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Old 04-10-2017, 10:08 AM   #211
Greg 1
 
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

A new Dungeon Fantasy is always a sure-buy. :-) I look forward to the nerdy goodness.

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Originally Posted by sir_pudding View Post
Congratulations to Kuroshima and Ghostdancer!
Quite so! Always selling points. :)

Last edited by Greg 1; 04-10-2017 at 10:16 AM.
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Old 04-10-2017, 01:57 PM   #212
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Steven Marsh View Post
Minor errata:
  • p. 6 -- Ritual Magic (under Primary Skills) now has "(Incantation)"
  • p. 23 -- Tweak to Animate Object's first sentence
  • p. 27 -- Greater Solidify Spirit now references the Necromancy path.
Thanks for the changelog!
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Old 04-10-2017, 02:50 PM   #213
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Angle View Post
IS it just me, or is there no path of crossroads? That's my favorite path, yo! :/

Any advice for if we want to add that back in?
Well, as GM I added path of gates into incantation magic. It's been OK so far.
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Old 04-10-2017, 04:23 PM   #214
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Quote:
Originally Posted by Greg 1 View Post
A new Dungeon Fantasy is always a sure-buy. :-) I look forward to the nerdy goodness.



Quite so! Always selling points. :)
Thanks. Been out for a bit. But thanks. :-)

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Originally Posted by Blind Mapmaker View Post
Thanks for the changelog!
Yes! Thank you!

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Originally Posted by Tinman View Post
Well, as GM I added path of gates into incantation magic. It's been OK so far.
Cool!
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Old 04-11-2017, 02:13 PM   #215
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

I had a question as to bestows bonus/penalty p.15.
Is giving a penalty to resist a spell a broad, moderate, or single task/skill?
Thx.
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Old 04-11-2017, 03:14 PM   #216
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Tinman View Post
I had a question as to bestows bonus/penalty p.15.
Is giving a penalty to resist a spell a broad, moderate, or single task/skill?
Thx.
A spell? (Requires expansion)

As in 'gives -3 to resist the rotting death spell' (single skill)
'gives -3 to resist spells from the elementalisim path' (moderate)
'gives -3 to resist any magic' (broad)
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Old 04-11-2017, 04:04 PM   #217
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by starslayer View Post
A spell? (Requires expansion)

As in 'gives -3 to resist the rotting death spell' (single skill)
'gives -3 to resist spells from the elementalisim path' (moderate)
'gives -3 to resist any magic' (broad)
Pretty much the above. Sorry. I was at the doctor's (standard check up, nothing major) otherwise I would have answered sooner.
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Old 04-11-2017, 05:05 PM   #218
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by starslayer View Post
A spell? (Requires expansion)

As in 'gives -3 to resist the rotting death spell' (single skill)
'gives -3 to resist spells from the elementalisim path' (moderate)
'gives -3 to resist any magic' (broad)
As in I build a spell:
Inflict Pain: 23+SP
Control Transfiguration (5), Range 20yds (6), Affliction: Severe Pain (12), -2 to resist (?)
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Old 04-11-2017, 05:19 PM   #219
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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As in I build a spell:
Inflict Pain: 23+SP
Control Transfiguration (5), Range 20yds (6), Affliction: Severe Pain (12), -2 to resist (?)
Ghostdancer will likely answer as well, but.

You can't do this.

You need to hit a foe with full resistance on a weakening spell first, then they will resist further spells at the penalty.

Otherwise you are basically asking for 'how can i break the rule of 16 with rpm/incantation'.

Depending on your gm there may be ways to augment the likelyhood of the weakening spell taking effect (making it a side effect or follow up on a damaging spell to move it to an active defense instead of a resistance for example)

Last edited by starslayer; 04-11-2017 at 05:26 PM.
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Old 04-11-2017, 05:33 PM   #220
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Depending on your gm there may be ways to augment the likelyhood of the weakening spell taking effect (making it a side effect or follow up on a damaging spell to move it to an active defense instead of a resistance for example)
Problem is I am the GM & one of my players wants do apply -to resit on the spells. It shouldn't brake rule of 16 anymore than penalizing the resistance roll with a previous spell. Right?

PS: thanks for your interest & help.
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