09-11-2019, 02:46 PM | #21 |
Join Date: Sep 2004
Location: Canada
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Re: Spells without the Spell system
Expressing maximum confusion at calling an official system "homebrew". Building things out of vanilla advantages with vanilla modifiers is not "homebrew", it's "rules legal".
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09-11-2019, 03:16 PM | #22 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Spells without the Spell system
Quote:
Conjure Fire : 1d Burning (4 yard radius+100%, emanation -20%, selective+20%, persistent+40%, extended duration x30 -- 5 minutes +60%, Overhead+30%, magic-10%)[16] This lets you make any shape of fire you want within a 4 yard radius of yourself. The fires burn for 5 minutes, long enough to start any other fire you want. You can make barriers, engulf the area right in front of you, Only torch that one cluster of foes, and so on. It's only 4 points as an alternate attack, and if that's too much or too niche, you can try it as a stunt. Also be sure to include another ability with a much larger range but less selectivity. tweak it how you want it. You can always pay FP for a stunt if you really need something different.
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09-11-2019, 05:37 PM | #23 |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Spells without the Spell system
You are confusing a building block system with a system created out of it. Think legos, tinker toys, etc. The parts are off the shelf but what you build with them (unless you are following some instructions) is "homebrew".
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09-11-2019, 05:49 PM | #24 |
Join Date: Jan 2015
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Re: Spells without the Spell system
You can also flex some muscle by using Hardcore Improvisation. The setting could also feature magic wands and staffs as magic-amplifiers like the psi equivalent from Psi Tech, ie reducing FP cost for HI and giving bonus to the roll. If you want even more oomph, those amplifiers could count as Focus Item to fulfill Alternative Ritual requirements (Pyramid #3-105, p.6).
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09-11-2019, 06:42 PM | #25 |
Join Date: Feb 2016
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Re: Spells without the Spell system
Gadgets are also adaptable magical devices.
Wizard's Staff: Will+10 (Magical, -10%; Staff, Protect, -50%) [20]; ER 20 (Magical; Staff, Protected, -50%) [15]; Extra Option (Combining Powers) [1]; Extra Option (Godlike Extra Effort) [1]; Extra Option (Temporary Enhancements) [1]; Extra Option (Trading ER for Effect) [1]; Extra Option (Using Abilities at a Default) [1]. The Wizard's Staff grants its user a reservoir of energy (ER) and also improves their capabilities through enhancing their concentration (Will and Extra Options). Without their staffs, most wizards are greatly diminished, meaning that they will go to great lengths to retrieve or replace them. |
01-26-2020, 03:13 PM | #26 |
Join Date: Sep 2019
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Re: Spells without the Spell system
Sorry for cutting and running after posting this topic, it's been a hell of an end of the year and start of the new. I just wanted to thank everyone who has contributed to this. I have a lot more reading to do, and now that my base stats are cleaned up this is opening up more avenues for expansion.
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