Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-23-2022, 08:33 AM   #21
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Analyze Magic (count 2 [given as 3 in table]):

Identify Spell
Detect Magic
Curmudgeon is offline   Reply With Quote
Old 06-23-2022, 08:35 AM   #22
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Ancient History (count 5):

History
Trace
Seeker
Seek Earth (or any other "Seek" spell)
Seek Water (or any other "Seek" spell)
Curmudgeon is offline   Reply With Quote
Old 06-23-2022, 11:17 AM   #23
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Animal Control (count 1):

Beast-Soother
Curmudgeon is offline   Reply With Quote
Old 06-23-2022, 11:20 AM   #24
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Animate Machine/TL (count 15):

Machine Control/TL
Reveal Function
Seek Machine

Locksmith
Apportation

Lightning
Purify Air
Create Air
Shape Air
Air Jet
Wall of Wind
Windstorm

Animation
Summon Spirit
Death Vision
Curmudgeon is offline   Reply With Quote
Old 06-23-2022, 11:23 AM   #25
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Animate Object (count 6):

Shape Fire or Shape Light
Ignite Fire or Light
Seek Plant
Identify Plant
Shape Plant
Shape Plastic

[Other Shape spells can be substituted, but any substitution beyond Light for Fire will increase the prerequisite count.]
Curmudgeon is offline   Reply With Quote
Old 06-23-2022, 11:25 AM   #26
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Animate Plant (count 7):

Pollen Cloud (or any other Plant spell)
Plant Growth (or any other Plant spell)
Hide Path (or any other Plant spell)
Shape Plant (or any other Plant spell)
Heal Plant (or any other Plant spell)
Identify Plant (or any other Plant spell)
Seek Plant (or any other Plant spell)
Curmudgeon is offline   Reply With Quote
Old 06-23-2022, 11:29 AM   #27
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Animate Shadow (count 9):

Skull-Spirit
Materialize (or any other Necromantic spell)
Animation (or any other Necromantic spell)
Summon Spirit (or any other Necromantic spell)
Death Vision (or any other Necromantic spell)

Shape Darkness
Darkness
Continual Light
Light
Curmudgeon is offline   Reply With Quote
Old 06-23-2022, 11:30 AM   #28
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Animation (count 2):

Summon Spirit
Death Vision
Curmudgeon is offline   Reply With Quote
Old 06-23-2022, 11:31 AM   #29
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Apportation (count 0):

[no prerequisites]
Curmudgeon is offline   Reply With Quote
Old 06-23-2022, 11:32 AM   #30
Curmudgeon
 
Join Date: Sep 2011
Default Re: Prerequisite Counts & Spells for GURPS Magic

Arboreal Immurement (count 7):

Walk Through Wood
Walk Through Plants
Hide Path
Shape Plants
Heal Plant
Identify Plant
Seek Plant
Curmudgeon is offline   Reply With Quote
Reply

Tags
magic, prerequisite count, standard magic spells

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:48 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.