03-07-2018, 09:27 AM | #1 |
Join Date: Aug 2004
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'Weapon Master' for spells
Looking for advice over power level. I am experimenting with a few new advantages for standard magic and have drafted the following:
Battle Magic Master [variable] The spellcaster’s version of Weapon Master; you are astonishingly adept with a particular set of spells in combat. • All spells! [40 points] • All spells of one class (usually Blocking or one of the Combat classes: Jet, Melee, or Missile) [30 points] • All spells of one college. (Ex: Fire college) [30 points] • Two closely related spells. (Ex: Fireball and Explosive Fireball) [25 points] • One specific spell only. [20 points] This conveys the following benefits to qualifying spells. • Add +1 per die to basic damage, if the spell causes damage. Add +2 per die if your base skill is IQ + Magery +2 or more. • Reduce your subject’s Resistance by 1 if your base skill with a Resistible spell is IQ + Magery +1. Reduce Resistance by 2 if your base skill is IQ + Magery +2 or more. • Reduce the penalties associated with Rapid Spell from -6 to cast and attack, to -3. • Reduce the cumulative penalties for using multiple Blocking spells for which you have Blocking Spell Mastery from -5 to -3. • Reduce the penalty to cast additional spells when holding a Melee Spell charge or Missile for which you have Melee or Missile Spell Mastery from -3 to -1 (now merely considered a ‘spell on’ like most temporary spells.) • Halve the penalties for Rapid Strike (and the penalty for multiple parries if you possess the Substantial Jet perk) for any Jet spell you know. New Perks Rapid Casting You can cast and attack with a Combat spell in the same turn. In the final second of concentration of a Melee, Jet, or Missile spell, you can choose to take a -6 penalty on the casting roll. If you do so, you may make an immediate attack roll using that spell also at a -6 penalty. You must specialize by specific Combat spell. Substantial Jet A specific Jet spell can be used to parry as a normal melee weapon at innate attack (beam) /2 +3. Does this seem costed correctly? Are there elements I might be missing, or repercussions I might not see? Thanks for your help in advance. Last edited by Dolarre; 03-07-2018 at 09:31 AM. |
03-07-2018, 09:34 AM | #2 |
Join Date: Jun 2006
Location: On the road again...
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Re: 'Weapon Master' for spells
I'd add to these the following Perk:
Improved Counterspell - Your knowledge of a particular college of magic is such that you can identify spells in your college that you don't know, and can use the Counterspell and Ward spells against them. Must specialize by college, and you must know six spells from the college to qualify for the perk.
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03-07-2018, 09:50 AM | #3 | |
Join Date: Aug 2004
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Re: 'Weapon Master' for spells
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03-07-2018, 11:51 AM | #4 |
Join Date: Feb 2016
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Re: 'Weapon Master' for spells
No, I think that the advantage is abusive because it increases damage without increasing FP cost, and it violates the entire concept of Weapon Master being used for muscle-powered weapons only. Now, if you want to make a spell version of Gunslinger, that might be something that would make an interesting addition to GURPS.
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03-07-2018, 04:37 PM | #5 | |
Join Date: Aug 2004
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Re: 'Weapon Master' for spells
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03-07-2018, 05:06 PM | #6 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: 'Weapon Master' for spells
There was a Spell slinger variant in a Pyramid by Christopher Rice but its not inn the issues I checked.
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03-07-2018, 05:33 PM | #7 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: 'Weapon Master' for spells
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Edit: There's also an RPM version in Pyramid #3/66, p14.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 03-07-2018 at 05:42 PM. |
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03-07-2018, 06:57 PM | #8 | |
Join Date: Feb 2016
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Re: 'Weapon Master' for spells
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In that case, Weapon Mastery would be Component Mastery instead, which would allow characters to use components to enhance the effectiveness of their spells. Characters would spend $1 per casting of the spell for basic components, or they could spend more money for higher quality components that would grant a -1 FP per doubling of cost ($32 for components that reduce FP cost by 5 FP per casting of the spell or $1,024 for components that reduce FP cost by 10 FP per casting of the spell). |
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03-07-2018, 07:45 PM | #9 | |
Join Date: Aug 2004
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Re: 'Weapon Master' for spells
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03-07-2018, 08:17 PM | #10 |
Join Date: Feb 2016
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Re: 'Weapon Master' for spells
Well, I think that it would still be unbalanced (the average staff with a Staff-15 enchantment only costs $40). Now, if you made it so that the WM used the lower of the Staff of the staff or the practitioner's level in the spell, I think that would be balanced because the practitioner would need a more powerful Staff to enhance more powerful spells.
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