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Old 05-24-2015, 10:26 AM   #1
Kalzazz
 
Join Date: Feb 2009
Default [Magic] Mage Knight Spells

The question is - what are good spells for a character that is primarily a moderately high point value Mystic Knight to pick up?

Due to the DM encouraging 'well rounded' characters who have good IQ and the game having a decent deal of non combat and such activity the character has 14 IQ, and being a Mystic Knight had Magery 0 and Eldritch Power . . . so, upgrade a few of those levels of Eldritch Power to Magery and were good to pick up some spells (and have 20 ER and Vampiric Strike to refill that ER under certain circumstances)

The two sets of spells I am sure want to pick up:

1.
Haste (always handy for dodge/init/move)
Great Haste (very tricky to pull off due to long casting time and short duration, but awesome awesome awesome when you do)

2. - healing is everyones friend, no party can have to many people with healing spells
Lend Energy
Lend Vitality
Minor Healing
Major Healing
Great Healing

3.
Apportation - I always seem to find a use for this


The campaign is TL 5 (or in some cases TL 5+stuff), named Kansas City 18XX, and set in Kansas City where some fantasy stuff exists, like vampires and the US Gryphon Cavalry, and where TL 5+Stuff stuff is at least at times known to exist (such as 'Ambulomotive Ironclads'). The character in question is a Knight of the Seelie Court of Kansas City . . . and is the only party member dumb enough to rely on a bronze Edged Rapier in a land of rifles
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Old 05-24-2015, 11:39 AM   #2
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: [Magic] Mage Knight Spells

Quote:
Originally Posted by Kalzazz View Post
The campaign is TL 5 ... only party member dumb enough to rely on a bronze Edged Rapier in a land of rifles
Is this a world where people wander around with paper or linen cartridges filled with gunpowder? If so, Create Fire would seem to have potential. If cartridges are metal, it isn't very TL5, and Create Fire probably isn't worthwhile.
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Old 05-24-2015, 12:14 PM   #3
Kalzazz
 
Join Date: Feb 2009
Default Re: [Magic] Mage Knight Spells

Mostly metal cartridges, more of the Old West style TL 5 sorry
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Old 05-24-2015, 12:26 PM   #4
Godogma
 
Join Date: Jul 2010
Default Re: [Magic] Mage Knight Spells

Quote:
Originally Posted by johndallman View Post
Is this a world where people wander around with paper or linen cartridges filled with gunpowder? If so, Create Fire would seem to have potential. If cartridges are metal, it isn't very TL5, and Create Fire probably isn't worthwhile.
How is it not TL5 with metal cartridges? That statement made exactly no sense; as far as I can tell looking at High Tech it's TL 5 all the way up to TL6.

Lever action rifles and brass cartridges are just as much TL5 as paper cartridges and civil war era weapons.

And create fire works well enough for lots of things. From dynamite on down.
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Old 05-24-2015, 12:39 PM   #5
Kalzazz
 
Join Date: Feb 2009
Default Re: [Magic] Mage Knight Spells

Wasn't clear enough in first post, since TL5 goes from before the Revolutionary War til after the Civil War. The game might be considered actually borderline 5/6, basically is supposed to be TL 'Old West', so it has 'Old West Stuff', whether they be TL 5 or 6 more specifically, like say a Fantasy game that might have Rapiers and Plate even though their TL 4 despite being largely TL 3

The exact year is left intentionally vague, its 18XX
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Old 05-24-2015, 04:55 PM   #6
Shieldbunny
 
Join Date: Apr 2014
Default Re: [Magic] Mage Knight Spells

Fire/Ice weapon (melee and ranged versions) come to mind. Also deflect and reverse missiles so you don't die getting into melee range. Flight, if you don't have access to the air any other way.
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Old 05-26-2015, 12:05 AM   #7
Gedrin
 
Join Date: Jul 2007
Default Re: [Magic] Mage Knight Spells

Depending on the construction of your arms and armor, Steelwraith could be amazing for you. Also, there are explosives all manner of pyro, so Resist Fire is probably worthwhile. Don't forget the tech spells either.
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