![]() |
![]() |
#11 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
![]() Quote:
In fact, Classic: Magic 2e p 95's "Spells of other colleges can be learned, and used as prerequisites, but not cast except in high-mana areas." reinforces this view. Now what spells can a non-mage learn but not use (cast) in low and normal mana areas? Spells that do not require Magery 1 or higher. This may have been the inspiration for Mana Enhancer which didn't appear in Classic until Conpendium 1 in 1996.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
![]() |
![]() |
![]() |
#12 | |
Join Date: Aug 2004
Location: Buffalo, New York
|
![]() Quote:
I did experiment with the Terrain spells in an "Atlantean" campaign, but found the ability to transport entire regions of physical space for the energy costs (again, going by recollection here) made the full use of that particular spell forbidden in subsequent campaigns. On a seeming seque... GCA creator Armin deserves a LOT of Kudos for the work he had done with GURPS MAGIC and GCA. I remember thinking how neat it would be to re-arrange all of the prerequisites for spells by use of GCA such that, for example - Suspend Mana was a prerequisite for Drain Mana. Ultimately? With over 800+ spells versus 400+ and prior to that less than 200 spells - things can get a wee bit different with each iteration of spell knowledge increase. |
|
![]() |
![]() |
![]() |
#13 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
![]() Quote:
GCS gets somewhat regular updates with the last being April 12, 2021.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
![]() |
![]() |
![]() |
#14 |
Join Date: Aug 2004
Location: Buffalo, New York
|
![]()
OK, I'm going to reserve this spot for a table of Spells as given in GURPS FANTASY 1st edition. I will have to experiment with how to format it so that it looks ok. I'll also have to keep track of the numbers of characters in the list so as to not go over the hard limit of 5,000 characters per post.
|
![]() |
![]() |
![]() |
#15 | |
Join Date: Dec 2007
|
![]() Quote:
That's why the next clerical magic system dispensed with prerequisite spell chains. Because clerics may cast magic, but they don't know magic. They leave knowing it to the gods and possibly reluctantly to the mages. In that particular proto-system for clerical magic , they would spend 10 points for access to just one magical college but they were getting access to the entire college for the ten points. Last edited by David Johnston2; 04-23-2021 at 03:38 PM. |
|
![]() |
![]() |
![]() |
#16 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
![]()
Other then a house rule that came out in 1997 pretty much.
Quote:
"The GM may also “customize” a spell list for a religion, as he deems fitting for the Power served, removing inappropriate spells from the college(s) and adding appropriate ones from other colleges. He may even create spells that are available only to certain clerics. The cost should be based on the number and power of spells available; 40 spells, for 15 points, is about the maximum." - Classic Magic 2e pg 95 Regarding Religion you can see the pro-version of Power Investiture in Classic Magic 2e on pg 95: "A Power may grant its clerics a bonus to effective spell skill. Increase the cost of the advantage by 5 points for each +1 bonus, up to a maximum of +3. Bonuses for healing skills cost 2 points for each +1, up to a maximum of +3. Other sorts of bonus may be allowed." Religion also fixed a problem with Magic's version of Clerics: their spells casting was still dependent on mana. So they were in the same boat as the mages in a no mana area even if that place was a temple dedicated to the very deity they served.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
![]() |
![]() |
![]() |
#17 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
![]() Quote:
Would be great sources of how GURPS looked for much for the last Third edition era though.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
![]() |
![]() |
![]() |
#18 |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
![]()
Found Roleplayer #16 (October 1989)'s Spell Dependency Charts.
Given that GURPS went from 1st to 3rd in the space of two years (1986-1988) and the Grimore didn't appear until 1994 unless there were major changes from Fantasy 1e (1986) to Magic 1e for GURPS 3e (1989) we should be able to use that.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
![]() |
![]() |
![]() |
#19 |
Join Date: Aug 2004
Location: Buffalo, New York
|
![]()
As fate would have it, I can't put all of the 304 spells of GURPS FANTASY 1st edition in a list that will fit on a single "post", so I will divide it into two posts
Code:
Earth Spells: Seek Earth Shape Earth Earth to Stone Stone to Earth Create Earth Flesh to Stone Stone to Flesh Stone Missile Earth to Air Earth Vision Entombment Earthquake Volcano Summon (Earth) Elemental Control (Earth) Elemental Create (Earth) Elemental Air Spells: Purify Air Create Air Shape Air Air Jet No Smell Body of Air Predict Weather Destroy Air Walk on Air Breathe Water Clouds Rain Earth to Air Lightning Summon (Air) Elemental Control (Air) Elemental Create (Air) Elemental Fire Spells: Ignite Fire Create Fire Shape Fire Extinguish Fire Heat Cold Resist Fire Fireball Exploding Fireball Flame-Jet Phantom Flame Flaming Weapon Essential Flame Flaming Missile Summon (Fire) Elemental Control (Fire) Elemental Create (Fire ) Elemental Water Spells: Seek Water Purify Water Create Water Destroy Water Dehydrate Breathe Air Shape Water Essential Water Walk on Water Fog Water-Jet Icy Weapon Ice-sphere Ice Dagger Rain Summon (Water) Elemental Control (Water) Elemental Create (Water ) Elemental Sound Spells: Sound Voices Thunderclap Silence Wall of Silence Hush Mage-Stealth Far-Hearing Making & Breaking Spells: Find Weakness Weaken Shatter Restore Rejoin Repair Shatterproof Light & Darkness Spells: Light Continual Light Colors Flash Darkness Blur Hide Invisibility Infravision Night Vision Dark Vision See Invisible Illusion & Creation Spells: Simple Illusion Complex Illusion Perfect Illusion Illusion Disguise Control Illusion Dispel Illusion Create Object Create Animal Create Servant Create Warrior Control Creation Dispel Creation Know Illusion Independence Communication & Empathy Spells: Sense Life Sense Foes Sense Emotion Truthsayer Mind-reading Hide Thoughts Soul Rider Mind Search Mind-Sending Telepathy Persuasion Control Person Possession Permanent Possession Exchange Bodies Exorcism Lend Language Borrow Language Protection & Warning Spells: Shield Armor Sense Danger Watchdog Missile Shield Reverse Missile Iron Arm Magelock Weather Dome Utter Dome Nightingale |
![]() |
![]() |
![]() |
#20 |
Join Date: Aug 2004
Location: Buffalo, New York
|
![]()
And this is the second half of that list...
Code:
Healing Spells: Lend Strength Lend Health Recover Strength Awaken Minor Healing Major Healing Sterilize Suspended Animation Cure Disease Restoration Instant Restoration Regeneration Instant Regeneration Halt Aging Youth Resurrection Necromancy Spells: Death Vision Summon Spirit Zombie Control Zombie Turn Zombie Resurrection Animation Skull-Spirit Soul Jar Steal Strength Steal Health Age Steal Youth Pestilence Summon Demon Mind Control Spells: Fear Bravery Foolishness Drunkenness Sickness Forgetfulness Permanent Forgetfulness Daze Mass Daze Sleep Mass Sleep Madness Loyalty Charm Enslave Wisdom Emotion Control Lesser Geas Great Geas Keen Eyes Keen Ears Keen Nose Alertness Rear Vision Knowledge Spells: Detect Magic Aura Seeker Trace History Divination See Secrets Wizard Eye Invisible Wizard Eye Mage Sight Mage Sense Analyze Magic Earth Vision Glass Wall Far-Hearing Animal Spells: Beast Soother Beast Summoning Insect Control Fish Control Reptile Control Bird Control Mammal Control Rider Rider Within Beast Possession Beast Speech Shapeshifting Shapeshift Others Food Spells: Test Food Preserve Food Seek Food Decay Purify Food Poison Food Cook Create Food Banquet Monk’s Banquet Movement Spells: Haste Great Haste Apportation Locksmith Lockmaster Air-Golem Levitation Flight Hawk Flight Teleport Teleport Other Winged Knife Body Control Spells: Itch Spasm Pain Clumsiness Dexterity Climbing Strike Blind Strike Deaf Strike Dumb Curse-Missle Paralyze Limb Total Paralysis Wither Limb Deathtouch Fatigue Hinder Rooted Feet Tanglefoot Resist Pain Meta Spells Spells: Link Spellbreak Conceal Magic Scryguard Scrywall Magic Resistance Spell Shield Counterspell Dispel Magic Ward Great Ward Pentagram Bless Curse Remove Curse Drain Mana Restore Mana Enchantment Spells: Enchant Scroll Suspend Enchantment Power Hex Lesser Wish Great Wish Golem Weapon Enchantments Spells: Accuracy Puissance Quick-Draw Dancing Weapon Loyal Sword Cornucopia Bane Armor Enchantments Spells: Fortify Deflect Lighten Limiting Enchantments Spells: Password Limit Link Spellbreak Wizardly Tools Spells: Staff Powerstone Crystal Ball Last edited by hal; 04-24-2021 at 08:00 AM. Reason: fixed a minor issue |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|