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Old 07-25-2016, 01:46 AM   #41
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Default Re: GURPS Sorcery: Protection and Warning Spells

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Originally Posted by Refplace View Post
Mystic Mist, Sense Observation, and Nightengale probably my favorites.
The playtesters will be glad to hear that, since two of those three were -- by far -- the most hotly debated and frequently revised spells in the book. It took a lot of nudging to get them to where they are now. :)
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Old 07-25-2016, 06:16 AM   #42
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Default Re: GURPS Sorcery: Protection and Warning Spells

What was the the other spell in the trio?
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Old 07-25-2016, 06:22 AM   #43
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Default Re: GURPS Sorcery: Protection and Warning Spells

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What was the the other spell in the trio?
Refplace said
  • Mystic Mist,
  • Sense Observation,
  • and Nightingale

PK said 2 of those 3, and declined to comment on which two were so twitchy.

My guess would be Mystic Mist and Nightingale, but I don't have any secret knowledge.
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Old 08-22-2016, 12:08 PM   #44
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Default Re: GURPS Sorcery: Protection and Warning Spells

Finally picked this up a couple days ago.

First off, the obvious: It's a really solid product. And yes, it is obvious, sight unseen, that this will be really good. :D

The occasional 'game balance notes' like for Static: Gaze Attacks on Reflect Gaze is really appreciated.

There are a couple places where I have comments.

Magelock: I would expect the final note (on resisting Lockmaster) to be in the main description, so players/GMs not immediately interested in how the pricing of the spell works won't miss it.

Missile Shield: By the mechanics, this is just all-or-nothing DR; no problem. By the description, this is turning hits into misses, and I would expect to be pulling out Hitting the Wrong Target from B389 if there was anyone else nearby (or at least players not told that there's a spell responsible are going to expect it).
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Old 08-22-2016, 03:31 PM   #45
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Default Re: GURPS Sorcery: Protection and Warning Spells

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Originally Posted by Rindis View Post
First off, the obvious: It's a really solid product. And yes, it is obvious, sight unseen, that this will be really good. :D
Thanks!

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Magelock: I would expect the final note (on resisting Lockmaster) to be in the main description, so players/GMs not immediately interested in how the pricing of the spell works won't miss it.
Don't worry; I plan to include it in the Lockmaster spell, where I think it'll be more directly relevant.

Quote:
Missile Shield: By the mechanics, this is just all-or-nothing DR; no problem. By the description, this is turning hits into misses, and I would expect to be pulling out Hitting the Wrong Target from B389 if there was anyone else nearby (or at least players not told that there's a spell responsible are going to expect it).
Right, and you should. Regardless of the implementation, Missile Shield turns hits into misses; the missiles fly past you.
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Old 08-24-2016, 03:12 PM   #46
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Default Re: GURPS Sorcery: Protection and Warning Spells

If it's ok to ask, how have sales been? Is there a case being made for more supplements in this area?
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Old 09-24-2016, 01:40 PM   #47
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Default Re: GURPS Sorcery: Protection and Warning Spells

Question on Reflect Gaze: The duration is given as Indefinite. But I see nothing in the description that says when it might go away. Moreover, I would expect Static to be a regular Always On ability with Costs Fatigue added (through the Sorcery modifier), which means shouldn't just last one minute?
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Old 09-24-2016, 02:05 PM   #48
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Default Re: GURPS Sorcery: Protection and Warning Spells

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Originally Posted by Rindis View Post
Question on Reflect Gaze: The duration is given as Indefinite. But I see nothing in the description that says when it might go away. Moreover, I would expect Static to be a regular Always On ability with Costs Fatigue added (through the Sorcery modifier), which means shouldn't just last one minute?
From GURPS Thaumatology: Sorcery page 6.
“Indefinite” spells can be maintained (p. 8) as long as the sorcerer
is willing to do so.
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Old 09-24-2016, 02:08 PM   #49
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Default Re: GURPS Sorcery: Protection and Warning Spells

Ah yes, of course. :P
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Old 09-24-2016, 10:50 PM   #50
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Default Re: GURPS Sorcery: Protection and Warning Spells

In my current campaign I use the buffing rules from DF19: You get TWO. That's it. Oldest goes away first.
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