I used the system before this month, for a Swashbuckler sort, but today it is a .... wizard! Shocking, I know.
Arguably the most important book for a would-be Magic-using player.
Abercrombie the Fitch
Attributes: ST 10 (0); DX 12 (40); IQ 15 (100); HT 11 (10)
Secondary Characteristics: Damage 1d-2/1d; BL 20lbs; HP 10 (0); Will 15 (0); Per 12 (-15); FP 11 (0); Basic Speed 6.00 (5); Basic Move 6 (0)
Advantages: Energy Reserve 3 (Magical) (9) and Magery 3 (35) and 30 points - Intuition (15), Language (3); Energy Reserve 7 (Magical) (12)
Disadvantages: -15 points - Weirdness Magnet (-15), -20 points Curious (-5); Oblivious (-5); Overconfidence (-5); Stubborness (-5)
Skills:
Staff-14 (8)
Innate Attack (any) -14 (4)
Alchemy-15 (8)
Hazardous Materials-14 (1)
Hidden Lore (Spirits)-15 (2)
Meditation-14 (2)
Occultism-15 (2)
Research-14 (1)
Speed-Reading-14 (1)
Teaching-14 (1)
Thaumatology-15 (1)
Writing-14 (1)
Cartography-14 (1)
Climbing-11 (1)
Diplomacy-13 (1)
Fast Draw (Scroll)-12 (1)
First Aid-15 (1)
Hidden Lore (Magical Items)-14 (1)
Hiking-10 (1)
Scrounging-12 (1)
Stealth-11 (1)
Spells (30 spells 1 point each)
- Apportation-16
- Counterspell-16
- Create Air-16
- Create Fire-16
- Create Water-16
- Deflect Missile-16
- Detect Magic-16
- Dispel Magic-16
- Fear-16
- Fireball-16
- Haste-16
- Heat-16
- Identify-16
- Ignite Fire-16
- Keen Vision-16
- Light-16
- Magelock-16
- See Invisible-16
- Seek Earth-16
- Sense Life-16
- Sense Spirit-16
- Shape Air-16
- Shape Earth-16
- Shape Fire-16
- Simple Illusion-16
- Stone Missile-16
- Turn Spirit-16
- Walk on Air-16
- Walk on Water-16
- Wizard Eye-16
Background and Goals: Abercrombie has always experienced wierdness, which is how he discovered he could work magic. Since that time, he has functioned mostly as a ghostbuster, and has come out on top so many times that he automatically presumes his luck will hold. His goal is to become a known and respect pyromancer, but he has a long way to go before that happens.
He is also smart enough to realize that fireballs won't solve every problem.
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As before, I didn't read the descriptions of the various advantages, disadvantages, or skills, I just went with what sounded interesting. I applied the same logic to spell choice. Fortunately, there is a master spell table in the back of the Spells book, so page flipping was minimal.
I do like how GURPS uses prerequisite spells to learn more advanced spells, and how that table in the back of the book spells out the prereqs. These prerequisite spells quickly filled out my starting 30 list, so further reading will dictate how useful this wizard actually is. If in play, I would learn the hard way, but having this master table is a fine way to customize a wizard, as it provides immediate goals to work towards, spell-learning-wise. A better organized character write up would include the various schools of magic for the spells.
All that said, my understanding is that not all GURPS spells are in Dungeon Fantasy, merely most of them. This knowledge comes from reading the blog Dungeon Fantastic.
If I were actually planning to play this PC, I would put more thought into spells and such chosen.
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