Tuesday, 5 December 2023

Wizardry: Meta-Spells III

Wizardry: Meta-Spells III

Arcane Sight is an Indefinite variant of Detect Magic. It cannot look into the lingering auras, but works indefinitely and has a drawback of revealing your location. Mordenkainen's Disjunction is a character point-powered dispel spell that can disenchant magic items. Nondetection protects the subject from divination. Spell Turning reflects spells back at the original caster. And with that, I'm done with meta-spells!

Monday, 4 December 2023

I was wrong about darkness penalties in GURPS

I was wrong about darkness penalties in GURPS

Not long ago, I delved into the rules that dealt with invisibility, darkness, and illumination in GURPS. Also, a few days ago we had a new book released – GURPS Tactical Shooting: Extreme Conditions. Inside that book, I found a single line that made me realize something – I’ve been wrong all along! The said line is the following: “Once the target is spotted, the maximum penalty is ‑4 (per p. B394), as the shooter knows the position of that foe within one yard.” Now let me explain why this is very important!

Wizardry: Mind Control Spells III

Wizardry: Mind Control Spells III

Suggestion is a powerful spell that implants a suggestion. Mass Suggestion is an even more expensive mass version of the previous spell. Mass Owl's Wisdom is a mass variant of Owl's Wisdom. Otto's Irresistible Dance forces the subject to dance - an interesting spell. Tasha's Hideous Laughter is another fun one, based on the coughing condition.

Sunday, 3 December 2023

Review: GURPS Tactical Shooting: Extreme Conditions

Review: GURPS Tactical Shooting: Extreme Conditions

We got a new GURPS book out – GURPS Tactical Shooting: Extreme Conditions. If you are new to GURPS, you probably haven’t heard about it, but if you are a GURPS veteran, then this title isn’t new to you. Tactical Shooting: Extreme Conditions was in development for, I believe, five years, despite not being a 300-pages-long tome. I still remember its announcement, and being excited, but then, after some time, the author simply disappeared without a trace for a few years, hence the delay. However, he has reemerged and actually finished the book, so big props for that.

Wizardry: Protection and Warning Spells III

Wizardry: Protection and Warning Spells III

Glyph of Warding is difficult. The spell contains many different sub-spells, and all of them should be separate spells in GURPS. Thus, here you have five different blast glyphs. As for Spell Glyph... just don't look at the statblock. It's jank as hell, but it should work. This is the first time I noticed that Glyph of Warding is a clerical spell in D&D, which feels weird. I decided to remove the incense material component, but keep the diamond powder one to rein in casters who'd like to spam glyph all over the place. Mordenkainen's Private Sanctum is an extremely expensive spell, so I had to include a character point cost to make it affordable. Obscure Object, however, is a simple spell.

Saturday, 2 December 2023

Wizardry: Gate Spells I

Wizardry: Gate Spells I

Finally, Gate spells! This college will contain some tricky ones. First of all, Plane Shift is one of the examples I made in the initial Wizardry post, but I will repeat it here for ease of reference. Astral Projection lets you project an insubstantial body to the Astral Plane that cannot affect anything there. Banishment sends the victim back to their home plane. I decided to add a clause that it cannot return from there for a month. Dismissal is a weaker version of Banishment.

Friday, 1 December 2023

Wizardry: Gravity Spells I

Wizardry: Gravity Spells I

In my games, I use the college of Gravity magic. Gravity is different from Force and Movement because... because it just is, okay? Jokes aside, this is just an "alternative" college that has an overlap with both Movement and Force, but also has some unique spells. Pass without Trace makes the subject leave to visible tracks. Repulsion pushes creatures and objects away from you. It doesn't provide any defensive benefits, such as deflecting arrows. I guess this is closer to something like one-second pulses of force instead of a continuous pressure. Reverse Gravity (for now) is the only unique gravity spell. It is quite expensive, but I think that it should be this way. After all, anything inside doesn't get a resistance roll. Spider Climb lets you crawl on walls and ceilings. Telekinesis is a more universal version of Mage Hand, but still not as universal as its D&D counterpart. I decided to base in on TK Grab from GURPS Psionic Powers. However, I decided to remove ST scaling, as if I were to leave it in, Telekinesis would invalidate pretty much all other TK-based spells and also could cause some balance issues. It do be like that sometimes. Also, with this post, I'm done not only with Gravity spells, but also with Movement spells! I'm making significant progress.