All Kinds of Fun!
Posts on Goldrush Games Three
Here’s a rough draft of a full-fledged spellcaster:
Campaign setting: Start with all 3s and you get 30 AP and 75 CP
Note: This character uses 24 AP and converts the rest.
Body – Mind – Para
STR 3 | PRE 6 | ENR 7
REF 5 | INT 7 | DIS 6
HLT 5 | WIL 5 | OBT 7
That give him 135 CP to use on Skills and Traits
Trait – Tahares +2 (5 points)
Trait – Elemental Power +2 (5 points)
Skill Group – Earth spells +3
* Earth Spell – Titan Strength +1(+4) TN 15 Cost 2
* Earth Spell – Open Magical Seal +1(+4) TN 15 Cost 2
* Earth Spell – Change Form – Self +1(+4) TN 15 Cost 2
* Earth Spell – Obscure from Divination +1(+4) TN 18 Cost 3
* Earth Spell – Fabricate +1(+4) TN 24 Cost 5
Skill Group – Fire spells +3
* Fire Spell – Summon Creatures +1(+4) TN varies Cost varies
* Fire Spell – Create Light +1(+4) TN 12 Cost 1
* Fire Spell – Cast Spell Through Another – Self +1(+4) TN 24 Cost 5
Skill Group – Water spells +3
* Water Spell – Levitate +1(+4) TN 15 Cost 2
* Water Spell – Slippery Area +1(+4) TN 15 Cost 2
* Water Spell – Create Dense Fog +1(+4) TN 24 Cost 5
Wind Spell – Invisibility TN 15 Cost 2 +3
That cost 70 CP leaving 65 CP for other things such as weapons, social skills, horse riding, etc. Knowledge Skills are common choices.
Blogged with Flock
| Print article | This entry was posted by John Payne on November 17, 2006 at 12:33 pm, and is filed under Electrum Pieces. Follow any responses to this post through RSS 2.0. Both comments and pings are currently closed. |
Comments are closed.
Recent Comments