[DF] Easy arcane magic for Dungeon Fantasy
My group's regular GM is busy with his kids, so I'm stepping in to run Mirror of the Fire Demon for a group of semi-inexperienced GURPS players. I'm trying to minimize the complexity of the game and focus on the sneaking, killing, and looting.
I'm using the Dungeon Saints article for the group's cleric, and it works very well: the player isn't getting stuck in options paralysis with dozens and dozens of spells, but she has 3 useful learned miracles (Flesh Wounds, Lay on Hands, and Smite) and understands the whole "pray for unpredictable miracles" concept. The combination reduces her options in combat from about 30 to 4 (pray, Smite, hit people with sword, run away) which is very helpful. Outside of combat, she's still got the full potential utility of a normal cleric, since she can heal people or ask for any generic miracle she needs. Is there a good similar concept for Wizards? I don't want to hand someone a list of 30 spells with weird dependencies, casting times, and what-not. That's not useful. And even Ritual Path Magic, my preferred alternate solution, is probably too complicated for anyone who isn't fairly skilled at GURPS. I'd like something that replicates the feel of the normal DF Wizard - magical utility guy with some combat ability - but minimizes option paralysis. Building a bunch of specific advantages like "magic shield spell", "magic zapping spell", and "flight", possibly as alternate abilities of each other, is a possible solution, but I'm worried that the mage will lose too much utility. Full blown modular abilities, while amusing, would cost too much and leave us back in the realm of option paralysis which I'm really trying to avoid. Suggestions? |
Re: [DF] Easy arcane magic for Dungeon Fantasy
For utility try Verb and Noun Magic, from GURPS: Magic. While not Dungeon fantasy in first place it could serve the utility out of combat options. And maybe I would go for Innate attack and advatages just as you posted for the rest. Just don't over do it. Wizard can still use his staff both defensively and offensively. So I guess he doesn't need three more attacks and defense abilities.
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Re: [DF] Easy arcane magic for Dungeon Fantasy
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Re: [DF] Easy arcane magic for Dungeon Fantasy
The utility value can be preserved (while retaining simplicity) with an advantage based system by picking up the general and flexible utility advantages :) But simple advantage based wizards are more like college specialists - they can have a lot of utility within their field, and often bleed over the edges a little bit, but aren't really general generalists.
Illusion (from Powers) is a VERY general purpose advantage. It's all the non-Creation spells of the Illusion and Creation college, and basically all the Illusion spells from D&D that aren't the semi-real ones. Mind Control probably isn't what you're looking for here, but the Mind college is cannon DF wizardry, and can be mostly replaced by a single Mind Control advantage and (for more advanced spells) some enhancements. An alternate ability with a couple of Afflictions will help round out the Mind Control wizard (for sleep and mass sleep and daze type stuff). An elemental wizard can go pretty darn far on just Create and Control, and possibly Telekinesis with the specific limitation. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
I managed to fit an RoF lightning bolt spell, a 4d explosive fireball, a 3d area affect air burst, a 3d icy touch, a DR 4 force field, Telekinesis 5, Analytic Detect Magic and Walk on Air into a 250 point character with judicious use of alternate abilities and hefty limitations. I think that's enough distinct abilities to be a useful wizard that can be easily be played by an experienced player and that doesn't step into the thief's, cleric's, or scout's niche.
I thought about taking Illusion, but that can be a pain to handle from the GM's perspective, and generic create and control powers are too open-ended for me to be completely comfortable with. Mind control was a good suggestion, though, and if I could add anything it'd probably be that. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
What does a DF Wizard actually need?
Blast-stuff-at-range, and being able to work with magic as in the Metamagic Collge. So, get to work on that. He needs Innate Attack, or possibly a whole stack of different Innate Attacks with all but the most expensive being bought as Alternate Abilities. Blast Close, Blast Range, Blast Far, Blast Area... Metamagic is trickier. He needs to be able to Detect magic, preferably do some kind of analysis on it (if you expect character advancement he'll want to jazz up his Detect greatly, maybe extend its scope to cover anything supernatural, adding Reflexive, and maxed analysis), and he needs to be able to nullify hostily magic, which you do with an Advantage in GURPS Powers that I haven't looked at. Utility beyond that? How about a Modular Ability letting him have any 2 Accesory Perks? I think you can solve a lot of the problems that way, although I can't help with Dispel Magic, and I find Modular Ability to be underexplained and/or insufficiently flexible in the RAW. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
i'm thinking about wizard's from fiction.
most of them have been handled: Inate attack with variations, shield with variations. I would probably include something like wizard eye because its just cool, Detect magic, some sort of light spell maybe flying maybe levitate maybe a translation spell There are lots of little things you could add but that would make a pretty flexible mage with. when you finish the powers would you mind posting them I've been wanting to do a Dungeon Fantasy game with mages using powers instead. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
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Generic Wizard (250 points)He has two arrays of spells: 1 offensive and 1 defensive/utility. He can switch between any of the offensive spells as a free action, but it takes 10 minutes to change a utility spell. All the combat spells require fatigue, and most require an extra round of concentration. I used Onset and Sense-Based on the Detect Magic (Analyze) ability to represent that it takes him a full hour to identify a magic item. He can have the spell ready in 10 minutes, and he can cast it quickly, but it takes an hour to get the results back. He can only do it on something he can actually see. He has a DR4 force field that only protects his front and another DR4 force field that only stops missiles, but is omnidirectional. They both operate at the same time (I guess I should have added Link?). Of course, they're on the same array as the utility powers, so he loses them both if he decides to Levitate or something. He has a wide variety of dangerous attack spells: a (4d) big explosive fireball, a ball of air that knocks people away in a larger area (with double knockback and area effect 2) that is nearly useless against armor, a low-damage and draining lightning bolt with enough RoF to be used to suppress an area, and a quick damaging melee cold attack, used to stop anyone who gets too close. He can cast that at melee range through his staff, hence the clumsy (and technically illegal) Follow-up and Melee combination. The Illumination, Ignition, and Air Jet perks are minor magical effects that he can pull up at a moment's notice. As designed, the character has Extraordinary Luck. That's really a place holder for "30 more points of stuff", such as a DF3 race, more levels of IQ or Wizard!, or more spells. Obvious spell improvements include more levels of TK, adding Affects Others to Walk on Air (at 2 pts/ally effected), Payload (with Exposed and Mana Sensitive, representing the classic Floating Disk), some kind of dispel magic effect, and buffing up the combat spells for more damage or adding a Sleep type spell. As much as I like Wizard Eye in concept, I'm opposed to giving the wizard the ability to steal other people's niches. So the Thief and the Scout should scout, and the wizard shouldn't. Some thoughts about this guy's role in a delving band: he can simplify crossing obstacles by walking on air, but only in "safe" locations since his DR is poor at that point. He can identify weird magic or found magic items, and lift small things it out of the way places with TK. He's absolute murder on small, diffuse opponents like Oozing Dooms or Toxifiers, with a fairly fast, high damage, area effect attack from Air Burst. He can set a couple of people on fire at range with his Fireball, but it's draining, or blast a big nasty like a Sword-Armor Golem that uses heavy metal armor with his lightning bolts. Any competent Scout is going to do equal or better damage at range and a Knight should have roughly equivalent protection and a lot better damage. His focus is on defeating "weird stuff"; the mundane types can fight the orcs and ogres while he kills the oozes, the molds, and the solid fire types. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
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Re: [DF] Easy arcane magic for Dungeon Fantasy
The intent was that it does full damage in a 2 hex radius and then diminishes like an explosion from there (ie, damage is divided by 3 per hex from edge of the area effect). Dissipation is pretty much the opposite effect of what I want.
Also, I can't see anything in Basic (under Area Effect or Explosive) or in Powers that prohibits the combination. |
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