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#1 |
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Join Date: Dec 2021
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Alright, I HAVE to be missing these somewhere, but for the life of me, my players, and our collective sanity, we can't find them anywhere in DFSpells. We have Trace Teleport, Teleport shield, but no actual Teleport spell? Same thing with Gates... control gate, scry gate, but no Create Gate? Our most recent campaign I just finished up had the wizard actually build his character and hold onto points specifically to buy gate and teleport spells, b/c the party knew they would have a need for the potentiality to actually create a gate based on their plans. But we couldn't find anything for that part so I ended up having a gate be available (they had to look for it, but it was there) for the wizard to control.
Do we really not have those actual create/use spells? |
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#2 |
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Join Date: May 2007
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The creators of the Dungeon Fantasy Roleplaying Game explicitly decided that accessible teleportation and portal creation (along with such esoterica as planar shifting and time control) were cans of worms that it was better not to give PCs the ability to open. Gates exist, but they were created either by Long Lost Ancient Magic or by Inhuman (and probably Squamous) Entities, and teleportation is similarly limited. If you, as GM, disagree with this judgement call, GURPS Magic has teleport and create portal spells that are compatible with the Dungeon Fantasy magic system, along with many other spells that were excluded as thematically inappropriate (plus alternate magic systems, magic item creation rules, and illustrations that must be near the nadir of generic fantasy art).
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
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#3 |
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Join Date: Apr 2019
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The regular Dungeon Fantasy line did introduce a "Secret Teleportation Spell" in Dungeon Fantasy 11 - Power-Ups, on page 37. But it's built as an Unusual Background plus a Warp advantage for 100 points, not a spell.
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#4 | |
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Join Date: Dec 2021
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Quote:
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#5 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Quote:
Last edited by sir_pudding; 03-03-2022 at 02:20 PM. |
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#6 |
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Join Date: May 2010
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Also, I think there's an assumption that if the GM wants a gate in a dungeon, they can just make up the details of how it works—no need to adhere to GURPS Magic. In fact,
Spoiler:
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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#7 |
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Join Date: Jan 2008
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Also, priests with Power Investiture 6 can cast Sanctuary, which explicitly creates a gate. A wizard with Scry Gate could be useful to see when it's time to come out, and a wizard with Control Gate could re-open a closed Sanctuary to follow a cleric in. (Normally the gate closes after the cleric enters, but Control Gate can reopen closed gates.)
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