11-08-2011, 10:50 AM | #21 | |
Join Date: Aug 2009
Location: Poland
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Re: [Magic] Combat-usability of Wizards
Quote:
Back to the topic, one of my players came out with a little combo: 1. Summon+Control / Create Fire Elemental (Body of Flames could work, too). 2. Invisibility 3. Flight for mobility, just to be more scary. Hang Spell + any missile Spell would be awesome, too (helps with "out of FP after second missile" problem, if caster has time to hang 9d Explosive Fireball and than rest). |
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11-08-2011, 10:53 AM | #22 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Magic] Combat-usability of Wizards
Back that up with a reference please.
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11-08-2011, 11:03 AM | #23 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Magic] Combat-usability of Wizards
See Underwater, p. B109. Most attacks can't be initiated underwater without this enhancement. That isn't to say that they magically stop if they hit water, of course.
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11-08-2011, 12:28 PM | #24 | |
Join Date: Oct 2004
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Re: [Magic] Combat-usability of Wizards
Quote:
:-|
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11-08-2011, 05:31 PM | #25 | |
Join Date: Oct 2004
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Re: [Magic] Combat-usability of Wizards
Quote:
Would such newly created FP be "filled" or "empty"? :-O
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11-08-2011, 05:36 PM | #26 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Magic] Combat-usability of Wizards
Quote:
But the key is Modular Abilities unmodified an hold any Mental trait, not just skills (of which spells are a subset of) Skills are just the most common usage 8) |
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11-08-2011, 06:07 PM | #27 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Magic] Combat-usability of Wizards
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In many setting books its 3 or 4 |
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11-08-2011, 06:25 PM | #28 |
Join Date: Sep 2005
Location: Canada
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Re: [Magic] Combat-usability of Wizards
The highest possible is whatever the GM allows.
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11-09-2011, 01:47 PM | #29 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [Magic] Combat-usability of Wizards
GoZ is 100% correct. The GM (or, in a predefined setting, the author) always sets the Magery cap. The only assumption built into GURPS magic is that, if you are using Magery, that you're allowing at least 3 levels of it. (And even that is an assumption that can be easily changed -- it's just that it limits what spells exist in the setting if you lower the cap from 3.)
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11-09-2011, 02:41 PM | #30 | |
Join Date: Oct 2004
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Re: [Magic] Combat-usability of Wizards
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20 Level MA You shift them to 20 FP, freshly filled. You use up 20 FP for Magic You shuft them to 20 HP, freshly filled. You use up 20 HP through injury [...] Or did i missunderstand?
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