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Showing posts from August, 2025

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...

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: New Limitations: Limited Use, Build Up Reload: Similar to Limited Use: Fast Reload, but to reload you must attack enemies instead of spending ready actions. It costs half as much as Limited Use: Fast Reload.   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 mal...

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...