11-18-2017, 04:58 AM | #11 | |
Join Date: Aug 2009
Location: Poland
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Re: Pyramid #3/109: Thaumatology V
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11-18-2017, 09:37 PM | #12 | |
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Join Date: Jul 2004
Location: Montréal, Québec
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Re: Pyramid #3/109: Thaumatology V
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. . . helps even against spells that say "Armor doesn’t protect."Cosmic isn't necessary because this isn't a Malediction. It's a spell that happens to ignore armor, mostly because armor has the hidden limitation "Not vs. direct magical injury."
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11-19-2017, 06:46 PM | #13 |
Join Date: Mar 2008
Location: Dallas, TX
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Re: Pyramid #3/109: Thaumatology V
I was trying to put the Teramantic spells into GCS, and I've noticed an erratum: the Shield spell is repeated twice on the spell list, once at Second Degree, and once at Third.
Also, I see Teragenesis is never given a spell type, though I assume it's Regular. Last edited by Diomedes; 11-19-2017 at 08:48 PM. |
11-19-2017, 09:42 PM | #14 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Pyramid #3/109: Thaumatology V
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11-19-2017, 09:58 PM | #15 |
Join Date: Mar 2008
Location: Dallas, TX
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Re: Pyramid #3/109: Thaumatology V
Just a note, the description of the Third Degree is explicit that there are eleven spells in that level, though Shapeshifting is potentially several spells. Fourth Degree likewise requires seven of them, which make me wonder if the second Shield was accidentally slotted in in place of some other spell.
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11-19-2017, 10:07 PM | #16 |
Join Date: Feb 2007
Location: New York City
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Re: Pyramid #3/109: Thaumatology V
I'm going to be running a DF game soon. I have a guy who would love to play a Teramancer (Pyramid 3-109 p.17) but I'm not sure how to create a DF template for it.
Would it be better to alter a wizard template or start from scratch? I think converting a wizard template is better, but I'd love some suggestions as to how. Thx guys. |
11-19-2017, 11:32 PM | #17 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Pyramid #3/109: Thaumatology V
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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11-19-2017, 11:36 PM | #18 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Pyramid #3/109: Thaumatology V
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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11-20-2017, 03:31 AM | #19 |
Join Date: Sep 2008
Location: near London, UK
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Re: Pyramid #3/109: Thaumatology V
Roger's review (from my blog):
Magnum Opus (James Amaral) expands alchemy to make it something interesting for player characters to do. There are four influences, based on the mediæval humours but not opposed to each other, each with a potential range of -2 to +2 (the author suggests that this should produce 608 combinations rather than 625, for no obvious reason). Multiple ingredients can be stacked together, but the ones that only give +1 or -1 to a single value are hard work to produce. Then they can be combined to reach the appropriate position in the coordinate space to produce a particular alchemical effect. There's less to this than I'd hoped for, but it certainly has potential not just as something for PCs but as a generator of odd clues for investigators. The Mage-Hunter (Sean Punch) is a Dungeon Fantasy template for a non-magical warrior who can go up against magicians and survive – without having Magic Resistance, which makes him harder to heal. Much of this is done with new advantages to give defences against, and the ability to counter, spells; just how these are "non-magical" isn't really clear, but the principle is there. Eidetic Memory: The Teramancers (David L. Pulver) deals with a group of magicians who specialise in monsters: controlling, and later breeding or otherwise creating, them. Mostly this is an excuse for strange monsters showing up, rather than something for PCs to get directly involved in, but one could readily put them on the other side and that might be rather more fun. The Glorious Book of Valadir (J. Edward Tremlett) is a book of good magic to counter all those books of evil magic one reads about. It engages with casters' intent, but there are of course significant side effects. Um, yes, significant; this is essentially a campaign-defining artefact. Designers' Notes: Incantation Magic (Christopher R. Rice and Antoni Ten Monrós) describes the genesis of the book (how it was adapted and modified from Thaumatology: Ritual Path Magic), and includes some material cut for space. The All-Scroll (Alice Turow) delivers magical knowledge… as something like modular spellcasting abilities, but only once for each effect for a single user, and only for a limited time. It seems regrettably arbitrary to me, but may appeal to others. Random Thought Table: Too Powerful for Your Own Good (Steven Marsh) looks at limiting magical powers by making them too powerful (long in duration, damaging, etc.) for convenient use, with great skill needed to restrain them. This is a good one; I don't use much magic in games, but there are ideas here that I'll gladly take and incorporate into various of my campaigns.
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11-20-2017, 09:12 AM | #20 | |
Join Date: Feb 2007
Location: New York City
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Re: Pyramid #3/109: Thaumatology V
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If not shouldn't they get a modified magery cost? |
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