11-28-2011, 11:18 AM | #21 |
Join Date: Apr 2006
Location: Brazil
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
I loved this section because I'm running a Forgotten Realms campaign in GURPS 4Th too!
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11-28-2011, 05:18 PM | #22 | |
Join Date: Jun 2008
Location: Provo, UT
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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So if your Modular Abilities are already reduced to 80% with Limitations you could then build a Meteor Swarm power with a limited Use Limitation to further reduce the cost of the ability. Using this you could get the same costs as you are getting now and still stay RAW. I for example am making a Mage I'll be playing this week who uses an Energy Reserve to reduce the cost of all his magic. It takes him energy to shift around his modular points, then take more energy to actually use an ability bought with them. A quick example would be: Modular Points 50 (Costs Fatigue 16, -80%) [100 points] Then use those 50 points to buy: Burning Attack 50 (Costs Fatigue, 8, -40%; Limited Use: 1 per day, -40%) [50 points] Not sure how Limited Use would effect these Modular Points. Would it sort of lock them up so that the points couldn't be used until the next day or would it just stop you from using your modular points for an innate attack or burning attack? I'd probably rule that the Modular points are spent for the day and can't be accessed until the next day. (More than fair I think for a whopping 50d burning attack) |
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11-28-2011, 05:24 PM | #23 | |
Join Date: Sep 2004
Location: Canada
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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11-28-2011, 05:34 PM | #24 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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11-28-2011, 06:13 PM | #25 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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Which is why an Innate Attack with some form of 'all or nothing' limitation would work for Power Word Kill. I guess Innate Attack with Symptons and No Wounding would work for the others.
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11-28-2011, 07:50 PM | #26 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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The 3e one is easy. Aganazzzar's Scorcher Innate Attack 2d+2 burn [Cone 1 yd (+60%), Costs Fatigue 6 (-30%), Magical (-10%), Reduced Max Range /10 (-15%), Requires Gestures (-10%), Requires Words (-10%), Takes Extra Time 1 (-10%), Trigger: Occasional; Red Dragon scale (-30%)] Total CP 6. Bam. Takes two turns to cast, one of Ready and one of Concentrate. A 10 yds long, one hex wide cone that does 2d+2 burn to anyone within that area. If you want, you can aim for Acc 3, but it's not required. Then just raise the damage by 1d+1 burn per level of Magery above 2 and increase the range slightly for a higher level caster. I mean to get on that at some point. It will be mechanically tricky, though. The 2nd Edition version was nothing more than a personal Teleport spell with a limited range. Is there any reason why the Teleport spell from GURPS Magic is a poor fit? As long as the caster's skill is fairly low, he'll not be going far. For a version where the caster creates a magical gateway that several other creatures can step through (and they can all carry as much as they want), you'd want something like: Dimension Door Warp [Extra Carrying Capacity: Xtra-Heavy (+50%), Tunnel (+40%), Costs Fatigue 12 (-60%), Limited Number of Targets 3* (-20%), Magical (-10%), Range Limit: 100 yds (-40%), Requires Words (-10%)]. Total CP 50. *Renamed Limited Use, to account for the fact that a maximum of 3 people (including the caster) may step through the gate until it closes. Value chosen because Limited Use 1 and Tunnel would exactly cancel each other out, meaning that only the caster could step through. Adjust this number upwards for more powerful mages, with the most powerful being forced to buy Extended Duration for the Tunnel as well. For that I'd really need the 'all or nothing' modifier for Innate Attack. Should be easy as a GURPS Magic spell in the Light and Darkness college. Requires Colors as a prerequisite. A bit of a hassle, but probably doable somehow. No idea how as yet. I'd have to take a long hard look at how these differ from normal buffs from GURPS Magic and see about implementing them.
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11-28-2011, 08:08 PM | #27 |
Join Date: Oct 2008
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
Well, I ran a short game with D&D in gurps rules. It was not based on third edition D&D, instead it was on the Redbox/bluebox etc. version.
I handled magic as powers only, no gurps magic. The mages had slots for their spells. Level 1 mage was for example(not 100% by raw but) Modular Abilities 25pt (Grimoire) (Preparation to change(10min), -20%; once/day -40%, need focus to change(breakable, stealable, sm -6) -20%)[16] Then I did the spells and the red book spells first level all were possible to build at 25 points or less. Most came to 20-25 points. Though Magic missile was a bit hard to get that low so I just went with accuracy(+14) and high armor penetration(5) on it and called it close enough.. The thing thus is that I put the limitations on daily use and such the modular abilities and not on the spell. Not fully sure if that is correct or not but the resulting thing worked fine enough for my use. |
11-28-2011, 08:45 PM | #28 |
Join Date: Aug 2007
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
My World of D'y'r't game worked from D&D amterial of various vintages and the vanilla Gurrps Create Animal spell seemed to meet whatever use Summon Monster filled. It didn't mimic the way D&D magic worked but it filled the same role.
Nobody seemed to miss Magic Missile that much. Posibly because a beginning Gurps wizard is so much less limited than a D&D one. I got up to some pretty high powered magic and worked with some of the major bad guy casters of the Realms (Szass Tam) and didn't really have any problems that needed any of the solutions being discussed. There were some issues about resolving the differences between a D&D Lich and the one from Magic but those were quite solvable. It was magic item conversion that came up most often.
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11-28-2011, 09:03 PM | #29 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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Destroy an army of some 500 orcs* sent by a rival Zulkir? What solutions did you use for that? *Averaging ST 12, HP 14, wearing heavy mail (DR 5/3), carrying heavy shields and having weapon skills 12.
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11-28-2011, 11:28 PM | #30 |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
Because tomorrow I game out a battle where the most powerful enemy priests will make extensive use of it, here is the infamous Flame Strike:
Flame Strike Takes 9 seconds to cast. Calls down a 10' diameter pillar of flame that starts 40' above the target. Does 10d burn, with half of that being divine fire that can affect creatures normally immune to fire. Innate Attack 5d burn [Area Effect 3 yds* (+100%), Guided (+50%), Increased 1/2D Range x10 (+15%), Link (+10%), Overhead (+30%), Gadget: Can Be Stolen (-15%), Magical (-10%), Requires Gestures (-10%), Requires Will Check (-5%), Requires Words (-10%), Takes Extra Time 4 (-40%)]. Cost 54 CPs. +Innate Attack 5d burn (divine fire)** [Area Effect 3 yds* (+100%), Cosmic (+50%), Guided (+50%), Increased 1/2D Range x10 (+15%), Link (+10%), Overhead (+30%), Costs Fatigue 20 (-100%), Gadget: Can Be Stolen (-15%), Magical (-10%), Requires Gestures (-10%), Requires Will Check (-5%), Requires Words (-10%), Takes Extra Time 4 (-40%)] Cost 42 CPs. Total Cost 96 CPs or 20 CPs to memorise as single use spell. *Actually a cylinder 40' high and 10' wide. **Ignores protections from ordinary fire.
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d&d, dungeon fantasy, fantasy, gurps magic, spells as advantages, spells as powers |
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