10-16-2018, 08:21 AM | #11 | |
Join Date: Feb 2011
Location: Cambridge, MA
|
Re: Standard magic: area spells and walls
Quote:
Air—Breath Control Body Control—Physiology (any) Communication and Empathy—Psychology Earth—Masonry or Prospecting Fire—Smith (any) or Fire Eating Food—Cooking Healing—Physician Illusion—Artist (Illusion) Knowledge—Research Light and Darkness—Artist (any mundane) Making and Breaking—Engineer (any) Meta—Thaumatology and Research Mind Control—Hypnotism Movement—Acrobatics (any) Necromantic—Expert Skill (Thanatology) Protection and Warning—Observation Sound—Singing Technological—Engineer (any) Water—Swimming Weather—Weather Sense Players liked it because it didn't feel like "wasted points." Most of the skills are useful in their own right! |
|
10-16-2018, 08:24 AM | #12 |
Join Date: Jan 2016
Location: Italy, Rome
|
Re: Standard magic: area spells and walls
So it s like a - 50% limitation right? I used the same. But I thought was too expensive point wise. Because I have 13 warrens, I can set the price at 4 point per magery per Warren.
Thus, it's still very expensive edit: found this one: http://forums.sjgames.com/showthread.php?t=85852&page=3 I'll try this way, i like it Last edited by Devil_Dante; 10-16-2018 at 09:59 AM. |
10-16-2018, 12:42 PM | #13 |
Join Date: Sep 2010
Location: Mannheim, Baden
|
Re: Standard magic: area spells and walls
I had the same problem as the OP and I'm using an extra two spell classes to make tactical trickery like that viable: Ring and Line. Ring is basically what Wall of Lightning does, while Line is just line of single hexes and can be any shape. Most spells that use these are wall-type spells and have both classes. They're both more expensive than large castings of area spells, but they're useful in dungeon-type situations.
Here's an example, though I am not quite sure about the numbers (both energy and damage) yet. Flame Barrier (IQ/H) Ring/Line Creates a ring or a line of fire 1 m wide. The fire burns without fuel, but might ignite combustible material. It inflicts 2d-2 burning damage per second, 1d-1 when running through one 1 hex for a fraction of a second. Time to Cast: 2 s Duration: 15 s Cost: 3 / 1 for circle (minimum: 6 / 2 for 2-Hex radius), 1 / 0.5 (minimum: 4 / 2) for line Prerequisites: Magery +1, Create Fire (2) Edit: Cost for Ring is calculated like area spells, but only affects outermost ring of hexes. Cost for Line is per hex. Both might be a bit high still.
__________________
My GURPS and mapmaking blog: The Blind Mapmaker Last edited by Blind Mapmaker; 10-16-2018 at 12:44 PM. Reason: Additional information about cost. |
10-16-2018, 02:15 PM | #14 |
Join Date: Jan 2016
Location: Italy, Rome
|
Re: Standard magic: area spells and walls
In first attempt, I'd wish to try to convert the wall length from the spell's circumference. For example: 2 meter radius is 12 meter circumference. It could work too
|
10-16-2018, 10:59 PM | #15 |
Join Date: Oct 2004
Location: The former Chochenyo territory
|
Re: Standard magic: area spells and walls
That's pretty great, I could even see those skills substituting for the Magery prerequisites. "Mundane skill" at Attribute+1 instead of Magery 1, Attribute +2 instead of Magery 2, etc
__________________
My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
10-17-2018, 08:20 AM | #16 | |
Join Date: Feb 2011
Location: Cambridge, MA
|
Re: Standard magic: area spells and walls
Quote:
I found that mages in my campaign usually chose 2-3 colleges to focus on, and NPC masters who were true generalists were impressive in many ways. Clerics with Power Investiture really shined in the campaign because they weren't forced to buy mundane skills other than Theology, Religious Ritual, etc. In fact, the only dedicated caster among the PCs was an earth cleric. The rest of the casters had other capabilities as well: a gnomish craftsman/gunsmith, a warrior/mage with fighting skills, spells, and imbuements, and a scholar/sun cleric. |
|
|
|