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Old 02-11-2021, 02:45 PM   #8
Polkageist
 
Join Date: Sep 2007
Default Re: Mages and CQC (close quarters combat)?

Death Touch is good, I really like the elemental approach so Burning Touch, Shocking Touch, Icy Touch are also good and fun.

If you're armed, then Icy/Flaming/Shocking weapon buffs are great. They're low cost and really boost your weapon damage.

Icy/Flaming/Shocking breath are also good spells because they leave your hands free to wield weapons and do good amounts of damage. A nice surprise, especially if you need to not attack to keep an unbalanced weapon ready to parry.

Body of <Foo> is great to transform yourself into something that's really hardy or hard to hit. Body of Fire and start grappling opponents. Body of Air and rely on the touch spells to carry the day. Body of Stone or Metal and tank all day erry day. Crazy costly but crazy effective.

Save or suck spells are good, but GURPS damage causes a save-or-suck effect in its own right so a direct-damage dealing wizard is not without the ability to stunlock an enemy just by causing major wounds.

All this is really costly, as either the skill side will have to be very narrow to allow for spells, or vice versa. Dungeon Fantasy professions have nice lenses that you can apply to the baseline characters that can cleanly pull off the magicky fighter, or fighty mage.
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