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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%, P...

Wizard D&D4e to GURPS adaptation

 Continuing my D&D4e adaptation, here we have the wizard. I must admit the wizard had quite a few powers were I was like "nah, no one would use that, ever" and just didn't bother bringing it. Some others were too similar to powers I had already adapted, so those were forgotten.  Even with that, there's way more wizard powers than fighter powers.    Houserules Beyond the -80% limit : For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis.   Notes on buffs : Now I'm not sure this is 100% raw, but following the rules on Sorcery page 9 on buffs, a character ...