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#11 | |
Join Date: Jan 2006
Location: Ottawa, Canada
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I've got a partial list, which I want to tweak just a little bit more that I hope I'll be able to post shortly (real life time permitting) in the hopes that it may lead to more direct discussions/examples. |
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#12 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Here's my preliminary list of potential spells for the Eldritch Knight. For now, it only lists spells that thematically fit and may be appropriate, but doesn't attempt to assign them to specific level of talent yet. It's also too long, with too many spells, so it needs to get trimmed down.
As part of my reasoning on spells to select, although I acknowledged that almost any type of spell can be useful to a soldier, especially if you take in specialized soldiers (e.g., artillerist, engineer, medic, scout, spy, etc.), I want spells applicable for the direct, generic soldier instead. So some colleges that could be useful in war (e.g., Knowledge for scouting or spying) aren't added below. I tried to keep the spells into four broad categories (recommended from the Battle Wizard template form the 3E book Wizards): attack spells to injure or weaken the enemy; defense spells to protect the knight or allies; movement spells to circumvent obstacles, and enhancement spells to boost the knight or his allies. I also tried to stick to spells used in DFRPG to make it "compatible", but that wasn't a hard rule and there are some exceptions. So here are the preliminary spell list, sorted by college: Any thoughts on the list? Anything missing? Needing to trim this down to roughly "4 levels of talent power" with roughly 5 spells per level, which ones would you remove? Note, I'm not totally set on 5 spells per level, especially if spells duplicate each other... e.g., I could allow Stone Missile, Fireball, Ice Sphere and Lightning to count as "1 spell" at a given level because they all effectively do the same thing (a missile spell), but merely differ in theme. Maybe I'll make this down as "Missile Spell" in my final list, and let the knight choose whichever they want. |
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#13 |
Join Date: Aug 2004
Location: Austin, TX
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I'm assuming a DX-based magic list, so most of these spells are cast at 13-15. That's enough to make them reliable, but not good enough for overcoming resistance. So most of them are buff spells, along with some of the better combat spells.
The list is unsorted, but it is in rough order by college.
There's no real theme, just a bunch of spells that are useful for primary melee fighters. As far as talent levels: Unstoppable (Level 1): Missile Shield, Repair, Resist Acid, Resist Fire, Resist Lightning Implacable (Level 2): Command, Haste, Know Illusion, See Invisible, Walk on Air Unparalleled (Level 3): Blur, Flaming Missiles, Flaming Weapons, Grace, Might Destruction (Level 4): Concussion, Deathtouch, Glue, Grease, Great Haste Hope that helps. (and sorry I didn't respond to your list, but we wrote them at the same time.)
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Read my GURPS blog: http://noschoolgrognard.blogspot.com Last edited by mlangsdorf; 10-01-2023 at 12:00 PM. |
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#14 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Here's another way to do it. I'm a bit wary of the Denizens casting styles that are based on DX or HT for whoosh-bang magic. But a set of abilities that more or less duplicate spells, which are based on the skills in the Born War-Leader talent are a lot easier for me. They'd be something like this:
Intelligence Analysis: Negating enemy abilities. Missile Shield, Resist Fire, Resist Lightning, See Invisible. Leadership: Getting your troops to ignore their limitations. Stop Bleeding, Share Vitality, Vitality, Quick March. Savoir-Faire (Military): Taking care of your mates. Resist Cold, Final Rest, Lend Energy, Lend Vitality. Strategy: Solving problems the enemy leadership sends you. Alertness, Stun, Repair, Shatterproof. Tactics: Outdoing the immediate enemy. Climbing, Grace, Might, Walk on Air (as a leap). Now, this could be based on one skill's abilities per level of the talent, or one ability from each skill per level of the talent. Not sure about that yet.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#15 | |||
Join Date: Aug 2004
Location: Austin, TX
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Somewhat relatedly, damaging Jet spells are pretty useful for highly skilled wizards with noodle arms, giving them a high damage short range attack. But a knight has a high damage short range attack in his melee weapon. I'd drop Dispel Magic and Spellshield, as being firmly in the wizard category. Also, the relatively unskilled Eldritch Knight probably isn't going to succeed on the Dispel Magic resistance contest very often, but spends a lot of time and FP to fail. I'd skip most of the sense and stealth related spells (Alertness, Mage-Stealth, Hide, etc). Those belong to the thief and the scout in the DF context. Final Rest seems like it intrudes too much into the territory of Clerics, Holy Warriors, and Saints. Quote:
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#16 |
Join Date: Jul 2007
Location: West Virginia
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The best battlefield Johnny-one-spells would be, A) Move Earth, it let's you build defenses in a couple of minutes, or bury troops quickly. B) Fog instant cover. C) Reflect Missle it messes up the people attacking you. And C) Ignite, it really messes up seige towers and the like.
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Per Ardua Per Astra! Ancora Imparo |
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#17 | |
Join Date: Apr 2014
Location: Bahia, Brazil
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#18 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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They'd be based on IQ+Talent which is 12 to 16 (given power-ups), or more if you allow Knights to buy up IQ, which has always seemed reasonable to me.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#19 |
Join Date: Apr 2014
Location: Bahia, Brazil
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Those are reasonable skill levels for someone for whom casting is not his primary role. I can see that working and lifting some weight from the dedicated party magic-users.
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#20 | |
Join Date: Jan 2006
Location: Ottawa, Canada
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The one item I am not in complete agreement with you is Spell Shield (or perhaps Spell Wall as an alternative). I concur the energy cost is a bit high, but not unsurmountable for a warrior who generally has a high FP. And I agree that, it working as a contest of skill, it will be of little use against actual "mage bosses" who will have high enough spell skills to burn through the low-skilled Eldritch Knight's Spell Shield with ease. But I think it can still be potentially useful against cannon fodder/mook mage apprentices, who have low skill levels (12 ish), and are usually only good for casting 3 or 4 spells before they're out of FP and thus out of the fight... assuming they last that long before the PCs wipe them out. Ah yeah, at those levels the PCs have a good chance of resisting the spells anyway, but the Spell Shield effectively gives everyone two chances at resisting and therefore reduces the group's use of other methods of dealing with a possible failure of resisting (expenditures of points to buy a success, Luck, etc.). Granted, that's a style of play issue. I use lots of low-level encounters and low-level mages as quick encounters, but that's me. If the GM is constantly using high-skilled spellcasters as the opponents - even with the simple boost of skill to 15 so that energy costs are dropped by 1 - then Spell Shield would indeed be of little or limited use to an Eldritch Knight. I'll probably add it to my final list anyway, but yeah, I would warn a player about the expectations behind it, and that its viability depends on how optimized NPC spellcasters are. |
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Tags |
dungen fantasy, imbuements, magic |
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