Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 12-30-2013, 11:18 AM   #1
Carlos
 
Carlos's Avatar
 
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
Default [MAGIC] Delay + Maintain Spell = D&D Wizard?

Delay allows a Wizard to cast a spell and keep it for future use (all but missile and blocking spells). But the -2 penalty per delayed spell is really nasty.

That makes me wonder if the standard GURPS Magic system can do something closer to D&D wizards, where the spellcaster can "prepare" some few spells at the morning (like Rain of stuff spells, Armor, Great Haste) and use it at the right time.

For example, the Wizard casts Armor and use Delay spell. Can he use Maintain spell to avoid the -2 penalty to maintain both Armor and Delay spells?

In the end, with enough time and energy, the Wizard could have some few spells prepared like:

Great Haste x3
Armor x3
Rain of Fire x1

Would that be possible, provide the Wizard has time and energy to do it?
Carlos is offline   Reply With Quote
Old 12-30-2013, 11:22 AM   #2
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

You'd still run into the issue of -1 per spell "on" though. You could, however, prepare single-use charms in preparation for an adventure.
Nereidalbel is offline   Reply With Quote
Old 12-30-2013, 12:54 PM   #3
Terwin
 
Join Date: Oct 2009
Location: Plugerville
Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

If the GM wants more D&D style magic, they could rule that Maintain Spell removes the 'spell on' flag for both the delayed and delaying spell for a more D&D style.

If you do that, you would probably want to have some other limit on the number of spells with delay+maintain to keep all wizards form having 20 Lend Strength spells delayed to go off when they are almost out of energy and the like.

An alternative would be to use the Ritual Path Magic rules for making charms and hung spells, as those work a lot more like D&D magic, especially if you disallow ad-hoc casting and require all spells be 'known' before they can be cast.
Terwin is offline   Reply With Quote
Old 12-30-2013, 12:58 PM   #4
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

Quote:
Originally Posted by Carlos View Post
Delay allows a Wizard to cast a spell and keep it for future use (all but missile and blocking spells). But the -2 penalty per delayed spell is really nasty.
Why wouldn't Hang Spell be better for this?
sir_pudding is offline   Reply With Quote
Old 12-30-2013, 01:11 PM   #5
Terwin
 
Join Date: Oct 2009
Location: Plugerville
Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

Quote:
Originally Posted by sir_pudding View Post
Why wouldn't Hang Spell be better for this?
Hang spell: This spell is cast on another spell to delay its activation until the caster wills it.

Maintain spell: Once Maintain Spell has been cast, the subject spell draws its maintenance energy from Maintain Spell. It no longer belongs to its original caster; it no longer counts as a spell “on,” may not be cancelled, etc.

If the Hang Spell spell is no longer owned by the caster, how could the caster will it to go into effect?

Delay Spell includes instructions on when/how the spell goes off.
Terwin is offline   Reply With Quote
Old 12-30-2013, 01:57 PM   #6
Tinman
 
Tinman's Avatar
 
Join Date: Feb 2007
Location: New York City
Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

You could instead use "Ritual Path Magic" conditional spells.
Tinman is offline   Reply With Quote
Old 12-30-2013, 02:04 PM   #7
roguebfl
Dog of Lysdexics
 
roguebfl's Avatar
 
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

If you want a DnD system of memorize and forget, you Really want Slotted Modular abilities with Limit Use and Preparation Time limitation. The more point a Slot can holed the higher 'spell level' of the slot.

Then the actual spells aren't bought with point but as Gear in your Spell Book.

This way you have no issue with the 'Spells On' penalties
__________________
Rogue the Bronze Firelizard
Gerald Grenier, Jr. Hail Eris!
Rogue's Weyr
roguebfl is offline   Reply With Quote
Old 12-30-2013, 02:38 PM   #8
Not another shrubbery
 
Join Date: Aug 2004
Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

Quote:
Originally Posted by Terwin View Post
Hang spell: This spell is cast on another spell to delay its activation until the caster wills it.

Maintain spell: Once Maintain Spell has been cast, the subject spell draws its maintenance energy from Maintain Spell. It no longer belongs to its original caster; it no longer counts as a spell “on,” may not be cancelled, etc.

If the Hang Spell spell is no longer owned by the caster, how could the caster will it to go into effect?

Delay Spell includes instructions on when/how the spell goes off.
I think sp was suggesting to use Hang Spell instead of Delay. Just Hang the spell you want to carry around, and maintain that.
Not another shrubbery is offline   Reply With Quote
Old 12-30-2013, 03:05 PM   #9
Angle
 
Join Date: Jan 2013
Location: Lafayette, COlorado
Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

Quote:
Originally Posted by roguebfl View Post
If you want a DnD system of memorize and forget, you Really want Slotted Modular abilities with Limit Use and Preparation Time limitation. The more point a Slot can holed the higher 'spell level' of the slot.

Then the actual spells aren't bought with point but as Gear in your Spell Book.

This way you have no issue with the 'Spells On' penalties
I was actually putting together a system for Vancian Magic like this. I have it as Modular Abilities (Large Catalog; Costly, Slow, and Subject to External Interference) (Maximum Duration: 1 day, +0%; Immediate Preparation Required: 1 minute, -30%; Limited Use: 1/day, Slow Reload, -35%; Magical, -10%; Physical Abilities, +50%; Requires IQ Roll, -10%; Requires Concentration, -15%) [3 base + 1/level]. I still need to playtest it, though.
Angle is offline   Reply With Quote
Old 12-30-2013, 03:27 PM   #10
namada
 
Join Date: Mar 2006
Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

* * * * * * * * * * * * * * *

Last edited by namada; 09-21-2014 at 12:49 AM.
namada is offline   Reply With Quote
Reply

Tags
delay, maintain spell

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:28 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.