Dungeon Fantasy
Since this setting doesn't use the GURPS magic system, running Dungeon Fantasy in it carries a few unique hurdles. This page will help the GM and players adjust the spell-casting character templates.
Each template will be presented in a form similar to the original source. However, the only sections (Attributes, Secondary Characteristics, Advantages, Disadvantages, Primary Skills, Secondary Skills, Background Skills and Spells) listed will be those that differ from standard. The only things in these sections will be the changes.
Bard
Cleric
Advantages
Spells
The 20 points here are instead spent on
Ritual Magic, specialties of the
Magic Skill, the
Magic! skill and Techniques for individual spells.
Druid
Advantages
Spells
The 20 points here are instead spent on
Ritual Magic, specialties of the
Magic Skill, the
Magic! skill and Techniques for individual spells.
Witch (New)
Wizard
Advantages
-
Replace
Magery 4, 5 or 6 with any level up to 117 of
Fatigue Magery (No Armor, -45%) [30] in the list of available Advantages.
-
Primary Skills
Background Skills
Add all the new specialties of
Hidden Lore and
Piloting from this setting to the list of available Skills.
Spells
The 30 points here are instead spent on
Thaumatology, specialties of the
Magic Skill, the
Magic! skill,
Aleph I and Techniques for individual spells.
Specialists (New)
Advantages
Replace as many as half (round down) the points spent on
Fatigue Magery with levels of it with the
One College Only limitation.
Artillery Mage
Illusionist
Necromancer
Necromancers are Life (Biomancers with a fondness for Necromancy) or Necromancy specialists.
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