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Old 02-28-2022, 09:00 PM   #1
Lorinan
 
Join Date: Dec 2021
Default Missing Spells?

Alright, I HAVE to be missing these somewhere, but for the life of me, my players, and our collective sanity, we can't find them anywhere in DFSpells. We have Trace Teleport, Teleport shield, but no actual Teleport spell? Same thing with Gates... control gate, scry gate, but no Create Gate? Our most recent campaign I just finished up had the wizard actually build his character and hold onto points specifically to buy gate and teleport spells, b/c the party knew they would have a need for the potentiality to actually create a gate based on their plans. But we couldn't find anything for that part so I ended up having a gate be available (they had to look for it, but it was there) for the wizard to control.

Do we really not have those actual create/use spells?
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Old 02-28-2022, 10:36 PM   #2
ravenfish
 
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Default Re: Missing Spells?

The creators of the Dungeon Fantasy Roleplaying Game explicitly decided that accessible teleportation and portal creation (along with such esoterica as planar shifting and time control) were cans of worms that it was better not to give PCs the ability to open. Gates exist, but they were created either by Long Lost Ancient Magic or by Inhuman (and probably Squamous) Entities, and teleportation is similarly limited. If you, as GM, disagree with this judgement call, GURPS Magic has teleport and create portal spells that are compatible with the Dungeon Fantasy magic system, along with many other spells that were excluded as thematically inappropriate (plus alternate magic systems, magic item creation rules, and illustrations that must be near the nadir of generic fantasy art).
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Old 03-01-2022, 07:31 AM   #3
JulianLW
 
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Default Re: Missing Spells?

The regular Dungeon Fantasy line did introduce a "Secret Teleportation Spell" in Dungeon Fantasy 11 - Power-Ups, on page 37. But it's built as an Unusual Background plus a Warp advantage for 100 points, not a spell.
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Old 03-02-2022, 10:14 PM   #4
Lorinan
 
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Default Re: Missing Spells?

Quote:
Originally Posted by ravenfish View Post
The creators of the Dungeon Fantasy Roleplaying Game explicitly decided that accessible teleportation and portal creation (along with such esoterica as planar shifting and time control) were cans of worms that it was better not to give PCs the ability to open. Gates exist, but they were created either by Long Lost Ancient Magic or by Inhuman (and probably Squamous) Entities, and teleportation is similarly limited. If you, as GM, disagree with this judgement call, GURPS Magic has teleport and create portal spells that are compatible with the Dungeon Fantasy magic system, along with many other spells that were excluded as thematically inappropriate (plus alternate magic systems, magic item creation rules, and illustrations that must be near the nadir of generic fantasy art).
Thanks for that clarification. I never saw any of that part, and reading about them in DFS (that intro column) doesnt' specify those details, which is why we were a bit confuzzled with it. I also never found any of that explanation in the forums here so I must have missed it somewhere. Of course, that then begs the question of why do we have Trace Teleport and Teleport Shield if there is no Teleport spell.. Doesn't make much sense in that respect. And yes, there is Gurps Magic, but my understanding was that the point of DFRPG was to be stand alone, not having to use other sources, though compatible with so they could be used if desired. Guess I may have been wrong with that thought.
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Old 03-03-2022, 01:41 AM   #5
sir_pudding
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Default Re: Missing Spells?

Quote:
Originally Posted by Lorinan View Post
Thanks for that clarification. I never saw any of that part, and reading about them in DFS (that intro column) doesnt' specify those details, which is why we were a bit confuzzled with it. I also never found any of that explanation in the forums here so I must have missed it somewhere. Of course, that then begs the question of why do we have Trace Teleport and Teleport Shield if there is no Teleport spell.. Doesn't make much sense in that respect. And yes, there is Gurps Magic, but my understanding was that the point of DFRPG was to be stand alone, not having to use other sources, though compatible with so they could be used if desired. Guess I may have been wrong with that thought.
Some monsters have Warp for one.

Last edited by sir_pudding; 03-03-2022 at 02:20 PM.
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Old 03-03-2022, 11:01 AM   #6
Michael Thayne
 
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Default Re: Missing Spells?

Quote:
Originally Posted by sir_pudding View Post
Some monster have Warp for one.
Also, I think there's an assumption that if the GM wants a gate in a dungeon, they can just make up the details of how it works—no need to adhere to GURPS Magic. In fact,
Spoiler:  
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Old 07-16-2023, 03:31 PM   #7
sjmdw45
 
Join Date: Jan 2008
Default Re: Missing Spells?

Quote:
Originally Posted by Michael Thayne View Post
Also, I think there's an assumption that if the GM wants a gate in a dungeon, they can just make up the details of how it works—no need to adhere to GURPS Magic. In fact,
Spoiler:  
Also, priests with Power Investiture 6 can cast Sanctuary, which explicitly creates a gate. A wizard with Scry Gate could be useful to see when it's time to come out, and a wizard with Control Gate could re-open a closed Sanctuary to follow a cleric in. (Normally the gate closes after the cleric enters, but Control Gate can reopen closed gates.)
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Old 07-17-2023, 11:16 AM   #8
tbone
 
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Default Re: Missing Spells?

You'll find helpful "Designer's Notes" commentary on what was left out of Spells, and why, here:

https://medium.com/@SJGames/dungeon-...c-34d52835495a

(Taken from the main DFRPG page: http://www.sjgames.com/dungeonfantasy/ )
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