Wizard Utility Powers

 Also added to the main class writeup. 

Utility Powers

These are all in one place, but they're color coded as usual, so At-Will, Encounter, Daily. They have their own slots, that cannot be used for other powers. At-Wills, as usual, don't need specific slots.

 

Encounter Utility Power Slot [2.8+1.2 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%; Aspected: No attacks and no damage powers (-40%);

4*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.6; 3*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.2

1.6+1.2=2.8

 

Daily Utility Power Slot [1.4+0.6 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%; Aspected: No attacks and no damage powers (-40%);

4*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 4*0.2=0.8; 3*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 3*0.2=0.6

0.8+0.6=1.4

 

Rank 1 Utility Powers [1]

Spook/Suggestion/Chameleon's Mask

Each has to be learned separately but they all do basically the same thing: With a Ready, gain +3 to skill checks with their respective skills for 1 task (up to 1 minute). The skills are, respectively: Intimidation, Diplomacy, Stealth.

+5 to skill [20]; 1/scene (-20%); One Task Only (-5%); Arcane Power (-40%);

12*(1-0.2-0.05-0.4)=4.2

 

Water Stride

For 6 seconds, you can treat liquid surfaces as if they were solid ground.

Walk on Liquid [15]; 1/scene (-20%); Arcane Power (-40%); Reduced Duration 1/10 (-20%)

15*(1-0.2-0.4-0.2)=3

 

Daunting Presence

As a free action, you gain a +4 bonus to intimidation, and anyone attempting to attack you has -2 on their attack roll. Both effects last for 1 second.

Obscure 2 [4]; No Area effect (-50%); Anti-Targeting (-20%); 1/scene with reduced time 1 (-15%); Reduced Duration 1/60 (-35%); Arcane Power (-40%);

4*(1-0.5-0.2-0.15-0.35-0.4)=-2.4 Min 4*0.2=0.8

Intimidate +4 [16]; 1/scene with reduced time 1 (-15%); Reduced Duration 1/60 (-35%); Arcane Power (-40%);

16*(1-0.15-0.35-0.4)=1.6 Min 16*0.2=3.2

Full Cost: 3.2+0.8=4

 

Mystical Debris

As a free action, once per turn, an area of 1 yard in range becomes difficult terrain for 10 seconds.

Create 1 thing [5]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Reduced FP Cost -2 (+40%); Emergencies Only (-30%); Reduced Time 1 (+20%);

5*(1+0.4-0.2-0.15-0.4+0.4-0.3+0.2)=4.75

 

Flare

You create a burst of light within 10 yards that gives -2 vision penalties to see anything inside. The burst has a radius of 2 yards and lasts 10 seconds.

Obscure 2 [4]; Ranged (+50%); Arcane Power (-40%); 1/scene (-20%); Max Range 1/10 (-30%);

4*(1+0.5-0.4-0.2-0.3)=2.4

 

Emerald Eye

As a free action, pick a target within line of sight. You gain a bonus on all Thaumatology, Detect Lies, Diplomacy, Fast-Talk, Psychology, and Savoir-Faire against that target for 1 second.

Thaumatology +2 [8] and Talker [10]; Accessibility: Only against chosen target (-20%); Daily with reduced time I (-30%); Reduced Duration 1/60 (-35%); Arcane Power (-40%);

18*(1-0.2-0.3-0.35-0.4)=-4.5 Min 18*0.2=3.6

 

Mirror Image

You create illusory doubles of yourself that are indistinguishable from you. You can move trough your doubles and your doubles can move through you. When you do, it's impossible to figure out which one is the real you. Anyone attacking you must make a Quick Contest of their Perception vs Your Thaumatology. If you win, roll 1d6. On any result but a 1, they target one of the copies. The copies can be destroyed, disappearing when taking any damage. The illusion lasts for 1 minute.

Illusion [25]; Limited Scope Illusion*: Only for doubles of yourself (-80%); Independence (+40%); Nuisance Effect: Destroyed when damaged (-10%); Daily (-40%); Arcane Power (-40%);

*Taken from: https://www.ravensnpennies.com/gurps101-illusion-casting/

25*(1-0.8+0.4-0.1-0.4-0.4)=-7.5 Min 25*0.2=5

 

Feywild Spellsurge

After missing or losing a quick contest when attempting an offensive arcane power, you may reroll your dice.

Impulse Points + Recharge 1/day [15]; Arcane Power (-40%); Aspected: Only to reroll offensive abilities (-40%);

15*(1-0.4-0.4)=3.0

 

Rank 2 Utility Powers [2]

Dispel Magic

Attempts to negate one instance of magical effect within 10 yards. Make a Quick Contest between your Thaumatology check and the casting skill or Will of the caster of the spell or effect. If you win, the effect ends immediately.

Neutralize (Cosmic) [50]; Accessibility, Must target subject, not caster (-10%); Ranged (+40%); Interruption (-50%); Arcane Power (-40%); 1/scene (-20%);

50*(1-0.1+0.4-0.5-0.4-0.2)=10.0 

 

Protection From Missiles

You create a 2 yard zone around you that protects you and your allies from ranged attacks. Anyone attempting a ranged attack into the area has a -10 penalty on their attack rolls.

Obscure 10 [20]; Anti-Targeting (-20%) Arcane Power (-40%); 1/day(-40%); Aspected: Ranged Attacks Only (-20%); Defensive (+50%); Selective Area (+20%);

20*(1-0.2-0.4-0.4-0.2+0.5+0.2)=10

 

Summon Utility

You summon a creature with 25% of your points or less. It must be a creature focused on non-offensive abilities. It appears within 10 yards and fights for you for up to 1 minute. Decide ahead of time what that creature is. The creature will be designed by your GM.

Ally 25%, constantly [4]; Conjured (+100%); Daily (-40%); Arcane Power (-40%); Minion (+50%); Ranged, (+40%); Reduced Range, 1/10, (-30%);

It is exactly the same as summon ally, but the Utility Slot itself cannot allow offensive abilities, thus any blatant offensive summon should not be allowed.

4*(1+1-0.4-0.4+0.5+0.4-0.3)=7.2

 

Winged Step

For one second, you gain a Fly speed equal to basic move x2.

Flight [40]; 1/scene (-20%); Reduced Duration 1/60 (-35%); Arcane Power (-40%);

40*(1-0.2-0.35-0.4)=2.0 Min 40*0.2=8

 

Blur

As a free action, you cloak yourself in a shimmering aura, making it difficult to see you. You impose a -7 on all vision related rolls against you, including attack rolls . This effect lasts 1 minute. This does stack with range penalties, making you invisible once the penalty is -3 or higher.

Obscure 7 [14]; Defensive (+50%); No Area Effect (-50%); Daily (-40%); Arcane Power (-40%); Reduced Time 1 (+20%);

14*(1+0.5-0.5-0.4-0.4+0.2)=5.6

 

Repelling Shield

When you are attacked you reflexively create a force shield to defend you. Make a DX+2 check or a Block +2 check whichever is higher. If you succeed you block the attack, make a DX or Shield check. If you succeed, you deal knockback equal to your Thrust x2.

Extra Arm 1 [10]; Force Extension (+50%); Shield Mount (-80%); Arcane Power (-40%); 1/scene (-20%); Active Defense (-40%); Linked (+10%);

10*(1+0.5-0.8-0.4-0.2-0.4+0.1)=-2.0 Min 10*0.2=2

Enhanced Block 2 [10]; Arcane Power (-40%); 1/scene (-20%); Linked (+10%); Emergencies Only (-30%);

10*(1-0.4-0.2+0.1-0.3)=2.0

And 1 pt in Block [1]

Unique Technique: Repelling Shield: Aggressive Parry -2; -1 shield-based; -1 Shield Rush; [4] Arcane Power (-40%); 1/scene (-20%); Linked (+10%); Emergencies Only (-30%);

4*(1-0.4-0.2+0.1-0.3)=0.8

Full Cost: 2+2+1+0.8=5.8

 

Energy Devourer

When you are attacked by a ranged attack, or are in the area of effect of one, make a Thaumatology Roll. If you succeed, you gain DR 10 against that attack, and if your DR protects you from at least 5 damage, you gain +1 to Will for 1 second. If you blocked 10 damage, you gain +2 to will for 1 second, and +1 to Will for 5 seconds.

DR 10 [50]; Daily (-40%); Arcane Power (-40%); Ranged Only (-20%); Force Field (+20%); Absorption: Will x1* (+5%); Active Defense (-40%);

*Taken from https://www.mygurps.com/pmwiki.php?n=Main.AbsorptionRevised

50*(1-0.4-0.4-0.2+0.2+0.05-0.4)=-7.5 Min 50*0.2=10

 

Gale Wall

You create a wall of wind. The wall can be placed within 10 yards. The wall is 3 yards long and one yard wide and lasts 10 seconds. All those who are inside it or attempt to cross it take 28 knockback damage.

Innate Attack Cr 4d6 [20]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Area of Effect 1y (+25%); Wall (+30%); Persistent (+40)%; Daily (-40%); double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%);

20*(1-0.2-0.15-0.4+0.25+0.3+0.4-0.4+0.2-0.2-0.5)=6.0

 

Rank 3 Utility Powers [3]

Wall of Fog/Wall of Gloom

You create a wall of impenetrable fog anywhere within 10 yards. The wall is 6 yard long and 1 yard wide and lasts 10 seconds. Seeing through the other side of the wall is impossible.

Obscure 10 [20]; Ranged (+50%); Arcane Power (-40%); 1/day (-40%); Wall (+30%); Reduced Range 1/10 (-30%);

20*(1+0.5-0.4-0.4+0.3-0.3)=14

 

Simple Animation

For 1 minute, you can animate objects with up to 15 HP. The objects must be within 10 yards, and have a speed equal to (HP-15); min 1. It takes a Concentrate to order an object to do something. They can only slither or drag themselves along the ground. Their ST is considered 15 for all purposes.

Telekinesis 15 [75]; Arcane Power (-40%); 1/scene (-20%); Animation (-30%);

75*(1-0.4-0.2-0.3)=7.5 Min 75*0.2=15

 

Watery Double

You create a duplicate of yourself made of water in any open area within 10 yards. The duplicate lasts one minute, and has all your knowledge and powers, but not your equipment. The Watery double cannot act on the same turn you acted, but you can decided which one acts at your discretion. You are in constant mental contact with your duplicate, effectively being one being in two bodies.

The double is automatically destroyed when it reaches 0hp. If you let the duplicate be destroyed instead of unsummoning it or letting the duration expire, it costs 10FP to create a new one from scratch.

Duplication [35]; Reduced Time 1 (+20%); Arcane Power (-40%); 1/scene (-20%); Construct (+60%); Clothed (+5%); Temporary Disadvantage: Decreased Time Rate (-80%); Temporary disadvantage: Enhanced Unnatural; dupes only (-50%);

35*(1+0.2-0.4-0.2+0.6+0.05-0.8-0.5+1)=-1.75 Min: 35*0.2=7

Telesend [30]; Arcane Power (-40%); scene (-20%); Racial (-20%);

30*(1-0.4-0.2-0.2)=6.0 

Mindlink [5]; Arcane Power (-40%); scene (-20%); Racial (-20%);

5*(1-0.4-0.2-0.2)=1.0

Full Cost: 7+6+1=14

 

True Seeing

For 1 minute, you gain Dark Vision, +2 to perception, and can see invisible things.

See Invisible [15]; Arcane Power (-40%); Daily with reduced time 1 (-30%);

15*(1-0.4-0.3)=4.5

Dark Vision [25]; Arcane Power (-40%); Daily with reduced time 1 (-30%);

25*(1-0.4-0.3)=7.5

+2 perception [10]; Arcane Power (-40%); Daily with reduced time 1 (-30%);

10*(1-0.4-0.3)=3.0

Full Cost: 4.5+7.5+3=15

 

Rank 4 Utility Powers [4]

Expeditious Retreat

As a free action, you may take an extra move maneuver.

Altered Time Rate [100]; Accessibility: Only to take a Move (-30%); Arcane Power (-40%); 1/scene with reduced time 1 (-15%);

100*(1-0.3-0.4-0.15)=15.0 Min 100*0.2=20

 

Shield

When you are attacked you reflexively create a force shield to defend you. Make a DX+2 check or a Block +2 check whichever is higher. If you succeed you block the attack.

Extra Arm 1 [10]; Force Extension (+50%); Shield Mount (-80%); Arcane Power (-40%); 1/scene (-20%); Active Defense (-40%); Linked (+10%);

10*(1+0.5-0.8-0.4-0.2-0.4+0.1)=-2.0 Min 10*0.2=2

Enhanced Block 2 [10]; Arcane Power (-40%); 1/scene (-20%); Linked (+10%); Emergencies Only (-30%);

10*(1-0.4-0.2+0.1-0.3)=2.0

And 1 pt in Block [1]

Full Cost: 2+2+1=5

 

Moonstride

When an enemy moves next to you, you become Insubstantial for 1 second.

Insubstantiality [80]; Reflexive (+40%); Accessibility: When an enemy moves next to the character (-10%); Arcane Power (-40%); 1/scene (-20%); Reduced duration 1/60 (-35%); Emergencies Only (-30%);

80*(1+0.4-0.1-0.4-0.2-0.35-0.3)=4.0 Min 80*0.2=16

 

Herbal Healing

You quickly prepare a concoction using healing herbs apply it on an ally, healing 4HP. You must have a bundle of healing herbs, which is destroyed after use.

Healing [30]; FP Cost reduced 2 (+40%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 2FP (-25%); Cosmic: No cumulative penalty (+50%); Recent Injuries Only (-20%); Trigger: Healing Herbs (-10%); Arcane Power (-40%)

30*(1+0.4-0.1-0.2-0.25+0.5-0.2-0.1-0.4)=19.5

 

Dimension Door/Wizard's Escape

As a free action, you teleport 10 yards. This can be done as a defense, simply activate the power when an attack hits you.

Warp [100]; Max range 10 (-50%); Arcane Power (-40%); 1/day (-40%); Reliable 10 (+50%);

100*(1-0.5-0.4-0.4+0.5)=20.0

 

Umbral Leap

As a free action, you teleport 10 yards to an area with at least -2 darkness penalties. This can be done as a defense, simply activate the power when an attack hits you.

Warp [100]; Max range 10 (-50%); Arcane Power (-40%); 1/scene (-20%); Reliable 10 (+50%); Accessibility: Only dark areas (-20%);

100*(1-0.5-0.4-0.2+0.5-0.2)=20.0

 

Fire Shield

You gain DR 10 vs Fire and Ice. In addition, anyone attacking you takes 2d6 burn. These effects lasts for 1 minute.

Innate Attack 2d6 [10]; Arcane Power (-40%); 1/day (-40%); Area Effect 2y (+50%); Melee (-30%); Aurea (+80%); Emergencies Only (-30%); Accessibility: Only against targets that attack you (-20%); Selective Area (+20%); Linked (+10%);

10*(1-0.4-0.4+0.5-0.3+0.8-0.3-0.2+0.2+0.1)=10.0

DR 10 [50]; Emergencies Only (-30%); Daily Power (-40%); Arcane Power (-40%); Fire or Ice Only (-10%); Force Field (+20%); Linked (+10%);

50*(1-0.3-0.4-0.4-0.1+0.2+0.1)=5.0 Min 50*0.2=10 

Full Cost: 10+10=20

 

Darkfire

For 3 minutes, you and all allies within 2 yards gain Dark Vision.

Affliction [10]; Buff (250%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Arcane Power (-40%); 1/scene (-20%); Area of Effect 2y (+50%); Emanation (-20%); Emergencies Only (-30%);

Buff is Dark Vision [25];

10*(1+2.5-0.2-0.4-0.4-0.4-0.2+0.5-0.2-0.3)=19

 

Evanesce

When an enemy attacks you, you become Insubstantial for 1 second, and a 2 yards radius around you becomes completely obscured by darkness.

Insubstantiality [80]; Reflexive (+40%); Accessibility: When an enemy attacks the character (-10%); Arcane Power (-40%); 1/day (-40%); Reduced duration 1/60 (-35%); Emergencies Only (-30%);

80*(1+0.4-0.1-0.4-0.4-0.35-0.3)=-12.0 Min 80*0.2=16

Obscure 10 [20]; Reflexive (+40%); Accessibility: When an enemy attacks the character (-10%); Arcane Power (-40%); 1/scene (-40%); Reduced duration 1/60 (-35%); Emergencies Only (-30%);

20*(1+0.4-0.1-0.4-0.4-0.35-0.3)=-3.0 Min 20*0.2=4

Full Cost: 16+4=20

 

Illusory Wall

You create an illusory wall within 10 yards. The wall is 1 yard thick and 4 yards long. Anyone that sees the wall must make a Quick Contest of Perception vs your Thaumatology. If they lose, they believe that the wall is solid and will not attempt to walk trough it. They get a new attempt if they see something passing through. Regardless, even if they disbelieve, the wall fully blocks line of sight.

Illusion [25]; Arcane Power (-40%); 1/Day (-40%); Ranged (+40%); Reduced Range 1/10 (-20%); Independence (+40%); Touch (+20%); Limited Scope Illusion*: Only for creating a wall (-80%); Area Effect +2y (+50%);

*Taken from: https://www.ravensnpennies.com/gurps101-illusion-casting/

25*(1-0.4-0.4+0.4-0.2+0.4+0.2-0.8+0.5)=17.5

 

Minor Polymorph

You may change shape to any small cuddly animal. You can, over the course of 10 seconds, take the shape of that creature, altering your stats accordingly to the creature's Racial Template. You may choose to avoid any mental disadvantage as well as the reduced IQ of the form, provided that the final point cost doesn't exceed your own Racial Template. You may remain in this form for 1 minute. If you are in a form where you cannot wear your equipment, it is absorbed and returns when you change back to your natural form.

Morph [100]; Daily (-40%); Arcane Power (-40%); Absorptive Change all (+25%); Accessibility: Small Cuddly Animal Only (-25%)

100*(1-0.4-0.4+0.25-0.25)=20.0

 

Rank 5 Utility Powers [5]

Spectral Image

You can create an illusion with a 2yards radius anywhere within 10 yards. The illusion fools sight and sound, but not other senses. It lasts for 1 minute.

Roll a Quick Contest of Thaumatology against the Perception of anyone perceiving the illusion. If you win, the illusion seems real to that individual. Believable or not, illusions obstruct vision as effectively as the real thing.

Illusion [25]; Arcane Power (-40%); 1/scene (-20%); Ranged (+40%); Reduced Range 1/10 (-20%); Independence (+40%);

25*(1-0.4-0.2+0.4-0.2+0.4)=25

 

Conjure Fortification

You create a wall of stone. It is 6 yards long and 1 yard wide, 4 yards tall. It has DR 12 and 4 HP. It lasts 10 seconds. The wall is strong enough to support 5000lbs of weight.

Innate Attack Cr 4d6 [20]; Range 10 y (-20%), Inaccurate 3 (-15%); Arcane Power (-40%); Area of Effect 2y (+50%); Persistent (+40%); Wall (+30%); 1/day (-40%);

20*(1-0.2-0.15-0.4+0.5+0.4+0.3-0.4)=21.0

 

Rank 6 Utility Powers [6]

Disappear

As a free action, you become invisible for 1 second.

Invisibility [40]; Arcane Power (-40%); 1/day with reduced time 1 (-30%); Can Carry objects: Max (+100%); Reduced Duration 1/60 (-35%); Emergencies Only (-30%);

40*(1-0.4-0.3+1-0.35-0.3)=26.0

 

Witch Thorns

Create a wall of brambles within 10 yards that lasts 10 seconds. The wall is 6 yards long and 1 yard wide. Anyone attempting to pass through takes 1d6 control points and is stopped. They may attempt to break free on their turn, but each second they pass on the wall the brambles constrict more, dealing another 1d6 control points, up to the control maximum of 12.

Bind 12 [24]; Max Range 10y (-30%); Area of Effect 2y (+50%); Persistent (+40%); Wall (+30%); Daily (-40%); Arcane Power (-40%);

24*(1-0.3+0.5+0.4+0.3-0.4-0.4)=26.4

 

Rank 9 Utility Powers [9]

Invisibility

You or one ally within 5 yards become invisible for 1 second. Each turn you can spend a concentrate to keep the target invisible, to a max duration of 1 minute.

Affliction [10]; Buff (460%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Arcane Power (-40%); 1/day (-40%); Emergencies Only (-30%);

Buff is Invisibility [40]; 1/day (-40%); Can Carry objects: Max (+100%); Emergencies Only (-30%); Requires Concentrate (-15%);

40*(1-0.4+1-0.3-0.15)=46

10*(1+4.6+1-0.2-0.4-0.4-0.4-0.4-0.3)=45

 

Resistance

You or one ally within 5 yards gain DR 10 against one specific element. Lasts 1 minute.

Affliction [10]; Buff (350%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/3 (-10%); Max Range 5 yards (-40%); Arcane Power (-40%); Daily (-40%);

Buff is DR 10 [50]; Limited Defenses: One type of energy (-40%); Force Field (+20%); Magical (-10%);

50*(1-0.4+0.2-0.1)=35

10*(1+3.5+1-0.2-0.1-0.4-0.1-0.4)=43

 

Rank 10 Utility Powers [10]

Mass Resistance

All creatures in a 2 yard area within 5 yards gain DR 10 against one specific element. Lasts 1 minute.

Affliction [10]; Buff (350%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/3 (-10%); Max Range 5 yards (-40%); Arcane Power (-40%); Daily (-40%); Area Effect 2y (+50%);

Buff is DR 10 [50]; Limited Defenses: One type of energy (-40%); Force Field (+20%); Magical (-10%);

50*(1-0.4+0.2-0.1)=35

10*(1+3.5+1-0.2-0.1-0.4-0.1-0.4+0.5)=48

 

Rank 11 Utility Powers [11]

Circle of Protection

You create a 2 yard area of protection that lasts 6 seconds. Any attacks from the outside have to deal with 10 extra DR. The Circle stops movement too. Anyone moving from the outside must force their way in. Those who try this as a free action (allowed once per turn) roll thrust damage. Those who use Attack, Move and Attack, or All-Out Attack to blast their way in roll their attack’s usual damage. If damage exceeds DR, they make an opening large enough to step through. This closes at the end of their turn, and doesn’t weaken the Circle.

DR 10 [50]; Force Field (+20%); Affects Others (+50%); Area Effect 2y (+50%); Daily (-40%); Arcane Power (-40%); Emergencies Only (-30%); Reduced Duration 1/10 (-20%);

50*(1+0.2+0.5+0.5+0.2-0.4-0.4-0.3-0.2)=55.0

 

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