10-05-2014, 01:50 PM | #11 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: GURPS Magic: Death Spells
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10-05-2014, 02:29 PM | #12 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: GURPS Magic: Death Spells
Ahah, yeah. But that only affects Doomtouch. Lots and lots of those spells are 1-4d, and Magery 6 would then allow 6d. If you're going to throw Annihilation, experience tells me it's best to max it out anyway. 6d is a mere 18 points - well worth it to nearly insure it takes out or severely injures its target.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
10-05-2014, 03:14 PM | #13 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: GURPS Magic: Death Spells
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Am I the only one thinking Compartmentalized Mind being used for Mind-Killer with Stengthen Will being used as a follow-up is incredibly evil? |
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10-06-2014, 05:19 AM | #14 |
Join Date: Nov 2013
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Re: GURPS Magic: Death Spells
OMG OMG OMG!!
Nice wun! Glancing over it right now...can't wait to have time to read it! |
10-06-2014, 06:30 AM | #15 |
Join Date: Jul 2005
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Re: GURPS Magic: Death Spells
The "no separate roll to survive" mechanism is a step in the right direction here. Less rolling, more action.
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Villain's Round Table |
10-06-2014, 10:49 AM | #16 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Magic: Death Spells
Magery and Effect (GURPS Magic, p. 9) applies normally here: The upper limit on levels of effect is the higher of the standard number of levels or the caster's Magery level, and the GM is free not to use this rule if he thinks it would be unbalanced. This only matters for Magery 5+ for spells that max out at 4d, and for Magery 9+ for spells that max out at 8d.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-06-2014, 10:31 PM | #17 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: GURPS Magic: Death Spells
Did yesterday's update change anything else apart from that multiplication sign?
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10-06-2014, 10:35 PM | #18 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Magic: Death Spells
Nope. :) We just figured we should fix it now, since it was an easy tweak.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-06-2014, 10:38 PM | #19 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: GURPS Magic: Death Spells
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10-07-2014, 09:43 AM | #20 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Magic: Death Spells
In a campaign where Magery 5, or 9, or even higher shows up regularly, and where wizards have 15+ or even 30+ energy points to burn on a single spell that might take out one foe, insta-death magic is not the most overpowered use of all those character points and energy points. I'd simply allow a wizard with those resources to prorate energy cost as suggested by Magery and Effect. Such a campaign almost certainly has Resurrection available for hire, not to mention gods who intervene in mortal affairs.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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death spells, magic |
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