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#1 |
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Join Date: Aug 2004
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I'm looking at a new power-up for artillery wizards and am looking for feedback on build and pricing.
Missile Rack - After generating a missile, a mage can hold it indefinitely, leaving his hands and mind free to cast other spells. He can only hold spells for which he has the Missile Spell Mastery perk, and does not suffer the -3 penalty to additional spell casting described in that perk. The held missile slowly orbits the wizard in his hex but does not interfere with the mage's other activities. At any time, the wizard can fire the missile as if from one of his own hands. A wizard can buy as many levels of this power-up as he has levels of magery. 12 points - Extra Arm (Weapon Mount -80%, Force Extension [from Stretching in powers] +50%, Magical -10%) [6]; Magery 3 (only to mitigate penalties to spell casting for holding a missile spell) [6] Does this look like a good way to do it? A fair price for the ability? Thanks in advance for the feedback. |
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#2 |
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Join Date: Aug 2004
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I added the Force Extension because I don't want the 'arm' targetable, and that was the only thing that seemed applicable.
Also, with higher magery, you could hold several missile spells in reserve without penalizing any other spell-casting. (Though the consequences of a mage with 4 maxed explosive fireballs held dropping them at once when stunned may be disadvantage enough.) |
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#3 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Extra Attack, spells only, first move only. 5 points.
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#4 |
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Join Date: Jul 2008
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Doesn't remotely address what this power-up is trying to do, and is almost entirely useless seeing as you could only use it when you've got spells up that offer you multiple possible spell attacks at the same time...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#5 |
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Join Date: Aug 2004
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First shot capability isn't the overriding goal, though it is one potential benefit. It is really trying to give an artillery mage some tactical flexibility. He can have a few shots 'ready,' but can still access the rest of his spell and non-magical repertoire.
I guess I'm looking at the ability to turn missile spells into something of a low magazine pistol. They are there when you need it, without the time required to build up the charge. |
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#6 |
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Join Date: May 2011
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So first level is 12 points, is second level 24 or 18?
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#7 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Missile Rack 18 points for level 1 + 5 points per additional level Each level of this power-up allows you to "hold" an extra missile spell (which float above your head as a sparkly bright light). When rolling to keep the magical charge of your Missile roll against Will, not Will-3. Advantages: Cosmic Modular Abilities 1 (Limited, Missile Spell Mastery only, -80%; Reflexive, +40%; Visible, -10%) [5]. At level 2 and beyond add another level of Cosmic Modular Abilities 5/level. Perks: Unique Technique (Arcane Concentration) [1]. Techniques: Arcane Concentration! (H) Will+3 [12]. Since there are only a handful of Missile spells (GURPS Magic has 12-14 I think) I find a -80% modifier for Modular Abilities appropriate. Reflexive allows you to instantly swap out what your Missile Spell Mastery perk is specialized for. Arcane Concentration would be a Average technique with no level cap that lets you substitute it for your Will when Concentrating for spells. You can never gain a net bonus however - it only lets you buy off penalties. As a wildcard technique it applies to all the spells you cast. Again, you can't get a bonus on Concentrating - it only negates penalties. An alternative to this might to use two sets of Modular Abilities with Linked (+10%). The second set would be something like "Cosmic Modular Abilities 1 (Limited, Rules Exemption only, -80%; Link, +10%; Reflexive, +40%) [7]." The Rules Exemption perk would be Concentration rolls for one specific Missile spell and are similarly limited like Missile Spell Mastery.. Total cost per level would be 13 points.
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