Spontaneous Magic

Spontaneous magic is available to the rare individuals with innate magic ability. This is normally purchased as Sorcerous Empowerment (the base advantage for the Sorcerer class template).

Sorcerers use the Sorcerous Magic system detailed in GURPS Thaumatology: Sorcery supplement. In addition to allowing sorcerous spells, the advantage also gives the sorcerer access to powers appropriate to the selected bloodline. Any advantage purchased as a bloodline power should include a -5% “nuisance” limitation that represents some bodily change in response to the manifestation of the power. Examples of this are: smoke occasionally leaking from the mouth of a sorcerer who can breathe fire an innate attack, or a scaly pattern on the skin of a sorcerer who has the damage reduction advantage.

A wizard who purchases Magery with the Arcane Bloodline, +20% enhancement casts spells using the “base” GURPS Magic system. This enhancement also justifies the acquisition of bloodline powers as described in the Sorcerer section.

Alternative Wizard

40 Points
Advantages: Magery (Arcane Bloodline, +20%) 0 [ 6 ], Magery (Arcane Bloodline, +20%) 1 [ 12 ]
Skills:

  • Blacksmith IQ+0 [ 2 ]
  • 23 points in spells (ex: a crafter with ambitions to be an enchanter):
    • Purify Air IQ-2 [ 1 ]
    • Lend Energy IQ-2 [ 1 ]
    • Seek Earth IQ-2 [ 1 ]
    • Create Earth IQ-2 [ 1 ]
    • Ignite Fire IQ-2 [ 1 ]
    • Create Fire IQ-2 [ 1 ]
    • Cook IQ-2 [ 1 ]
    • Test Food IQ-2 [ 1 ]
    • Simple Illusion IQ-2 [ 1 ]
    • Detect Magic IQ-2 [ 1 ]
    • Seek Magic IQ-2 [ 1 ]
    • Identify Spell IQ -2 [ 1 ]
    • Inspired Creation IQ-2 [ 2 ]
    • Find Weakness IQ-2 [ 1 ]
    • Restore IQ-2 [ 1 ]
    • Counter Spell IQ-2 [ 1 ]
    • Dispel Magic IQ -2 [ 1 ]
    • Apportation IQ-2 [ 1 ]
    • Sense Life IQ-2 [ 1 ]
    • Seek Water IQ -2 [ 1 ]
    • Purify Water IQ -2 [ 1 ]
    • Enchant IQ-2 [ 1 ]

Spontaneous Magic

GD&D JohnHoleman JohnHoleman