GuildWizzary
Last changed: -87.18.197.132

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Introduction

Guild 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.

Features

Magery

A 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 Standing

Wizzards 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.

Orientation

White Wizzards

The 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 Wizzards

The 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 Wizzards

The follower of the black path have commited themselves to the power. ...

Skills

Wizzards 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 Powers

Wizzards 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 Enchantments

Note They're in the right order, following the Italian translation of the first edition of the game; if subsequent editions of the game don't agree with that, please change this note adequaltely. The conversion is based on the previous edit of this page. Soon I hope to add details taken by the Italian version. Mormegil

1st 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.

Note For werewolves and the such, the sword acts as silver; furthermore it can overcome every damage reduction of undeads with such advantages. If those creatures are also inflammable, e.g. mummies, damage is doubled. - I don't know how to convwert that to the fourth edition (sorry, I play the Third) Mormegil

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 Sword

Wizzard's Bowl

Wizzard's Crystal Ball