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Old 11-08-2011, 10:50 AM   #21
Gnomasz
 
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Default Re: [Magic] Combat-usability of Wizards

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Originally Posted by Lamech View Post
Fire Blast Innate Attack: 5d burning (requires IQ roll*-15%, Not in Water -10%, Inaccurate 3 -15%). Boom! Costs no fatigue.
Innate Attacks don't work underwater without enhancement, so Not in Water is not a valid limitation.

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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Old 11-08-2011, 10:53 AM   #22
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Default Re: [Magic] Combat-usability of Wizards

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Originally Posted by Gnomasz View Post
Innate Attacks don't work underwater without enhancement, so Not in Water is not a valid limitation.
Back that up with a reference please.
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Old 11-08-2011, 11:03 AM   #23
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Default Re: [Magic] Combat-usability of Wizards

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Originally Posted by roguebfl View Post

Back that up with a reference please.
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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Old 11-08-2011, 12:28 PM   #24
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Default Re: [Magic] Combat-usability of Wizards

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Originally Posted by Refplace View Post
By the way 10d is quite high, what makes you think you need that much?
I seem to remember, that Magery 10 is the highest possible - cannot remember where i read that ....

:-|
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Old 11-08-2011, 05:31 PM   #25
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Default Re: [Magic] Combat-usability of Wizards

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If you have bought Modular abilities with Spells Only limitation, otherwise you can loaded Extra Fatigue into the MA... especial if you Bought Cosmic pool.
Interesting.

Would such newly created FP be "filled" or "empty"?

:-O
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Old 11-08-2011, 05:36 PM   #26
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Default Re: [Magic] Combat-usability of Wizards

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Interesting.

Would such newly created FP be "filled" or "empty"?

:-O
Filled would be my call, the same with HP... however we are also getting into the turn of need (plus) Physical +100% to let you load physical traits as well as mental ones.

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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Old 11-08-2011, 06:07 PM   #27
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Default Re: [Magic] Combat-usability of Wizards

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Originally Posted by TJA View Post
I seem to remember, that Magery 10 is the highest possible - cannot remember where i read that ....

:-|
It depends on the game setting, I think the highest in DF is 6, though there is some debate about the elven template possibly increasing that cap.
In many setting books its 3 or 4
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Old 11-08-2011, 06:25 PM   #28
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Default Re: [Magic] Combat-usability of Wizards

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I seem to remember, that Magery 10 is the highest possible - cannot remember where i read that ....

:-|
The highest possible is whatever the GM allows.
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Old 11-09-2011, 01:47 PM   #29
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Default Re: [Magic] Combat-usability of Wizards

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Originally Posted by GnomesofZurich View Post
The highest possible is whatever the GM allows.
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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Old 11-09-2011, 02:41 PM   #30
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Default Re: [Magic] Combat-usability of Wizards

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Originally Posted by roguebfl View Post
Filled would be my call, the same with HP... however we are also getting into the turn of need (plus) Physical +100% to let you load physical traits as well as mental ones.

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)
Thinking about this, this solution may proof to be problematic:

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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