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#1 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Quote:
Light And Darkness Sunbolt and Blur. Knowledge Glass Wall, Invisibility, Wizard Eye, Rember Path, History line, Pathfinder can be rally handy. Illusion & Creation Create Animal is the go to spell for me here. Lot of prerequistes but most of those lead to some useful spells. Food I like to go for Season an Mature, maybe Preserve food. Not a lot of real utility but great campaign flavor. Just to say your eating good tasting food is nice, can even bring a few favors your way. Earth Entombment is nice but Earth Vision has a lot of uses in delving. Body Roundabout is fun. Good buffing/Debuffing college. Animal I go for Rider within, Shapechange if I can afford it. Air I really like ball Lightning. its just one of the fun missile spells and can be used for distraction and indirect fire. To get it you need Lightning which is a decent missile spell in itself and can handle some basic move the air around stuff. Last edited by Refplace; 06-13-2012 at 04:05 PM. |
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#2 |
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Join Date: Nov 2011
Location: Seattle, WA
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Related question: what size Energy Reserve should DF wizards/clerics go for?
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#3 | |
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Join Date: Nov 2008
Location: Yukon, OK
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DF introduces Power Objects and your doing this on the Cheap anyhow. I would give them ER 3 [9] and let them buy it up later. |
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#4 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Also notice the Item of Power thing, or whatever it is called, in DF1. They don't recharge, except when you pay $$$$ in the town, though, so innate FP and ER should be relied upon the most. |
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#5 | |
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Join Date: Nov 2009
Location: Oregon
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#6 | |
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Join Date: Nov 2011
Location: Seattle, WA
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"Sure, but you gain this minor disadvantage: Enemy (Watchers at the Edge of Time, Hunter, 12 or less), -60 points. Too bad for you that the disad limit is -50 points. You get this trait anyway. But at least you can Teleport!" Mwahahahahahahaha. I'm sure some groups would take that.
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#7 | |
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☣
Join Date: Sep 2004
Location: Southeast NC
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Quote:
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#8 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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As for the usefulness of DF7:Clerics, it will be of limited use, but you can use the variant Holy Might powers as inspiration for miracles. I didn't have the space to include variant clerics in the article, as they would have required me to come up with a lot of new miracles. Mind you, you would still use the skill and advantage changes from the variant clerics when building variant saints, but the spell lists are one of the defining features of the book, and one you won't use. |
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#9 | |
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Join Date: Nov 2011
Location: Seattle, WA
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Would it be okay to use both kinds of clerics in my game? In other words, you can be cleric but you could also make a Saint or Warrior Saint? They'd just be another variation of divine magic, right?
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#10 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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| Tags |
| dungeon fantasy |
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