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Old 04-30-2009, 10:01 AM   #21
Not another shrubbery
 
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Default Re: Favorite GURPS:Magic Spells

Quote:
Originally Posted by Bruno
What's a bigger problem is all the touch spells that don't have a proper damage type - and shocking touch doesn't have any of the normal effects of lightning, unlike most of the lightning spells. I've fixed that in my game.
ISTR going over Dehydrate before [a Water spell that resembles Deathtouch, but is Regular], and I know we've gone over Shocking Touch a couple of times (BTW, do you use the 1d-1 suggestion for that spell?)... Have we touched on the others? What about Icy Touch? I haven't made a change for that one, but it would be nice to have a direct damage+cold+melee type spell.
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Old 04-30-2009, 10:03 AM   #22
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Default Re: Favorite GURPS:Magic Spells

Return Missile
Blocking (H)
Return any missile to the original attacker. If the original attack can, he may make an active defense against his returning missile.
Duration: Instantaneous
Cost: 2
Time to cast: Active Defense
Prerequisite count: 1
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Old 04-30-2009, 10:03 AM   #23
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Default Re: Favorite GURPS:Magic Spells

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Originally Posted by Crispythemighty
Although Shocking Touch notes that is has the same properties as Lighting. What effects is it missing?
The stunning effect ["make a HT roll, at -1 per 2HP suffered"].
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Old 04-30-2009, 10:14 AM   #24
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Default Re: Favorite GURPS:Magic Spells

Quote:
Originally Posted by Not another shrubbery
ISTR going over Dehydrate before [a Water spell that resembles Deathtouch, but is Regular], and I know we've gone over Shocking Touch a couple of times (BTW, do you use the 1d-1 suggestion for that spell?)... Have we touched on the others? What about Icy Touch? I haven't made a change for that one, but it would be nice to have a direct damage+cold+melee type spell.
Quote:
Originally Posted by Not another shrubbery
The stunning effect ["make a HT roll, at -1 per 2HP suffered"].
Okay. So lets list the typical effects of energy damage.
Lightning: Stunning, Surge, conductive, burning...
Fire: burning, igniting
Cold: thermal shock
Acid: melt matter

Just what I can think of off the top of my head.
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Old 04-30-2009, 02:26 PM   #25
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Default Re: Favorite GURPS:Magic Spells

i once used force dome as a defense a flying npc did a dive into it and ended up becoming paste
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Old 04-30-2009, 02:51 PM   #26
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Default Re: Favorite GURPS:Magic Spells

Force Dome
Area (H)
Create dome to encapsulate the area. The dome is impenetrable and no physical object or force may enter or leave the dome except magic, magical creatures, and magical items.
Duration: 10 minutes
Cost: 3
Area cost: 2 per yard (not affected by high skill)
Prerequisite count: 1

Pretty much the same I think I'll be writing a more detail description of what force dome does.
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Last edited by Crispythemighty; 03-17-2010 at 08:21 AM.
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Old 04-30-2009, 06:29 PM   #27
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Default Re: Favorite GURPS:Magic Spells

Wallwalker and Winged Knife are bigtime favs for me.
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Old 03-17-2010, 08:35 AM   #28
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Default Re: Favorite GURPS:Magic Spells

The Resurrection thread has revived my interest in this dead thread.

Wallwalker (Same)
Regular (H)
Cost: 2 plus 1 FP per level of encumbrance
Prerequisite count: 1

Winged Knife
Missile (H)
If it hits, it does thrust damage as if hurled by a man with ST equal to the casters IQ plus Magery.
Duration: Until thrown
Cost: 1 per weapon’s weight in pounds (round up). Double cost if weapon is not normally thrown.
Prerequisite count: 1
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Last edited by Crispythemighty; 03-17-2010 at 08:58 AM.
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Old 03-17-2010, 08:38 AM   #29
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Default Re: Favorite GURPS:Magic Spells

Question about missile spells: Do all missile spells have different 1/2D range, Max range, and Acc? What is the reasoning behind it?
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Old 03-17-2010, 08:57 AM   #30
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Default Re: Favorite GURPS:Magic Spells

Shocking Touch
Melee (H)
Touched target takes 1d burning damage per energy used. If hit the subject must succeed a HT roll at -1 per 2 HP damage suffered or be stunned for one second. Use Brawl or other unarmed skill to attack.
Cost: Any amount up to your Magery level per second. The lightning does 1d burning damage per energy point.
Casting time: 1 second +
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