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#1 | |
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Join Date: Aug 2007
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Youth: Nerf Spectators in Ceremonial Magic and the only handy energy source for casting this 100 pt Spell goes away. Except inrather cinematic campaigns you have to work at it to get up the 20pts for Halt Aging. If you use a Powerstone to ge the extra energy you won't be selling Halt Aging in mass quantities either. Enlarge Object the problem is more than just a bit it's literally world destrying but it's not the Spell it's the scaling rule where cost goes up by SM. The scaling problem is seen in other spells too. My priest of Ra once used Mirror to de-vampirize an entire hemisphere once. It was amusing at the time but vampires weren't a central enemy either. Jettison the cost by SM rule. sM<scales wrong for this. Affecting the entire Earth is only 44x as hard as affecting a human being. Replace with the old rule that had cost go up by hexes or something like that.
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Fred Brackin |
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#2 |
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Join Date: Jan 2017
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I like Spider Silk for the fact it's one of the few things in the Animal college that doesn't involve shape-shifting, which doesn't even require knowing any animal spells to learn. The Animal college desperately needs more spells with requirements within the college itself to make it a college people would truly learn instead of just "dabbling with physically changing yourself".
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#3 |
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Join Date: Jan 2017
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Seek Air is much more useful at higher TLs because it allows you to seek a specific type of air if you are aware about chemistry and gases.
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#4 |
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Join Date: Aug 2007
Location: Denver, CO
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TL4 is plenty for the basic knowledge. Especially if we have magic. We can then seek out "sulfurous air" for volcanos or "salty air" for the sea. I've used it to locate wizard's labs in cities and to find air pockets in undersea adventures. Not a great spell, but not worthless.
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#5 |
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Join Date: Mar 2008
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For Timeport if they go back 10 seconds to the start of a fight we have to re run the fight. If they go back 10 centuries I have to rewrite the history of the world. The latter is a lot more effort on my part.
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#6 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Recover Energy is just a weird spell. It should be an advantage. Maybe 5 points for the skill-15 version and 10 points for the skill-20 version.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#7 |
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Join Date: Sep 2007
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Mages are pushed toward dabbling in healing because in games, they're generally associated with adventuring parties, whose members tend to get injured a lot. And few players want to sit around healing naturally for weeks.
Recover Energy is a must have (to the point where you might as well put it in Magery 0 and note the rule change there). But moving it to some other College, or eliminating it, wouldn't keep mages from continuing to dabble in healing. |
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#8 | |
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Join Date: Feb 2016
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