TDP GM Information
From DQWiki
Jump to navigationJump to search
- Visible Value
- TDP dresses quite similarly in most situations - it is his accessories that change:
- Everyday - A smart mana silk outfit of Red and silver trews and shirt covered by a golden robe that sparkles brightly and glows. He wear Sea boots on the feet and a wand is at his belt. He also carries a Fachion, Scimitar and dagger at his belt. Under the robe are a brace of small boats (dingies) and a large number of amulets.
- Combat Ready - In combat he usually holds a magic blocking shield with his other hand free to cast. Extra healing potions will be placed around his belt.
- Social Occasion - The mana silk outfit can be magically reformed to match cut and style of clothing in this area, so socially he usually removes the robes.
- Party Roles
TDP is a pure support mage who has a large range of support and enhancement magics.
He doesn't fight unless in absolute emergency however is looking to practice in the future.
- Goals
- TDP has accumulated wealth, ships and power while adventuring. His primary goals, in no particular order, are:
- To become a Mage without peer
- To become known as a reliable and contributing guild party member
- To oppose extreme fanaticism
- To ensure balance in the world
- Friends and Allies
- Fae
- Elves and Drow (both - causes some friction sometimes)
- Enemies
- The Calamar
- Gods and Powers
- Sammael - but only a loose association - avoids pacting and considers such giving oneself into someone else's power foolish.
- Languages
- Common (8 - Lit)
- Dwarvish (5 - Lit)
- Ancient Dwarvish (6 - Lit)
- Mermen (3)
- Drow - Terra Nova (3)
- Ancient Drow - Purple (9)
- Ancient Penjare (6)
- Silent tongue (3)
- Main Skills
- Navigator (8 - But usually 13)
- Mechanician (5)
- Alchemist (4)
- Healer (3)
- Ranger (2)
- Military Scientist (2)
- Shipwight (2)
- Non-Standard Skills
- None
- Main Spells
TDP has currently 67 Spells and rituals at an average rank of 9 below are some highlights.
- E&E
- Enhance Enchant (20)
- Enchant Armour (15)
- Greater Enchantment (20)
- Invisibility (13)
- Slowness (11)
- Quickness (10)
- Location (10)
- Wizard Eye (10)
- Water
- Mage Current (20)
- Navigation (18)
- Rainstorm (12)
- Walk on Water (10)
- Cold Resistance (10)
- Ship Strength (10)
- Wave Control (10)
- Waters of Strength (8)
- Air
- Wind Walk (6)
- Binder
- Instant Petrification (1)
- Non-Colleged
- Purification (20)
- Investment (7)
- Geas (7)
- Ward (6)
- Remove Curse (6)
- Major Curse (5)
- Non-Standard magic
- Dis-Enhance Enchant (15) - Basically a reverse of Enhance Enchant either singly targetted or a small area.
- Contingency (10) - Individual portable ward that holds one of their own spells.
- Boat Bottling (10) - Ritual. Shrinks his ship down into a bottle.
- Ship Sailing (10) - Ritual. Animates a ship to sail itself if he is onboard.
- Summon Forth Blue Basilisk (10) - Spell effectively 2 NA for -1 MD, -1 TMR and -3 PC
- Enhancing Duration (8) - Ritual. Extends the duration of a spell cast by TDP on himself by up to 180 times.
- Passive Detections and protections
- Light Resistance (immune to natural light effects)
- Cannot be magically targeted indirectly (via wizard eye, telepathy etc)
- -2 DM poison per pulse
- If at danger at sea may be rescued - if unconscious WILL be rescued.
- Shield blocks bolt / area magic 50% of time
- Immune to normal and magical lightening
- Takes 1/3 Damage from magical cold
- Takes 1/4 Damage from magical fire
- Automatic Rank 15 Invisible to demons
- Rank 10 Witchsight
- Other Stuff of Note
- To be advised...