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 – 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].


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