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11-09-2021, 05:21 AM | #1 |
Join Date: Jul 2013
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How would you make this spell? D&D edition
My player comes from a D&D background and is enamored with a few spells. Right now he’s asked me to create Phantom Steed for his mage. The best I can come up with is a reskin of Create Mount, with maybe lowering the difficulty or raising the duration, since it’s so specialized. Is there a better option?
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11-09-2021, 06:05 AM | #2 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: How would you make this spell? D&D edition
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Phantom Steed (at least in D&D 3.5) takes 10 minutes to cast and lasts 1 hour/level. Create Mount by comparison takes 3 seconds to cast, lasts 1 hour but can be maintained. At a base of 8 to cast, 3 to maintain Create Mount is insanely easy to maintain even without Recover Energy. At a base of 1 energy/10 minutes the wizard will have regained 6 energy by the time they have to maintain the spell. Now the more exotic ones (double or triple cost) will effectively require the wizard to know Recover Energy to make maintaining the spell and have energy to cast spells practical.
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11-09-2021, 07:57 AM | #3 | |
Join Date: Aug 2007
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Re: How would you make this spell? D&D edition
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<shrug> D&D magic is higher powered in many respects compared to Gurps Magic. Huge area effects and no concerns about maintenance costs. You'd need a fairly exotic mage with a largish Energy reserve and probably 50 pts of FP Regeneration to really match the capabilities of a D&D Phantom Steed.
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Fred Brackin |
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11-09-2021, 08:32 AM | #4 |
Join Date: Sep 2007
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Re: How would you make this spell? D&D edition
While riding the horse may not be 'restful' as it were, simple overland traveling without meaningful encounters certainly can include rest periods that satisfy recovery of FP/EP.
With Recover Energy the Wizard needs 15 minutes in that hour to recover enough FP to maintain the mount. Those can come in 5 minute chunks, so stopping to rest for five minutes three times in an hour is pretty reasonable. Everyone's going to need these breaks, not just the wizard, to get a snack, drink some water, stretch fatigued limbs, see men about horses, that sort of thing. Oh yeah, and if Create Mount is known at skill 15 or greater then the energy discount reduces the maintenance cost to 2 which is now only 10 minutes in an hour or two five-minute breaks. So unless the Wizard is going all-out hell bent for leather riding non-stop (ironically something that the created mount can do being an entity of magic and not a real animal) then using Create Mount indefinitely for overland travel is very feasible. Given they have reasonable skill levels in Recover Energy and Create Mount, assume that during any given random encounter they'll start down the FP used to maintain the spell (or roll a 1dX, where X is the FP to maintain and pay accordingly). |
11-09-2021, 09:01 AM | #5 | |
Join Date: Aug 2007
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Re: How would you make this spell? D&D edition
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Considering that what you get for that is a pony (albeit a tireless one) buying a real horse looks like a better idea on balance.
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Fred Brackin |
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11-09-2021, 09:56 AM | #6 | |
Join Date: Jun 2013
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Re: How would you make this spell? D&D edition
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Granted, I think under default GURPS rules, a horse only needs 10 minutes of rest for every hour (5 minutes each hour with Fit, 5 minutes every 2 hours with Very Fit) of hiking, same as a human, and can hike up until it's time to make camp without any consequences, letting it travel further than the magically-conjured one. But such a horse would actually take 4 times as long to recover if under Heavy encumbrance (which costs 4 FP per hour of hiking), dropping it further down. And, of course, if the mage actually has an Energy Reserve, which recovers without rest, you may only need to break for meals and the like. *Realistically, I think riding a horse going full-speed should probably cost FP for the rider. However, I think Move 5 - to match that ~100 miles per day figure - should be doable without FP loss.
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11-09-2021, 04:19 PM | #7 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: How would you make this spell? D&D edition
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This is different from Very High Mana where, a mage who spends FP (Fatigue Points) to cast a spell on his turn gets those FP back at the start of his next turn. Second, all failures are treated as critical failures – and actual critical failures produce spectacular disasters! In settings with Continuous Mana, High Mana cover the +8 to +10 to skill range. It should be mentioned that originally Very High Mana was "Anyone can cast spell, if he knows them. Mages can do so at no energy cost!" but was changed by Magic during Classic. Yes, when a spell fails in Wild Mana it is a spectacular disaster (even more so when an actual critical failure is rolled) but GURPS Magic in a Wild Mana setting is not only on par with most D&D spells but has more utility spells to work with.
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11-09-2021, 06:12 AM | #8 | |
Join Date: Aug 2004
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Re: How would you make this spell? D&D edition
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