12-18-2011, 11:31 AM | #11 | |
Join Date: Nov 2009
Location: Oregon
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Re: Ritual Path Magic for Dungeon Fantasy
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Weariness Paths: Path of Body Cost: 114 Statistics: Greater Control Body (+5); Area of Effect, 10 yards, excluding 6 targets (+11); Subject Weight, 1000 lbs (+4); Damage, 2d FP (+8); Enhancements, Side Effect: Sleep, Hazard: Missed Sleep (+10). One Greater Effect (x3). Actually, that's not so bad. It has enough additional limitations (such as rolling at an average of HT -3 instead of as a Malediction, and the greatly reduced duration) that it's not really unbalanced. |
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12-18-2011, 11:50 AM | #12 | |
Join Date: May 2008
Location: CA
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Re: Ritual Path Magic for Dungeon Fantasy
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You could also do something like it as just a pure FP attack; knock someone down to 0 FP and they need to roll against Will to do anything, and if they're knocked down to -1xFP they're automatically knocked unconscious. Would probably be significantly cheaper: Sleep Paths: Path of Body Cost: 120 Everyone, aside from the caster and five adventuring companions, must roll a Quick Contest of HT versus the caster's effective skill. If they fail, they immediately take 6d FP damage - an average of 21 FP, enough to knock any normal human down to below 0 FP, or to immediately and without fail knock an average human with 10 FP unconscious (past -1xFP) and deal them significant HP injury. This FP can only be recovered by rest. This spell is cheap enough that someone with effective skill 17 could reasonably cast it in a charm, but there'd be a 40% chance of it backfiring on the caster. Statistics: Greater Control Body (+5); Area of Effect, 10 yards, excluding 6 targets (+11); Subject Weight, 1000 lbs (+4); Damage, 6d FP (+24). One Greater Effect (x3). EDIT: Make it just 3d FP on a single target, and it might qualify as a Lesser effect. This would make it cost merely 17+Range energy. |
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12-18-2011, 12:05 PM | #13 | |
Join Date: Nov 2009
Location: Oregon
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Re: Ritual Path Magic for Dungeon Fantasy
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Sleep Touch Paths: Path of Body Cost: 21 Statistics: Lesser Control Body (+5); Subject Weight, 1000 lbs (+4); Damage, 2d (+8), Enhancement, Cyclic, 4x1 second cycles (+4). It's slower-acting, but that should be enough for it to qualify as a Lesser effect. And at an average of 28 FP damage, it should be enough to knock out most humanoids, including those hardy HT 13-14 PCs. *Of course, this is ultimately up to the individual GM. Honestly, I feel like the price difference between Lesser and Greater is a bit too pronounced... I could see the argument made that for a DF setting, in which it should be pretty commonplace to see fireballs and major healings thrown around all day, the multiplier for Greater could be reduced. Maybe base it on the Speed/Range table, so 1 Greater Effect is x1.5, 2 is x2, 3 is x3 etc. For a DF game, which is typically more tactical than narrative, I'd also want to establish stricter guidelines for what determines Lesser vs Greater Effects. Last edited by vierasmarius; 12-18-2011 at 12:15 PM. |
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01-04-2012, 09:37 AM | #14 | |
Join Date: Aug 2004
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Re: [DF] Ritual Path Magic for Dungeon Fantasy
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Also, since you don't need Adept to do conditional rituals or charms, why would you not be able to do Pre-cast spells as a non-Adept? In fact, a classic DnD Vancian magic-user seems like a non-Adept (no immediate casting in less than multiple minutes at all) who relies entirely on Pre-cast spells. Possibly with a setting rule (no Must Use Grimoire limitation needed except possibly on Magery itself) that all casting must use Grimoires, making Pre-cast spells and other conditional rituals (including charms, which may themselves include things like potions and scrolls) the only way to cast that doesn't involve many minutes of incanting straight out of your spellbooks. Even at that, such users would have more 'spell slots' than most low-level DnD magic-users right off the bat. Still, better make that Grimoire into Signature Gear if you know what's good for you.... Last edited by vitruvian; 01-04-2012 at 09:49 AM. |
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01-04-2012, 09:52 AM | #15 | |
Join Date: May 2008
Location: CA
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Re: [DF] Ritual Path Magic for Dungeon Fantasy
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A non-Adept would have to rely more on Charms because Pre-Cast spells expire within 24 hours and it takes a non-Adept a long time to cast any spell - 12 or 24 minutes, for someone without Ritual Adept but with Faster Casting 4. Thus, they can't actually Pre-Cast very many spells every day, because it would take too much time. |
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01-04-2012, 09:59 AM | #16 | |
Join Date: Sep 2004
Location: Canada
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Re: [DF] Ritual Path Magic for Dungeon Fantasy
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__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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01-04-2012, 10:09 AM | #17 | ||
Join Date: Aug 2004
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Re: [DF] Ritual Path Magic for Dungeon Fantasy
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I'd probably remove the capability of casting at -5 if you don't have even Magery 0 as a house rule, and apply the limitation to both Magery and Ritual Adept. If you have bought it off on Magery but not on Ritual Adept, then you can come up with your own rituals, but only when working slowly and with appropriate trappings (connection, consecrated ritual space, etc.), since your Ritual Adept only comes into it with Grimoire-derived rituals. Quote:
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01-04-2012, 10:20 AM | #18 |
Join Date: Sep 2004
Location: Canada
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Re: Ritual Path Magic for Dungeon Fantasy
Writeups created with https://gurps-monsterhunters.appspot.com/
Lesser Flame Shield Greater Strengthen Body[3](Protects one subject and all his equipment from mundane fires and desert heat.); Altered Traits: 25 [25] (DR 5 vs Heat/Fire w Forcefield, Temperature Tolerance 5), Duration: 1 hour [3], Subject Weight: 300 lbs. [3] (Most SM 0 PCs). Cost: 102 Flame Shield Greater Strengthen Body[3](Protects one subject and all his equipment from intense fires and scorching heat.); Altered Traits: 50 [50] (DR 10 vs Heat/Fire w Forcefield, Temperature Tolerance 10), Duration: 6 hours [5], Subject Weight: 1,000 lbs. [4] (Most SM 1 PCs (Ogres, barbarians).). Cost: 186 Mass Flame Shield Greater Strengthen Body[3](Protects everyone within 5 yards of the caster, and all their equipment, from supernatural fires and infernal heat.); Altered Traits: 100 [100] (DR 20 vs Heat/Fire w Forcefield, Temperature Tolerance 20), Duration: 1 day [7], Subject Weight: 3,000 lbs. [5] (Up to SM +2 mounts). Cost: 345
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
01-04-2012, 11:01 AM | #19 | ||
Join Date: May 2008
Location: CA
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Re: [DF] Ritual Path Magic for Dungeon Fantasy
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01-04-2012, 11:12 AM | #20 |
Join Date: Feb 2005
Location: Virginia, US
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Re: Ritual Path Magic for Dungeon Fantasy
I'm reading through this with interest, but a quick thought sprung to mind and won't go away. You might have addressed this already, in which case I missed it and my apologies, but what do you do about the gathering rolls for these high-energy spells? That could potentially be an awful amount of dice rolling. Could/would you concatenate it into few dice rolls?
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Tags |
dungeon fantasy, fantasy, magic, monster hunters, ritual path magic, rpm |
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