09-08-2016, 05:09 PM | #21 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
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But really its pretty situation specific so my advice is post a thread RPM/Incanter Spell loads and post the party composition, point level, skills of the mage and likely missions and people are likely to chime in.
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09-08-2016, 05:15 PM | #22 | |
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
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Now I want to see a dungeon crawl with as many types of spell systems in it as we can fit.
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09-08-2016, 05:18 PM | #23 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
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BTW, anyone wondering on the names of the Incantation paths, they aren't in the preview PDF, but maybe you should read the index carefully... |
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09-08-2016, 05:57 PM | #24 | ||||||||||
Join Date: Jun 2006
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Thanks, Cole. :-)
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Thanks, Rory. :-) Quote:
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I look forward to it! Quote:
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09-08-2016, 06:04 PM | #25 |
Join Date: Aug 2004
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Hey, feel free to leak whatever you want; it's your book. :)
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09-08-2016, 06:10 PM | #26 |
Join Date: Feb 2009
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Ghostdancer - Seriously? I don't recall seeing a single example of a spell loadout on your blog, and I've been watching fairly hard for it since its something I've been trying to encourage you to blog about for a looooooong time
I do think worked examples of things are something would be awesome if GURPS did more of, one of my favorite GURPS books ever was GURPS Wizards, since it had fully statted, with gear and name and story, wizards for all the concepts it was demonstrating I actually even played one of the worked example characters in a campaign! edit - Since I am the one making silly comments about the loadout topic, I'll try to post one of my own loadouts this eve |
09-08-2016, 06:15 PM | #27 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
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09-08-2016, 06:17 PM | #28 |
Join Date: Jul 2015
Location: Phoenix, AZ
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Gave it a quick read through, I think it looks fun, and kinda want to see how it would play out versus RPM.
One small thing though, on p.27, Greater Solidify Spirit references the undead path instead of, presumably, the necromancy path.
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09-08-2016, 06:23 PM | #29 |
Join Date: Feb 2009
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Ah, here. This is one of my older ones, but does give a quickie example of what such a thing might look like
The character in question had I think Magery 6, Thaumatology and all paths 18, Aetherism Higher Purpose 3 (the higher purpose of brute mana manipulation, used for say smashing things with mana bursts, brute force 'drown it in energy' dispelling, and so forth), Ritual Mastery (Mana Burst), and also a grimoire of Mana Burst. 24 conditional slots 5/5 Mana Burst 3/3 Mana Burst, +P 2/2 Mana Burst, Magnum 4/4 Mana Burst, Wide 2/2 Warrior Academy 2/2 Shadow Clone 2/2 Mana Armor 4/4 Healing Charms Mana Burst Spell Effects: Greater Create Magic. Inherent Modifiers: Damage, External Burning + Area Of Effect + Range + Speed. Greater Effects: 1 (×3). Mana Burst - This releases a concentrated burst of raw mana burning anything it touches in the blast area in a brilliant blue white flash. This Casting: Greater Create Magic (6) + Lesser Control Magic (5) + Damage, External Burning 15d (16) + Area Of Effect, 3 yards, excluding up to 2 subjects (3) + Range, 100 yds (10) + Speed, 100 yds/second (10). 150 energy (50×3). Mana Burst +P Spell Effects: Greater Create Magic. Inherent Modifiers: Damage, External Burning + Area Of Effect + Range + Speed. Greater Effects: 1 (×3). Mana Burst +P - This releases a much more powerful concentrated burst of raw mana burning anything it touches in the blast area in a brilliant blue white flash as intense as the sun. This Casting: Greater Create Magic (6) + Lesser Control Magic (5) + Damage, External Burning 49d-1 (61) + Area Of Effect, 3 yards, excluding up to 2 subjects (3) + Range, 100 yds (10) + Speed, 100 yds/second (10). 285 energy (95×3). Mana Burst Magnum Spell Effects: Greater Create Magic. Inherent Modifiers: Damage, External Burning + Area Of Effect + Range + Speed. Greater Effects: 1 (×3). Mana Burst Magnum - This releases a superpowerful burst of raw mana capable of burning many things beyond nonexistence at its touch with a brilliant blue white blast that outshines the sun and sends shockwaves through the mana stream. This Casting: Greater Create Magic (6) + Lesser Control Magic (5) + Damage, External Burning 82d+2 (106) + Area Of Effect, 3 yards, excluding up to 2 subjects (3) + Range, 100 yds (10) + Speed, 100 yds/second (10). 420 energy (140×3). Mana Burst, Wide Spell Effects: Greater Create Magic. Inherent Modifiers: Damage, External Burning + Area Of Effect + Range + Speed. Greater Effects: 1 (×3). Mana Burst, Wide - This releases a diffuse burst of raw mana that sears and burns what it touches over a wide area with a blue white light. This Casting: Greater Create Magic (6) + Lesser Control Magic (5) + Damage, External Burning 7d+2 (6) + Area Of Effect, 20 yards, excluding up to 2 subjects (13) + Range, 100 yds (10) + Speed, 100 yds/second (10). 150 energy (50×3)." Healing Spell Effects: Greater Restore Body. Inherent Modifiers: Subject Weight + Healing. Greater Effects: 1 (×3). Healing - This spell heals physical damage. This Casting: Greater Restore Body (4) + Lesser Control Magic (5) + Subject Weight, 300 lbs. (3) + Healing, 5d-1 HP (15). 81 energy (27×3). Shadow Clone Spell Effects: Greater Transform Crossroads. Inherent Modifiers: Altered Trait, Duplication, Clothes, share + Subject Weight + Duration. Greater Effects: 1 (×3). Shadow Clone - This spell splits the train of reality into two (or more) possibilities of the target, which coexist until expiration when they merge back together. The possibility has ordinary clothes, nothing more, but can acquire some of the originals items as they split. This Casting: Greater Transform Crossroads (8) + Lesser Control Magic (5) + Altered Trait, Duplication, Clothes, share (37) + Subject Weight, 300 lbs. (3) + Duration, 1 day (7). 180 energy (60×3). Mana Armor Spell Effects: Greater Create Magic. Inherent Modifiers: Altered Trait, DR 5 + Altered Trait, 4d burning innate attack + Duration. Greater Effects: 1 (×3). Mana Armor - Encases the subject in a crackling roiling haze of blue mana that burns what the target strikes and protects them from harm. This Casting: Greater Create Magic (6) + Lesser Control Magic (5) + Altered Trait, DR 5 (25) + Altered Trait, 4d burning innate attack (20) + Duration, 10 minutes (1). 171 energy (57×3). Warrior Academy - This is just the Melee Academy spell I discussed in Ghostdancer's blog thread, but for unarmed combat (the character knew karate and had a bladed hand, and was a dragon so could shift into draconic form and used karate with Dragon Style Kung Fu!) Also had 24 slots for alchemicals 10/10 healing potions 4/4 protection cold potions 4/4 Dragon Teeth (skeletal warrior) 4/4 Mana Burst Grenade 2/2 Healing +P Potion I can't find my writeup for the Dragon Teeth and Protection Cold offhand, or any of these |
09-08-2016, 06:24 PM | #30 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
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Share any other goofs you find and we will do an errata fix after giving it a week or two so they can all shake out.
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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