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Old 09-18-2016, 02:09 PM   #201
Ternas
 
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by sir_pudding View Post
Why would you expect it to matter at all? If you play a dark one knight you don't get to benefit from this perk.
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Originally Posted by PK View Post
^This.
Really? Maybe I haven't read Dungeon Fantasy 18 well enough, but I would have thought that the Dark One's better power items would have benefited the Heroic Power-Items that melee classes like Knights could get. Get a 50% increase in value but double the passive recharge to 2 days per FP recharged.
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Old 09-18-2016, 05:00 PM   #202
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Diomedes View Post
How does the Dark Ones' Better Power Items perk interact with Incantation Magic, since it doesn't use power items as such?
Quote:
Originally Posted by sir_pudding View Post
Why would you expect it to matter at all? If you play a dark one knight you don't get to benefit from this perk.
Quote:
Originally Posted by PK View Post
^This.
Yup. Exactly.

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Originally Posted by Diomedes View Post
I'm thinking it could reduce the number of magical components needed to provide an additional bonus (say, from 8 to 6, and from 30 to 20).
That seems like it would be an entirely different perk to me.

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Originally Posted by sir_pudding View Post
Although if ER is somewhat useful for incantors shouldn't Power Items be as well?
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Originally Posted by Diomedes View Post
You'd think so, but page 18 specifically says incanters cannot use Power Items.
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The thought was that they get to benefit from magical components, which work better for them, and allowing both would be a bit of an imbalance ("Why do the new guys get two ways to improve their spells?").
This was conscious design decision. We opted to use magical ingredients instead of power items.

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Originally Posted by PK View Post
That said, allowing them power items in your game won't break anything. Just bear in mind that your other spellcaster players may start whining at you to let them use magical components as well.
I think I’d charge a flat 15 points if you could use both, just like having another power item (GURPS Dungeon Fantasy 18: Power Items, p. 11.

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Originally Posted by Anders View Post
The one thing I don't like is the roll to attach Incantations, because that means a lot of die-rolling concentrated in a short time. Which is a bother. How about a Ritual Adept variant that allows you to skip that step? You wouldn't get any bonus from critical successes, but on the other hand you can't fail or critically fail either. Would 10 points be an appropriate cost?
[QUOTE=Celjabba;2041019]GM allowing, it would be a no nuisance perk per path skills.
No roll if effective skill is 16+[QUOTE]

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Originally Posted by Anders View Post
A perk is too little. 10 point is the cost for Ritual Adept variants so that's what I went with.
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Originally Posted by Celjabba View Post
A perk per path, so thats 8 cp. Add a small UB, and a total price of 10-15 seem adequate.
Yeah, I’d go with a 10 points. And figure margin of success from Skill - 16 or some such.


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Originally Posted by TTiger97 View Post
True but your rolls are at -2 then. I'm looking for a way to prepare incantations without having to pay that pesky $30 in town or rolling at -2. My idea is that if Field Caster makes a circle unnecessary, which is something that can also be substituted by a portable workspace kit, then does it make it possible to prepare incantations and attach them to one's aura without cost or penalty?
Buy a fine-quality lab then which would give you a -0 to rolls and cost 20x as much. Field Caster very specifically doesn’t allow you to prep spells. You have to go to town or lug around an expensive and weighty kit.
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Old 01-05-2017, 12:05 AM   #203
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

IS it just me, or is there no path of crossroads? That's my favorite path, yo! :/

Any advice for if we want to add that back in?
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Old 01-05-2017, 01:22 AM   #204
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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IS it just me, or is there no path of crossroads? That's my favorite path, yo! :/

Any advice for if we want to add that back in?
The Paths were changed to proec the innocent.
No, wait... Ah protect niche and DF rules such as against teleport.
Augry covers most of the nonteleport stuff.
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Old 01-05-2017, 01:27 AM   #205
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Refplace View Post
The Paths were changed to proec the innocent.
No, wait... Ah protect niche and DF rules such as against teleport.
Augry covers most of the nonteleport stuff.
But how am I supposed to bend space and time now? :/ I want my time stop, yo!

Last edited by Angle; 01-05-2017 at 01:49 AM.
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Old 01-05-2017, 08:12 AM   #206
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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But how am I supposed to bend space and time now? :/ I want my time stop, yo!
Nobody's used it yet since I started using Incantations in my fantasy setting, but I have the following in my setting details: "Apportation is a new path, that may affect space itself, creating portals, and shortening or lengthening distances."

I might allow it to eliminate or increase range penalties by ±1*, create a portal with a maximum range of 1 mile*, deal 1d-2(∞)* of direct damage by teleporting chunks of people outside of their body, and so forth.

ETA Oh, and it certainly wouldn't hurt to add controlling time for it — perhaps timeporting a single target 1* second through time, or giving them +1* Basic Speed.

Last edited by Celti; 01-05-2017 at 08:15 AM.
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Old 01-05-2017, 06:08 PM   #207
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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IS it just me, or is there no path of crossroads? That's my favorite path, yo! :/
Can't help with the second part, but this is a Dungeon Fantasy supplement. Teleporting is pretty much not allowed (rules as written).
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Old 01-05-2017, 10:14 PM   #208
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Can't help with the second part, but this is a Dungeon Fantasy supplement. Teleporting is pretty much not allowed (rules as written).
Sure, but what about bending space? Making it so that the distance across an area is halved, or whatever? That's not disallowed. :P
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Old 04-10-2017, 07:19 AM   #209
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Updated today. Were there any dramatic changes?
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Old 04-10-2017, 07:34 AM   #210
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Updated today. Were there any dramatic changes?
Minor errata:
  • p. 6 -- Ritual Magic (under Primary Skills) now has "(Incantation)"
  • p. 23 -- Tweak to Animate Object's first sentence
  • p. 27 -- Greater Solidify Spirit now references the Necromancy path.
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