GURPS Magic lacks a lot of the 'traditional' spells that games like D&D have. This is probably by design; most damage-dealing spells in D&D are variations upon "you do fire damage" or "you do lightning damage" and so on for each element. GURPS takes a more basic approach, with one or two spells per school that deal damage with an amount you can choose.
That said, there are still some gaps. One of the things that was conspicuous was the lack of sword spells, so that mages could brandish blades of pure fire. Lightning Whip is a great spell... but why not do the same for other elements or colleges? After the jump are a few simple spells that fill these gaps.
Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts
Thursday, 12 January 2017
Tuesday, 10 January 2017
Ars Mundi: Coldfire
The Great Archmage Talistandra Orvalus XII is credited with the discovery – posthumously, of course. Her death baffled the College for months before enough of the event was reconstructed using divination and scrying magic. Orvalus' remains were found in her tower, along with the burnt remnants of her books, clothes, bookshelves, wands, staves, cat, owl and collection of novelty tea cosies, all scorched and clearly destroyed by flames. Yet when her apprentice arrived later that day, he found the entire tower covered in a thick layer of frost, even though it was a pleasantly balmy day in early spring.
Like any true academic, Orvalus was absolutely delighted about her discovery, even as it burnt her alive.
Like any true academic, Orvalus was absolutely delighted about her discovery, even as it burnt her alive.
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