Advantages

Advantages follow the GURPS Basic Set unless a campaign adaptation is listed on this page. Entries below are approved for all eras of the campaign unless noted.

Spellcasting Advantages

Two terms translate to this campaign's chassis wherever these advantages appear:

  • "Spellcasting Talent" = your level of Ritual Magery (or Magery, in eras that use that name).
  • "Innate Attack (Projectile) at DX+1" = your missile spell's attack skill at Ranged Base +1. Missile-spell attacks are ranged attacks, so they run on Ranged Base = (DX+PER)/2, not raw DX — see Secondary Characteristics.

Heroic Spellslinger [20 points]

Dungeon Fantasy RPG: Spells — campaign-adapted (approved 2026-08-15)

Prerequisites: Ritual Magery 1+; at least one Missile spell.

You've mastered the art of casting Missile spells, providing you with a number of special benefits:

  • Cast and blast: You use a Concentrate maneuver to cast and throw a Missile spell in a single turn, following most of the normal Missile-spell rules. If your spellcasting roll succeeds, you can invest energy up to the normal limit for a single turn, then immediately roll your missile's attack skill to hit a target instead of holding it in hand. If you choose to do this, both the casting roll and the attack roll are at −3.
  • Talented hand: Add your Ritual Magery level to your missile spell's attack skill.
  • Practiced release: When using an Attack or All-Out Attack maneuver to throw a held Missile spell (not the cast-and-blast above), you automatically add your missile's Acc bonus to the attack roll without aiming. If you Move and Attack, ignore the normal penalties for that maneuver.
  • Close work: You take no penalty to hit in close combat, and halve all penalties for pop-up attacks or opportunity fire.

Campaign note: "energy up to the normal limit for a single turn" means cast-and-blast never launches a charged/accumulated missile — those are always thrown normally (where Practiced Release applies).

Weapon Master (Missile Spells) [25 points]

Dungeon Fantasy RPG: Spells — campaign-adapted (approved 2026-08-15)

Prerequisites: Ritual Magery 1+; at least one Missile spell.

While many Resisted spells can remove a foe from the fight immediately, Missile spells have the greatest potential for pure damage. Yours are even more deadly:

  • Deadly missiles: If your missile spell's attack skill is at Ranged Base +1, get +1 per die to damage rolls with Missile spells (including explosive missiles). This increases to +2 per die if that skill is at Ranged Base +2 or higher.
  • Smooth draw: If you also have Heroic Spellslinger (above), the penalty to both the spellcasting and attack rolls when you cast and throw a Missile spell in a single turn is reduced to −1.
  • Juggler's hands: While holding a Missile spell in hand, you can still cast other spells, but at a −3 penalty (as if concentrating on another spell). If you cast a second Missile spell, you can hold that one as well, though this occupies both hands.

🚧 Further advantage entries are under construction.