07-16-2016, 01:52 AM | #31 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Sorcery: Protection and Warning Spells
It's just like a normal parry - I see no exemption for parrying heavy weapons- so yeah, that's how I read it.
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07-16-2016, 08:13 AM | #32 |
Join Date: Oct 2014
Location: Chicagoland
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Re: GURPS Sorcery: Protection and Warning Spells
Talking about the naming convention for this volume...
Reading the PDF while in the waiting room at the car dealership brought to mind the 80s "D&D is evil" moral panic and how reading something with "SORCERY" in large letters on the cover would have been...suspect back then. But "Thaumatology"? No problem...no one would have known what that word meant. :)
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07-17-2016, 02:00 PM | #33 |
Join Date: Aug 2008
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Re: GURPS Sorcery: Protection and Warning Spells
More PK power builds? YES PLEASE! I just wish RPM still got some loving support of this nature. I guess I can only hope for a future PK release for that line. He has been a touch busy lately, after all...
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07-17-2016, 02:47 PM | #34 | |||
Join Date: May 2016
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Re: GURPS Sorcery: Protection and Warning Spells
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07-17-2016, 03:48 PM | #35 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Sorcery: Protection and Warning Spells
The normal behavior: "If the user of the Innate Attack is standing within the zone of Static enhanced with Area Effect, then Static prevents the attack from being generated in the first place. "
The behavior of Utter Dome: If you are in the Dome, and you generate your Innate attack, it WORKS. If I'm in the Dome, and you are in the Dome, we can fireball each other all day long or until charcoal.
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07-23-2016, 02:10 AM | #36 |
Join Date: Jul 2015
Location: England
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Re: GURPS Sorcery: Protection and Warning Spells
I bought this a couple of days ago and have had chance to digest it. I like it. My initial reaction was "Why Protection and Warning?" but having looked at it, it covers a wide variety of different types of spells, and that's useful material for generating your own, so I'm pleased with that decision.
For spells such as Armor and Shield and the Resist X spells, do they stack? Can a character cast multiple "Armor" spells on someone and continue to build up their DR? I can't seem to find anything about this in the description of Affliction in the Basic Set. A couple of things I thought were particularly interesting:
Extra kudos for including the spells from Death Spells too. I'd be interested in further volumes in this series. |
07-23-2016, 02:21 AM | #37 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Sorcery: Protection and Warning Spells
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07-23-2016, 09:33 AM | #38 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Sorcery: Protection and Warning Spells
You would at least need to add Cumulative to the Afflictions but its a scary munchkin zone you would be headed into.
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07-23-2016, 12:33 PM | #39 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Sorcery: Protection and Warning Spells
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The Cumulative enhancement for Affliction is something that can break your game if you aren't careful. In fact, it would be reasonable to think of it as a +400% version of Cosmic -- "Can stack with itself" -- and treat it with commensurate trepidation. Otherwise, even a single level of a spell can grant theoretically unlimited power. Armor 1 + Cumulative would grant someone +2 DR per second spent granting it, with no upper limit other than the sorcerer's FP pool. Sorcerers will be reluctant to ever buy more than level 1 in a Buff spell, unless subsequent levels are very cheap, since the potential power in the +40-point version is so much higher. And in case it isn't obvious . . . if your campaign allows Alternative Rituals, Energy Reserve (Magical), Regeneration (Very Fast; Fatigue Only), or any similar ways of avoiding that 1 FP cost, you're basically allowing the PCs to achieve temporary demigodhood through Buffs.
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07-23-2016, 08:07 PM | #40 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Sorcery: Protection and Warning Spells
Just bought and read it.
A great job of catching some of the harder spells to build as Powers and giving builds for them. There really isnt a spell here I didnt like. Mystic Mist, Sense Observation, and Nightengale probably my favorites. I like the Internal Defenses from BioTech being listed and I liked the DR Thresholds. Building Immunity as "Enough DR to cover any threat in the campaign" is something talked about often enough on the forums, nice to see it in print.
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