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Old 09-15-2011, 11:46 AM   #1
Kalzazz
 
Join Date: Feb 2009
Default [MH] Charms for 16 effective skill or thereabouts

Anyone have some suggestions on Charms to make for a character who can (with workspace and grimoires) generally get about 16 on a spell?

Don't really need to rely on Charms for attacks as charm making is a secondary power, but other than that looking for neat but affordable ideas
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Old 09-15-2011, 01:29 PM   #2
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: [MH] Charms for 16 effective skill or thereabouts

You're looking for generally 25-30 energy points in the charm, so mostly Lesser effects. I have a fair number written up here:
http://westmarchsaga.wikia.com/wiki/MH/Mark's_Spells

A couple of highlights -
Speak with Distant Friends - your basic telepathy spell
Shadows Linger - stealth granting spell, and template for skill boosters
Bruno's Area Slow Sustained Recovery - an excellent if slow healing spell
Time Acceleration - grants combat reflexes (or 15 points in advantages if you treat is a template) in a small area

Your biggest problem is that you can't do direct healing effects, since you can't afford to layer the Control Magic on an already expensive Greater ritual. You may want to pick up Ritual Mastery on a couple of high cost spells like that, since going from a 16 to an 18 nearly triples your safe energy.
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Old 09-15-2011, 02:54 PM   #3
starslayer
 
Join Date: Dec 2006
Default Re: [MH] Charms for 16 effective skill or thereabouts

Actually I think you could do healing magic through a lesser transform chance effect rather then a direct strengthen body effect.

Consider:
'Good thing it was only a fleshwound'
Lesser Transform chance -8
<amount of damage healed> -x
subject weight 300lbs -3
range -4
-(15+x)
Heals the damage from ONE attack by having it have hit some object, have missed anything vital, or simply grazed the recipient. Must be used very quickly after an injury is suffered, and before a mundane outside observer could evaluate how serious it was.

So for 30 energy you could heal 5d-1 hit points.
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Old 09-15-2011, 03:11 PM   #4
mlangsdorf
 
Join Date: Aug 2004
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Default Re: [MH] Charms for 16 effective skill or thereabouts

Speaking as a GM, I'd probably allow magical first aid as a Lesser effect, but I'd entirely laugh you off the table if you tried "5d of first aid". But that's just me.

Still, 1d+3 or so of healing is pretty good in a pinch, especially with a restriction like "within 10 minutes of suffering the wound."

... okay, I went back and reread your ritual, and it makes my head hurt a little. I can see big healing with it, but I'd rule that it had to be used the on the mage's next turn after the subject got injured. Still seems a little fishy, though.
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Old 09-15-2011, 03:18 PM   #5
Bruno
 
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Default Re: [MH] Charms for 16 effective skill or thereabouts

Quote:
Originally Posted by mlangsdorf View Post
... okay, I went back and reread your ritual, and it makes my head hurt a little. I can see big healing with it, but I'd rule that it had to be used the on the mage's next turn after the subject got injured. Still seems a little fishy, though.
MH RM doesn't have any time travelling effects that I can tell. I'd say it's much better as a Charm of Ablative DR (which could I think definitely be justified with Lesser Transform Chance with much lower penalties on the Fast Talk: GM roll)
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Old 09-15-2011, 03:27 PM   #6
Lamech
 
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Default Re: [MH] Charms for 16 effective skill or thereabouts

Quote:
Originally Posted by Bruno View Post
MH RM doesn't have any time travelling effects that I can tell. I'd say it's much better as a Charm of Ablative DR (which could I think definitely be justified with Lesser Transform Chance with much lower penalties on the Fast Talk: GM roll)
Pretty sure it does have time traveling effects. It specifically has time as one of the modifiers. So you only need to make a gate spell to connect the two points, presumably greater.

On that note, my anti-injury charm would be:
"Only a Flesh-wound"
Control Magic Lesser +5
Control Chance Lesser +5
Grant advantage: destiny I , only to damage a flesh wound: -40%. +3
300 lbs +3
Total Cost: 16 (or 48 if the GM runes the control chance is greater)

When your hurt this charm goes off giving you a destiny point. Then any damage becomes a flesh wound.

More general notes for charms:

Sacrifice the other party members! I mean, have them help you. In a group of say... 5 you can probably get all the FP which is probably going to come to 20ish. If they let you borrow HP you can get more like 45. At the very least try to get 2 HP from each and fix them up with first aid.

So you have 25 energy before you start gathering. You can get whatever your magery is *3. Now for the gathering. First really try to get a higher skill. With a 16 you only have a .5% chance of crit fail. It quadruples if you go down to 15. Anyway assuming 5 energy gathering rolls we have about 25 energy, so 50 in total. Which can do some decent things. The above flesh wound charm for example.
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Old 09-15-2011, 03:29 PM   #7
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Default Re: [MH] Charms for 16 effective skill or thereabouts

Mmmm. Pretty sure the time modifier is for duration of effects, not time travel. It's referred to as Duration everywhere in the description of calculating a spell effect.

EDIT: It's also referred to as Duration on the table
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Old 09-15-2011, 03:35 PM   #8
Lamech
 
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Default Re: [MH] Charms for 16 effective skill or thereabouts

Quote:
Originally Posted by Bruno View Post
Mmmm. Pretty sure the time modifier is for duration of effects, not time travel. It's referred to as Duration everywhere in the description of calculating a spell effect.

EDIT: It's also referred to as Duration on the table
Its listed under the range affects. Cross-Time Spells. Basically the same modifier as normal range. (But a mile=1 day.) You can also time travel by making people time travelers, by giving them the warp (or is it jumper) advantage.
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Old 09-15-2011, 08:20 PM   #9
mlangsdorf
 
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Default Re: [MH] Charms for 16 effective skill or thereabouts

Quote:
Originally Posted by Bruno View Post
MH RM doesn't have any time travelling effects that I can tell. I'd say it's much better as a Charm of Ablative DR (which could I think definitely be justified with Lesser Transform Chance with much lower penalties on the Fast Talk: GM roll)
I'm not sure RPM has time travelling, but I can more-or-less accept a conditional spell that says "when I'm about to get badly injured, I get really lucky" and you could get definitely make that a charm (RPK already agreed you can have charms that are triggered by the activation of other charms). And at that point, I'm more-or-less willing to accept "I'm charmed my friend really quick after the injury, so close enough." The part I really can't accept is "my friend has been bleeding out for 15 minutes, so now I'm going over and invoking this charm and the bullet luckily didn't hit him."
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Old 09-15-2011, 09:06 PM   #10
Langy
 
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Default Re: [MH] Charms for 16 effective skill or thereabouts

Quote:
Originally Posted by mlangsdorf View Post
The part I really can't accept is "my friend has been bleeding out for 15 minutes, so now I'm going over and invoking this charm and the bullet luckily didn't hit him."
And lucky enough, the charm that was mentioned above wouldn't allow you to do that; it's entirely the 'charmed friend right after injury' variation. The 15 minutes one would be a Greater effect.
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