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Old 09-30-2023, 01:53 PM   #1
Kallatari
 
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Default [DF] Eldritch Knight spell list

I'm contemplating creating an Eldritch Knight variant or lense for the Knight template in DF. Rather than using a Knight-Mage cross-trained template which would turn them into a full Knight and Mage, I want this to be an Knight who has access to a very limited list of combat- or battlefield-oriented spells. The design concept is just like Emergency Casting (from GURPS Dungeon Fantasy Denizens: Barbarians); for 5 points, they can cast a specific spell at their attribute level. So it's a minor ability to cast spells, and they'll never excel at it like an actual Mage would.

While I still have some design decisions to make on what Talent to use (the level of which determines which spell the Eldritch Knight can cast, whether existing talent such as Born Warn Leader or a new Eldritch Knight talent), what attribute to base the spells off of, and whether the spells will cost HP or FP, the main reason for this post is to brainstorm the actual spell list.

Let's assume we break it down into 4 levels of talent, with each level allowing around 5 spells. What spells would you give the Eldritch Knight?

(Keep in mind, the normal spell prerequisites are not required with this design)
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Old 09-30-2023, 05:35 PM   #2
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Default Re: [DF] Eldritch Knight spell list

The Mystic Knight, Pyramid 3-13, is this, but uses imbuement skills for magic instead. I would look at that to see how it was put together. Pyramid 3-60 has the "Power-Ups" for that template too.
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Old 10-01-2023, 04:18 AM   #3
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Default Re: [DF] Eldritch Knight spell list

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Originally Posted by zoncxs View Post
The Mystic Knight, Pyramid 3-13, is this, but uses imbuement skills for magic instead.
The crucial advantage of imbuements is that the success rolls are DX-based. It's hard to justify making conventional spell-casting DX-based, and fitting high IQ into a knight's point budget, while leaving them the DX and ST to be an effective knight is challenging.
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Old 10-01-2023, 07:10 AM   #4
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Default Re: [DF] Eldritch Knight spell list

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The crucial advantage of imbuements is that the success rolls are DX-based. It's hard to justify making conventional spell-casting DX-based, and fitting high IQ into a knight's point budget, while leaving them the DX and ST to be an effective knight is challenging.
Power Ups 1: Imbuements goes over changing the rolls to a different attribute if it fits better for the theme for the GM. Which is what I do when I use it in games I run.

Also note, there is no need to try and do what you said, try to fit "spell-casting DX-based, and fitting high IQ into a knight's point budget". A Knight would have a good DX level (at least 14) and IQ would be normal (10-11). Just like the Holy Warrior Template.

In fact. If the OP does not have the pyramid articles I posted or Power Ups 1, he can use the Holy Warrior as the blue print to make their Eldritch Knight Template.
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Old 10-01-2023, 07:33 AM   #5
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Default Re: [DF] Eldritch Knight spell list

I think such a character might have weapon enhancement and repair spells, personal defefence spells like Armor and Shield, and spells to protect against typical hazards. You could also consider reskinning some of the Chi based skills as magical.


@ Maxila -- welocme to the forum. FYI there is a strong preference here for staying on topic within a given thread.
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Old 10-01-2023, 08:50 AM   #6
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Default Re: [DF] Eldritch Knight spell list

Quote:
Originally Posted by zoncxs View Post
The Mystic Knight, Pyramid 3-13, is this, but uses imbuement skills for magic instead. I would look at that to see how it was put together. Pyramid 3-60 has the "Power-Ups" for that template too.
Of course, Imbuements are quite different from College Magic, so if what the player is looking for is "A Knight who uses similar spells to a Wizard" rather than "A Knight who uses magic to momentarily enhance his/her weapons and armor," that's not going to work.

Quote:
Originally Posted by zoncxs View Post
Also note, there is no need to try and do what you said, try to fit "spell-casting DX-based, and fitting high IQ into a knight's point budget". A Knight would have a good DX level (at least 14) and IQ would be normal (10-11). Just like the Holy Warrior Template.
Err... I think what johndallman was getting at was that an advantage of using Imbuements is that the Knight doesn't need high IQ (which they likely do if using College Magic), as their DX works for doing the Imbuements.

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@ Maxila -- welocme to the forum. FYI there is a strong preference here for staying on topic within a given thread.
It's a carbon-copy of the opening post of this thread, so I've reported it as spam.
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Old 10-01-2023, 09:00 AM   #7
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Default Re: [DF] Eldritch Knight spell list

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howdy y'all, I'm working on a near-future climate apocalypse setting where the common tech got set back to TL6 with sprinklings of TL7-9 in places. I need some pointers on how to design the vehicles, lighter than air balloons that run off of solar power. What supplements and books should I be looking into to make this happen? I've never designed vehicles in GURPS so I am not sure where to start
There are works on vehicles that break that sort of thing down.
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Old 10-01-2023, 09:09 AM   #8
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Default Re: [DF] Eldritch Knight spell list

Quote:
Originally Posted by Kallatari View Post
I'm contemplating creating an Eldritch Knight variant or lense for the Knight template in DF. Rather than using a Knight-Mage cross-trained template which would turn them into a full Knight and Mage, I want this to be an Knight who has access to a very limited list of combat- or battlefield-oriented spells. The design concept is just like Emergency Casting (from GURPS Dungeon Fantasy Denizens: Barbarians); for 5 points, they can cast a specific spell at their attribute level. So it's a minor ability to cast spells, and they'll never excel at it like an actual Mage would.

While I still have some design decisions to make on what Talent to use (the level of which determines which spell the Eldritch Knight can cast, whether existing talent such as Born Warn Leader or a new Eldritch Knight talent), what attribute to base the spells off of, and whether the spells will cost HP or FP, the main reason for this post is to brainstorm the actual spell list.

Let's assume we break it down into 4 levels of talent, with each level allowing around 5 spells. What spells would you give the Eldritch Knight?

(Keep in mind, the normal spell prerequisites are not required with this design)
That would require sub lenses. The list a battle oriented Knight would choose would be different than those chosen by a courtier or a diplomat. Spies would have another list.

You need a group of about ten to twenty lists specialized according to why the PCs Knight learned magic. Even for strictly battle oriented Knights there would be a artillerist list, a repair/maintenance list (keeping swords sharp and armor in repair would be a massive benefit on a medieval battle field), an Engineer list (Move Earth would be massively useful even today), a medic list, a dirty tricks list, and a spy list, at a minimum.
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Old 10-01-2023, 09:30 AM   #9
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Default Re: [DF] Eldritch Knight spell list

Quote:
Originally Posted by zoncxs View Post
The Mystic Knight, Pyramid 3-13, is this, but uses imbuement skills for magic instead. I would look at that to see how it was put together. Pyramid 3-60 has the "Power-Ups" for that template too.
I was looking more for the standard mage spells to add to the list. That said, having gone over the article now, and over Power Ups: Imbuements again, I might steal a couple of Imbuements if I can't find a spell equivalent.
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Old 10-01-2023, 09:38 AM   #10
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Default Re: [DF] Eldritch Knight spell list

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The crucial advantage of imbuements is that the success rolls are DX-based. It's hard to justify making conventional spell-casting DX-based, and fitting high IQ into a knight's point budget, while leaving them the DX and ST to be an effective knight is challenging.
You actually can simply change the attribute the spell is based on according to the underling talent, all according to RAW.

The Spell-Thief (GURPS Dungeon Fantasy Denizens: Thieves), casts spells based on DX. Both Rage Casting and Emergency Casting (from GURPS Dungeon Fantasy Denizens: Barbarians) uses HT for the attribute. For my concept, I'm thinking of using the latter two as my model (i.e., the use of individual Perks for each spell) as opposed to the former (i.e., a limited form of Magery). But either way, they both make it obvious that you can change the attribute for a specific concept of magic (or setting-based decision).

Last edited by Kallatari; 10-01-2023 at 09:43 AM.
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