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Old 06-24-2019, 09:43 AM   #9
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: Uses for Spasm spell

Quote:
Originally Posted by Anaraxes View Post
"Drop your weapon" is particularly good after your opponent has just spent three turns and 9+ FP charging up that Fireball.
I've found this to be a good way for minor opponent casters to be effective against the PCs. Give an orc shaman the spell at level 15 or 16 and they have good odds of beating the HT resistance of a beginning delver. At 1 FP per turn (with skill 15+), the caster can do this repeatedly on different opponents. Boost the skill a bit more to allow casting at more range. Put a few shamans behind the ogres and they can cause quite a bit of pain to a party, with far better odds of success than attempting to build up and throw missile spells.

This almost ended things for our group in Mirror of the Fire Demon. A shaman hit the bard with this while he was holding a maxed Concussion missile. He was knocked out and the rest of the party would have risked being stunned if some of them weren't already standing in a Silence field.

If someone invests enough to get skill 20, they can do this for free with no ritual, making it harder to identify them as the caster.

An epic enchanted weapon, shield, or suit of armor might include the spasm spell, causing opponents to be more likely to drop their weapons. That goes beyond the possibilities in GURPS Magic, but it seems reasonable for a high-powered DF game.
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