12-30-2013, 09:39 PM | #21 |
Join Date: Dec 2008
Location: Behind You
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
The Thaumatology book specifically talks about slotted spells that would behave like D&D. I suggest looking into this book if you want this feature set.
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12-30-2013, 09:58 PM | #22 |
Join Date: Jan 2013
Location: Lafayette, COlorado
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
It only talks about them very briefly, and only for the purposes of the default magic system.
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12-31-2013, 05:42 AM | #23 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
Sorry, buddies. I think I wasn't very clear in my first post.
I'm talking about the standard, traditional skill-based GURPS magic system, NOT the Ritual Path Magery or any other optional system. I'm just looking for a way to make GURPS Wizards to have some few spells hung, prepared beforehand with all the energy cost and time to cast done previously, so the Wizard can rest to recover the energy spent and then invoke the spell whenever necessary. By the way, what is the difference between Delay and Hang Spell? Can you please tell me the page? |
12-31-2013, 08:19 AM | #24 |
Join Date: Oct 2004
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
How about Hang spell and two Rules Exemption Perks: (1) This spell does not count as "on" and (2) Pay the cost for the hung spell right now and not when it is cast ?
The caster could activate the spell by willing to do so, and would be limited by the penalty per "on" spell and the number of perks he has. The GM would keep control by controlling how many of those perks he permits. Though the second perk might well be too powerful for a perk. |
12-31-2013, 08:21 AM | #25 |
Join Date: Oct 2004
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
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12-31-2013, 09:53 AM | #26 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
The Healing and Necromantic colleges, specifically page 94 of GURPS Magic. The spell costs 300 FP to cast. I can't imagine someone getting ahold of enough HT, FP, ER, and a big enough Powerstone to ever cast it though.
That'd explain why you didn't know about the spell that raises the dead.
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12-31-2013, 11:07 AM | #27 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
Um that's because it's not designed for solo caster, it's designed for it case by a group using ceremonious caster, say by the High Priest with 5 acolytes and church full of worshipers.
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12-31-2013, 01:12 PM | #28 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
Besides the difference in Cost and Duration, the main difference is that Hang Spell allows you to cast the spell at a target of your choosing when you activate it (making it much more like a D&D wizard's spells). Delay activates the spell already cast at a predetermined target. Hang lets you have a Great Haste ready for any of your party members and a 9d Explosive Fireball ready to blast any foes! Delay lets you put a Great Haste of Swifty the Swashbuckler when you trigger it or make an Explosive Fireball trap on a door.
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12-31-2013, 01:18 PM | #29 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
Draw Power while plugging yourself directly into a TL8 or higher power grid, maybe.
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12-31-2013, 02:00 PM | #30 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?
Quote:
If I were to play with wizards at TL8 instead of TL2-4 that would be one possible solution, I guess.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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delay, maintain spell |
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