01-09-2011, 04:11 AM | #61 | ||
Join Date: Nov 2009
Location: Oregon
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Re: First GURPS Mage
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Last edited by vierasmarius; 01-09-2011 at 04:15 AM. |
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01-09-2011, 04:33 AM | #62 |
Join Date: Nov 2009
Location: Oregon
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Re: First GURPS Mage
Oh! Just had a thought for if you did want to consider Innate Attack for some powerful spells. You could probably make it as an Alternate Ability associated with Magery, with whatever special limitations that has (I think you mentioned limited armor). That would keep the cost down greatly, and may fit very well thematically.
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01-09-2011, 04:43 AM | #63 | |
Join Date: Jul 2010
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Re: First GURPS Mage
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My magery has Double Encumbrance Penalty and Radically Unstable (Confirm) attached to it. Resulting in 6.5 per level, I'd be interested in whatever alternate ability thing you could come up with to help me out. Which is why I'm pretty much limited to Ultra-light armor, as well as low weight in gear/lots of hideaway pockets. My staff actually eats a fifth of my carrying capacity at 4lbs XD EDIT: Which is why I try to keep out of close combat as much as possible and what started this particular thread. My vastly enchanted silk padded cloth armor is 4 DR, 5 vs impaling and slashing and eats up almost another fifth of my carrying capacity. 10 ST is fairly crippling when it means you can only carry 20lbs. Last edited by Godogma; 01-09-2011 at 04:48 AM. |
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01-09-2011, 04:58 AM | #64 |
Join Date: Jan 2006
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Re: First GURPS Mage
Okay, various high-damage to individual target spells:
Winged Knife (or other imp damage spell) with high enough skill to shoot for the eye every time. Dehydrate at high enough skill to cast at some range and bypass resistance. Shocking Touch (bypasses armor and does 1d+1 per fat.) Against a group you need to get creative (most spells are either "nerfs" to the opponents or need a multi-spell buildup to be truly effective.) Stench Flash Glue followed by Create Fire or "Rain of" spells. For the DnD style fireball effect (high damage, large area) you'll need to create a new spell or get an Innate Attack - GURPS magic is intentionally geared more towards the individual melee level of damage-dealing as opposed to the large-area uber attack. |
01-09-2011, 05:01 AM | #65 | |
Join Date: Jul 2010
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Re: First GURPS Mage
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01-09-2011, 05:12 AM | #66 |
Join Date: Dec 2009
Location: Rostov-on-Don, Russia
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Re: First GURPS Mage
I don't see why you think Body of ..., Enlarge or Shapeshifting to be turtle tactics. Turn into an elephant and smash them down! Become a giant whirlwind and throw them around!
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01-09-2011, 05:22 AM | #67 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: First GURPS Mage
GURPS combat mages are primary buffers and debuffers. With many spells to create penalties (most of the offensive body control college), many spells that give you awesome offense and defense (Might, Grace, Flight, Body of Air, Shield, Armor, Haste, Great Haste, Enlarge, any blocking spell...) and many fight enders (Flesh to Stone is particularly nasty, and the cost is very low, Spasm means that someone is disarmed).
GURPS Magic is mostly useful outside of combat, allowing you to circumvent many obstacles that would require great resources normally, and shortcircuiting many plots, if the GM has not prepared otherwise (Hello divinations). If you want to go through the damage dealing route (suboptimal), here's what I suggest:
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01-09-2011, 05:33 AM | #68 | |
Join Date: Jul 2010
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Re: First GURPS Mage
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I out magic Elminster. Or the like. Or at least I feel like it sometimes. |
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01-09-2011, 05:35 AM | #69 | |
Join Date: Jul 2010
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Re: First GURPS Mage
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Which means its very faulty tactics. I have a whole hell of a lot of money tied up in enchantments and losing them due to poor choice of spells is a bad thing. Am I allowed to post the text from a "Body of" spell here? Because it sure seems that it definitely is a bad idea to me. Last edited by Godogma; 01-09-2011 at 05:38 AM. |
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01-09-2011, 06:05 AM | #70 | ||
Join Date: Nov 2009
Location: Oregon
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Re: First GURPS Mage
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Buffing spells may be the way to go. There are spells that make you practically impervious to physical or magical attack, at which point you can just walk up to your enemies and hit them with spells like Evisceration or Flesh to Stone. Also, to take advantage of an effective Magery 15 you may want to further boost your ER, or add Regeneration (ER only). Then have at it with 15d Missile spells! Quote:
Last edited by vierasmarius; 01-09-2011 at 06:15 AM. |
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Tags |
combat, dungeon fantasy, fantasy, first mage, magic! mages |
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