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Old 10-05-2014, 02:50 PM   #11
Nereidalbel
 
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Default Re: GURPS Magic: Death Spells

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Originally Posted by Peter V. Dell'Orto View Post
So most of these spells are Magery 3, and have a die limit on casting - like, Doomtouch being 1-8d.

Do higher levels of Magery affect these normally? Magery 6 allows Doomtouch 1-11d?

I'd say yes, because if you have Magery 6 and death spells in your game, you clearly want bodies stacked up high and wide. But I just wanted to make sure of the authorial intent here.
Magic does say that spells with die or level limits inherent to the spell use that limit or your Magery, whichever is higher. Thus, you would need Magery 9 to raise the limits on those die-based death spells. Do note, however, that they all ignore DR, and disallow survival rolls entirely.
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Old 10-05-2014, 03:29 PM   #12
Peter V. Dell'Orto
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Default Re: GURPS Magic: Death Spells

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Originally Posted by Nereidalbel View Post
Magic does say that spells with die or level limits inherent to the spell use that limit or your Magery, whichever is higher. Thus, you would need Magery 9 to raise the limits on those die-based 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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Old 10-05-2014, 04:14 PM   #13
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Default Re: GURPS Magic: Death Spells

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Originally Posted by Peter V. Dell'Orto View Post
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.
It also affects enchantments. Sure, the scaling energy costs of enchantments kinda sucks, but...

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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Old 10-06-2014, 06:19 AM   #14
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Default Re: GURPS Magic: Death Spells

OMG OMG OMG!!

Nice wun! Glancing over it right now...can't wait to have time to read it!
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Old 10-06-2014, 07:30 AM   #15
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Default 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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Old 10-06-2014, 11:49 AM   #16
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Default Re: GURPS Magic: Death Spells

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Originally Posted by Peter V. Dell'Orto View Post

Do higher levels of Magery affect these normally?
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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Old 10-06-2014, 11:31 PM   #17
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Default Re: GURPS Magic: Death Spells

Did yesterday's update change anything else apart from that multiplication sign?
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Old 10-06-2014, 11:35 PM   #18
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Default Re: GURPS Magic: Death Spells

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Did yesterday's update change anything else apart from that multiplication sign?
Nope. :) We just figured we should fix it now, since it was an easy tweak.
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Old 10-06-2014, 11:38 PM   #19
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Default Re: GURPS Magic: Death Spells

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Originally Posted by Kromm View Post
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.
If one were really concerned about it, I guess they could double the energy cost and make it xd*2, so x could scale up with Magery from 5+.
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Old 10-07-2014, 10:43 AM   #20
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Default 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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