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Old 06-23-2010, 12:20 PM   #15
Captain-Captain
 
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Join Date: Aug 2004
Default Re: Keep On The Banestorm?

Quote:
Originally Posted by William View Post

Power Investiture isn't much known on Yrth; "divine" abilities are generally statted as advantages that arise from mysticism (see p. 26 of Banestorm; basically, powers rather than spells, with the Pact limitation and Disciplines of Faith for his tradition). Talk to your spellslinger about how much of a change in his spellcasting system he'd be okay with. Writing up abilities that can be used a few times a day will match his current spellcasting fairly well.

:^)
D&D 4th edition characters have abilities that can work once every six seconds, including spells for spell caster types. A typical cleric has two attack powers usable on a per round basis, both of which provide bonuses to one other member of the group. The basic healing spell is a special 'Encounter Power', normally usable once in a five minute period, this one can be used twice. It's RANGED.

Building these into powers is what I call extremely out of budget range.

My suggestio: Use DF's cleric build and change the clerical spell list to include D&D type spells. Model after existing similar GURPS spells for FP costs, if not applicable, 1 FP per 2 levels of the spell seems good.
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