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Old 08-18-2012, 03:26 AM   #1
Edeldhur
 
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Join Date: Aug 2012
Default Creating a Super Mage/Cleric

Hello guys,

I am a first time poster here at Steve Jackson Games.

I would like to request your assistance with creating a character for a campaign DMed by a friend of mine - If i am posting in teh wrong forum just let me know and I will move along :D

The campaign is Fantasy themed, however it is a sort of Super Fantasy where we start out with 250 points. I was kinda keen on creating an "old school" caster from the old days of yore and GURPS Magic that would accumulate the classical wizard function with the cleric/healer/buffer role, but as I am told by my more GURPS experienced playing companions, as the character points start to grow the classical magic system just does not cut it, creating extremely unbalanced situations so....

If i understand correctly the idea is to make each spell a separate power, but i am struggling with that for a couple of reasons:

- I do not COMPLETELY master the rules inside out, and the sources seem to be so many I do not know where to start building the spells or chosing the advantages;
- The effects I desire are so varied, ranging for example from a bolt, that can be split to hit multiple opponents or not, whose damage type can be modified [fire, cold, etc] and even if split could have one cold, one energy etc. to the other end of the spectrum where you simply pile conditions (slow, poison, etc.)
- I am reading through the forums and through the books, but if you guys could assist me with some pointers, it would be much appreciated.

Thank you in advance for any possible feedback.

Cheers

Edeldhur
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cleric, healer, mage, magic, super

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