04-21-2014, 09:08 AM | #11 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: [Magic] Illusion spells
Given the understandable confusion about this issue and the general forumite desire for a 'clean up' edition of Magic for 4e, what SHOULD the Illusion rules be? Specifically, how would we like illusions to move?
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
04-21-2014, 09:33 AM | #12 |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: [Magic] Illusion spells
There should be some options for faster moving external illusions at least, perhaps similar to the way more capable creations cost more.
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04-21-2014, 09:43 AM | #13 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [Magic] Illusion spells
IMO, an illusion should be able to move at whatever speed is reasonable for that specific illusion. An illusionary car moving at 50mph is believable, but attempting to move an illusionary human at 50mph should dispel it immediately, as nobody is going to believe such a thing.
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04-21-2014, 09:56 AM | #14 | |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: [Magic] Illusion spells
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04-21-2014, 09:59 AM | #15 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Magic] Illusion spells
I'd go with Move 5, as in the FAQ. That's the speed used by Light, Mage Light, Shape Darkness, Shape Fire, and other effects that move energy around in GURPS Magic. If that seems too slow for wizards who hope to create illusionary hawks and horses, a reasonable compromise would be to take a page from Displace Spell or Ball of Lightning, and add Magery or skill/5 to this Move.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
04-21-2014, 11:08 AM | #16 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: [Magic] Illusion spells
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I've been trying to come up with some kind of energy - effectivness conversion for 'extra effort' in spells as a generic template for perks. I think faster movement of a specifc spell might make a good perk.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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04-21-2014, 11:08 AM | #17 | |
Join Date: Dec 2007
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Re: [Magic] Illusion spells
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04-21-2014, 05:54 PM | #18 | |
Join Date: Aug 2004
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Re: [Magic] Illusion spells
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Kromm is "we"? He seems bigger in his picture. heh |
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04-22-2014, 11:00 AM | #19 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: [Magic] Illusion spells
What final rate would you suggest? Or would you level the perk so that you could have Move, 2Move, 3Move (or perghaps Move, Move^2, Move^3)?
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
04-22-2014, 08:00 PM | #20 |
Join Date: Aug 2004
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Re: [Magic] Illusion spells
I generally stay away from leveled Perks. I'd probably make this something like Move*5 for a single Illusion spell, which would be enough to increase the verisimilitude of certain illusions, or let you surprise foes at range somewhat easier, without greatly enhancing the effectiveness of the spell.
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Tags |
illusions, magic, range of illusions |
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