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Old 04-06-2021, 06:26 PM   #1
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Counterspell and Ward

One of my players has created a PC wizard (of sorts) who has pushed a bit off-template, pulling in a few options from the larger GURPS universe. He describes himself as a gentle giant: huge, strong, difficult to injure, and a total pacifist. An unusual character for a DF game, for sure, but I think he will be able to provide enough utility to the group that it will be workable. The combination of his spells, knowledge skills, and strength will be quite useful outside of combat, and he will likely draw attacks during battles that will take some of the heat off the rest of the group. (He has high DR and hit points; it's a 400 point game at the moment.)

The wizard is interested in Counterspell and Ward, but the idea of filling his grimoire with offensive spells just so he can counter them isn't appealing. We were tossing around the idea of some sort of advantage that would provide expertise in defensive magic even without being able to cast all of the offensive spells. (A degree in "defense against the dark arts" or something like that.)

I don't have much experience with Counterspell or Ward. I've never had a wizard take them because they've never felt that they had a broad enough grimoire to justify them. If you've seen those spells in use, do they feel like they would be wildly overpowered without the requirement to know the spells in question? In theory, what would seem like a fair price for an advantage that would let a caster bypass that requirement?
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counterspell, magic, spells, ward


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