard

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Originally Posted by vierasmarius View Post
Something I'd like to try would be a Wizard specialized in the Movement college. Its basic spells are Apportation and Haste, both of which lead to an impressive array of useful utility and combat spells. Haste leads to Grease, Glue and Hinder for debuffing and battlefield control, and Great Haste is an incredibly potent buff on any fighter. Apportation opens up Locksmith (great for buffing the Thief to get through tricky locks), Levitation & Flight for mobility, Poltergeist & Winged Knife for direct fire capability, and Deflect Missile & Missile Shield for defense. The only downside is that Teleport and its ilk are generally banned for DF PCs, making the highest tier of Movement spells unusable.
"Can I have Teleport? Please?? Pleeeeeeeease?"

"Sure, but you gain this minor disadvantage: Enemy (Watchers at the Edge of Time, Hunter, 12 or less), -60 points. Too bad for you that the disad limit is -50 points. You get this trait anyway. But at least you can Teleport!"

Mwahahahahahahaha. I'm sure some groups would take that.
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Old 06-13-2012, 05:09 PM   #3
RyanW
 
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Default Re: [DF][First Time] Advice in pregenerating the cleric and wizard

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Originally Posted by apoc527 View Post
"Can I have Teleport? Please?? Pleeeeeeeease?"

"Sure, but you gain this minor disadvantage: Enemy (Watchers at the Edge of Time, Hunter, 12 or less), -60 points. Too bad for you that the disad limit is -50 points. You get this trait anyway. But at least you can Teleport!"
Ooh, Temporary Disadvantage: Enemy... I'm going to have to use that at some point.
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