03-27-2009, 12:12 PM | #11 |
Join Date: Jun 2006
Location: Greenville, SC
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Re: Favorite GURPS:Magic Spells
Wither Limb
Melee (H) Caster strikes target on a limb. That limb withers and is considered crippled (as per Basic p.420). Armor does not protect against this spell. The target also takes 1d damage. Duration: 1 minute per FP used Cost: 3+ Prerequisite count: 3
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"Education is not the filling of a pail, but the lighting of a fire." -William Butler Yeats Cracked Dice Entertainment |
03-27-2009, 01:13 PM | #12 |
Join Date: Mar 2006
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Re: Favorite GURPS:Magic Spells
Hows about Throw Spell. Range penalties? Fa!
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03-27-2009, 01:55 PM | #13 |
Join Date: Dec 2006
Location: Houston
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Re: Favorite GURPS:Magic Spells
Personal Faves...
regular : Flash melee : Buring Touch missile : Fireball area : Darkness blocking : Deflect Energy |
03-27-2009, 02:03 PM | #14 |
Join Date: Jun 2006
Location: Greenville, SC
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Re: Favorite GURPS:Magic Spells
Throw Spell
Missile (H) This spell is cast at the same time as any other spell making that a missile spell. Duration: Until thrown Cost: 3 Prerequisite count: 2 In my variant, all ranges penalties are based on the ranges table (basic p.550) with the following modifiers Regular spell range penalties are doubled. Information spell range penalties are divided by 4. With that in mind Throw Spell is still useful but not as much. I might lower the cost for my games.
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"Education is not the filling of a pail, but the lighting of a fire." -William Butler Yeats Cracked Dice Entertainment |
03-29-2009, 12:12 AM | #15 | |
Join Date: Sep 2006
Location: Seattle, Washington, USA
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Re: Favorite GURPS:Magic Spells
Quote:
Melee: I'm not really big on melee spells, altho I do like Shocking Touch. Missile: Sunbolt. Unlike other missile spells, certain defensive spells don't work on it, and it's in the same college as many other useful spells, such as Hawk Vision, Blur, Infravision, Continual Light, and Invisibility. Area: Force Dome. I know, it's not *intended* to be used as a cage, but Glue or Rooted Feet make it difficult for the other guy to leave the affected area. Or you could do what some of my favorite meat-shields do and cripple (or dismember) the badguy's foot/leg, causing them to be stunned and fall down. By the time they've recovered, they're domed. Or doomed, if I'm doing the silly accent that session. Information: Seeker/Trace. IMO, the single most useful information spells around, for reasons that should be obvious. Greatly expedites just about any fetch quest. Blocking: Return Missile is really hard to beat, especially in >TL4 games.
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03-29-2009, 09:49 AM | #16 |
Join Date: Aug 2004
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Re: Favorite GURPS:Magic Spells
I like the Knowledge spells in general... possibly my favorite(s) are the Divination spells, which are great for adding flavor to fantasy campaigns.
One of my first threads was a look at humorous variations of the standard versions in Magic :) |
04-30-2009, 07:47 AM | #17 |
Join Date: Jun 2006
Location: Greenville, SC
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Re: Favorite GURPS:Magic Spells
Deflect Energy
Blocking (H) Deflects one energy attack that will hit subject. Deflected attacks continue to travel past intended target. Counts as a parry for penalties on multiple parries. Duration: Instantaneous Cost: 1 Time to cast: Active Defense Prerequisite count: 1 In my variant, blocking spells are used just like Active Defenses (half spell skill + 3). As a bonus most defensive options and advantages give bonuses, example: Retreat.
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"Education is not the filling of a pail, but the lighting of a fire." -William Butler Yeats Cracked Dice Entertainment |
04-30-2009, 08:19 AM | #18 |
Join Date: Jun 2006
Location: Greenville, SC
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Re: Favorite GURPS:Magic Spells
A few spells I wouldn't change...
Flash (Same) Regular (H) Darkness (Same) Area (H) Cost: 1 Area Cost: 1 per yard (not affected by high skill) Never did like limits on spells like this... Building a huge fireball over 10 seconds and spending 30 energy to do 30d fireball to destroy a stationary target or vehicle is pretty cool... although it could be a little abusive. Fireball (Same) Missile (H) No limit on number of seconds you can build the fireball. Casting time: 1 second+ Burning Touch Melee (H) Touched target takes 1d fire damage per energy used. Use Brawl or other unarmed skill to attack. Cost: Any amount up to your Magery level per second. The fire does 1d burning damage per energy point. Casting time: 1 second + Removed the ignores DR part of Burning Touch... its cool but ignores all DR except natural DR... what is natural DR? Fur, Scales, thick hide, GM fiat... and why?
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"Education is not the filling of a pail, but the lighting of a fire." -William Butler Yeats Cracked Dice Entertainment Last edited by Crispythemighty; 03-17-2010 at 08:36 AM. |
04-30-2009, 09:10 AM | #19 | |
Join Date: Sep 2004
Location: Canada
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Re: Favorite GURPS:Magic Spells
Quote:
All the elemental Touch spells bypass DR, as does Deathtouch (which is a little vague but I think it bypasses natural DR as well). Natural DR is DR that isn't armor or magic. Seems pretty clear cut to me - if you can take it off or have it removed without HP damage, it's natural. This does mean I'd give a monster with iron plates bolted to it the benefit of natural DR. What's a bigger problem is all the touch spells that don't have a proper damage type - and shocking touch doesn't have any of the normal effects of lightning, unlike most of the lightning spells. I've fixed that in my game.
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04-30-2009, 09:36 AM | #20 | |||
Join Date: Jun 2006
Location: Greenville, SC
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Re: Favorite GURPS:Magic Spells
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