Saturday, 18 November 2023

Wizardry: Knowledge Spells IV

Wizardry: Knowledge Spells IV

More knowledge spells. Locate Object locates an object of a general type, or a specific object, if you saw it firsthand before. Locate Creature does the same with creatures. Find the Path finds the closest path to or from somewhere. Foresight is a variant of Danger Sense.

Friday, 17 November 2023

Wizardry: Illusion Spells II

Wizardry: Illusion Spells II

Illusion spells are very fiddly to make. Hallucinatory Terrain is a long-duration spell that only affects natural environment. Kind of expensive too. Mirage Arcana is a more powerful version that includes structures. Permanent Image is a permanent illusion, a staple of many dungeons. Persistent Image creates a preprogrammed illusion that you don't have to concentrate on. Project Image is a much more interesting spell. You project an illusory double and can use it to observe the environment and cast spells. The spell is expensive, so to make it more affordable, I split it into two versions - one with a long casting time, and one with a short casting time.

Thursday, 16 November 2023

Wizardry: Teleportation Spells

Wizardry: Teleportation Spells

Surprisingly, the Warp advantage works pretty much like the D&D Teleport spell. I decided to borrow the Uncertain Encumbrance enhancement from Jumper and make Drift mandatory. Expensive, but it should be expensive, right? Dimension Door is more limited in terms of range, but less limited in terms of the destination familiarity requirements. Teleport Object is similar to normal Teleport (including the drift), but only affects objects, and has a weight limit. Teleportation Circle... was very painful to stat up. It is so expensive, that I had to include a character point cost to make it more affordable. In addition, I included the permanency clause from GURPS Power-Ups 5: Impulse Buys and decided to expand it with a way to create Truly Permanent gates. Word of Recall is a more limited version of Teleport.

Wednesday, 15 November 2023

Wizardry: Protection and Warning Spells I

Wizardry: Protection and Warning Spells I

Alarm is a heavily modified version of the GURPS Watchdog spell. Arcane Lock is a modified version of the GURPS Magelock spell. Endure Elements is a simple, but a long-lasting spell that protects against hot and cold environments. Mage Armor has a much shorter duration than its D&D counterpart. DR is just so much more powerful in GURPS than in D&D, so it's better to be careful here, as this spell is a massive force multiplier.

Tuesday, 14 November 2023

Wizardry: Knowledge Spells III

Wizardry: Knowledge Spells III

Oh boy. Scrying was very difficult to stat up in a way that both is similar (but not identical) to its D&D version, functional, useful, and affordable. True Seeing is very different from its D&D counterpart, being much more limited. Legend Lore also was a weird one to stat up, but I am content with the result. Know Direction is a simple cantrip.

Monday, 13 November 2023

Wizardry: Fire Spells II

Wizardry: Fire Spells II

Fire Shield has been changed compared to its D&D version - now it only has one version that simply deals fire damage and illuminates the area. I decided to ignore Fire Seeds and combine Fire Storm and Incendiary Cloud into the latter. Fire Trap is a spell very similar to Explosive Runes. Produce Flame is actually a very interesting spell with some quite unique mechanics.

Sunday, 12 November 2023

Bad Footing/Terrain in My Games

Bad Footing/Terrain in My Games

Not long ago, I explored the topic of difficult terrain and bad footing in GURPS, and found it to be a mess. So, to avoid any complications and arguments in play, I decided to clearly define what kind of terrain provides what kind of penalties. Rules are subject to change or amendments in the future.