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Old 05-20-2016, 09:05 AM   #11
Dolarre
 
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Default Re: Pyramid #3/91: Thaumatology IV

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Originally Posted by Ghostdancer View Post
Yeah there is - it's just hidden in the Inventing New Spells heading:



Also, missile spells are thrown and that means they use the normal range penalties - just like any other thrown object.
Ah! Thanks! I've never seen that rule. 80 yards it is.
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Old 05-20-2016, 10:43 AM   #12
simply Nathan
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Default Re: Pyramid #3/91: Thaumatology IV

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Originally Posted by Phantasm View Post
Treat it as any other missile spell as far as range is concerned; the only difference is that it comes from an unexpected angle.
If this spell is what I think it is, I now want this issue.
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Old 05-20-2016, 02:03 PM   #13
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Default Re: Pyramid #3/91: Thaumatology IV

Going over everything, I'm going to be sad to say that most of the articles in this issue aren't really of use to me at this second since I mostly play in the Dungeon Fantasy setting.

However, the Dark Alchemy and Thaumaturgy of Metallurgy have been found suitable awesome, even if PCs can't ever learn the Anvil Strike spell in the DF setting. A suitable combo of the Missile Spell Mastery perk, Arrow spell, and Spell Archery spell already has a place, albeit a rather expensive one, in my heart (Shhh, I don't care how legal it is, just let me dream). And I really need to resist any urges to create a Wand of Blunderbuss using some of Kromm's rules for the fun rechargeable stuff.

On the other hand, since one of the players I know has previously played a wizard that pumped up their Basic Speed by quite a bit, this gives a whole nice use for the Speed of Thought perk from the Codex Duello article as well as the nice new specialty for Fast Draw.

Overall, I'm definitely calling this issue worth the price for the stuff I can toss into my toolbox.
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Last edited by Ternas; 05-20-2016 at 02:08 PM.
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Old 05-20-2016, 02:15 PM   #14
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Default Re: Pyramid #3/91: Thaumatology IV

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PCs can't ever learn the Anvil Strike spell in the DF setting
It's the lack of Teleport in the setting, isn't it? Rework the prereqs. ;)
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Old 05-20-2016, 02:20 PM   #15
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Default Re: Pyramid #3/91: Thaumatology IV

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It's the lack of Teleport in the setting, isn't it? Rework the prereqs. ;)
Tempting, but I think prefer just slipping it in as a special spell Clerics could learn. That lightning bolt might not get the heretics under the copper roof, but the bunker busting anvil might. Just have to hope that their IQ is good enough for the default roll to Artillery (Bombs).

Or that they have taken the Psychic Guidance perk for that missile spell. Whoo boy, that could be strangely awesome if that actually did work with Anvil Strike.
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Old 05-21-2016, 08:37 AM   #16
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Default Re: Pyramid #3/91: Thaumatology IV

Speaking solely as "the Monster Hunters guy," and not an editor/staff/etc., I wanted to thank Lex for coming up with Technomysticism. It's a great idea that really expands techies in a new direction, and it fits MH perfectly yet is also something I would never have thought of. I'm definitely putting it on the menu in my future MH games.
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Old 05-21-2016, 08:50 AM   #17
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Default Re: Pyramid #3/91: Thaumatology IV

this issue seems to have disappeared from Warehouse 23 and the main GURPS page.
Is there a reason or is it just a glitch?
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Old 05-21-2016, 09:22 AM   #18
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Default Re: Pyramid #3/91: Thaumatology IV

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Originally Posted by Rastur View Post
this issue seems to have disappeared from Warehouse 23 and the main GURPS page.
Is there a reason or is it just a glitch?
I'm not sure; I've alerted the tech gurus.
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Old 05-21-2016, 10:00 AM   #19
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Default Re: Pyramid #3/91: Thaumatology IV

Okay; it seems to be back. Please feel free to get the latest issue now!
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Old 05-21-2016, 10:54 AM   #20
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Default Re: Pyramid #3/91: Thaumatology IV

The Codex Duello article is nicely done, but has the same problem as I've seen with magical duelling systems in other games: why is there all this additional stuff that only happens in formal magical duels? Ars Magica is the only game I've seen with an answer to that, where the duelling mechanics are part of the core of the magic system.

However, in a nice piece of GURPS integration, the fast-draw rules from p10 of Tactical Shooting look as if they'll work fine with Wands at High Noon.
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