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
    • Replace Power Investiture 3 with Fatigue Magery (All Spells Available (Common), +30%; Requires Holy Symbol in Hand, -20%; Unusual Methods (Religious), +0%; Divine, -10%) 29 [30].
      • Optionally use Standard Magery with the same modifiers.
      • Optionally, the priest may have a more restrictive sphere of influence.
        • This is often Limited (Battle, Divination, Life and Protection) [-20%], increasing Magery level to 36.
        • This could also be One College Only (Life or Battle), increasing Magery level to 49.
    • Replace Power Investiture 4 or 5 with up to 20 more points in Magery.
    • Add Magic Talent 1 or 2 [10 or 20 points] to the list of available 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
    • Replace Power Investiture 3 with Fatigue Magery (All Spells Available (Common), +30%; Limited (Animal, Divination, Elemental, Plant and Healing), -20%; Requires Holy Symbol in Hand, -20%; Unusual Methods (Religious), +0%; Druidic, -10%) 36 [30].
      • Optionally replace Limited with One College Only (Animal, Divination, Elemental, Plant or Healing), keeping the point value at 30.
    • Replace Power Investiture 4 or 5 with up to 20 more points in Magery.
    • Add Magic Talent 1 or 2 [10 or 20 points] to the list of available 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
  • Primary Skills
    • Add Hidden Lore (Enchanter's Syndicate) and Hidden Lore (Warlock Strife) to the list of available specialties of Hidden Lore.
  • 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

Artillery mages are usually Creation or Battle specialists.

Illusionist

Illusionists are Illusion specialists.

Necromancer

Necromancers are Life (Biomancers with a fondness for Necromancy) or Necromancy specialists.

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