11-07-2017, 12:10 PM | #1 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Time for a wizard!
So we've had a martial artist, a bard, and a knight. Now how about a classic artillery wizard? Such mages get a bad rap for their lack of utility spells, but this one has a fair few buffs for her friends (Infravision, Resist Cold, Resist Fire, Resist Lightning, and Walk on Air), along with enough energy to cast and maintain many of these at a time.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-07-2017, 10:30 PM | #2 |
Join Date: Feb 2008
|
Re: Time for a wizard!
Are missile spells practical after all? The few wizards I've seen have mainly focused on the debuffers rather than direct damage.
Other than that, I love the write up. I usually think of Frightens Animals and Unnatural Features to be more sinister, but this is a fresh look at it. |
11-07-2017, 10:57 PM | #3 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Time for a wizard!
They can be, for the patient player who prefers to Concentrate, step around the edge of the fight, and then cut loose with a shot from the side or back. Also, when you're facing undead and demons with huge HT, Will, and/or Magic Resistance, you can just about forget about any other magic working – whereas with Missile spells, it all comes down to "Dodge this!" This character is all about just blasting foes with big damage, and she gets to choose between electricity, fire, and light, so she can cherry-pick what hurts most.
There are no guarantees, but when her pals are healing, searching for secret doors, etc., she could look at "any amount up to twice your level of spellcasting talent per second, for three seconds" and say, "That's 18 energy, less one for high skill . . . so 17 energy. Okay, I'll charge it up, take 9 from ER and 8 from FP, and be all rested up in 45 minutes with Recover Energy." And then she'd enter the next fight with an Explosive Fireball that does 9d burn ex. If that goes off in your hex, you're probably taking 31 points of large-area injury, or 15-16 even if you dive out of the hex. It's also kind of fun when you realize that 3d missiles cost her two energy, so she can alternate summoning them and lobbing them for 12 turns before she even starts to get tired, and can be ready to do it again 30 minutes later. It's true that 3d isn't as impressive as some half-ogre's swing damage, but she gets to hang back and take potshots. It boils down to player style.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-07-2017, 11:34 PM | #4 |
Join Date: Feb 2008
|
Re: Time for a wizard!
It makes me wonder what sort of accessory it would be for your staff to be able to hold a charged missile spell for you. Just sitting there, floating at the end of it all crackling and menacing.
Extra arm, with a gadget limitation and a very specific use? |
11-08-2017, 12:24 AM | #5 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Time for a wizard!
I think staves can just do that. You can fire missile spells from the staff, which means you can hold them with it.
|
11-08-2017, 12:34 AM | #6 |
Join Date: Aug 2004
Location: Saskatoon, SK
|
Re: Time for a wizard!
Yeah, but you still can't cast other spells while holding it, which is what I think Stone Dog was getting at.
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
11-08-2017, 07:04 AM | #7 | |
Join Date: Aug 2004
|
Re: Time for a wizard!
Quote:
Missile Rack - After generating a missile, a mage can hold it indefinitely, leaving his hands and mind free to cast other spells. He can only hold spells for which he has the Missile Spell Mastery perk, and does not suffer the -3 penalty to additional spell casting described in that perk. The held missile slowly orbits the wizard in his hex but does not interfere with the mage's other activities. At any time, the wizard can fire the missile as if from one of his own hands. A wizard can buy as many levels of this power-up as he has levels of magery. 12 points - Extra Arm (Weapon Mount -80%, Force Extension [from Stretching in powers] +50%, Magical -10%) [6]; Magery 3 (only to mitigate penalties to spell casting for holding a missile spell -80%) [6] |
|
11-08-2017, 09:07 AM | #8 |
Join Date: Aug 2004
Location: Cockeysville, MD
|
Re: Time for a wizard!
I was thinking about this the other day. If a wizard has a Fireball held at the end of his/her staff, how much light does it give off? An extra light source for the party, without taking up weapon hands (wizard already holding the staff) seems like a nice "extra".
And this allows for a free*, ready to use spell for the first round of combat (or later if aimed). I know a fully powered explosive fireball can pretty much end a fight with fodder before it begins. *Assuming they casted, powered up, then recovered energy.
__________________
--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
11-08-2017, 10:27 AM | #9 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Time for a wizard!
I would say probably as a candle.
|
11-08-2017, 10:56 AM | #10 |
Join Date: Feb 2008
|
Re: Time for a wizard!
That is a great power up, Dolarre! I couldn't find force extension, but I knew I remembered something like it. I think I'd call mine Loyal Staff and have it set so a wiard can release a staff and have it float along, a very minor magical telekinetic effect.
I agree with Sir Pudding about the light a fireball would give off, but I think that mitigating darkness penalties equal to fatigue spent in the spell / x might be reasonable. Fatigue divided by two or three though? |
Tags |
character |
Thread Tools | |
Display Modes | |
|
|