04-08-2022, 10:27 PM | #11 |
Join Date: Apr 2013
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Re: Casting Time for Rotting Death (GURPS Magic 4e)
Quite close, it is:
"What is it to you, dead man? Have you so quickly forgotten my strength, once lent to you, that you come armed against me, you poor fool? I think I will take your heart, Kerim Shah!" |
04-08-2022, 11:12 PM | #12 |
Join Date: Nov 2004
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Re: Casting Time for Rotting Death (GURPS Magic 4e)
Huh, guess it's been too long since I read those.
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04-09-2022, 01:42 AM | #13 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Casting Time for Rotting Death (GURPS Magic 4e)
Well, there's also the random hit location crippling, so you could get lucky with the rolls and have the head rot off - or a leg for melee fighters. It also is faster to cast than sickness even with the errata. Personally I'd rule that is the kind of spell that forces a Fright Check from onlookers, even in Dungeon Fantasy.
But on the negative side it's a 3-second casting, 1-second duration, concentration required and damage only on a failed HT roll! It's those last two that take it firmly into necro festival showmanship territory. You'd have to hit most foes with a costly and chancy Frailty spell before you can get much of an effect there. If I were to adjust it, I'd use 2-second casting, 3-second duration, make the HT roll a resisted roll vs. spell level, up the maintenance to 3 and add the fright check for onlookers after damage. That'd make it a showy niche spell that's useful against spellcasters and other middling HT types.
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04-09-2022, 08:11 PM | #14 | ||
Join Date: Aug 2018
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Re: Casting Time for Rotting Death (GURPS Magic 4e)
This doesn't say anything about damage type, I would assume Toxic?
For example on 1d-1 damage if you roll a 1, is that 1 due to Toxic doing a minimum 1 damage? If it was 0 then that would have to mean it was Crushing since Crushing is the only damage type which can be zero basic damage. I'm also trying to figure out how the per-second HT resist would work, is that an unopposed roll or is the HT roll in a quick contest against the initial success roll for this spell? Quote:
This seems like a great ambush spell since unlike "my first is on fire, coming to punch you" there doesn't seem to be any obvious indication that you are enchanted, so you could walk up to someone and do a friendly handshake and then suddenly they'll go into spasms. The biggest indicator is that they'll immediately feel crippling discomfort right after you touch them, so doing some kind of delay effect would help avoid accountability for the assassination. Quote:
Melee+Missile spells operate strangely so I'm not as clear on meta combos like this. The way it bypasses DR seems like it'd be pretty decent for taking out armored tanks, less useful for guys who run around bare-chested with lots of HP and HT like Conan though. |
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04-09-2022, 08:33 PM | #15 |
Join Date: Aug 2007
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Re: Casting Time for Rotting Death (GURPS Magic 4e)
This would be my assumption. The lack of damage type specificity would be a 3e holdover. 3e was much more loose about such things.
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Fred Brackin |
04-10-2022, 05:06 AM | #16 | ||||
Join Date: Aug 2004
Location: U.K.
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Re: Casting Time for Rotting Death (GURPS Magic 4e)
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errata, necromancy |
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