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#1 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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I haven't used magic a lot in GURPS, but once in a while I find myself wondering about the capabilities of wizards by Magery level. It seems like there are several broad categories that emerge.
For instance, the entire field of magic-item-creation (except the Scroll spell) seems to be dependent on Magery 2. So you've got to have Magery 2 to be an enchanter. I haven't looked at every possibility, but it seems that the traditional offensive spells like Lightning and Fireball require Magery 1. It seems to me like Magery 1 is the threshold for using magic offensively. Are there any other broad categories that emerge from spell prerequisites, either minimums you need to be in a category or maximums that limit you to a category? (Not interested in talking about anything but the standard spell system, thanks.) |
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#2 |
Join Date: Oct 2010
Location: Cambridge, UK
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Being a generalist requires Magery 3 or more, simply as the most cost-effective way to get a high skill in each spell for the minimum 1 character point investment.
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#3 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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"Generalist" just means having access to everything. I'm not looking for character-building strategies, just the sorts of broad descriptive categories enabled at various levels.
For instance, besides simply access to everything, is there a particular theme of magic-use that becomes possible at Magery 3? |
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#4 |
Join Date: Oct 2007
Location: Kentucky, USA
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A really quick glance through my Spell Charts PDF gives a theme of shape shifting. Either oneself, like Body of Air or Great Shapeshift, or other things, like Move Terrain or Enlarge Object.
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#5 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Thanks, Tyneras, that's exactly the kind of thing I'm looking for.
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#6 |
Join Date: Nov 2008
Location: Yukon, OK
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Yeah, M2 is really key to a lot of builds, higher levels help you either as a generalist or just better at your specialty. While level 1 is good enough for utility or most combat builds.
What I found more interesting was college or goal themes. Many focus on fire for combat, I think Air is often a better choice.
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#7 |
Join Date: Jul 2009
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At a glance, it looks like Magery 3 is necessary for some advanced shapeshifting stuff, most of the temporal manipulation stuff, and most (all?) of the ways to achieve pseudo-immortality. Other than that, it's just a collection of random-looking high powered spells.
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#8 | |
Join Date: Oct 2007
Location: Kentucky, USA
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GURPS Fanzine The Path of Cunning is worth a read. |
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#9 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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#10 | |
Join Date: Jul 2009
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That is, the way to build one of those spells seems to be to take the jet and bump the damage up a bit higher, increase the casting time, have (Substance) Jet and Resist (Substance) as prerequisites, and increase the Magery prereq. by 1. |
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Tags |
magery, spells |
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