GURPS:Wizard
Racial Restrictions: Elf or Half-Elf or Blood Scion, not Dwarf
Important Attributes: IQ
Important Skills: Knife, Crossbow, Staff, all crafting skills, all knowledge skills, all profession skills, Cryptography, Ritual Magic, Symbol Drawing, Will
Important Skills Number: 4
Allowed Advantages: All levels of Magery, Ally (Familiar) at any time
Special:
A Wizard who looses the Blood Scion advantage may use his Magery advantage and spells which are available to Magician profession. Spells which are not available to Magician profession are lost but returned if the character regains the Blood Scion advantage. If the character doesn't qualify for the Magician profession, he may still use his Magery advantage and all retained spells, but may not improve the Magery advantage, existing spells or learn new spells until he qualifies for the Magician profession.
Important Attributes: IQ
Important Skills: Knife, Crossbow, Staff, all crafting skills, all knowledge skills, all profession skills, Cryptography, Ritual Magic, Symbol Drawing, Will
Important Skills Number: 4
Allowed Advantages: All levels of Magery, Ally (Familiar) at any time
Special:
A Wizard who looses the Blood Scion advantage may use his Magery advantage and spells which are available to Magician profession. Spells which are not available to Magician profession are lost but returned if the character regains the Blood Scion advantage. If the character doesn't qualify for the Magician profession, he may still use his Magery advantage and all retained spells, but may not improve the Magery advantage, existing spells or learn new spells until he qualifies for the Magician profession.
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Created by Last edited by , 11-10-2011 at 01:06 PM 0 Comments, 2,235 Views |
, 10-28-2011 at 01:19 PM
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