11-01-2017, 10:18 AM | #21 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Time to Cast a Spell Question and comabt
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The next turn it can be held, or thrown which would require some form of Attack maneuver. So if I were to allow casting and throwing in the same turn I would go with....
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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11-01-2017, 10:22 AM | #22 | |
Join Date: Aug 2004
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Re: Time to Cast a Spell Question and comabt
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11-01-2017, 12:50 PM | #23 |
Join Date: Aug 2004
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Re: Time to Cast a Spell Question and comabt
Playing with this idea
All Out Attack [Missile Spell]You cast a Missile spell with blinding speed. You are able to Concentrate, have the spell appear in your hand, and throw it, all within one turn. You may take a -4 to skill, and give up your Active Defenses, or instead take -10 to skill to keep your active defenses. In both conditions this action will cost the spell caster an additional 2 Fatigue for that spell. Using this ability removes the ability of building the spell, but the caster is allowed the option to hold it or dispel if the situation changes. |
11-01-2017, 01:03 PM | #24 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Time to Cast a Spell Question and comabt
Quote:
-4 to skill is easy to soak and the higher skill to do so gives other benefits such as reduced energy cost. The extra 2 FP and penalty to Active Defenses are more meaningful but its kind of clunky and I think still too much in favor of mages. A M3 caster could toss a 3d missile much less expensively (point wise) then an archer. I think a better model could be based off Move and Attack, the Wild Swing type penalty could keep archers from being overtaken.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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11-01-2017, 01:15 PM | #25 | |
Join Date: Aug 2004
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Re: Time to Cast a Spell Question and comabt
Quote:
Last edited by Lameth; 11-01-2017 at 01:54 PM. |
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11-01-2017, 01:54 PM | #26 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Time to Cast a Spell Question and comabt
Concentrate and Attack
Based off Move and Attack and uses all the modifiers there. Including -2 skill on your attack with a missile spell or -4 with an effective cap of 9- on a Touch based spell. However instead of moving you remain still and may only move a Step. Instead of the -2 for a missile spell Bulk penalties apply if using an item in the casting if that is worse. Also if foot movement and gestures are required apply an additional -2. This also costs 1 extra FP from Extra Effort which may not be taken from an ER (magic). Active Defenses: Dodge or Block only and if a defense is used requires a Will-3 to continue casting the spell, roll for each defense used.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
11-01-2017, 09:58 PM | #27 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Time to Cast a Spell Question and comabt
Quote:
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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Tags |
instance spell, reduced time |
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