07-20-2016, 09:23 PM | #31 | |
Join Date: Nov 2012
Location: Australia WA
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Re: [Sorcery] Those Other Spells...
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For the spellbook, I like to imagine that Wizards develop and study their magic through it. Not having your spellbook should not allow you to spend any more points in new spells, and perhaps you may even add a compulsory Limitation to Sorcerous Empowerment that requires you to have the book to improvise a spell (turning to the right page). |
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07-20-2016, 09:59 PM | #32 |
Join Date: Sep 2006
Location: Luxembourg
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Re: [Sorcery] Those Other Spells...
Perhapd adding unreliable (mitigator : spellbook) to the spells ?
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07-21-2016, 12:38 AM | #33 | |||
Join Date: Sep 2004
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Re: [Sorcery] Those Other Spells...
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There's likely to be some fairly nice point-blank spells (my current build of Burning Hands is cheap), and I definitely don't want to see heavily armored mages on the front line burning mooks to death. Quote:
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The plan is traveling spellbooks just have 'pre-built' spells, while everything else is assembled from first principles using libraries of research material. (Yeah, currently planning on not using the Sorcery Improv rules; but that also goes back to pre-Sorcery thoughts, so I need to reconsider still.)
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07-21-2016, 01:39 AM | #34 |
Join Date: Jul 2016
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Re: [Sorcery] Those Other Spells...
Feather Fall could be emulated with Super Jump modified by Accessibility: Only when falling.
As long as you don't fall further than your max jump height, you take no damage but would have no ability to control the fall otherwise. Add Catfall to it to give that little extra distance. Though this doesn't actually slow your fall. |
07-21-2016, 04:26 AM | #35 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Sorcery] Those Other Spells...
You could also do Catfall (Cosmic, No Fall Limit, +50%; Featherfall, +20%) or Injury Tolerance (Damage Reduction) (Limited, Falling only, -60%)
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07-21-2016, 05:22 AM | #36 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [Sorcery] Those Other Spells...
For unarmored wizards, use Vow (Do Not Wear Armor) [-15] as a required disadvantage for anyone playing a wizard, then use this Disadvantage as a Pact limitation on all the magical powers.
Feather Fall reduces falling damage to nothing, not just reduces it. A limitation on Flight or Super Jump is probably going to work out better.
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07-21-2016, 05:26 AM | #37 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Sorcery] Those Other Spells...
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07-21-2016, 04:31 PM | #38 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Sorcery] Those Other Spells...
GURPS doesn't do absolute effects very well. That said I'm not sure if I'd say "Yeah, Flight, but only 5 ft above the ground." That feels weird. Were I building this as a Sorcery spell I'd probably use a modified Catfall with Reliable, Cosmic, No Die Roll Required, and possible bundled Acrobatics at a decent level.
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07-21-2016, 09:59 PM | #39 |
Join Date: Sep 2004
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Re: [Sorcery] Those Other Spells...
This is my current full writeup of Feather Fall:
Feather Fall Alteration, Verbal, Buff 42 points Casting Time: 1 second Casting Roll: None. Touch, or use Innate Attack (Gaze) to aim. Range: 10 yards Duration: 3 minutes Casting this spell upon a subject causes him to fall as if he was as light as a feather. He has no control over his descent (unless he already has wings; or at the GM’s discretion, a reasonable substitute, such as a cape to catch air with, might allow Air Move 1). However, descent is at a steady 1 yard/second (unless the spell should wear off before that time; calculate falling velocity from the subject’s current height). Moreover, the time to hit the ground will allow the subject of the spell to land properly, and take no damage, unless he is bound, unconscious, or otherwise incapacitated. This will not otherwise affect the subject. His normal (non-air) movement will not be affected, and objects not in free fall (i.e., held) will act normally. He can be grabbed while in mid-air and towed around (assume half-weight for Move encumbrance as there is no resistance other than inertia), or blown around in a strong wind. Affliction 1 (HT; Advantage: Flight (Controlled Fall, -60%), +160%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Link, +10%; Reduced Range, /10, -30%; Requires Magic Words, -10%; Sorcery, -15%) [2.3x10] + Affliction 1 (HT; Advantage: Catfall, +100%; Fixed Duration, +0%; Increased 1/2D, 10x +15%; Link, +10%; Reduced Range, /10, -30%; Requires Magic Words, -10%) [1.85x10] *NOTE: Flight ordinarily removes an implied Taboo Trait: Air Move 0. “Controlled Fall” is Gliding while also not removing the Taboo Trait. As Gliding has you drop one yard every second that you do not decelerate, and Air Move is always 0, you always drop one yard. Note that anyone who already has Flight will have an Air Move they can use instead. The modifier for Controlled Fall is something of a guess, and might be worth up to -70%. This is a spell that could be abused, and cast on a subject that would want to resist. Which means putting on Malediction and rejiggering range, etc. Also, I was wanting a 1 minute duration, which means it needs a level of Reduced Duration.
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08-01-2016, 01:10 PM | #40 |
Join Date: Sep 2004
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Re: [Sorcery] Those Other Spells...
I've just posted my current thoughts on D&D as Sorcery. Took a lot more time to pound into shape than I hoped, and I'm not sure when I'll get back really working on spells again (other things are back to demanding time). However, I do hope to be posting a few more and related questions here at some point.
http://www.rindis.com/blog/3649
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My blog: All my hobbies, all the time Last edited by Rindis; 08-01-2016 at 01:14 PM. |
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