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Old 05-17-2011, 04:24 PM   #1
Kuroshima
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Location: The ASS of the world, mainly Valencia, Spain (Europe)
Default [DF] Some ideas to make damage dealing casters more effective in DF games

My players complain that casters don't scale well, damage-wise, in Dungeon Fantasy. While the main strength of the GURPS caster is versatility, and utility (Buffing/Debuffing/Battlefield control), damage mages are certainly in genre.

New Advantages

Spell Potency
5/level
Each level of spell potency increases the damage of Spike spells by 1. You can not have more levels of Spell Potency that you have Magery.
New Modifiers
Concentration only: This enhancement is available to Power Investiture, Magery, Demonic Attunement, Deathliness, Elemental Attunement, and Bardic Talent. The bonus granted by this level of the advantage can only be used to compensate for penalties due to having multiple spells on. -50%.
New Perks
These are Magical perks, and thus their number is limited. Check Dungeon Fantasy 11 for more details.

Potent Spell†
Increases your magical potency for a single spike spell, by 1. Must specialize by spell.

Faster Missile†
After creating or enlarging a missile spell, you can throw it as a free action. If you do so, you suffer a -3 penalty to both your missile spell skill and your innate attack skill. Must specialize by spell.

Cast on the run†
This is a leveled perk. At level 1, you can move at half your movement speed (round down) while concentrating in a single spell. At level two, you can move your full move. All movement must be before the actual casting. If you move more than one step while casting the spell, though, you must make a Will+Magery roll, at a penalty equal to the distance moved, or lose concentration and waste the spell. Must specialize by spell.
New Spells
Force Spike
Regular
Inflicts 1d pi damage, +1 per level of Magery. The cost of this spell is not reduced by high skill.
Cost: 1.
Casting time: 1.
Prerequisites: Magery 1, Apportation.

Stone Spike
Regular
Inflicts 1d+1 cr damage, +1 per level of Magery. The cost of this spell is not reduced by high skill.
Cost: 1.
Casting time: 1.
Prerequisites: Create earth, Earth to Stone, Shape earth, Seek earth, Magery 1

Flame Spike
Regular
Inflicts 1d burn damage, +1 per level of Magery. The cost of this spell is not reduced by high skill.
Cost: 1.
Casting time: 1.
Prerequisites: Create fire, Shape fire, Ignite fire, Magery 1

Spark Spike
Regular
Inflicts 1d-1 burn damage, +1 per level of Magery. This is lightning damage, that treats metallic armor as DR1, and behaves oddly around metals (See the exact effects under the lightning spell). The cost of this spell is not reduced by high skill.
Cost: 1.
Casting time: 1.
Prerequisites: 6 air spells, Magery 1

Ice Spike
Regular
Inflicts 1d-2 imp damage, +1 per level of Magery. The cost of this spell is not reduced by high skill.
Cost: 1.
Casting time: 1.
Prerequisites: Magery 1, and either Ice Sphere or Water Jet

Sun Spike
Regular
Inflicts 1d-1 burn damage, +1 per level of Magery. The cost of this spell is not reduced by high skill.
Cost: 1.
Casting time: 1.
Prerequisites: Magery 1, and at least 6 Light and Darkness spells, including Sunlight

Designer Notes
The spike spells are regular spells, not missile spells, but they're not resisted. They deal low to moderate damage, and always cost energy. Magical Potency is a Striking ST equivalent for them. As they are not missile spells, they're cast on the same turn as they take effect, require no additional roll to hit, and the target gets no active defense. DR, however, protects normally.
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