This is regarding an unofficial conversion of another RPG to GURPS |
Staff spell from Fantasy Trip works very differently from its GURPS counterpart. Each spell includes all the futures of the previous one.:
- Staff (S): 1d damage (adjacent hex only) when the wizard points with it.
- Staff II (IQ 11) (Manastaff): Has a Mana stat to let it be charged with ST. By spending XP, the Mana stat can be increased from its starting 0 up to the level of the wizard’s IQ
- Staff III (IQ 13) (Staff of Striking): Occult attack may strike a figure two hexes away in any direction from the wizard, and the to-hit roll is made at IQ+3 or DX+3, whichever is better. It is immune to Drop Weapon and Break Weapon spells and critical failures
- Staff IV (IQ 15) (Staff of Power): no roll to hit is required, attack is a free action – the wizard may use the staff’s strike while doing anything else, including attacking, running away, or using the staff as a physical weapon. However, if the staff is used as a weapon, its occult strike must be directed at the same target.
- Staff V (IQ 17) (Staff of Mastery): Mana stat of the staff may be raised, by spending XP, up to twice the wizard’s IQ, and its occult damage is increased to 1d+2
See also[]
- Wizard's Staff for how it worked in the original TFT
- Power Staff from Thaumatology