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Wyświetlanie postów z listopad, 2020

GURPS Enhancement Rituals

 Enhancement Rituals are in simple terms, usage of magic to enchant one body and mind, with added advantage that they can't be dispelled by magic or disabled by no mana zone as they are anchored and powered up by soul of the enhanced being. Enhancement Rituals are divided into three separate types: Physical Enhancement: This enhancement allows to empower body with various new abilities, like wings to fly, a tail, eyes that can see in the dark, gaining claws or even to breathe underwater with gills. In meta terms it allows one to gain physical advantages. Mental Enhancement: This enhancement allows to empower mind with abilities like enhanced time sense, photographic memory, lightning calculator, compartmentalized mind or altered time rate. In game terms it allows one to gain mental advantages. There is however a limit to both of these, one being cannot hold more than 10xIQ for Mental and 10xHT for physical worth of CP through these advantages, any more and the body and mind cannot

GURPS Principles of Magic + Enchantment Redesign

 Mana Types: No Mana Zone: Can't cast spells at all other than artificialy creating mana zone by releasing mana from the body of the mage. Very Low Mana Zone: Spells are cast at -10 to skill. Rare Low Mana Zone: Spells are cast at -5 to skill. Uncommon Normal Mana Zone High Mana Zone: Spells are cast at +2 to skill capped to learnable spell cap. Very Rare Very High Mana Zone: Spells are cast at +4 to skill capped to learnable spell cap. Extremely rare. Aspected Mana: Spells of the aspect are cast at +1+5 to skill, capped to learnable spell cap. Some zones give penalty to other aspects equal to zone potence. Aspected mana zones go from potence of 1 to 5. Ambient Mana: Mana from the sorroundings, without it it's like breathing without oxygen in terms of spell casting, while very low and low mana zones became like high peaks of mountains where it's hard to breathe. It can be gathered to cast spells for free by taking -5 to skill for every 1 FP/ER, to a minimum skill of 10, blo

GURPS Earth School Redesign

Create Earth  Regular  Create good, solid earth where none existed before. Duration: 1 minute. Cost: 2 per cubic yard to create earth from nothingness (minimum 2); 1 per cubic yard to solidify mud into good earth (minimum 1). Half that to maintain. Prerequisite: Earth to Stone.  Item. Energy cost to create: 200 for mages, 400 for non mages,  True manifestation. Energy cost to create: 600 Energy per cubic yard of earth. Rain of Stones  Area  Stones rain from the sky onto the area, causing 1d crushing damage per second to all within it. Characters and creatures under the rain of stones take damage on their own turns; if less than an entire second is spent in the affected area, damage is halved (round down). The spell can only be cast outdoors. Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the stones, but it may take damage (p. B484). This requires two hands and a Ready action, and succeeds automatically in protecting the character on