Advantages

Advantages follow the GURPS Basic Set unless adapted below. Two terms translate wherever they appear: "Spellcasting Talent" = your Magery level, and "Innate Attack (Projectile) at DX+1" = your missile spell's attack skill at Ranged Base +1 (Ranged Base = (DX+PER)/2).

Magery 0–5

The Gift itself — see A Player's Guide to Magic

Magery 0 [5]: the Sight, cantrips, and the QP buffer. Magery 1–4 [+10/level]: each level grants +1 Magic Die per round and +1 casting-level ceiling. Magery 5 [+10, +5-pt Unusual Background]: the archmage tier; the Background is access, not power. Magery 6 is not for sale.

Heroic Spellslinger [20 points]

Dungeon Fantasy RPG: Spells — campaign-adapted

Prerequisites: Magery 1+; at least one Missile spell (a learned bolt).

  • Cast and blast: one Concentrate maneuver casts and throws a Missile spell. If the casting succeeds, invest energy up to the single-turn limit (never a charged bolt) and immediately roll to hit instead of holding. Doing so puts both the casting roll and the attack roll at −3.
  • Add your Magery level to your missile spell's attack skill.
  • Throwing a held missile with an Attack or All-Out Attack adds its Acc without aiming; Move and Attack ignores its normal penalties.
  • No penalty to hit in close combat; halve pop-up and opportunity-fire penalties.

Weapon Master (Missile Spells) [25 points]

Dungeon Fantasy RPG: Spells — campaign-adapted

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

  • If your missile's attack skill is at Ranged Base +1: +1 per die to Missile-spell damage (including explosive missiles). At Ranged Base +2 or higher: +2 per die.
  • With Heroic Spellslinger: the cast-and-blast penalty on both rolls drops to −1.
  • Holding a missile spell, you may still cast other spells at −3 (as if concentrating on another spell); you may cast and hold a second missile, occupying both hands.

Block Mastery [10 points]

Campaign advantage — the veteran duelist's wall. Power Block defense adapted from GURPS Powers p. 167; the campaign version is under Defense & the Pool

Your extra Power Blocks in a round are at −2 each instead of −4. Open to any mage with a teacher. (Beta price — playtest will tune it.)

The Traits Ledger

Campaign rulings on specific traits, in one place:

TraitRuling
Bought QP5 pts per +1, max ±30% of QN (see Secondary Characteristics)
Fearlessness2 pts/level, maximum 4 levels; full value on fear checks
Block Mastery10 pts — extra Power Blocks at −2 instead of −4 (card above)
Heroic Spellslinger20 pts, printed text as adapted above
Weapon Master (Missile Spells)25 pts, printed text as adapted above
Charisma (advantage)Does not exist — the CH attribute does its work

What does not exist: there is no purchase, at any price, that makes a casting free — the tithe is universal. And the Charisma advantage does not exist in any era; buy CH.