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Old 06-13-2017, 04:21 AM   #251
Anders
 
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Ghostdancer View Post
No, Girded doesn't need an effect to be added and Destroy Arcanum is the effect for Bestows a Bonus.
Not according to p. 11

Quote:
Strengthen Arcanum: Give +2* to cancel a spell
Edit: Repair Undead heals 3d damage even though the text on p. 13 says you can't heal more than 2d.
Edit 2: Could you halve the cost for Radiant Shield by bestowing a +2 bonus to Active Defenses instead of +2 Defensive Bonus? Does DB do anything else?
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Last edited by Anders; 06-13-2017 at 07:24 AM.
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Old 06-13-2017, 05:41 PM   #252
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Anders View Post
Not according to p. 11
That's different from girded a spell. For girding an existing spell, yes. For the spell you're casting you may simply add it "free" - much like Duration or Ranged. Giving yourself a bonus to cancel a spell is pretty much for dispelling.


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Edit: Repair Undead heals 3d damage even though the text on p. 13 says you can't heal more than 2d.
That's errata.


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Originally Posted by Anders View Post
Edit 2: Could you halve the cost for Radiant Shield by bestowing a +2 bonus to Active Defenses instead of +2 Defensive Bonus? Does DB do anything else?
I suppose. But the nature of the spell would be changed.
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Old 06-13-2017, 05:59 PM   #253
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Ok, thanks. I'm loking through the grimoire now, so that''s why tre are so many questions. :)
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Old 04-25-2018, 06:50 AM   #254
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

hello,

i'm trying to build my spellbook and i had a question about "shield" spell
I wanted to create a basic single-target shield spell with DB+3 and to me it was a bonus to active defenses with a 20 cost. The idea was to boost my parry with it obviously, or boost someone's dodge or block or anything like that. No actual blocking with the spell, quite like the shield spell from the basic set.

However, on Radiant Shield, the cost is 60 and includes altered trait.
How does this work and why ?

thanks in advance
o7

Edit : or maybe it is because SB gives a bonus to 3 active defenses, thus +60 and not +20 ? (i think that's the reason why)

Last edited by naylo; 04-25-2018 at 07:34 AM.
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Old 05-02-2024, 04:50 PM   #255
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

My player found one problem with Incantations mechanics while reading the book.

The problem is that the caster can prepare a complex ritual, which for example will be cast at 6 (because of modifiers), and even if he fails it, he still attaches it, even if in a normal situation he would not have been able to create it.
He can then cast that ritual with only a -3 modifier instead of say -10. And that looks like a bug.

Was it intended that way, and if not, how can it be fixed?
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Old 05-06-2024, 06:35 AM   #256
Christopher R. Rice
 
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by KeplerMine View Post
My player found one problem with Incantations mechanics while reading the book.

The problem is that the caster can prepare a complex ritual, which for example will be cast at 6 (because of modifiers), and even if he fails it, he still attaches it, even if in a normal situation he would not have been able to create it.
He can then cast that ritual with only a -3 modifier instead of say -10. And that looks like a bug.

Was it intended that way, and if not, how can it be fixed?
Yes, it attaches, then you roll at your skill at -3. If your skill is a 6 and you have to roll for the spell it's a 3 or less meaning your critically fail on 13 or more. That's...not great.

You can absolutely raise the penalty higher, I originally used -5 but the playtesters thought that was too harsh.
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