Mage Advantages and Disadvantages

 

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Special Mage Advantages

Artificer (15 pts per level, 3 levels, prerequisite: Mageblood): An artificer mage is highly adept at creating magical items. A person with the Artificer advantage can cast all the Enchantment college spells which normally require Magery +2, regardless of whether s/he possesses Magery at all. He may also ignore the requirement of at least one spell from each of ten colleges. A person with Artificer +2 can cast even those enchantment spells which require Magery +3. For each level of Artificer he possesses, the mage has a +1 to his skill with Enchantment spells. This is cumulative with Magery.

Most importantly to one already in possion of Magery, an Artificer is able to invest another mage-day of power per day of slow and sure enchantment. That is, a mage with Artificer +3 is able to do four mage-days of enchantment per day, while working alone. To create an Ice Sphere staff, he would require (400/4 =) 100 days of slow and steady enchantment.

 

Augur (10 pts, prerequisite: Mageblood): A being capable of foretelling the future through magical means (replaces the Divination Talent advatage)

 

Increased Power (10 Points/Level)(created by S. John Ross) This advantage may only be taken by mages. For each level of Increased Power that you have, increase your Threshold by 20%, and your RR by 25%, of the campaign average (round normally).

Each of these effects can also be purchased individually for 5 points/level, as the Increased Thresh and Rapid Recovery advantages. Mages may not purchase decreased levels of Thresh and RR; the campaign default defines the weakest levels of personal power.

 

Increased Threshold (5 points/level) (created by S. John Ross)

 

Mageblood (10 pts): You have inside you the blood of the mage. This blood may or may not be strong enough for you to become a sorcerer. On a succesful IQ roll (made by GM) you may recognize magical items and other beings with Mageblood, but only if you touch them. Unless you are aware of the nature of your gift (unlikely except for a sorcerer or other educated person) you will only know that these people and items are "special".

The increased potential of your aura allows you to purchase the following advantages during play: Awareness, Extra Life, Hard to Kill, Longevity. During play you may also purchase one of the following advantages: Artificer (one level), Augur, Channeling, Charisma (up to +5, may be increased over time), Harmony with the Tao, Luck (one level), Medium, Spirit Host, Weapon Master. All advantages acquired through Mageblood during play must be paid for in advance.

 

Magery (cost variable) (by Dr. Kromm, modified by me)

See the basic aspects of Magery in GURPS Basic, under Magical Aptitude.

Magery is treated like another attribute, using the usual cost progression, but with a starting value of 0 instead of 10 and an additional, flat 5-point premium for simply having the ability to sense magic items, use "mage-only" items, etc. This 5-point ability (called "Magery 0" or "Magical Sensitivity") can also be had on its own.

Note that anybody not possessing Awareness as well as Magery casts spells at –4.

Higher levels can be purchased for twice the cost difference. E.g., going from Magery 3 to Magery 4 costs 2 x (50 - 35) = 30 points. Magery 4+ adds to spell levels, the roll to detect magic, Thaumatology skill, etc., as usual.

Like psionic powers, Magery can only be improved by those who have already invested points in it. Sensitivity is sufficient for this purpose.

Most importantly, each level of Magery above Magery 3 allows a mage to exceed the usual limits of a spell by 1 increment. A mage with Magery 7 can cast a Shield spell for 5 + (7 - 3) = PD 9, hurl a 7d Fireball, cast a 8-point Major Healing that heals 16 hits of injury, etc., if he pays the extra power cost.

Spells requiring Magery 4+ to cast may exist, but are not known beyond the ranks of arch-mages.

 

Sponge (45 pts, prerequisite: Mageblood): You are capable of absorbing magic from active spells, increasing your own mana pool. This leeching works in your hex only, and on all active spells in that hex, including any that you may have cast. It does not affect Item enchantments. A contest of skills is rolled between the Sponge’s IQ and the skill of the original spellcaster. If you win this contest, the spell is dispelled. For every five mana worth of spells you dispel in this way, your Tally is lowered by one. If the spell avoids initial sponging, reroll once every minute. A Sponge may voluntarily refrain from sponging, but this requires a successful Will roll, with a penalty equal to half the fatigue you have lost (roll once per minute). If you are at zero tally when you absorb energy, you must cast a spell or suffer damage equal to half the fatigue you absorbed. A Most wizards react at –3 or worse to a sponge.

 

Spirit Host (20 pts, prerequisite: Mageblood): You have learned to open your body to spirits (igigi, annunaki, utukki and ghosts) yet remain in some control as you do so. While possessed by a daimon (not a ghost), your body gains the ST, DX and Fatigue of the daimon. In any case, your intellect becomes a cohabitant with the Spirit, and impossible to possess by another spirit. Your spirit and the guest spirit form a diumvirate over the body, and in the event of a disagreement, a contest of Will determines who controls the body on any given turn. You may both resist spells resisted by IQ/Will, and spells of empathy or control must targe one of you. The spirit may cast spells through your body, if you do not attempt to cast a spell on the same round. Your Sense ratings are used. You may take specific spirits as allies or patrons.

 

Special Magical Disadvantages

 

Delusion – "I am a mage". This is usually a major delusion (-10 pts). Obviously it cannot be combined with Magery.

 

Delusion – Implement/Condition of Magic(see below): The mage believes that (s)he needs a certain condition or implement to cast spells. This is in reality totally unneccessary, but to the mage, the limitation is very real. The total subtractions for Implements conditions can be no more than half of the total cost of the character’s magery.

This sort of delusion is often found in characters with Natural Spellcasting who come from manaphobic cultures. The weaker delusions are often found in well-schooled mages as well.

Implement (small and inelaborate): Must hold mud, rock, grass, wood. –5 pts.

Implement (conspicious and elaborate): Must play musical instrument, hold a holy symbol, eat special herbs, use a brazier or a sword. –7 pts.

Implement (unique & small): Must wear a special ring, bracelet, glove, etc, –7 pts. If this is lost, then it must be recovered, or the delusion must be cured, until one of these happen, the character is totally unable to cast spells, sense magic etc.

Implement (unique & conspicious): Must wear a special helmet/hat or cloak, wield a certain weapon or play a special instrument. Otherwise as above. –10 pts.

Condition (very common): Must be able to point or gesture clearly and visibly. –3 pts.

Condition (common): Examples: Daytime only, nighttime only, only when dancing, only when angry, happy or sexually aroused. –7 points.

Condition (rare): No more than three or four days per month. –10 pts.

 

Erratic Spellcasting (variable, -5 to –15) The character has either never learned, or forgotten, how to cast careful and well-patterned spells. He suffers a siginificant penalty on all control rolls.

 

Manamania (-10 (moderate)/-20 pts(severe), must have Awareness): The manamaniac is a person capable of wielding magic who has become addicted to watching the patterns of the fifth dimension. At every opportunity, (s)he will shift his/her attention to the patterns, instead of paying attention to his/her normal, three-dimensional surroundings.

In effect, the manamaniac suffer from absent-mindedness, with a penalty to any IQ-roll not relating to magic use or magic theory, and an equal penalty to all DX rolls, except for those used for spell throwing, dodging missile spells, etc.

A person suffering from moderate manamania is at a –2 penalty to DX and IQ, while a severely afflicted manamaniac is at –5 to these rolls.

A manamaniac must also make a Will roll (with a penalty equal to the IQ penalty) to notice anything not related to magic. However, he/she has a similar bonus to noticing spellcasting. Bodily injury may be noticed at a bonus equal to the number of hits taken (a severe manamaniac hit for 6 hits damage, will be at IQ+1 to notice the injury). Most manamaniacs are unwashed and disheveled, and likely to leave behind their pouch, keys, notes and other non-magical items anywhere. Some have been known to die from starvation or dehydration, because they forgot to eat.

Manamania is a esoteric cross of an addiction and a compulsive behaviour. To an untrained eye, the manamaniac may simply seem extremely absentminded.

 

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