Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 04-26-2016, 12:16 PM   #10
Chaorain
 
Join Date: Nov 2015
Default Re: Fae magic as powers

Quote:
Originally Posted by Anders View Post
Sounds workable. I'd use the Mental and Stigmata enhancements. 75 points should be able to give you most fun magical effects as Alternative Abilities.
I'm hesitant to use Mental and Stigmata because they are designed to inflict real damage on a single person. I'd like it to be able to hit multiple people. I was thinking the base power should just create illusions, not do damage. Leave that for the alternate abilities. Also I'm not worried about a point cap, Sorcery suggests having the most powerful spell become an alternate ability and the Illusion power become the alternate if need be.



Quote:
Originally Posted by Anders View Post
Limitation value for Magery are generally doubled because they affect so many skills. So -10% would probably be a fairprice for the limitation. Sounds fine.
-10% sounds good.


Quote:
Originally Posted by Anders View Post
You can also look up Salve Healing from Pyramid #3/13. Magic doesn't really heal wounds, but it allows you to function normally until you heal on your own. But get hit in combat and the spell may collapse.
I remember reading about that. I'll look it up again.
Chaorain is offline   Reply With Quote
 

Tags
1/2d, malediction, [powers]

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:37 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.