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Old 05-27-2011, 06:25 PM   #31
Lamech
 
Join Date: Mar 2011
Default Re: [MH] Charms for Sages

Quote:
Originally Posted by Harald387 View Post
Luck, be a Lady
For one night, everything just seems to go the subject's way. It's almost like he's leading a charmed life.

Lesser Control Chance; enhances Luck [15] to Ridiculous Luck [60]; subject up to 300 lbs for 12 hours; total cost 59.
Note: The Luck granted by this spell cannot be used on rolls to influence spellcasting!

(This might not be suitable for a Sage, since it *is* pretty expensive. Still, a Sage with a good grimoire should be able to pull it off... Start the 12-hour timer when the charm is broken, naturally!)
59 energy is easy if you use grimoires. First you have the magery reserve, then party fatigue should give you twentyish. Then a starting sage can easily hit 19-20 on a bunch of rituals if they spent points on sig gear. (I also suggest getting an IQ boosting lens from the start.) 16 rituals at +4 is a point of sig gear. 6 rituals at +5 is one point. And if you really get zany you can have a good charm making lab for a +1 or applying C.F. to the books to make 'em cheap. And then being a sage you should find a magical hideout for another bonus. And since you have luck (and buying success) you don't need to worry about crit fails which makes a huge difference.

Again none of this is fast magic; the sage will be looking at hours spent to cast spells, but its very nearly as much as the witch can pull off.

Research Assistant
: Greater strengthen mind: (3) weight 300 lbs (3) duration 3 days (8) +4 hidden lore (Sacred places)/ architecture (8) total energy 66
This should let you find a better place to cast from. The bonus will be one higher, or two if your lucky. I also recommend stacking time spent on top of this and seeing if someone can assist you at all. It negates the penalty for searching inside a city at the very least.
(The GM may want to make this a lesser effect, since I think a couple examples in the book were +4 to skill, or ban it due to the guideline no getting better at magic through magic. I split the difference.)

Last edited by Lamech; 05-27-2011 at 06:51 PM.
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Old 05-28-2011, 10:35 AM   #32
Harald387
 
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Join Date: Apr 2007
Location: Ottawa, ON, CA
Default Re: [MH] Charms for Sages

The Drowned Man's Curse

The subject's lungs fill with icy salt water, and he begins to drown. He falls to the ground, able to do nothing but choke and suffocate for minutes equal to the margin of failure on his Resistance roll.

Coughing up the water doesn't help; more is simply created by the spell until the duration (or the subject) expires. All water created by the spell vanishes entirely after 10 minutes, leaving no trace except the drowned victim.

As usual, the subject resists with the better of HT or Will; subjects with Doesn't Breathe or Injury Tolerance (Homogenous) are merely inconvenienced.

This Ritual's effects are moderately horrifying and may cause Fright Checks for mundane observers at the GM's discretion.

Greater Create Matter +6; Affliction (Choking) +20; up to 300 lbs +3; for 10 minutes +1; range 100 yards +10. Final Energy Cost: 120

(This is far from the most efficient way to kill people with magic, but it definitely has a certain style.)

EDIT: Forgot Range!

Last edited by Harald387; 05-28-2011 at 10:42 AM.
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