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Old 11-24-2017, 06:04 PM   #11
sir_pudding
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

Interestingly some previous banned spells like Blink are now available to wizards.
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Old 11-24-2017, 06:12 PM   #12
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

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Interestingly some previous banned spells like Blink are now available to wizards.
That's the influence of Pyramid #3/60, so it isn't all that new.
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Old 11-24-2017, 06:19 PM   #13
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

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[*]If a spell was The Fourth Almost Identical Way To Blast Enemies, it got cut. Yes, technically acid and steam spells aren't Fireball, but . . . yeah.
Yeah I can see that, but I guess the Wizard can throw his fireball but call it his frost ball or acid burn for visual affect.

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[*]If a spell cost way more energy than any delver would ever have, like Resurrection, it was buried.
This has been a problem in most if not all of Gurps Fantasy games that I have played, spells that are to expensive to cast that Players don´t spend the points on them or see there PC be able to use them.

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[*]If a spell relied on calculating point values for monsters or strange body parts, omitted from the game because they would add a lot of confusing words and game mechanics for a small subset of characters, it got chopped. This is why there are no shapeshifting spells, or spells that create or summon pets other than ordinary animals.
I could see myself buying upcoming Scout, Druid, Wizard power ups in the future with pre-made spells including set cost. Like ST 15 DX 15 IQ 10 HT 15 Created Warrior with Combat Ref and Combat skill of 16 costing X fp. Or Tiger Claws Cost x grants N or Winged Arms cost X grants N. Edit: I just remembered DF 5 allies, there are pre calculated cost for shape-shifting that I can use with DF Powered by Gurps.

PS. Dungeon Fantasy powered by Gurps has made me little excited by Gurps again. Great job guys.
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Old 11-25-2017, 01:54 AM   #14
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

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  • If a spell was The Fourth Almost Identical Way To Blast Enemies, it got cut. Yes, technically acid and steam spells aren't Fireball, but . . . yeah.
You handle this by combing those spells into a single entry, like the Summon X Elemental spells are in Magic
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Old 11-25-2017, 10:49 AM   #15
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

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You handle this by combing those spells into a single entry, like the Summon X Elemental spells are in Magic
Not in the DFRPG. We specifically wanted to get away from that sort of highly packed content. Anyway, there's no shortage of spells. The objective here isn't "replicate the full GURPS experience for people accustomed to GURPS Magic," but rather, "offer enough spells that nobody will get bored." As I joked, there are more spells in the DFRPG than there were in the original GURPS magic system when it first came out, and that was regarded as enough magic for all fantasy, not just dungeon crawls.
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Old 11-25-2017, 10:58 AM   #16
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

I think the only things that I feel are really missing are Zombie and Shapeshifting. The Plant Form Other/Heal Plant thing was a neat little exploit too, but less iconic. Necromancers not being able to animate the dead, and druids not shapeshifting (much anyway, excluding Beast Flight) are missing genre tropes, IMO.
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Old 11-25-2017, 11:00 AM   #17
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

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I think the only things that I feel are really missing are Zombie and Shapeshifting. The Plant Form Other/Heal Plant thing was a neat little exploit too, but less iconic. Necromancers not being able to animate the dead, and druids not shapeshifting (much anyway, excluding Beast Flight) are missing genre tropes, IMO.
I tend to agree, by the way. However, nonhuman forms – to be summoned, created, or transformed into – really do add overhead. I stand by the decision to defer those until a later expansion.
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Old 11-25-2017, 11:53 AM   #18
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

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I tend to agree, by the way. However, nonhuman forms – to be summoned, created, or transformed into – really do add overhead. I stand by the decision to defer those until a later expansion.
I agree, though a future expansion would be great. Likewise making future supplements the Magic Spells line compatible with GURPS and DFRPG would be nice.
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Old 11-28-2017, 08:53 PM   #19
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

I noticed Flash was gone.
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Old 12-02-2017, 10:00 PM   #20
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Default Re: Did any ultra useful, ultra typical spells not make DFRPG Spells?

Fast Fire. No Create Fire + Fast Fire + Shape Fire any more. Boo.

Fumble. Thank you! I hated this spell.

Flash. Thank you! Another I hated, though Kromm wrote a fix for it.

Mental Stun. Must have been too close to the hundred other ways to stun a victim.

Return Missile. No big deal, but I liked this one despite the spell description needing to state if the victim got a defense roll or not and what hit location the missile would strike if failed.
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