11-11-2021, 02:38 PM | #11 | |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
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Put the current body into a NMZ and the connection between soul and body is severed and the soul just hops from the phylactery to the waiting corpse. Worst yet D&D liches will teleport to their phylactery before getting to the point where they will be unable to do so.
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11-11-2021, 04:35 PM | #12 |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
It is for the version written up in DFRPG; it has unkillable 3 with an achilles heel.
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11-11-2021, 04:51 PM | #13 | |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
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Then again, the lich also lacks any traits that would allow it to avoid consciousness checks below HP 0. So, drop it below 0, wait for it to pass out (with HT 14, that would take on average around 11 seconds to happen - but dropping its HP further worsens the roll, so you could drop it to -4xHP and it will likely fail within 2 seconds), and now you've got an unconscious lich on your hands. Normally, said lich would get a chance to awaken each hour, but if you got it below -1xHP (or just beat on it some more once it's unconscious - might as well break off all its arms and legs), it gets a single chance at 12 hours to wake up, or it never will until either some necromancer comes along to fix it up or it gets destroyed. Again, with HT 14 it's got a pretty good chance of waking up, but then you just bash its skull against the ground and it'll pass out for another 12 hours (with another chance to get trapped in a coma) in short order (at least until you manage to damage it enough that it's destroyed). That should make it possible to transport it to the nearest NMZ for disposal. I suspect the authors of DFM1 didn't really intend for this to be a legitimate means of permanently destroying the lich, however (indeed, I think most authors who give a monster Unkillable expect it to keep fighting until it reaches -10xHP, not pass out halfway there).
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11-11-2021, 11:23 PM | #14 | |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
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Interestingly the Fantasy Lich does not have Unkillable which is...weird.
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11-12-2021, 03:35 AM | #15 | |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
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Of course, if the lich is losing and retreats... no more lich. Again, the GM could turn it into a vengeful arc villain, but unless the PC's opt to pursue it, a lich that was driven to retreat is going to be best served just cutting its losses and giving the party a wide berth (also, it may well take quite some time for it to heal itself, if it even can given the penalty to Healing spells cast on oneself while injured). Note here we're talking about a random encounter with a lich, where the lack of NMZ's is the most problematic (for a major villain, part of the "destroy the lich" quest is figuring out a way to actually get the lich to an NMZ, or finding some other way of bypassing their Unkillable 3). *With most (or all) of its spells at Skill 20 or higher, it doesn't need to gesture or speak to cast a spell, just concentrate. I'm not sure someone watching would be able to even realize the lich were casting a spell, at least in time to disrupt it. But if they can, that above Wait should work. It may be the idea there is immortality in the sense of not dying from old age, rather than being unable to be killed. It's odd if the template doesn't even have Unkillable 1 - I think most GURPS undead either have at least that (you've got to destroy them outright for them to stay dead) or Fragile: Unnatural.
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11-12-2021, 04:12 AM | #16 | |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
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11-12-2021, 05:14 AM | #17 |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
It might make sense to tie the mana level roll to an existing thing, like the Reaction Table.
For instance: 0 or less: No mana 1 to 3: Very low mana (see Thaumatology) 4 to 6: Low mana 7 to 9: Normal mana with some negative aspected mana (see Thaumatology) 8 to 12: Normal mana 13 to 15: Normal mana with some positively aspected mana 16 to 18: High mana 19 or better: Very high mana And then a wider region could have a positive or negative reputation for having high or low mana (such as Caithness in Banestorm for low mana and the desert for no mana), and rolling there would add a positive or negative modifier to the roll depending on the reputation. Note: all mana levels (with the exception of no mana, I guess) can have positive or negative aspected mana too. Didn't add those to other than the normal mana to create differentation.
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11-12-2021, 10:08 AM | #18 |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
The more I think about this, the more it feels like Suspend Mana and Drain Mana are absolutely essential to wizardly magic working as intended. One interesting thing about these spells is that Drain Mana in particular is vastly cheaper than most other methods if you want lasting protection for an area (the one partial exception I see is Pentagram, and because its cost scales with area rather than radius, it's really only cheaper if you're protecting a single hex). In a world where wizardly magic is the only type, I expect small areas that have been subject to Drain Mana would be extremely common and serve a variety of purposes: jail cells, "safe rooms", or simply places where people can talk with a guarantee they won't be scried upon. Dungeon Fantasy complicates things because Drain Mana will only protect you against one of several types of hostile magic, but the spell might at least be popular among clerics who want to maximize their "home field advantage" in their temples, or at least certain sections thereof.
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11-12-2021, 12:32 PM | #19 | |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
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From what the DMG1 said D&D worlds are clearly akin to Wild Mana thanks to the connections to the various planes: "All magic and cleric spells are similar in that the word sounds, when combined into whatever patterns are applicable, are charged with energy from the Positive or Negative Material Plane. (...) The triggering action draws power from some plane of the multiverse" DMG1 pg 40 Then there Pure Mana (also called Raw Magic) where one option is it five times more efficient than normal mana. - Thaumatology p 227
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11-13-2021, 12:35 AM | #20 | |
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
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Raw Magic is more like itemized energy reserve that can be collected from nature and stored in yourself if you have the requisite advantage, also a bit different. Then there's also Toxic mana, which I've left out as well from the example.
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