Posts

New Techniques

 Some custom techniques. Some were inspired by D&D 4e, others by necessity (I felt the need for a way to have move and attack without the 9 skill limitation, hence Controlled Charge and Dynamic Attack). I've also added my own dual attack house rule which comes with a technique. New Techniques Houserule: There are no (Hard) techniques. All techniques are average. Reminder: Unarmed combat skills (Brawling, Boxing and Karate) are also melee weapon skills.      Power Attack Defaults : Pre-requisite Skill -4 Pre-Requisites : Any Weapon skill. Max : Pre-requisite Skill -1 This is an attack where you sacrifice accuracy for power. Roll against Power Attack to Hit. If the attack succeeds, deal damage as usual but add +2 or +1 per die, whichever is better.   Tide of Iron (revised) This is combination of a regular weapon attack to the torso with the Shield Shove. Defaults : Combination ( weapon/torso + Shield Shove/Torso ) Weapon Skill-6+Shield ...

Protection and Warning Spells

  Protection and Warning Spells ========== Protection from Energy     Full Cost: 14+5/level     Casting Roll: Skill.     Components: V, S.     Cost: 1     Casting Time: 1     Range: Touch     Duration: 3 min One target you touch receives DR 5 per level against one damage type; This DR is ablative.   Affliction [10], Protection from energy (+10%), Wizardly Magic (-30%)D&D Magic (-30%)Touch Spell (-55%)Cost Fatigue 1 (-5%)Buff: Buff (10pts): (+100%). Protection from energy is Damage Resistance (Ablative, -80%; Force Field, +20%; Limited, 1 damage type, -40%; Magical, -10%) [5] 10-30-30-55-5+100=-10 10+(10*-10%)=9 ========== Fey Sight     Full Cost: 13     Casting Roll: Skill.     Components: V, S.     Cost: 1     Casting Time: 1sec     R...

Mind Control Spells

New Damage Type: Psychic (-10%) : Toxic, Accessibility, Only on sapient beings, -10%. Mind Control Charm of Misplaced Wrath Keywords: Resisted (Will). Full Cost: 2*(10) Casting Roll: Skill. Components: V. Cost: 1 FP. Casting Time: 1 second. Range: 10 yards Duration: 1 second. You order the target to make one attack on his next turn against a creature you choose. If the creature is too far to reach in one round, the target will walk as far as possible, and then the spell will end.   Mind Control [50]. Accessibility, Only on sapient beings, -10%, Accessibility: Only one type of Command -40%; Cannot concentrate to extend duration, -10%; Fixed Duration, +0%Reduced Duration, 1/180, -40%, Range Limit -30%, Wizardly Magic (-30%), Requires Magic Words, -10%, Magical/Divine, -10%, . -10-40-10-40-30-30-20=-180 50-(50*80%)=10 -------------------------------------------- Mental Stun Keywords: Resisted (Will). Full Cost: 14 points. Casting Roll: Skill. R...

Illusion Spells

  Illusion Spells Base price of Illusion is 25 =============== Complex Illusion Keywords: Area (Leveled). Full Cost: 10 points for level 1 + 12 points/additional level*. Casting Roll: None. Use IQ or Artist (Illusion) to determine how convincing it is. Range: 10 yards. Time: 2 sec Cost: 2 Duration: 1 hour. You can create an illusion anywhere that you can see within 100 yards; see Area (p. 9) for the size. It affects hearing as well as vision, but special senses such as Infravision or Vibration Sense are not fooled. You must win a Quick Contest of IQ – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Do not apply range penalties to your roll. Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to blo...

Body Control Spells

  Body Control Spells ========== Bone Chill     Full Cost: 13     Casting Roll: Skill. Use Innate Attack to hit.     Components: V, S.     Cost: 1FP     Casting Time: 1Sec     Range: Equal to Will     Duration: 1 Sec You sap the vitality of a single living or formerly living creature from afar. Use Innate Attack to hit, applying normal range penalties. Deal single target toxic damage -1 per dice with Armor Divisor 10, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. If any damage passes through DR the target must make an HT check at -1 per 2 penetrating damage taken or become unable to heal for 1 second.   Natural Attack Toxic (4),Wizardly Magic (-30%), D&D Magic (-40%). Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-5%), Accessibility - Living or Formerly Living (0%), Side Effect, Unhealing, Total for 1 second (+50%+30%-40%)Lesser Dam...

Meta spells and explanation of terms

It occurs to me that in order for others to understand how I priced some spells, I must explain some of the nomenclature I use to simplify my spells: How to adapt Sorcery Spells: Remove the sorcery modifier completely, add Wizardly/Divine Magic and D&D magic, then add a fatigue cost.   Wizardly Magic (-30%) : Required Disadvantage (-10%), Requires Grimoire (-10%); Can only use Tally (-10%). Divine Magic (-30%) : Requires Holy Symbol (-10%), Required Disadvantage (-10%); Can only use Tally (-10%). D&D Magic (-30%) : Requires Gestures, -10%; Requires Magic Words, -10%, Magical/Divine, -10%. Based on Different Attribute ( +20%) : Changes resist roll from HT to Will or something like that Based on Different Attribute, Own Roll (+20%) : Usually for malediction so you use your skill instead of pure will. Requires Skill roll (-10%) : For abilities with no activation Range 10 yards - Attacks (-20%): Increased 1/2D, 5x, +10%; Reduced Range, 1/10, -30% Range 10 y...

The Magic System

This was heavily inspired by Generic Universal Eggplant's Wizardry System, as well as the Modular Powers from this other site I found one day. And then I copied the calamity table from no school grognard College Ritual Book Magic. The main thing I wanted to do was have being an effective caster something possible on 62pt games, and not become overpowered at 250pt games. The other thing I wanted was having all the traditional (in my mind) parts of being a caster still exist, so every spell requires chanting, hand movements and so on. https://enragedeggplant.blogspot.com/2023/09/introduction-to-wizardry.html https://greyson.conlang.org/2020/04/08/modular-powers-a-new-flexible-powers-magic-system-for-gurps/ https://noschoolgrognard.blogspot.com/p/blog-page.html Houserules For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, t...