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#201 |
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Join Date: Nov 2008
Location: Yukon, OK
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Hibernate
Spell Effects: Greater Control Crossroads + Lesser Sense Chance Inherent Modifiers: Altered traits (Doesn't Breathe [20] +Doesn't Eat or Drink [10] + Sealed [15] + Unaging [15] All with -50% Hibernation limitation) (30) Greater Effects: 1 (*3) This spell slows time for the subject, essentially placing them in suspended animation for the duration. Injury can wake them as from a deep sleep as can a specified event. Typical Casting: Control (5) + Lesser Sense Chance (2) + AT (30) + Duration 50 years (35) + subject weight, 300 lbs. (3) 225 energy (75*3) Bear cave reduce energy by 10% A little pricey for the effect.
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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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#202 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#203 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Still going to need a high skill and levels in Ritual Mastery to reliably pull it off. Computer crash stole my bookmarks. know the site with the energy calculator? Suggestions on target skill needed or a better way to pull this off?
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#204 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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That sounds about right.
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#205 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Quote:
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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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#206 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Yeah, 3 levels of Ritual Mastery (for a +4 bonus) reduce the skill to 15 or less which is reasonable. Such a caster could probably charge for his services too.
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#207 |
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Join Date: Feb 2009
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Id think anyone who was going to invest that much perks into it would totally also spring for a Grimoire while they were at it!
With a +4 grimoire and the perks you could have a skill 11 rather indifferent mage make a living at the spell Be a really good way to move people, literally stack them in like cordwood |
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#208 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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#209 |
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Join Date: Feb 2009
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Someone who wanted to ship people like cordwood and who owned ships could probably even spring for say a +7 grimoire to allow a generic unspecialized skill 12 journeyman to pull things off. Plunking down 7k TL 3 using the more expensive T:RPM rules at TL3 is nothing compared to the costs of buying ships to carry the people!
And you don't even need to use it on people. Imagine using it on cows, sheep, chickens and so forth on your ships! |
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#210 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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| Tags |
| ghostly movement, magic, ritual path magic, rpm, thaumatology |
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