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Old 12-30-2013, 09:39 PM   #21
GodBeastX
 
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Default 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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Old 12-30-2013, 09:58 PM   #22
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Default 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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Old 12-31-2013, 05:42 AM   #23
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Default 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?

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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.
Can you please tell me the page?
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Old 12-31-2013, 08:19 AM   #24
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Default 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.
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Old 12-31-2013, 08:21 AM   #25
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Can you please tell me the page?
Page 56. And as that is too short, happy new year.
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Old 12-31-2013, 09:53 AM   #26
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Err...Resurrection? Where's that from?
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.

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I generally just use the Basic Set for everything.
That'd explain why you didn't know about the spell that raises the dead.
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Old 12-31-2013, 11:07 AM   #27
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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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.
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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Old 12-31-2013, 01:12 PM   #28
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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By the way, what is the difference between Delay and Hang Spell?
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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Old 12-31-2013, 01:18 PM   #29
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Originally Posted by Kenneth Latrans View Post
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.
Draw Power while plugging yourself directly into a TL8 or higher power grid, maybe.
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Old 12-31-2013, 02:00 PM   #30
simply Nathan
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Originally Posted by roguebfl View Post
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.
Never seen Ceremonial Casting in play before, but from the looks of it it's hard to get more than 100 FP out of it unless you luck into a crowd of mages. Also that would bump the casting time's already frightening 1 hour up to 10 hours.

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Draw Power while plugging yourself directly into a TL8 or higher power grid, maybe.
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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