Thursday 30 November 2017

Sorcery: Construct Crafting

Sorcery: Construct Crafting

GURPS Magic has the Golem spell, but there are no rules that cover golem creation with Sorcery or similar systems. Let's fix that.

Wednesday 29 November 2017

Sorcery: Clerical Spellcasting

Sorcery: Clerical Spellcasting

Sorcery can be modified to represent clerical spellcasting. Let us see how it is done.

Tuesday 28 November 2017

NPCs: Bandits

NPCs: Bandits

One thing GURPS seems to be lacking is stock NPCs or monsters. Here's some crime-related NPCs I wrote up that could trouble your characters in the town or on the road at low TL.

Monday 27 November 2017

Sorcery: Space Spells III

Sorcery: Space Spells III

More space-related spells. Abundant Step lets the caster step through the fourth dimension to another place. Extradimensional Shift and Project Limb are two other 4D spells, based on abilities from GURPS Powers - The Weird.

Sunday 26 November 2017

Sorcery: Antimatter Spells

Sorcery: Antimatter Spells

We've had nuclear, space, and plasma spells, so now it's time for some antimatter spells. Antimatter Beam, Antimatter Blast, and Conversion are antimatter-based attacks. Stop Annihilation prevents matter from annihilating when coming into contact with antimatter. Q-Mirror returns incoming ranged attacks in the form of antimatter.

Saturday 25 November 2017

Sorcery: Armor Buffs V

Sorcery: Armor Buffs V

And the last armor buffs. Nullifying Armor makes armor resistant to magic. Reinforced Armor makes armor Hardened. Resilient Armor negates ablation. Restorative Armor makes armor resistant to fatigue damage. Emperor's New Clothes makes armor or clothes invisible to stupid people.

Friday 24 November 2017

Sorcery: Armor Buffs IV

Sorcery: Armor Buffs IV

Almost done with the armor buffs. Energizing Armor absorbs hits and heals the wearer. Solid Armor removes chinks. Vengeful Armor returns damage. Widen Shield provides cover in an area.

Thursday 23 November 2017

Treasure: Magebane Shackles

Treasure: Magebane Shackles

Mages require magical countermeasures. Magebane shackles deprive the shackled mage of all of his magical abilities, making him much less dangerous.

Wednesday 22 November 2017

Sorcery: Wizardry

Sorcery: Wizardry

Sorcery is my favorite magic system for GURPS, because it is based on the most customizable part of the system – advantages. While the barebones Sorcery is a fine system as is, it can be customized to get a different feel. In this post, I will expand on the scholarly variant of Sorcery that should emulate vanilla Magic and D&D wizards. Initially, I mentioned this variant in the Modifying Sorcery post.
This framework is an outdated version, it was revised here.

Tuesday 21 November 2017

Martial Art: Guali Pianil

Martial Art: Guali Pianil

In my TL 4 fantasy setting, a heavily forested region is ravaged by plagues and monsters left after a magical equivalent of a biological war between the wood elves and the neogi - alien spiderlike slavemasters. While the open warfare is over, there are still covert operations to spread new diseases, release monsters, and free slaves. Some of the wood elven slaves did not need any help setting themselves free - they threw off physical and mental shackles of their neogi slavemasters through sheer willpower and the power of their unique martial art they have developed in the slave pits - Guali Pianil, or "chitin breaker" in Wood Elven. While the style is useful against the neogi, it is useless against the umber hulks - you can only run from them.

Monday 20 November 2017

Sorcery: Armor Buffs III

Sorcery: Armor Buffs III

Some more armor buffs, based on the imbuement skills from Pyramid #3-4. Padded Armor makes armor resistant to blunt impacts. Impenetrable Armor makes armor strong against spears and bullets. Blunting Armor makes armor resistant to cutting damage. Rigid Armor makes flexible armor rigid.

Sunday 19 November 2017

Sorcery: Stealth Spells II

Sorcery: Stealth Spells II

More spells useful for the rogue-type adventurers. Shadow Jump lets the caster teleport between shadows. Soft Step makes the subject move silently. Utterdark isn't a stealth spell, but technically covering the whole planet in darkness helps staying unnoticed. Wind Walk is a short burst of speed and invisibility.

Saturday 18 November 2017

Sorcery: Nuclear Spells

Sorcery: Nuclear Spells

Here we have three spells, one of which was built just to look at big numbers. Nuclear Damper prevents nuclear fission in an area. Nuclear Fireball is a 0.1 kiloton nuke. Protection from Nuclear Explosions can potentially save the subject from a nuclear bomb.

Friday 17 November 2017

Sorcery: Stealth Spells

Sorcery: Stealth Spells

Here are four spells that make the subject more stealthy. Chameleon Skin makes the subject's skin change color. No-Taste hides the subject from taste-based perception. Sonar Invisibility makes the subject invisible to sonar. Tremorsense Invisibility makes the subject undetectable to vibration sense.

Thursday 16 November 2017

Sorcery: Plasma Spells

Sorcery: Plasma Spells

This is a series of plasma spells. They are basically copies of fire spells, but with the added (2) armor divisor.

Wednesday 15 November 2017

Sorcery: Space Spells II

Sorcery: Space Spells II

More space spells. Distance Manipulation can make hexes further apart. Space Disruption is a brutal space-based attack. Spatial Instability makes the subject blink chaotically. Spactial Stability prevents that.

Tuesday 14 November 2017

Sorcery: Space Spells

Sorcery: Space Spells

Bending the very fabric of space is an impressive feat, even for a mage. GURPS Powers suggests building space control abilities based on the godlike 30 points/level version of Control. In this post I have deliberately treid to create a complex space-based spell Portal Architecture, that allows to "stack" two rooms in the same space. Hypervision lets the subject perceive 4D beings. Spatial Awareness is good for space navigators. These two spells are inspired by GURPS Powers - The Weird. Hyperjump is a space travel spell based on the article from Pyramid #3-49. More to come!

Monday 13 November 2017

Sorcery: Armor Buffs II

Sorcery: Armor Buffs II

Some more armor buffs, based on imbuements. Fireproof Armor makes armor resistant to fire. Healthful Armor makes armor resistant to poison. Insulated Armor makes armor resistant to electricity. Sovereign Armor makes armor resistant to acid.

Sunday 12 November 2017

Sorcery: Armor Buffs

Sorcery: Armor Buffs

Imbuement are not limited to weapons, armor gets some fun stuff too in Pyramid #3-4. Blinding Armor blinds the attackers. Thunderous Armor deafens the attackes. Ghost Touch Armor protects against spirits. Invisible Armor makes armor difficult to spot.

Saturday 11 November 2017

Treasure: Random Imbued Gear

Treasure: Random Imbued Gear

One of my friends is running a 2-year long fantasy game, and he came up with a Microsoft Excel spreadsheet that lets him randomly generate imbuement-based enchanted gear. You can download it here - link.



Friday 10 November 2017

Sorcery: Weapon Buffs VII

Sorcery: Weapon Buffs VII

Probably the last imbuement-based spells for now. Dazzling Weapon penalizes vision around the weapon. Deafening Weapon penalizes hearing in the same way. Underwater Weapon makes it easier to wield the affected weapon underwater. Vine Arrow transforms a ranged attack into a Binding.

Thursday 9 November 2017

Sorcery: Weapon Buffs VI

Sorcery: Weapon Buffs VI

We've been over the elemental transformation, so now it's time for more mundane transformations. Blunt/Duodimensional/Monodimensional/Piercing Weapon converts the damage type to crushing/cutting/impaling/piercing, respectively.

Wednesday 8 November 2017

Sorcery: Weapon Buffs V

Sorcery: Weapon Buffs V

Even more imbuement-based spells. Knockback Suppression removes knockback from the weapon. Merciful Weapon removes injury from the weapon. Soft Weapon removes blunt trauma from the weapon. Reinforced Weapon protects the weapon from destruction.

Tuesday 7 November 2017

Sorcery: Weapon Buffs IV

Sorcery: Weapon Buffs IV

Even more imbuement-based spells. Delay Damage allows the wielder to decide when the damage is dealt. Invisible Weapon makes the weapon harder to notice. Sorcerous Silencer makes the weapon harder to hear. Telescoping Weapon alters the weapon's reach.

Monday 6 November 2017

Sorcery: Weapon Buffs III

Sorcery: Weapon Buffs III

More imbuement-based spells. Banefire Weapon is a ridiculously expensive spell that infuses a weapon with decaying flames. Mana Leech allows the weapon to heal the wielder's mana reserve. Vampiric Weapon drains life out of living creatures. Explosive Weapon makes the weapon produce a shockwave.

Sunday 5 November 2017

Sorcery: Gunman Spells III

Sorcery: Gunman Spells III

More imbuement-based spells for ranged combatants. Guided Weapon lets the wielder guide the projectiles. Homing Weapon leaves this job to the projectiles themselves. Ricochet allows the projectiles to bounce around the corners. Shattershot transforms projectiles into deadly shrapnel that slows down the game significantly.

Saturday 4 November 2017

Sorcery: Weapon Buffs II

Sorcery: Weapon Buffs II

Another batch of imbuement-based weapon buffs. Bladestorm effectively makes a high RoF melee weapon. Brilliant Energy Weapon is very dangerous to parry. Forceful Weapon doubles knockback. Traumatic Weapon doubles blunt trauma.

Friday 3 November 2017

Sorcery: Gunman Spells II

Sorcery: Gunman Spells II

Yet another set of spells, based on imbuements. Conic Blast transforms the attack into a cone. Far Shot increases range. Multi-Shot increases the rate of fire. Recoil Compensation reduces recoil.

Thursday 2 November 2017

Sorcery: Elemental Weapon Transformation Spells

Sorcery: Elemental Weapon Transformation Spells

And here are more spells based on transformational imbuements. Burning/Corrosive/Frost/Fulminating Weapon turn the target weapon to fire, acid, cold, or lightning, respectively.

Wednesday 1 November 2017

Sorcery: Antimagic Spells

Sorcery: Antimagic Spells

Here we have some spells to counter other spellcasters. Dispelling Weapon enchants a weapon with dispelling qualities, but due to some trickiness with the imbuement skill it is based on, it is better used when the user can attack at least twice per round. Otherwise it can be used to debuff enemy warriors, because the weapon loses its ability to deal damage. Antimagic Field nullifies all magic in an area. Protection from Magic protects the subject from magical attacks, even those based on Malediction.