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14:44, 29th March 2024 (GMT+0)

Spells & Magic.

Posted by The StorytellerFor group 0
The Storyteller
GM, 24 posts
Mon 2 Jan 2012
at 21:34
  • msg #1

Spells & Magic

Jeg tænkte at en sådan tråd ville kunne være nyttigt, også til at få diskuteret Magi-regler til brug ved senere kampagner osv.
The Storyteller
GM, 25 posts
Mon 2 Jan 2012
at 21:44
  • msg #2

Re: Spells & Magic

HAWK VISION (spell; GURPS Magic s. 111)

Grants the subject extraordinary clarity of vision and the ability to "zoom in" on distant objects, providing the equivalent of Telescopic Vision (p. B92). Each level lets the subject ignore -1 in range penalties to Vison rolls at all times, or -2 om range penalties if you take an Aim maneuver to zoom in on a particular target. This ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided you take an Aim maneuver for seconds equal to the bonus. These benefits of this spell are not cumulative with those of technological aids such as binoculars or scopes. If you use both, you must opt for one or the other.

Duration: 1 minute.
Base cost: 2 per level of Telescopic Vision. Half that to maintain.
Time to cast: 2 seconds.
Prerequisites: Keen Vision or 5 Light spells. Subject must not suffer from Blindness or Bad Sight disadvantage (*).

Item

Clothing or jewelry, including a picture of a hawk. Affects only the wearer. Energy cost to create: 400.

______________

(*) Da Kythions adgang til denne spell ikke skyldes Magery, men i stedet Power Investiture (Druidic) og "Ranger Træning" så er der ingen prerequisites.

This message was last edited by the GM at 21:45, Mon 02 Jan 2012.
The Storyteller
GM, 41 posts
Mon 9 Jan 2012
at 10:29
  • msg #3

Re: Spells & Magic

Hvad er dine andre spells, Dan?
Kythion
player, 20 posts
Mon 9 Jan 2012
at 10:39
  • msg #4

Re: Spells

In reply to The Storyteller (msg #3):

Quick march & Identify Plant :-)
The Storyteller
GM, 43 posts
Mon 9 Jan 2012
at 12:49
  • msg #5

Re: Spells

QUICK MARCH (spell; GURPS Magic s. 144)

Doubles the subject's long-distance travel speed. At the end of the day's travel, the subject loses 10 FP and must sleep. This spell has no effect on Move in combat or on Basic Speed.

Duration: 1 day's march.
Cost: 4. Cannot be maintained.
Time to cast: 1 minute.
Prerequisites: Magert 1 and Haste (*).

Item

Footwear or jewelry. Only affects the wearer. Energy cost to create: 400.

____________

IDENTIFY PLANT (spell; GURPS Magic s. 161)

Determines the type and species of ay one plant. It also gives basic information about it (edible, poisonous, etc). A successful casting of this spell gives +3 to Naturalist or Physician skill for determining medicinal or other special properties of the plant.

Cost: 2
Prerequisites: Seek Plant (*).

Item

Wand or staff. Energy cost to create: 200.

____________

(*) Da Kythions adgang til denne spell ikke skyldes Magery, men i stedet Power Investiture (Druidic) og "Ranger Træning" så er der ingen prerequisites.

This message was last edited by the GM at 12:50, Mon 09 Jan 2012.
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