Creating a Spellcasting Character in GURPS (with Magic-as-Powers)
In many of my earlier blog posts, I
told you how you can adjust Sorcery to represent different spellcasting
traditions, and why I prefer magic-as-powers, but I have not really talked
about how to create a spellcasting character. With so many options available,
it might be difficult to get started. So, in this post, I would like to show
off my approach to making a spellcasting character.
First, if your setting has multiple
spellcasting traditions, you should choose which one you want and come up with
a character concept. You can make your choice based on the mechanics, flavor,
rule of cool, and appropriateness for the game in question – remember that
characters are not built in a vacuum. Want to play a damage-dealing blaster
sorcerer because this is an untaken niche in the party composition? That’s
fine. Want to play a green dragon bloodline sorcerer because you think that
green dragons are cool? That’s also fine.
You should also understand that “spellcaster”
is a very loose term in GURPS. The first thing that comes to mind is a wizard
or a cleric, but even someone with one or two supernatural abilities that are
not central to the character concept can be considered a spellcaster. Let’s use
two concepts as examples – “a generalist sorcerer” and “someone who buffs
weapons.”
What next? I suggest choosing the most powerful
spell that you would like to be able to cast often. This can be either a signature spell that is crucial to your
character concept or just something that is useful in emergencies, such as
combat. Once you’ve chosen this spell, you will know how many levels of
Sorcerous Empowerment or similar base advantage you will need to get, and then
you will be able to build the rest of the character. For example, for our
generalist sorcerer, let’s take Mind-Reading [26] – this is a very useful spell
indeed. Don’t forget that we will take it as a learned spell, i.e. an
alternative ability to our Sorcerous Empowerment, so it will only cost 6
points. Now, we know that we will need at least 26 points in Sorcerous
Empowerment. That’s only two levels – Sorcerous Empowerment 2 [30], if we are
not using any limitations. Now we know our limits and can take some other
learned spells – for example, Shape Earth 1 [25], Stone Missile 3 [12], Detect
Magic [7], and Stun [26]. All these spells are either useful in many
situations, such as Shape Earth and Detect Magic, or useful in combat, such as
Stone Missile and Stun. Is that it? The rest of our spell repertoire will be
available thanks to improvisation. Our normal improvisation limit is equal to
the Sorcerous Empowerment level, which is 2 in this example. Since the
character in question does not have any scope limitations, he can cast any 1 or
2-point spell from any college – and that’s a lot! If you have at least 4
levels, then you probably can improvise a basic attack spell. As for the more
expensive spells, you should look through the spell list and choose situational spells that you’re likely to
use outside of combat and write them down, including the penalty for the
hardcore improvisation roll. For example, such spells as Shrink 1 or 2 [9 or 18],
Flexibility [13-25], Climbing [15+] all could be useful in certain situations,
but they are not something that you will need right here, right now, all the time. I guess, you could base your entire concept on
Shrink, but I cannot imagine anyone ever taking Flexibility or Climbing as
learned spells. I would say the majority of the spell list is mostly there for
the purpose of improvisation. That’s the beauty of this magic system.
Now,
what about Talent? You have learned Shape Earth, Stone Missile, Detect Magic,
Stun, and Mind-Reading, and all these call for IQ, Will, Per, Innate Attack
(Projectile) rolls, and your improvised spells might require some other skills
to roll against. This variety makes Talent very cost-efficient here, so take a
few levels in it. And since you have Innate Attack (Projectile) as one of the
skills for your learned spells, put a point or two into it. And now you’re done
with the spellcasting part of the character, and can do the rest.
Let’s consider the second example – “somebody
who buffs weapons.” This can be an interesting concept that takes parts of the
D&D duskblade and artificer. Let’s find a good combat spell – Penetrating
Weapon 1 [44]. This spell will greatly increase the combat effectiveness of the
entire party. But let’s find some more spells, such as Icy Weapon [14], Flaming
Weapon [15], and Lightning Weapon [21] – these will be helpful against enemies
with elemental weaknesses, and Lightning Weapon is another very good weapon
buff that can stun victims. To be able to learn Penetrating Weapon 1, we need
at least 44 points in Sorcerous Empowerment, and that’s Sorcerous Empowerment 4
[50], or a higher level if I were to apply some limitations. But… do we
actually need Sorcerous Empowerment here? We are very unlikely to improvise
anything useful for our concept, unless we take a very high level, and we
probably do not really need improvisation at all! Let’s cross Sorcerous
Empowerment off the character sheet and just take our four weapon buff spells
as an alternative abilities array. This will save us a lot of points and will
not damage the character concept.
What
about Talent? All our spells require Innate Attack (Gaze), so it’s better to
just ditch Talent – it’s not necessary at all here.
So, as you can see, we have created the
spellcasting “core” of two very different character concepts. The most
important takeaway, in my opinion, is that you have to understand what spells
should be taken as learned spells and what spells should be left for
improvisation. You should also keep in mind that improvisation is not
necessary, you can do well without it. Some more complex character concepts
might require multiple spell slots, but that’s too complicated of a topic for
this post. But anyway, I have shown my way of building spellcasting
capabilities of characters, but this is definitely not the only way.
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