03-26-2016, 07:51 PM | #11 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Magic Poison Spells
Poking through GURPS Magic: Plant Spells (the green kingdom always like doing horrible things to us meatsacks) there's actually not much in there in the way of poison-y things.
Bloodsucking Branches (p11) is fun so I'm mentioning it, but it's about taking things OUT of peoples bodies, not putting dangerous things in. Green Death (p14) isn't poison per ce (plants grow in your body until you suffocate and leaves burst out of you) but it's mechanically treated as a poison. You could steal the mechanics and just describe it as an actual poison instead. They choke from partial paralysis, throat swelling, or lungs filling with fluid, not throat/lungs filling with leaves. Toxic Plant (p19) turns a random plant into a toxic-gas-spewing animated attack-plant. It's kinda indirect, but there's that. Pollen Cloud is on the list with Stench - not exactly subtle, but hey.
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03-26-2016, 10:19 PM | #12 | ||
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Re: GURPS Magic Poison Spells
Quote:
Does nothing for a Wizard seeking spells or when trying to build a list for a God of Poison. Quote:
That is one of the things I'll be referencing in making some spells... but as this is going to be for DF game... I'm leaning away from "Save or Die" and more to "Follow-Up Toxic with a Cyclic rate", "Follow-Ip Toxic Damage", and making some more variant's in the vein of "Poison Cloud" and "Poison Missile" with then being Contact Agents. |
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03-27-2016, 12:49 AM | #13 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: GURPS Magic Poison Spells
Personally I feel there should be a mix of poison spells with cycles of multiple minutes or hours so that the Neutralize Poison spell can get some love, and those with cycle intervals measured in seconds so that Instant Neutralize Poison has a reason to exist.
The vast majority of poisons I've seen in GURPS just take effect instantly...
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03-27-2016, 03:45 AM | #14 |
Join Date: Dec 2007
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Re: GURPS Magic Poison Spells
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03-27-2016, 08:55 AM | #15 | |
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Re: GURPS Magic Poison Spells
Quote:
As it stands neither of those things get any use as far as I can see. |
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03-27-2016, 12:00 PM | #16 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: GURPS Magic Poison Spells
The God of Poison would probably give that Water to Poisoned Wine critical failure result from the normal Water to Wine spell instead of the standard version.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
03-27-2016, 03:24 PM | #17 | |
Join Date: Aug 2007
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Re: GURPS Magic Poison Spells
Quote:
I must remember to have a "God of Poison" show up the next time I'm running. I don't think you'd be amused by what happened to him but my players probably would be. :) "What do you mean I just Neutralized a God? I thought was only aiming at a spell. It was a very small god I guess."
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03-27-2016, 05:58 PM | #18 |
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Re: GURPS Magic Poison Spells
It's in the title of the thread. Spells.
As for Alchemy there are two directly useful elixirs (kinda) and several sort of semi useful elixirs (if you rewrite their effects from "magically induced" to "poison induced"). As such, even Alchemy isn't very useful when looking for poisons. |
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