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Old 11-05-2020, 03:01 AM   #1
hal
 
Join Date: Aug 2004
Default Magic Defenses using GURPS MAGIC

Hello All,
Having recently seen a thread on "GM defenses against invisibility and other spells" I thought to myself "Now would be an interesting to broach magical defenses for castles".

So, here is the premise. A real World Castle/Keep - that can be referenced by any means available to an enterprising individual, including by means of a SJGames product by Dan Howard...

Restormel castle.

All mages must be built using 150 point characters. NO Magery 3 mages allowed. All energy using ritual spell castings and extra energy from spectators will be quantified using "reaction rolls". Neutral reactions grant zero energy, Good+ reactions generate energy, and bad- reactions result in negative energy subtracted. Spell backfires affect EVERYONE in the ritual spell casting (this is why reaction rolls are used for the number of participants).

The idea here is to find the best defenses against magic that is possible given the limited resources. Later, we'll look at other ways of improving the castle defenses by contractors hired from other locations (including Magery 3 mages).

Anyone up for this discussion?


Possible changes to the original premise:

Builder of the castle hires specialist mages from nearby Cities, or perhap
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