Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-05-2014, 01:50 PM   #11
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: GURPS Magic: Death Spells

Quote:
Originally Posted by Peter V. Dell'Orto View Post
So most of these spells are Magery 3, and have a die limit on casting - like, Doomtouch being 1-8d.

Do higher levels of Magery affect these normally? Magery 6 allows Doomtouch 1-11d?

I'd say yes, because if you have Magery 6 and death spells in your game, you clearly want bodies stacked up high and wide. But I just wanted to make sure of the authorial intent here.
Magic does say that spells with die or level limits inherent to the spell use that limit or your Magery, whichever is higher. Thus, you would need Magery 9 to raise the limits on those die-based death spells. Do note, however, that they all ignore DR, and disallow survival rolls entirely.
Nereidalbel is offline   Reply With Quote
Old 10-05-2014, 02:29 PM   #12
Peter V. Dell'Orto
Fightin' Round the World
 
Peter V. Dell'Orto's Avatar
 
Join Date: Aug 2004
Location: New Jersey
Default Re: GURPS Magic: Death Spells

Quote:
Originally Posted by Nereidalbel View Post
Magic does say that spells with die or level limits inherent to the spell use that limit or your Magery, whichever is higher. Thus, you would need Magery 9 to raise the limits on those die-based death spells.
Ahah, yeah. But that only affects Doomtouch. Lots and lots of those spells are 1-4d, and Magery 6 would then allow 6d. If you're going to throw Annihilation, experience tells me it's best to max it out anyway. 6d is a mere 18 points - well worth it to nearly insure it takes out or severely injures its target.
__________________
Peter V. Dell'Orto
aka Toadkiller_Dog or TKD
My Author Page
My S&C Blog
My Dungeon Fantasy Game Blog
"You fall onto five death checks." - Andy Dokachev
Peter V. Dell'Orto is offline   Reply With Quote
Old 10-05-2014, 03:14 PM   #13
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: GURPS Magic: Death Spells

Quote:
Originally Posted by Peter V. Dell'Orto View Post
Ahah, yeah. But that only affects Doomtouch. Lots and lots of those spells are 1-4d, and Magery 6 would then allow 6d. If you're going to throw Annihilation, experience tells me it's best to max it out anyway. 6d is a mere 18 points - well worth it to nearly insure it takes out or severely injures its target.
It also affects enchantments. Sure, the scaling energy costs of enchantments kinda sucks, but...

Am I the only one thinking Compartmentalized Mind being used for Mind-Killer with Stengthen Will being used as a follow-up is incredibly evil?
Nereidalbel is offline   Reply With Quote
Old 10-06-2014, 05:19 AM   #14
T.K.
 
T.K.'s Avatar
 
Join Date: Nov 2013
Default Re: GURPS Magic: Death Spells

OMG OMG OMG!!

Nice wun! Glancing over it right now...can't wait to have time to read it!
T.K. is offline   Reply With Quote
Old 10-06-2014, 06:30 AM   #15
LemmingLord
 
LemmingLord's Avatar
 
Join Date: Jul 2005
Default Re: GURPS Magic: Death Spells

The "no separate roll to survive" mechanism is a step in the right direction here. Less rolling, more action.
__________________
Villain's Round Table
LemmingLord is offline   Reply With Quote
Old 10-06-2014, 10:49 AM   #16
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Magic: Death Spells

Quote:
Originally Posted by Peter V. Dell'Orto View Post

Do higher levels of Magery affect these normally?
Magery and Effect (GURPS Magic, p. 9) applies normally here: The upper limit on levels of effect is the higher of the standard number of levels or the caster's Magery level, and the GM is free not to use this rule if he thinks it would be unbalanced. This only matters for Magery 5+ for spells that max out at 4d, and for Magery 9+ for spells that max out at 8d.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Old 10-06-2014, 10:31 PM   #17
Blind Mapmaker
 
Join Date: Sep 2010
Location: Mannheim, Baden
Default Re: GURPS Magic: Death Spells

Did yesterday's update change anything else apart from that multiplication sign?
Blind Mapmaker is offline   Reply With Quote
Old 10-06-2014, 10:35 PM   #18
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Magic: Death Spells

Quote:
Originally Posted by Blind Mapmaker View Post

Did yesterday's update change anything else apart from that multiplication sign?
Nope. :) We just figured we should fix it now, since it was an easy tweak.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Old 10-06-2014, 10:38 PM   #19
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: GURPS Magic: Death Spells

Quote:
Originally Posted by Kromm View Post
Magery and Effect (GURPS Magic, p. 9) applies normally here: The upper limit on levels of effect is the higher of the standard number of levels or the caster's Magery level, and the GM is free not to use this rule if he thinks it would be unbalanced. This only matters for Magery 5+ for spells that max out at 4d, and for Magery 9+ for spells that max out at 8d.
If one were really concerned about it, I guess they could double the energy cost and make it xd*2, so x could scale up with Magery from 5+.
The Benj is offline   Reply With Quote
Old 10-07-2014, 09:43 AM   #20
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Magic: Death Spells

In a campaign where Magery 5, or 9, or even higher shows up regularly, and where wizards have 15+ or even 30+ energy points to burn on a single spell that might take out one foe, insta-death magic is not the most overpowered use of all those character points and energy points. I'd simply allow a wizard with those resources to prorate energy cost as suggested by Magery and Effect. Such a campaign almost certainly has Resurrection available for hire, not to mention gods who intervene in mortal affairs.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Reply

Tags
death spells, magic

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:28 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.