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| IntroductionGuild wizzards have a scholarly knowledge of magic and have a very formal trainig in using it. They follow one of three main directions: White, Gray or Black. FeaturesMageryA guild wizzard has atleast Magery 1 most are more talented. Only in very special cases an Academy will accept a less apt novice and some will not even accept one with Magery 1 (See Magery). FP and Energy Reserve (ER)Wizzards tend to have plenty of energy available. They have even elaborate rites to enlargen their available energy. So it is perfectly acceptable to give him some extra FP or even better (mages are not known for their stamina) an energey reserve at 3 CP/point (see GURPS Powers for details) which recharges independently and at the same rate as spend fatigue and is only usable on spells and magical powers. Status and Social StandingWizzards have a high social standing and their education should give them an Status of at least 1 further more they have a guild rank which gives status at the usual discount. OrientationWhite WizzardsThe followers of the white path have commited themselves to law, truth and order so they usually have Honest, Truthfulness, Code of Honor, Pacifism, and similar "good" disadvantages. Gray WizzardsThe follower of the gray path have commited themselves to knowledge and wisdom. They have seldom orientation specific disadvantages. If they have it will most probably be some vow to gather knowledge. Black WizzardsThe follower of the black path have commited themselves to the power. ... SkillsWizzards use Ritual Magic with Thaumaturgy as root. The college skills learned depend mainly on their Academy and its orientation e.g. only very few white academies will teach necromancy. Magical PowersWizzards are taught to enchant their tools which become their signature gear and grant them some power. All wizzard's tools have a power modifier of -25% (Mana-Sensitiv, -10%; Can be Stolen, thief must win quick contest, and item is of no imediate use, -15%) Staff Enchantments1st Staff Enchantment (11 CP)Spell costs are reduced by one point, while Staff is carried in hand. Reduced Fatigue Cost (Spells only, -20%; Wizzard Tool -25%), 11 CP. (Reduced Fatigue Cost, 20 CP/level; modeled following Reduced Fatigue Cost limitation (-20%/level)) 2nd Staff Enchantment (1 CP)Staff can be switched into a torch, 1 CP. 3rd Staff Enchantment (1 CP)Staff can be switched to 10 yds. rope, 1 CP. 4th Staff Enchantment (3.5 CP/level + 8 CP)The Staff can be switched to a flaming sword, doing burning damage at a reach of 1. It can also "dance", that is fly through the air and attack nearby foes, freeing the wizzards hands for attack or spell casting. Dancing Flaming Sword: Innate Attack (burn, 5 CP/level; Cost Fatigue, 1 FP/Attack, -5%; Melee, Reach 1, -25%; Switchable, +10%; Wizzard Tool, -25%; Selectivity, +10%; Jet, +0%; Increased Range, Range 10/10, +5%), 3,5 CP/level. Extra Attack (Dancing Flaming Sword only, -20%; Sword Skill only, -20%; Costs Fatigue, 1 FP/Attack, -5%; Wizzard Tool, -25%), 8 CP. 5th Staff Enchantment (15 CP)Staff can be switched to snake or chameleon (choose one) which wizzard transfers his mind to. Alternate Form (Snake or Chameleon; Projection, -50%; Wizzard Tool -25%), 15 CP. 6th Staff Enchantment (2 CP)If Staff is lost or stolen it will find back to its owner by a serie of coincidences. Signature Gear, 1 CP; Weapon Bond, 1 CP. 7th Staff Enchantment (1 CP)Staff becomes extremly loyal and will fly back to its owner from any distance on command and at a move of 5. It will evade obstacles if possible and will break through light barriers, such as windows. 1 CP. Wizzard's SwordWizzard's BowlWizzard's Crystal Ball |
This Wiki handles the conversion rules for the The Dark Eye setting.
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