08-18-2015, 11:50 AM | #31 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Converting "Problematic" Spells to Powers
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
08-18-2015, 11:55 AM | #32 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: Converting "Problematic" Spells to Powers
You may be able to get the effect of the spell with omni-jumping though:
Jumper (time, omniJump +10%, only to time you left world -60%, Tunnel +40% ) [90] Jumper (personal-dimension, omniJump+10%, Tunnel +40%) [150] This ability removes you from your time stream to a personal dimension without much in it where you are safe and can act freely within its bounds. Tunnel provides the effect where leaving the dimension dumps you out just outside of the sphere of the timeout.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
08-18-2015, 12:33 PM | #33 |
Join Date: Aug 2007
Location: Rochester, MN
|
Re: Converting "Problematic" Spells to Powers
|
08-18-2015, 12:46 PM | #34 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: Converting "Problematic" Spells to Powers
A special name for linked when its applied to world jumping and time jumping together.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
08-18-2015, 04:17 PM | #35 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Converting "Problematic" Spells to Powers
Everything I just said was "observing and moving through it," nothing more. (In case it wasn't clear, I meant you unfroze time before taking the shot -- which is why I said you had to freeze time "again" afterward.)
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
08-18-2015, 04:39 PM | #36 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Converting "Problematic" Spells to Powers
*grumble grumble* need more sleep *grumble grumble* I guess that could be unbalanced when reducing the required Concentration times. I wonder if you could modify it with a maximum duration on its base. Maybe a couple of seconds and then use Extended Duration to make it longer. Dunno. Need more sleep. I'mma thinking on it though. Maybe Morpheus will stop making me his personal gimp long enough to let me sleep so I can think with a clear head.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
08-18-2015, 04:47 PM | #37 |
Join Date: May 2013
Location: Ellicott City, MD
|
Re: Converting "Problematic" Spells to Powers
Control Time 10 is still probably the most RAW way to do this, rather than weird uses of Jumper. It also has the nice touch of allowing other people with Control Time 10 to act as normal.
|
08-18-2015, 06:47 PM | #38 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Converting "Problematic" Spells to Powers
Quote:
Altered Time Rate (Time Stop, +0%) Functions as ordinary altered time rate, but during your extra turns you are outside of time. The drawback is that you can't interact with anything; the advantage is that no-one can interfere with you either. |
|
08-19-2015, 03:05 AM | #39 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Converting "Problematic" Spells to Powers
Quote:
Another consideration is just what is considered interaction? Say, I go behind someone and shoot a bullet out of my gun. Sure, the bullet just hangs in the air upon leaving my barrel, but the interaction will happen after the timestop ceases. |
|
08-19-2015, 11:54 AM | #40 |
Join Date: Oct 2009
Location: Plugerville
|
Re: Converting "Problematic" Spells to Powers
Remember, Time-out is a very powerful spell with limitations like 'Bounded by a wall of utter blackness', 'spells involving the outside automatically fail', and 'the flow of mana is effectively nill' to keep it from being an automatic 'I win this siege' spell, even with a 5 minute casting time.
Time Out: VH spell Base cost: 5 Time to cast: 5 minutes Prerequisites: Magery 3 and a VH spell that requires IQ 13+ and 2 spells form each of 10 colleges. Sounds to me like the kind of spell that would only be accessible to the most powerful master wizards with a long and successful career behind them, and even then it is probably only used a few times per war as part of a critical surprise-attack where a couple archers with a cart launch $10,000 worth of arrows in an opening salvo. Getting all that for a couple hundred points seems pretty cheap, especially if it becomes quick enough that you can cast it during normal combats.(at which point it could be compared to an innate attack covering the range of a common ranged weapon of the campaign as an area of effect and doing at least as much damage as that ranged weapon, especially with the ability to focus all of that fire on one or two large targets if needed) |
Tags |
sorcery |
Thread Tools | |
Display Modes | |
|
|