Occupational Template: Incantatrix
INCANTATRIX
150 points
Attributes: ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 11
[10].
Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 9
[0]; Will 13 [0]; Per 11 [-10]; FP 11 [0]; Basic Speed 5 [0]; Basic Move 5 [0].
Advantages: Incantatrix Talent 1 [5], Wizardly Study 5 [36]. • 30 points chosen from among DX +1 [20], IQ +1
[20], Will +1 to +3 [5/level], FP +1 to +6 [3/level], Academic 1 to 3
[5/level], Ally (Familiar) [Varies], Cooperative Metamagic [27], Drain Item
[12], Eidetic Memory [5] or Photographic Memory [10], ER (Magic) [3/level], Fit
[5], Immunity to Death Effects [5], Incantatrix Talent 2-3 [5 or 10], Intuition
[15], Language Talent [10], Languages (any) [2-6/language], Luck [15] or Extraordinary
Luck [30], Magic Resistance (Improved, +150%) 1 or 2 [5 or 10], Maximize
Spell [40], Metamagic Spell Trigger [1], Occultist 1 or 2 [10/level], Quicken
Spell [25], See Ethereal [14], Send Away 1-5 [3/level], Single-Minded [5], Status 1 [5], Versatile
[5], Wealth (Comfortable or Wealthy) [10 or 20], Wizardly Study +1 to +5 [5.4/level]. Any leftover points can be
spent on known spells.
Disadvantages: -40 points chosen from among
Absent-Mindedness [-15], Bad Temper [-10*], Bully [-10*], Callous [-5], Clueless
[-10], Code of Honor (Professional) [-5], Combat Paralysis [-15], Cowardice
[-10*], Curious [-5*], Easy to Read [-10], Greed [-15*], Hard of Hearing [-10],
Klutz [-5] or Total Klutz [-15], Loner [-5*], Low Pain Threshold [-10], Nervous
Stomach [-1], Oblivious [-5], Obsession (Destroy active portals and banish
outsiders) [-10*], Overconfidence [-5*], Post-Combat Shakes [-5*], Pyromania
[-5*], Sense of Duty (Adventuring companions) [-5], Skinny [-5], Stubbornness
[-5], Unfit [-5] or Very Unfit [-15], Weirdness Magnet [-15].
Primary Skills: Expert Skill (Planology) (H) IQ [4]-13; Thaumatology
(VH) IQ [8]-13.
Secondary Skills: Research (A) IQ-1 [1]-12. • One of
Brawling (E) DX+2 [4]-12, Smallsword (A) DX+1 [4]-11, and Staff (A) DX+1 [4]-11.
• One of Innate Attack (any) or Thrown Weapon (Dart) (E) DX+2 [4]-12; Throwing
(A) DX+1 [4]-11; or Sling (H) DX [4]-10.
Background Skills: Eight of Alchemy (any) (VH) IQ-3
[1]-10; Area Knowledge (any) (E) IQ [1]-13; Fast-Draw (Potion) (E) DX [1]-12; Climbing
or Stealth, both (A) DX-1 [1]-11; Body Sense (H) DX-2 [1]-8; First Aid,
Gesture, or Savoir-Faire (High Society or Magical), all (E) IQ [1]-13; Innate
Attack (any other) (E) DX [1]-10; Cartography, Hazardous Materials (Magical), Speed-Reading,
Teaching, or Writing, all (A) IQ-1 [1]-12; Diplomacy, Expert Skill (any), Physiology
(monster type), or Strategy, all (H) IQ-2 [1]-11; Hiking (A) HT-1 [1]-10; or
Scrounging (E) Per [1]-11.
Spells: 35 points in known spells and College Skills, which will be Very Hard IQ skills. Each College Skill should have from 1 to 8 points put into it, and is modified by Incantatrix Talent, where appropriate. It is recommended to focus on Meta-spells, Protection and Warning spells, and Gate spells.
Techniques: 5 points in metamagic
techniques for known spells.
* Multiplied for self-control number; see p.
B120.
Cooperative Metamagic – 30 points
The incantatrix may apply a
metamagic enhancement to any arcane spell that is being cast by another willing spellcaster
that she can see. Due
to the reactionary nature of this ability, it must be used with the Wait
maneuver to affect a spell with a casting time of one second. The incantatrix must be able to perform magical incantations, and she must succeed on a Will roll at -1 per yard of distance to the spellcaster.
The incantatrix must know what spell
is being cast (usually this requires either a Thaumatology roll or prior
discussion or planning with the spellcaster). On success, the spellcaster may
apply a metamagic enhancement that the incantatrix knows to the spell he is casting as described in Sorcery/Powers:
Metamagic. It costs the incantatrix 1 FP, but the spellcaster gains a +2 bonus to his
penalized casting roll and doesn't spend extra FP for metamagic.
Statistics: Affliction
1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Cooperative Metamagic, +160%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%;
No Signature, +20%; Reduced Duration, 1/180, -40%; Requires Magic Words, -10%) [30]. Note: “Cooperative Metamagic” Cosmic Power 1 (Limited, One Known Metamagic
Perk, -50%; Magical, -10%) [4] + IQ+2 (Accessibility, Only for metamagic,
-60%; Magical, -10%) [12].
Drain Item – 12 points
This ability allows you to drain
energy from enchanted items that have non-replenishable ER, such as some staffs
and wands. You must maintain ongoing
contact with the item. While you maintain contact, you drain 1 ER per second
from the item. You heal 1 HP per full 3 ER you drain. You can’t raise your HP
above normal, but you can continue the drain without healing yourself.
Statistics: Leech
1 (Accessibility, Only enchanted items with non-replenishable ER, -30%; Steal
ER, -25%) [12].
Incantatrix Talent – 5 points/level
This is a limited version of Sorcery
Talent (GURPS Thaumatology: Sorcery,
p. 5) that covers the colleges of Meta-spells, Gate, and Protection and
Warning.
Statistics: Sorcery
Talent (Limited) [5/level].
Metamagic Spell Trigger – 1 point
This ability allows the character to
use metamagic techniques with spells cast from enchanted items.
Statistics: Extra
Option (Power Techniques for enchanted items) [1]. Note: I’m not sure if that’s allowed by default, but I would not
allow that without this perk.
See Ethereal – 14 points
This ability allows you to see
ethereal beings.
Statistics: See
Invisible (Ethereal; Magical, -10%) [14].
Send Away – 3 points/level
You gain a +1 to Will per level of
this ability in all Quick Contests to harm or banish outsiders.
Statistics: Will
+1 (Accessibility, Only to harm or banish outsiders, -40%) [3/level].
No comments:
Post a Comment