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#1 |
Join Date: Apr 2015
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Hello there!
Sorcery has become my groups go-to magic system for a number of fantasy games, and we've greatly enjoyed creating new spells for the numerous wizards to play around with. Two particular cases have come up recently and I was hoping the hive-mind could help out. 1) We have made a Blink spell based on Warp (Blink Only). Blink specifies that you warp in a random direction up to 10 yards when you use it, ending up in a safe space. Who determines what qualifies as "Safe"? An unlucky roll on a Blink may place a wizard in an empty hex behind the enemy line, separated from their allies. The hex is clear, but certainly doesn't seem safe. Additionally, is the blink direction restricted by obvious barriers, or when backed into a corner will most Blinks fail because there is no other free space 10 yards past the wall? 2) We have made some summoning spells based on Ally, and we're looking for the proper way to represent the ally themselves being magical and vulnerable to instant dispelling. Dependency seems close, but most dispelling effects are instant and don't have a duration. What would be the appropriate way to reflect that the creature is killed (or at least banished) by a dispelling? Is this included in the summonable enhancement already?
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I run a low fantasy GURPS game: https://www.youtube.com/channel/UCdo...YLkfnhr3vYXpFg World details on Obsidian Portal: https://the-fall-of-brekhan.obsidian...ikis/main-page |
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#2 | ||
Join Date: Oct 2008
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#3 |
Join Date: Apr 2015
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That was my first thought, I just wasn't sure if Magical on ally would cause them to disappear when dispelled, or just prevent someone from summoning them in an area with no mana.
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I run a low fantasy GURPS game: https://www.youtube.com/channel/UCdo...YLkfnhr3vYXpFg World details on Obsidian Portal: https://the-fall-of-brekhan.obsidian...ikis/main-page |
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#4 | |
Join Date: Dec 2007
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#5 |
Join Date: Oct 2008
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Both and more. Basically anything that stops of hinders magic in the setting will effect it, be it supernatural or mundane.
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#6 |
Join Date: Nov 2008
Location: Yukon, OK
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Also some spirits that can be banished simply have the Feature Vulnerable to Banish, Pentagrams, and such.
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#7 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Banishable: Susceptible 1 (Banishment, +200%; Requires IQ vs. Will roll, Own Roll, +10%) [-12] + No Susceptible Penalty 1 [-4]. -8 points. So if the target is hit with a banishing spells they must make an opposed roll of the spell's powers vs. their Will. Failure means they leave reality. If any banishment effect works automatically simply figure levels as equal to their HT-2. If they get hit they go poof. This assumes that they cannot easily come back to the reality they were banished from. If that's not the case then I'd treat Susceptible as an Occasional threat worth -1/per -1 penalty, in other words: a quirk or possibly a feature.
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#8 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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I wouldn't give points for susceptibility to banishment, it is always a feature. Most things that are susceptible to banishment spells aren't susceptible to things that affect humans like hypnotism.
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#9 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I'm sorry, but your wrong. Can be turned is sometimes a feature and yet GURPS Zombies (p. 66) lists it as a possible quirk. Being susceptible to banishment could be a setting feature (as could any trait) worth 0-points or a quirk.
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#10 | |
Join Date: Nov 2012
Location: Australia WA
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Tags |
ally, magic, sorcery, warp |
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