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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

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