05-05-2018, 02:24 PM | #1 |
Join Date: Jun 2014
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Recommendations for Magic-themed advantages/abilities
I am working on a magical prodigy character but instead taking multiple levels of magery (pretty sure our DM wants us to stay below 3), I was looking for recommendations for interesting idea mechanics/advantages to take. Something that could reduce the penalty for casting another spell while having an active spell, an advantage for prerequisites, etc. Something different I could justify with a 20 point Unusual Background. Wild Talent is on my list.
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05-05-2018, 06:06 PM | #2 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Recommendations for Magic-themed advantages/abilities
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There's also a lot of spell specific perks such as Missile Spell Mastery or Psychic Guidance that could be turned into advantages. I don't know if spending 10 points to be able to cast other spells while holding a Missile Spell is particularly point efficient, but it would make you a prodigy of sorts.
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05-05-2018, 06:09 PM | #3 |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: Recommendations for Magic-themed advantages/abilities
Name escapes me, but the split mind (with a limit for spells only) could help.
Compartmentalized Mind, I think?
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05-05-2018, 10:13 PM | #4 |
Join Date: Jun 2014
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Re: Recommendations for Magic-themed advantages/abilities
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05-06-2018, 04:32 AM | #5 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Recommendations for Magic-themed advantages/abilities
Thaumaturgy: Magical Styles, mostly. A few are repeated or added in Thaumaturgy: Dungeon Magic or in Dungeon Fantasy: Power-ups.
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05-06-2018, 07:30 AM | #6 | |
Join Date: Jul 2005
Location: NW Indiana
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Re: Recommendations for Magic-themed advantages/abilities
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Affliction, Damage Resistance (Magic), Detect (Magic or Supernatural Phenomena), Neutralize (Magic), and Telekinesis. If you take the additional modifier of "Extremely Potent" (a x2 modifier), you can make any "Advantage" a Magic Power. The talent itself is a 5 pt / level talent, with extremely potent it's a 10 pt / level talent. One of the setups I like to do is typically take the 10 pt / level advantage, give yourself an Energy Reserve with Special Recharge and Abilities Only, and then either Leech or Regeneration with modifiers to -only- recharge the Energy Reserve. Going this route -also- lets you use your Energy Reserve for your spells because the spells are a by-product of Magery (which like Magic Powers, is Magic). Then make every "Power" you take have "Costs ER" which is -5% per 1 ER. Don't forget the Accessibility of "Can only be powered by Energy Reserve" (an additional -5%) and the Power Modifier of Magic Powers (-10%) and you're in business. Last edited by Praxian; 05-06-2018 at 07:35 AM. |
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05-07-2018, 01:32 PM | #7 |
Join Date: Feb 2014
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Re: Recommendations for Magic-themed advantages/abilities
Gadget-based ER can also be handy if the GM allows. “The Anvil of Infinity stores power from every hammer blow which we can draw from for spells. Unfortunately, we can’t move it without a team of laborers.”
A switchable anti-magic field is a game-breaker. |
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