04-20-2019, 06:48 AM | #1 |
Join Date: Nov 2009
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Questions about incantation magic
I want to build a spell that acts like a stun grenade (B277), with an additional side effect that blinds and deafens the target for a few seconds in it fails it's HT roll by 5.
Should I just add limitations and enhancements to the affliction? for example: Affliction, Stunning (Based on HT, +20%, Sense Based (Vision and Hearing), -20%, Secondary Effect: Blindness, +10%, Secondary Effect: Deafness, +4%) [+3 SP]. Or perhaps use the sense based area of effect spells (Pyramid #3/114) and add 120 SP to the spell? What about Based on HT? can I use the enhancement as is? from Pyramid #3/114 it would seem that I can't and I have to add an effect to the spell for the purposes of casting time. An additional issue is that the secondary effects would last for at least 50 minutes (10 minutes per margin of failure). How do I shorten this duration? On an unrelated issue: When creating indirect damage spells, Can you use Guided as a damage enhancement? Since Guided does not suffer from any range penalty this makes it a very accurate attack and you don't have to spend a round on aiming after casting the spell. |
04-20-2019, 11:42 AM | #2 | ||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Questions about incantation magic
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You can't add enhancements to Affliction like this. Quote:
You'd need to use Repercussive Rituals from Pyramid #66 to achieve that effect. If it's based solely on HT, then you'd add "Based on HT" (+20%) and apply the +20% to the final SP total. Quote:
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If I were to write up this spell, it would look something like this: Mage Flashbang Spell Effects: Create Elementalism x2. Inherent Modifiers: Afflictions, Stunning + Altered Traits, Secondary Blindness & Deafness + Area of Effect. Skill Penalty: Path of Elementalism‑12. Casting Time: 1 hour. Everyone within 20 yards of the spell's epicenter must win a successful contest of your skill vs. their HT. Failure means they are stunned for seconds equal to their margin of failure and can roll once per second to snap out of it. Failure by 5 or more results in Blindness and Deafness for 10 seconds per point of margin of failure (minimum of 50 seconds). The targets may roll once every minute to recover from this. Typical Casting: Create Elementalism (6) + Create Elementalism (6) + Affliction, Stunning (0) + Altered Traits, Secondary Blindness & Deafness* (3) + Area of Effect, 10 yards (100) + Range, 20 yards (5). Notes: This spell adds Based on HT (+20%) and Reduced Duration, 1/6 (Accessibility, Altered Traits only, -20%) (-12%) increasing the number of Effects needed to cast the spell by two. 120 SP. * Cost is 1/5 normal, just like a Secondary effect for afflictions. There is some mucking with the guts of the system there and a few GM calls, but it's the only way to achieve the exact effect you are looking for.
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04-21-2019, 08:01 AM | #3 |
Join Date: Nov 2009
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Re: Questions about incantation magic
Thanks for the answers! I want to use Incantation magic as the only magic system available to wizards in my game and I am trying to wrap my head around it.
That's more or less what I was looking for, though It comes out as a very expensive spell, mainly due to the large area of effect. How do I go about making it Sense Based (Vision and Hearing)? A few other questions: 1. Can I use Strengthen Transfiguration to give someone Altered Trait: Regeneration or is that against the "No Healing" rule? 2. Can I use Transform Elementalism to create an opening in a stone wall? does the wall resist? do I need any other effects other than subject weight for the part of the wall I want to change? 3. How much light is created with Create Elementalism? what if I want to light an entire room? 4. The rules state that "No one can be the subject of more than two “buffing” incantation spells." but what if the buffs are on different subjects? a buff on a sword for more damage, one on the robes for more DR and one on the mage for better skills? |
04-21-2019, 02:18 PM | #4 | |||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Questions about incantation magic
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The buffing rule is for the subject. Buffing a sword is different from buffing yourself. So yes, they can stack. A lot of GMs have issues with buffing spells in DF19 and to them I always say "Dispel them" "NMZ them" etc. Magic shouldn't unbalance a game as long as you're using the things to cancel it out.
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04-22-2019, 01:30 AM | #5 | ||||
Join Date: Nov 2009
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Re: Questions about incantation magic
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I think I would keep it as every full +20% (like you suggested in Pyramid 3/114 p.5). Quote:
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Of course, you could always use Necromancy and take 1-2 HP from every one in the group and heal the injured character with that. I think i'll write up that spell. Quote:
None of my players have any experience in GURPS so i'm trying to build a large grimoire before the game to ease them into this magic system. We'll see how it goes. |
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04-22-2019, 11:19 AM | #6 | |||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Questions about incantation magic
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That is a very good idea. I did the exact same thing for my urban fantasy campaign "The Chronicles of Ceteri" - it helped a lot.
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