09-28-2010, 12:22 PM | #11 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: wizards / clerics
Two changes can make a huge difference. Wizards are fine as-is; it's the clerics that you want to make feel different than standard mages, IMO.
First, pick up DF7: Clerics if you haven't already. Note the way that spells are turned into a "by Power Investiture prerequisite" list. It's a great approach and it fits priests well. Next, pick up GURPS Thaumatology. Have clerics use Threshold-Limited Magic. This allows them to pull off amazingly huge spells, but at the cost of angering the gods if they do it too often. It feels much more like clerical magic.
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09-28-2010, 01:44 PM | #12 |
Join Date: Aug 2004
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Re: wizards / clerics
Don't underestimate an advantage based Clerical 'magic', particularl with a few levels of Wild Talent or Modular Abilities.
Actuallly, Patron: Avatar of God can be very useful too.
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09-28-2010, 03:56 PM | #13 |
Join Date: Aug 2004
Location: Reykjavik, Iceland
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Re: wizards / clerics
In our fantasy campaign the Cleric and Mage draw the power from different sources.
Mages - Normal Gurps magic system were they draw magic from Mana and thus can use power stones. Clerics - Use Threshold magic - Power Investiture, deities based spells, thus god of war gives war like spell god of farmers farming spells and etc. Also we limit spells to like 10-12 spells per PI.
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fantasy, magic |
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