Standard 100 point characters.
One combination I was thinking about was Force Dome and Destroy Air.
(Would it work? Is it legal?) I'm looking for others, not necessarily
combat related, those though are okay as well.
Cheers.
IIRC, the Force Dome blocks magic (in or out), and since you'd need the
Force Dome to go up first to make the evacuation with the Destroy Air
possible, the combo won't work.
--
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"Step inside."
ICQ 165457866
Nah, you're probably thinking of Utter Dome. Force dome does nothing
at all to magic or magical creatures.
Pretty expensive though, with a combined base cost of 5 -- you'd need
at least 3 hexes for the dome to be high enough to entrap a standing
human. Then you'd have to maintain the dome for a few minutes to
ensure that they die. That's a lot of mana to burn up in a normal
setting.
- Tim
> Standard 100 point characters.
Levitate and Stench.
Lift the foe a yard off the ground. (Stay there!)
Stench him.
Or if you're outside, you can just lift him 15 yards and release the spell.
-Mark Langsdorf
>> Standard 100 point characters.
>> One combination I was thinking about was Force Dome and Destroy Air.
>> (Would it work? Is it legal?) I'm looking for others, not necessarily
>> combat related, those though are okay as well.
Force dome and create fire. See, the fire is magical and coninues to burn
despite the complete consupmtion of oxygen.
> Levitate and Stench.
> Lift the foe a yard off the ground. (Stay there!)
> Stench him.
> Or if you're outside, you can just lift him 15 yards and release the spell.
Isn't levitate resisted?
John
--
Remove the dead poet to e-mail, tho CC'd posts are unwelcome.
Ask me about joining the NRA.
> Force dome and create fire. See, the fire is magical and coninues to burn
> despite the complete consupmtion of oxygen.
Less expensive, l guess: on a non flying/levitating caracter, "tube"
Force wall + Stench
> Isn't levitate resisted?
Yes, by IQ.
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>>> Standard 100 point characters.
>>> One combination I was thinking about was Force Dome and Destroy Air.
>>> (Would it work? Is it legal?) I'm looking for others, not necessarily
>>> combat related, those though are okay as well.
> Force dome and create fire. See, the fire is magical and coninues to burn
> despite the complete consupmtion of oxygen.
That'd work. How many prerequisites does Force dome have?
>> Levitate and Stench.
>> Lift the foe a yard off the ground. (Stay there!)
>> Stench him.
>> Or if you're outside, you can just lift him 15 yards and release the spell.
> Isn't levitate resisted?
Sure, but the spell combo requires 4 spells (including the prerequisites),
which means you can spend a lot of points improving levitate to skill 20
or so.
-Mark Langsdorf
"Mark Langsdorf" <mlan...@eris.io.com> wrote in message
news:s_ScnX3a7vW...@news.io.com...
Link + Rooted Feet + Rain of Fire.
Soul Jar + a hammer
Here's one Kromm used.
Force Domes are not transparent, but are permeable to magic. So to cast a
spell on someone inside you take a penalty because you can't see them. But
what if the person isn't inside anymore? Teleport away and watch the people
take -30 or more on their spells rolls (due to range and not being able to
see the target). A cheap summon Demon :)
Deathtouch-21 and Judo-21 (ArmLock and then just deathtouch for free
every turn, you can also apply pain or damage with the arm-lock at the same
time)
(optionally, Steelwraith and Karate... )
Create Earth and Earth To Stone - make your own castle very quickly, since
you can create each stone block _in_place_. Of course that's usually a lot
of blocks, so your chances of a critical failure coming along becomes pretty
high.
There was a long argument on Divination and Enchantment. Some people
argued that if you asked the question "IF I enchant today, will I fail?" and
got a yes answer, that this would help them avoid failures in enchantment
and thus improve their chances over all of getting a magic item. Use wisely
Draw Power and anything else :) (Whoops - thats Grimoire... as is
Steelwraith..)
Haste and Great Haste (nice standard that one)
There are just so many :)
> Soul Jar + a hammer
:)
> Here's one Kromm used.
> Force Domes are not transparent, but are permeable to magic. So to cast a
>spell on someone inside you take a penalty because you can't see them. But
>what if the person isn't inside anymore? Teleport away and watch the people
>take -30 or more on their spells rolls (due to range and not being able to
>see the target). A cheap summon Demon :)
Waitaminnit. If you can't see in the dome aren't you just targeting
"the hex (of space, that is) inside the dome"?
> Deathtouch-21 and Judo-21 (ArmLock and then just deathtouch for free
>every turn, you can also apply pain or damage with the arm-lock at the same
>time)
Nice.
> Create Earth and Earth To Stone - make your own castle very quickly, since
>you can create each stone block _in_place_. Of course that's usually a lot
>of blocks, so your chances of a critical failure coming along becomes pretty
>high.
That's the one thing I can't stand about living in the Enchanted
Castle -- all the damn demons.
Rooted Feet and Move Earth. Not more effective, but more EVIL.
--
Joseph M. Bay Lamont Sanford Junior University
www.stanford.edu/~jmbay/ DO NOT PRESS
When encryption is outlawed, om;u h$g9!ap k#-j tv*d$]p.
This isn't a combo, but a single spell: Flash. Devastating, and only
three spells deep. The drawbacks are long casting time (2 or 3 secs.)
and it will affect friends that are facing you.
Force dome by itself is devastating. Cast it to contain a group of
enemies, and then reduce its area by 1 hex per second. This will
crush any nonmagical occupants, but won't be good for leaving their
armor or weapons in usable form.
Paul
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That depends on the spell, IIRC. If it's an Area spell (like Destroy
Air), then you're right. If it's a spell cast on a person (like
Madness), then any spellcaster targeting the person who teleported away
gets to worry about that -30 modifier...
> > Deathtouch-21 and Judo-21 (ArmLock and then just deathtouch for free
> >every turn, you can also apply pain or damage with the arm-lock at the same
> >time)
>
> Nice.
Yes, that's much better than the old favourite "invisible flying
deathtoucher" mage...
> > Create Earth and Earth To Stone - make your own castle very quickly, since
> >you can create each stone block _in_place_. Of course that's usually a lot
> >of blocks, so your chances of a critical failure coming along becomes pretty
> >high.
>
> That's the one thing I can't stand about living in the Enchanted
> Castle -- all the damn demons.
<grin>
> Rooted Feet and Move Earth. Not more effective, but more EVIL.
Are you moving the earth that's *_around_* the person you've
immobilized, or *_under_* the person's feet? You might have just come
up with an involuntary-movement spell set here...
--
Rob Kelk Personal address: robkelk -at- jksrv -dot- com
Any opinions here are mine, not the Government's.
2, Create Warrior, Hawk Flight and Swim. Now it's a torpedo.
3. Create Earth and Earth To Stone. It's very nasty to create a pile of
earth around someone and turn it to stone.
You can target a hex of space in the dome.. but which one (if it's a big
dome) ?
If you're targetting a spell that affects the subject rather than an
area, targetting the hex doesn't help you - you can't Charm the hex, only
someone standing in it. (Area spells will still work of course).
You can say "I target the person in the closest hex to me inside that
dome.. " but if there's no one there, your spell will fail automatically.
Most people will usually say "I target that bad guy who just cast the
dome" - and the subject in this case if much further away than they
thought... hence the penalties.
That's the way this spell works - it suckers the players into making rash
decisions based on assumptions..
> Force dome by itself is devastating. Cast it to contain a group of
> enemies, and then reduce its area by 1 hex per second. This will
> crush any nonmagical occupants, but won't be good for leaving their
> armor or weapons in usable form.
Sorry - this *doesn't* work.
You can't adjust the bounds of a spell after it has been cast. You can
only re-cast it. In fact, this ruling from on high is to stop exactly this
kind of inescapable trap scenario with Dome spells.
Well - the players will still hate it, but they'll probably hate it less
:)
The invisible, flying death toucher is a nasty opponent, and your
players will hate you for using him.
> > Rooted Feet and Move Earth. Not more effective, but more EVIL.
>
> Are you moving the earth that's *_around_* the person you've
> immobilized, or *_under_* the person's feet? You might have just come
> up with an involuntary-movement spell set here...
Oh - you move earth OVER the top of them :) Since they can't escape
(easily), they get buried and suffocate. Very evil.
I also like
Total Paralysis + Eviscerate (from Grimoire) or other equally nasty
Necromantic combinations. Total Paralysis is such a nice spell for providing
that lovely prereq "helpless" for all those necromantic spells which require
it (Steal X etc)
Acutally - Sickness and pretty much anything is bad... and for another
Kromm favourite
Rotting Death + Teleport/Ethereal Body
(Rotting death - from Grimoire, requires concentration, which you can't
usually provide in the middle of combat - so why not cast it and run away so
you can concentrate in peace :) Rotting (and Burning) Deaths are some of the
most evil spells. In short, you start rotting (or burning) from the inside
until you've completely rotted away (or spontaneously combust) ... too evil.
And you are afflicted as if with Sickness the entire time.... )
There are just so many fun ways to use Magic spells in GURPS. And we've
hardly touched on temporary enchanted items (as created with Links and
Delays and so on)
Two problems with Apportation, though -- first, on a heavily armored and
equipped warrior, it will cost 8 ST, and might even run to 12, which
doesn't leave much for the Stench part of the combination unless you
have a Powerstone with some depth to it; Levitation for that same 200+
lbs of warrior and armor is 4, or 5 if over 320 lbs. (Also, Levitation
maintains for half casting cost, while Apportation maintains for the
same cost as casting anew.) Second, Apportation is slow compared to
Levitation -- 1 yard per second, as opposed to 3 yards per second --
which might make a big difference in how high you have time to lift the
subject, even if you get started one second sooner due to the faster
casting time.
--
What you own is your own kingdom, what you do is your own glory.
What you love is your own power, and what you live is your own story.
-- Neil Peart, 1976
Donald Qualls, aka The Silent Observer NAR # 70141-SR Insured
Rocket Pages http://silent1.home.netcom.com/launches.htm
Telescope Pages http://silent1.home.netcom.com/astronomy.htm
Lathe Pages http://silent1.home.netcom.com/HomebuiltLathe.htm
Opinions expressed are my own -- take them for what they're worth
and don't expect them to be perfect.
Dump the stone into the demon, then Leave (with a capital L)
I know they're both nice and deep in the lists, but it's pretty nasty,
especially with bigger power stones. Also good for enemies to use when
they're not ready to face the PC's themselves yet :).
Chris
This reminds me of one of my favorites. Instant Demon, just add
water. Delay and Summon Demon, cast of course in a way that when
you pour water on a mug (which has those spells cast on it), a
demon is summoned instantly.
There are actually so many cool things one can do with Delay, if
there is time for advance preparation.
Has anyone figured out any useful spells to be combined with
Reflex?
--
Mikko "One Ring to rule them all,
One Ring to find them,
One Ring to bring them all
And in the Darkness bind them."
IMO you can do it... but only when the maintenance cost is paid... if you
choose to pay less, you'll get smaller area of effect
In this case it wouldn't be a dead trap but the dome would decrease the
radius from x hexes to y hexes (x > y) instantly.
--
- Taneli -
"If you can see your eyes whitout a reflection, you must be very freakish
creature indeed!"
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: Sorry - this *doesn't* work.
That's true. Which got me to wonder, how'd you rule as a gm if
someone wanted to cast a force dome upon his enemies and then
cast displace spell to transfer it over the cliff, or some other
nasty place?
> That's true. Which got me to wonder, how'd you rule as a gm if
> someone wanted to cast a force dome upon his enemies and then
> cast displace spell to transfer it over the cliff, or some other
> nasty place?
Move Terrain do it very well, as long as you move all the dome and its
attached terrain at once. It's the same case as for a boat.
> That's true. Which got me to wonder, how'd you rule as a gm if
> someone wanted to cast a force dome upon his enemies and then
> cast displace spell to transfer it over the cliff, or some other
> nasty place?
There, l see three possibilities:
1/ a dome cannot be displaced because it's half anchored in the ground
2/ you can move it and everything it contains, but at extra cost for
extra weight.
3/ contrary to what says the Displace Sell, a dome is *unactivated* for
the time it is moved, let go out earth, stones, grass, moles, worms and
every other occupant.
As we have no "oficial" rule for that, the GM must do a choice.
I prefer the #1 as an area spell is _above_ the ground, not anchored in
it. The dome case is particular.
I would disagree with this -- ISTM, lacking any way to reality test my
hypothesis, that once the spell is cast one can either maintain it *as
cast* or one can let it lapse, possibly to be replaced with another of a
different size. I would apply this to most other area spells, as well
-- if you were to cast Earthquake on a 5 hex radius, and after the first
minute of shaking not pay the full 10 ST maintenance, the spell would
lapse, rather than continuing with a smaller radius if you pay a reduced
maintenance.
There are situations where recasting makes a big difference, but for
most area spells (such as Earthquake) it would have exactly the same
effect as maintaining a reduced area, except that a new skill roll would
be required for the recast.
>David Pidcock <no...@thisaddress.net> wrote:
>:> Force dome by itself is devastating. Cast it to contain a group of
>:> enemies, and then reduce its area by 1 hex per second. This will
>:> crush any nonmagical occupants, but won't be good for leaving their
>:> armor or weapons in usable form.
>: Sorry - this *doesn't* work.
>That's true. Which got me to wonder, how'd you rule as a gm if
>someone wanted to cast a force dome upon his enemies and then
>cast displace spell to transfer it over the cliff, or some other
>nasty place?
The force dome reappears in the nasty place, leaving the occupants
where they were originally.
According to Grimoire page 5 it *does* work. However, because of the wording,
it is unclear whether the size can only be adjusted when maintainence comes
due, or before then. (In the example it says it can be reduced before then,
but the text says it can be reduces when maintaining by simply paying the
reduced maintainence cost.)
If you chose to have a house rule that this isn't allowed, that's fine, but
be advised it is a house rule. I did go through the krommnotes at
krommnotes.org, and saw nothing to the effect that this was not doable.
Nothing would happen to the occupants. A force dome absorbs all the kinetic
energy of non-magical things that impact it. (That is a kromm ruling, btw.)
Therefore, dropping a forcedome off a cliff, or into a lava flow would do
no damage to the occupants. However, using it to put them in a lava flow
and then canceling the spell would do bad things...
Power 1 (enchant cost 500), Lend ST (enchant cost 100), Link (enchant cost
200). Word the link such that it continuously casts Lend ST on the owner
of the enchanted item. Now the most limiting of item of the three enchantments
is Lend ST which can be a Wand, staff or jewelry. This item, will rapidly
allow a fatigue based mage to recharge.
Now admittedly this does take advantage of a bit of a gray area. That being,
that with the wording of Power and Lend ST it is unclear if Power will
actually supply the energy for the Lend ST spell. This item is explicitly
disallowed by several of the GMs I play with.
Another combination that I have found useful:
Glue and X (fill in X with some sort of damage dealing area effect spell)
I have used both Create Fire and Stench but other combinations are possible.
Grease and Ice Slick are also useful defensively.
Water Jet is useful for cleaning things.
The question is: How does the force-dome reduce it's size? Does it
"physically" shrink or "blink" into the smaller size?
To avoid player (and GM) abuse I'd say (concider it houserule or gm-call if
you like) that it flickers/"blinks" between sizes.
Agreed. I forgot that part of Grimoire.
But obviously I'd rule that the shrinking ForceDome would work in the
same way that casting a ForceDome to catch someone in the first place (as
supplied by Kromm). If they're in the hex where the edge is, roll 1 die -
1-3 they're caught inside, 4-6 they are expelled.
Force Dome is not a resisted spell. It is therefore inequitable for game
balance to let it kill someone through adroit rules-lawyering.
Sorry I am missing something here.
Cheers.
"Chris Van Brederode" <gr...@psu.edu> wrote in message
news:b8YM9.102$XH5.1...@monger.newsread.com...
Well, and replying to myself -- this is probably considered an optional
rule, but Grimoire p. 5 specifically allows maintaining an area spell
over only part of its area (though I'd still have to say that this
should use the same calculation as the "odd shaped area" rules in the
Advanced Combat system; that is, the maximum extent is used if the area
isn't a full circle/hexagon).
So, if you had cast (say) Darkness over a 5 hex radius, and then wanted
to release it from all but the center hex, you'd maintain it for 1 ST
instead of 5.
I think the idea was to spend the power from the stone in summoning a
tougher demon -- the Grimoire rules for Demon Summoning (p. 82-83) allow
adding +1 to the random generation rolls for every +3 fatigue spent
beyond the base cost for the spell, up to a maximum of +10. Thus if you
spent only the basic 20 fatigue on a summoning, the biggest demon you
could get would be ST 40, HT/HP 15/50 -- but if you put an additional
dozen points of fatigue into the summoning, you might get as high as ST
75, HT/HP 16/70, and PD/DR 8/20, while eliminating the disappointing ST
8, HT/HP 15/16 and weaker demons.
> 50 levels of Magical Resitance and an Odious Personal habit
> of bating wizards.
Terminally Ill (OPH: Baits wizards, -100 points)
... sounds like a Discworld disadvantage to me. (:
--
Asher Densmore-Lynn <jes...@yahoo.com>
Once you cast summon demon, IIRC (my books are in storage for a move),
you have to either control the demon through force of will, or have it
in a pentagram, since new summonned demon's are in bad moods.
By teleporting away afterwords, you don't have to deal with the angry
demon, but your enemies do, and the demon is now even more angry for the
person who summonned it leaving.
Admittidly, this was used in a very over the top game, where the
powerstone going into the demon was a 125 point one, and it was on a
flying ship (no escape). Plus we weren't worring about casting times
and such.
Chris