Saturday, 25 November 2023

Wizardry: Necromantic Spells VII

Wizardry: Necromantic Spells VII

False Life imbues the caster with death resistance. Finger of Death is a costly, ranged spell that has a chance to kill the victim. Magic Jar... oh boy, this was a difficult one. I had to think very hard to make it affordable, but even now it's one of the very expensive spells. And I think it should be. I found Shield Other to be a very interesting spell. The focus component (a pair of platinum rings) had to go - while these rings cost 50 gp in D&D, each ring costs $9,600 in GURPS.

Friday, 24 November 2023

Light and Darkness in My Games

Light and Darkness in My Games

Since light and darkness rules in GURPS are very inconsistent, I decided to consolidate rules for my games. Only relevant rules will be present, and none of the rules I do not want to bother with will be present. High-tech light sources are removed. A new illumination levels table is made, combining some parts of the tables from GURPS Powers: Enhanced Senses (v1.1) and GURPS Template Toolkit 2: Races. I left the Minimum Lux column to differentiate between the different “0” light levels, as this may come up with light spread rules for very powerful light sources.

Thursday, 23 November 2023

Wizardry: Protection and Warning Spells II

Wizardry: Protection and Warning Spells II

Leomund's Tiny Hut is a weird spell. Please don't look at the statblock, it's scary. Glove of Invulnerability is a powerful spell that makes it very difficult to affect anything with magic in the area around the caster. Spell Immunity grants high levels of MR, but without the Improved enhancement. Sequester makes the caster enter a state of suspended animation linked with invisibility to vision and divination. Only to trance, -50% is more expensive than Hibernation, -60%, because you can set the alarm precisely, and do not have an involuntary hibernation clause.

Wednesday, 22 November 2023

Wizardry: Movement Spells II

Wizardry: Movement Spells II

Fly is a buff that lets the subject fly. Overland Flight is a self-only buff with a very long duration that lets you fly even faster. Levitate lets you move objects and creatures up and down. Mage Hand is a weak telekinesis spell limited to affecting objects.

Tuesday, 21 November 2023

Wizardry: Enchantment Spells II

Wizardry: Enchantment Spells II

The enchantment college in GURPS has some spells that do not fit anywhere else, such as Wish. How do you make a D&D Wish/Limited Wish/Miracle in GURPS? I thought a lot about it - you could go with Super Luck, Wild Talent, Cosmic Power, and even Ultrapower. The latter seems to be the most appropriate option to me. However, I just don't want to have to deal with such spells in my games, so I will simply ignore them, at least for now. There was another D&D spell that I assigned to the enchantment college - Magic Vestment. I will ignore it for now, as armor buffing is something I want to explore in more detail later, and I will probably change the spell. But anyway, what's left? Sepia Snake Sigil creates something like a magical trap that is triggered by reading. If you fail to resist, you enter a state of suspended animation for several days. Spellstaff became a completely different spell - now it grants a staff a perk to let it use some cool staff rules from GURPS Magic. Simulacrum animates a duplicate of another creature. Golem animates a golem, obviously. This isn't a D&D spell, but I might as well include it, as it is very similar to Simulacrum.

Monday, 20 November 2023

Wizardry: Force Spells III

Wizardry: Force Spells III

Forcecage was difficult. While it is based on the existing Force Dome spell, I had to tune it down a lot to make it affordable. And even then, its duration is much shorter than its original version had, and the weakest version is only useful against weak creatures (around ST 10). I guess it still have its uses, especially since it can also be used defensively. Jump gives the subject a level of Super Jump. I decided to remove scaling, because high levels of Super Jump can result in some wonky stuff. Mordenkainen's Sword is a quite complex spell that creates a force sword that attacks anything you order it to and does so independently. Otiluke's Resilient Sphere is a variant paralysis spell. Otiluke's Telekinetic Sphere is a stronger variant of the former.

Sunday, 19 November 2023

Wizardry: Necromantic Spells VI

Wizardry: Necromantic Spells VI

Instead of a physical barrier that prevents entry of living creatures without a resistance roll, I decided to make the Antilife Shell produce a mental barrier. It's also much cheaper this way. Clone lets the caster be Dr. Albieri from O Clone. The character point cost was derived from the guidelines found in GURPS Power-Ups 5: Impulse Buys. (Buying Extra Life retroactively costs 50 points, but since it has Copy, -20%, I decided to go with 40. In addition, the caster himself has to pay 1/5 of the ability's full price, and that is 10 points, which dovetails nicely with the aforementioned 40 points to get 50 points.) Contagion infects the victim with a disease. Enervation is a beam that lowers physical attributes. It requires some RAW-stretching to work (see my Disintegrate spell for an explanation).