03-21-2010, 11:12 AM | #151 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Newbie GM needs to understand Magic - Resurrection costs 300 points to cast?
Quote:
I'd also likely consider that type of energy setup to be at the very least a Magic TL of +2 or +3 |
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03-21-2010, 11:40 AM | #152 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Newbie GM needs to understand Magic - Resurrection costs 300 points to cast?
Quote:
Advantages: Modular Abilities: Divine Inspiration (15 points) (Pact -50%, Physical +100%, Requires Reaction Roll -5%, Trigger: Hold Holy symbol -20%)[83]; Signature Gear (Holy Symbol) [1] True Faith (Turning +65%) [25] Disadvantages: Fanaticism (Put the Undead to Rest)* [-15]; Pacifism (Cannot Harm Innocents)* [-10]; Sense of Duty (Innocents)* [-10]; Vow (Never refuse a request for aid)* [-15]; Skills: Religious Ritual. Divine Inspiration is used for paying for spells (prerequisites ignored) And Advantages from the Cleric's God, the Reaction Roll is based on Man Proposes, God Disposes (p148) in GURPS Fantasy Divine Inspiration, is 6 points base then +4 for ever point it provides (15 in this case) [GURPS Powers p.63] This way nothing can be cast without the god's blessing, and in line with it's goals |
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Tags |
dungeon fantasy, magic |
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