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Old 03-17-2010, 10:03 AM   #31
Bruno
 
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Default Re: Favorite GURPS:Magic Spells

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Originally Posted by Crispythemighty View Post
Question about missile spells: Do all missile spells have different 1/2D range, Max range, and Acc? What is the reasoning behind it?
Because having them all the same would be boring? I think also the range and Acc are linked to either prerequisite count or damage type, as part of the fuzzy sort of balancing going on. Stone Missile has a great range, for instance, despite doing "boring old" crushing damage.

It also gives each elemental college a distinct "style", which is important - if they start being "Create <X>", "Shape <X>", "Throw <X>", "Destroy <X>", "Protection from <X>", you start wondering why you have separate listings, instead of just one big meta list and a little table of nouns to substitute for X.
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Old 03-17-2010, 10:50 AM   #32
Crispythemighty
 
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Default Re: Favorite GURPS:Magic Spells

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Originally Posted by Bruno View Post
Because having them all the same would be boring? I think also the range and Acc are linked to either prerequisite count or damage type, as part of the fuzzy sort of balancing going on. Stone Missile has a great range, for instance, despite doing "boring old" crushing damage.
I can see that. Although the fuzzy balance is very fuzzy as far as I can tell. Sunbolt, Fireball, Stone Missile, and Winged Knife all have different range and accuracy but also have different effects and damage. I don't think the balance well against each other.

Example:
Fireball has a range of 50, accuracy of 1, 1d burning damage, can ignite flammables, has three prerequisites, and cost 1 FP per 1d damage.

Winged Knife has a range of 40, accuracy of 1, does 1d+1 or 2d+1 plus weapon damage, has one prerequisite, cost 1 FP per pound, and requires a weapon (which is reusable if recovered).

Sunbolt has a range of 150, accuracy of 2, does 1d-1 impaling damage, has six prerequisites, cost 1 FP per 1d-1 damage, has a blinding effect, can be reflected (by caster or defender), and can not be affected by missile shield or reverse missile spells.

Prerequisites are a poor way to balance spells (YMMV) but if you are using prerequisites these spells are "balanced." OTOH the spell themselves could be balanced with their benefits and drawbacks if modified. Like dropping the not affected by missile shield or reverse missile spells and lowing the range to about 50 on Sunbolt makes the spell still powerful but more balanced.

Quote:
Originally Posted by Bruno View Post
It also gives each elemental college a distinct "style", which is important - if they start being "Create <X>", "Shape <X>", "Throw <X>", "Destroy <X>", "Protection from <X>", you start wondering why you have separate listings, instead of just one big meta list and a little table of nouns to substitute for X.
I tried this once and you are right its boring.

Basic Missile Attack Spell
Alternate Name: Rock Bolt, Magical Force Ball, Pan's Magical Fairy Stone
Caster summons a bolt to shoot at target dealing 1d crushing damage. Use the Innate Attack (projectile) skill to attack. Summoned material vanishes after attack.

Duration: Until shot.
Cost: Any amount up to your Magery level per second. The bolt does 1d crushing damage per energy point.
Time to cast: 1 second or more (the bolt grows in the caster’s hand as the spell builds up).

Variants:
1d burning damage - Fire Bolt
1d-1 burning damage with lethal electrical damage (p432) - Lightning Ball
1d+1 corrosion damage per 2 energy points - Acid Ball
1d-1 cutting damage - Razor Bolt
1d-2 impaling damage - Lucy's Spike of Death!

Basic Melee Attack Spell
Alternate Name: Painful touch, Force Palm,
Caster summons energy to wreath their hand dealing 1d crushing damage to target they touch. Use the Brawl or other unarmed skill to attack.

Duration: Until successful attack.
Cost: Any amount up to your Magery level per second. The touch does 1d crushing damage per energy point.
Time to cast: 1 second or more (the energy grows in the caster’s hand as the spell builds up).

Variants:
1d burning damage - Flaming Touch
1d-1 burning damage with lethal electrical damage (p432) - Shocking Touch
1d+1 corrosion damage per 2 energy points - Acid Touch
1d-1 cutting damage - Slashing Claw
1d-2 impaling damage - Spear Strike

Basic Area Movement Hindering Spell
Alternate Name: Crack Earth
The surface of the area becomes very uneven or otherwise difficult to walk and stand on. Treat this as bad footing; anyone entering the area must pay 1 extra movement point or risk falling over (roll Acrobatics+4, or DX-2), Attacks are at -2 for poor footing, and Defenses are at -1. Perfect Balance negates these penalties. The spell can also make a vertical surface impossible to climb without climbing claws, and (at GM's option) impose significant penalties to climb slopes.

Duration: 1 minute
Base Cost: 2 to cast; same cost to maintain.
Time to cast: 1 second

Variants:
Add "Any rolls to avoid knockdown in a the area are also at -2. The spell can also make a vertical surface impossible to climb without climbing claws, and (at GM's option) impose significant penalties to climb slopes." to make it a slippery spell. Base Cost 3 to cast; same to maintain.
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