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 – 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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