09-16-2015, 02:32 PM | #11 | |
Join Date: Dec 2012
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Re: [Sorcery] Post Your Spells Here
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Healing (FP Only +0%; Powerstones Only -30%; Magical -10%) [18]. A Powerstone would be Energy Reserve in an Amulet or you could just use the chart in DF/Magic for Powerstone prices. |
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09-16-2015, 02:45 PM | #12 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: [Sorcery] Post Your Spells Here
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*does spiderman wrist gesture* "Jellybean! Jellybean! Jellybean! Jellybean! Jellybean!" |
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09-16-2015, 02:52 PM | #13 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [Sorcery] Post Your Spells Here
Right . . . frankly, I'm not certain whether I should even bring Powerstone into sorcery, because Powerstone exists to supplement the incredibly high energy cost of standard magic spells, which isn't an issue with sorcery. Really, I figure any groups that wants sorcerers to have access to lots of spells will use Alternative Rituals, which means you can cast sorcery spells for free all day unless you're restricted or sneaking.
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09-17-2015, 10:05 AM | #14 |
Join Date: Oct 2010
Location: earth....I think.
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Re: [Sorcery] Post Your Spells Here
Here is one for someone else.
Calm Nature's Fury Keywords: Area (Fixed) Full Cost: 67 points for level 1 + 57 per additional level Casting Roll: IQ. Range: none. Duration: Indefinite. Allows you to calm the weather within a 0.1 mile radius, reducing penalties by -1 per level of this power. It can not give a bonus, only a reduction. Statistics: Control Weather 1 (Common; Natural Phenomenon, +100%; Only to reduce potency, -80%; Sorcery, ‑15%; Persistent, +40%) [29] + Control Weather 2 (Common; Natural Phenomenon, +100%; Only to reduce potency, -80%; Sorcery, ‑15%; Persistent, +40%;Does not increase area, -50%) [19] each additional level is Control Weather 3 (Common; Natural Phenomenon, +100%; Only to reduce potency, -80%; Sorcery, ‑15%; Persistent, +40%;Does not increase area, -50%) [57] |
09-17-2015, 10:54 AM | #15 | ||
Join Date: Aug 2004
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Re: [Sorcery] Post Your Spells Here
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Quote:
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09-17-2015, 11:01 AM | #16 | |
Join Date: Aug 2004
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Re: [Sorcery] Post Your Spells Here
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09-17-2015, 11:59 AM | #17 | ||
Join Date: Oct 2010
Location: earth....I think.
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Re: [Sorcery] Post Your Spells Here
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can't believe I missed that, an early version of Arctic stream was crushing. fixing it now. Annihilating weapon is the imbuement skill cast as a weapon buff, its like Penetrating weapon on p. 16 of Sorcery pdf. Quote:
remember that the spell can not give a bonus, it can only offset penalties given by the weather. |
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09-17-2015, 02:05 PM | #18 | |
Join Date: Aug 2004
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Re: [Sorcery] Post Your Spells Here
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Temperature Control was the closest thing I could think of. But, your campaign. If you think -80% works, it works. Not what I would use though.
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09-17-2015, 03:14 PM | #19 | ||
Join Date: Oct 2010
Location: earth....I think.
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Re: [Sorcery] Post Your Spells Here
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that limitation makes it so that you can only use that power for one specific thing. One specific thing is usually priced at -80%. Quote:
If any of the builds in this thread does not match your assumptions for your campaign then you can change what you need. ;) |
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09-19-2015, 07:37 AM | #20 |
Join Date: Nov 2012
Location: Australia WA
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Re: [Sorcery] Post Your Spells Here
Animate Dead/Zombie
Keywords: None. Full Cost: 54 (53.8) Points. Casting Roll: None. Use Innate Attack (Gaze) to aim. Range: 10 yards. Duration: Instant. Undead created will last until destroyed. The target of this spell must be a mostly complete dead body, the nature of which determines the type of undead produced. The corpse is raised as an obedient undead servant of the caster. It’s attributes are equal to those the body had during life, as well as its physical Advantages, Disadvantages and DX based skills, modified as appropriate according to its new undead racial template lense. However, a sorcerer can only put so much power into any corpse, any undead corpse animated this way can only have up to 25% of the total point cost of the Sorcerer at the time of casting, if any corpse raised through this spell would go over that limit, the GM is free to weaken the corpse (You couldn’t restore it to it’s former glory) or simply state that as you are, you aren’t powerful enough to raise this corpse. Statistics: Ally, 25% point total, x4 rate of appearance (Summonable +100%; Summons a new undead each time; Cosmic, No Reaction Roll Required +100%; Cosmic, Godlike Tricks* +1,000%; Minion +50%; Ranged +40% Reduced Range /10 -30%; Trigger, Corpse, Common, -20%; Sorcery -15%; No Signature +20%) *This Cosmic turns the ability into the power to make Allies, instead of being the Advantage of having Allies. Even when you switch to a different ability, the zombies will still exist and follow your orders. This literally lets you have infinite minions and bypasses the alternate abilities, and so I felt if any value was fair, it would be +1,000%. My take on the Zombie spell. I was just building it for my own possible game (I make more than I actually run ^^;) and figured I may as well share. Another method you could do rather than using the Cosmic Godlike Tricks is buy the advantage as an Ally Group, with the group number representing how much you're capable to keeping animated at once, but then it might need a weaker Cosmic to let the zombies continue to exist after switching your Alternate Abilities, but still need to switch to this spell to raise them. Edit: Just noticed a small mistake, having listed a Common Trigger as -30% rather than -20%. Is fixed. Last edited by Leynok; 09-19-2015 at 08:02 AM. |
Tags |
magic, magic as powers, powers, sorcery |
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