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06-30-2010, 06:32 PM | #1 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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[Magic] Easily Understood, Minimally Abused Spells
When I finally start a GURPS campaign, it's going to be a pretty straightforward fantasy using the free resource of GURPS Lite (3e and 4e, thanks to GURPS Update). This way I can easily hand out nearly all the rules to a player.
I'm giving all Magery the "No Spell Prerequisites, +30%" modifier from Thaumatology. This increases the cost of Magery to 7, with +13/level. I don't use the cost reduction/cast time reduction from high skill; just part of simplifying things(I'm considering making it based on relative skill level, the way Brawling/Karate damage bonus is, with first reduction at IQ level, second at IQ+3, and so on for each +3 to IQ level). What I want is help with a list of distinct, useful, easily understood(preferably one paragraph description), and minimally abusive spells. But I also want everything that exists in my setting to be justified. My current list so far: Armor Blur Create Fire Complex Illusion Daze Detect Magic Fireball Flame Jet Haste Lend Energy Light Minor Healing(Not sure if I should also add Major Healing) Shapeshifting(Cat, Falcon, Snake, and Wolf) Shield Shocking Touch(Not sure about this one; I just wanted a non-fire attack spell) Sleep Stop Bleeding And Enchantments including the above spells on items and Accuracy Fortify Flying Carpet Hideaway(Only the non-encumbering version) I've got the following Elixirs: Death Fire Resistance Healing Horsemanship Resurrection Stealth Stupefacation Water Breathing Is there anything I should particularly add? If you think something will be easily abused in a way which obviously slipped my attention, please give notice and offer an alternative. Here's a pair of character templates I've made for mages: Hedge Wizard/Dabbler [50] AttributesST 10; DX 10; IQ 11[20]; HT 10 Secondary Characteristics BL 20 lbs; Dmg 1d-2/1d; Speed 5; Move 5; HP 10; FP 10; Per 11; Will 11 Advantages Magery 0[7] 20 points chosen from IQ +1[20], HT +1 or +2[10/level], Languages[varies], Acute Senses[2/level], Animal Empathy[5], Empathy[15], Laguage Talent[10], Resistant to Disease +3[3], and raising Magery 0[7] to Magery 1[20] for 13 points. Put leftovers into secondary skills. Disadvantages Pacifism(reluctant killer)[-5] -20 points chosen from ST -1 or -2[-10/level], Bad Sight[-10], Bad Temper*("Subtle and quick to anger")[-10], Curious*[-5], Delusions[-5 to -15], Gluttony*[-5], Hard of Hearing[-10], Obsession*[-5 or -10], Sense of Duty[-2 to -20], Truthfulness*[-5], and Vow[-5 to -15]. Skills Primary skills. One of the followig 20-point spell packages:
** Requires Magery 1 or Empathy. *** Requires Magery 1. Mage Adventurer [100] AttributesST 10; DX 10; IQ 12[40]; HT 11[10] Characteristics BL 20 lbs; Dmg 1d-2/1d; Speed 5.25; Move 5; HP 10; FP 11; Per 12; Will 12 Advantages Magery 2[33] 20 points chosen from DX +1[20], IQ +1[20], HT +1 or +2[10/level], Languages[varies], Acute Senses[2/level], Charisma[5/level], Laguage Talent[10], Resistant to Disease +3[3], Wealth(comfortable)[10], and uprgading Magery 2[33] to Magery 3[46] for 13 points. Put leftover points into spells or secondary skills. Disadvantages Sense of Duty(adventuring companions)[-5] -20 points chosen from ST -1[-10], DX -1[-20], Bad Sight[-10], Bad Temper*("Subtle and quick to anger")[-10], Curious*[-5], Delusions[-5 to -15], Gluttony*[-5], Hard of Hearing[-10], Obsession*[-5 or -10], Sense of Duty[-2 to -20], Truthfulness*[-5], and Vow[-5 to -15]. Skills Primary skills. One spell, at (IQ+1)[2]-13 if Hard, or (IQ)[2]-12 if Very Hard; five spells, known at (IQ)[1]-12 if Hard, or (IQ-1)[1]-11, if Very Hard, including the +2 from Magery. Secondary skills. One of Physician or Naturalist, both (H)(IQ)[4]-12, or Alchemy(VH)(IQ-1)[4]-11. First Aid(IQ)[1]-12, Swimming(E)(H)[1]-11, Hiking(A)(HT-1)[1]-10, Observation(A)(IQ-1)[1]-11 and Innate Attack(DX+2)[4]-12. One of Brawling, Knife, or Thrown Weapon(any), all (E)(DX+2)[4]-12; Shortsword or Staff, both (A)(DX+1)[4]-11.
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07-01-2010, 12:02 AM | #2 |
Join Date: Aug 2004
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Re: [Magic] Easily Understood, Minimally Abused Spells
If you are not going to add Major Healing and presumably the other advanced healing spells, change the cumulative penalty for more heals within a 24 hour period to -1. Damage taken can be viscious and a max heal of 3 doesn't do a lot.
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07-01-2010, 01:43 PM | #3 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [Magic] Easily Understood, Minimally Abused Spells
Yeah, now that I think about it, I'm definitely going to add Major Healing, and probably Zombie (because my bestiary already contains Skeleton and Zombie entries, and I want everything to be at least vaguely justified in-world).
I'm considering Charged Scroll and Instant Neutralize Poison. For setting flavor, possibly Awaken Craft Spirit. Really, I'm open to suggestions and want the opinions of experienced GMs on what spells tend to work well and are easy to get a grasp of.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
12-01-2010, 07:48 PM | #4 |
Join Date: Jun 2010
Location: Dreamland
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Re: [Magic] Easily Understood, Minimally Abused Spells
For a simple one, there are a lot of damage spells, most of which are easy to understand, esp. Stone Ball.
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12-01-2010, 08:06 PM | #5 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [Magic] Easily Understood, Minimally Abused Spells
Yeah, almost all the missile spells work fine. Just make sure to check that they all have 4e compliant damage types.
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12-02-2010, 03:23 AM | #6 | ||
Join Date: Sep 2004
Location: Torino, Italy
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Re: [Magic] Easily Understood, Minimally Abused Spells
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Being able to heal 3 (or perhaps 6-9 if you're lucky) hit points per day is still a huge improvement when you compare it to the "natural" recovery rate of 1 HP/day maximum. If you want a fantasy campaign with a touch of realism, e.g. where wounds still have meaning and badly battered PCs can't be up and fighting in a few minutes, banning Major Healing is the way to go...
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12-12-2010, 06:14 PM | #7 | |||
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [Magic] Easily Understood, Minimally Abused Spells
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This is a Game Mechanical World, so any spells which don't make it to the list simply don't exist in my world, including spell-like effects for monsters.
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12-12-2010, 06:40 PM | #8 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: [Magic] Easily Understood, Minimally Abused Spells
Consider Analyze Magic to let them know what the stuff they find with detect magic actually does (or perhaps come up with some other mechanic to accomout date that need)
The linking meta spells are not particularly simple, but if you want conditional spells for powerful wizzards they are going to be important. Teleport is easily understood but may break movement restrictive games, as would Flight Light is pretty weak... throw the guys a bone and toss in Continual Light There also don't seem to be any blocking spells in your list. Is this intentional?
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12-12-2010, 10:42 PM | #9 | |||||
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [Magic] Easily Understood, Minimally Abused Spells
I sure will.
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Teleport was one of my favorite spells back when I used to play a lot of JRPGs, wherein it could only teleport A) The party to the outside of a dungeon and B) To a town, when not currently in a dungeon Of course, I hear that the trek back home from the dungeon, while laden with loot, is supposed to be part of the challenge (and, therefore, fun) of my favorite fantasy playstyle. Quote:
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Spells I have added to my list since OP: Charged Scroll(A little complex, but I'm a big fan of this utility) Deathtouch Death Vision Icy Breath (VH) Instant Neutralize Poison (VH) Lightning Zombie(Illegal to the upstanding heroes, but there's lots of skeletons and zombies for the heroes to kill in this world)
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12-12-2010, 09:39 PM | #10 | |
Join Date: Dec 2009
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Re: [Magic] Easily Understood, Minimally Abused Spells
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If you are making wholesale changes, it can simplify prereqs to change all spell prereqs to "[X] spells of the same college", where [X] is the prereq count. (Thaumatology has the better list for this, but the one in Magic is serviceable.) That way, you don't have to map out the prereq trees, you don't have to graft branches whose prereqs disappeared, you just have to stick the spells in colleges.
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Tags |
fantasy, lite, magic |
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