Thursday 20 May 2021

Occupational Template: Incantatrix

Occupational Template: Incantatrix

Here's the thing - there's two version of this prestige class in D&D. One from Magic of Faerun (D&D 3.0) is very different from the one from Player's Guide to Faerun (D&D 3.5). In this template, I'm trying to combine them both. Some of their abilities are well represented by generic meta-spells in GURPS, so there's no need for conversion. Male form is "incantatar". Overall, this is a more specialized variation of the wizard template.

 

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.

NEW ABILITIES/POWER-UPS

 
    Cooperative Metamagic – 27 points
    The incantatrix may apply a metamagic enhancement to any arcane spell that is being cast by another spellcaster that she can see. If the spellcaster is unwilling, the incantatrix must win in a Quick Contest of Will + Talent against him, at -1 per yard of distance. 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 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 to the spell he is casting as described in Sorcery/Powers: Metamagic. It costs both the spellcaster and incantatrix 2 FP, but the spellcaster gains a +2 bonus to his penalized casting roll.
    Statistics: Affliction 1 (Will; Advantage, Cooperative Metamagic, +100%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Reduced Duration, 1/180, -40%) [27]. Note: “Cooperative Metamagic” Cosmic Power 1 (Limited, One Metamagic Perk, -30%; Magical, -10%) [6] + Will +2 (Accessibility, Only for metamagic, -50%; Magical, -10%) [4].
 
    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].


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