* Variable Power Spells (e.g. Fireball, Light) require one thread per extra power level used. So a 3d fireball requires 2 threads (but the spell only takes 1 slot for itself). * Extra Penetration: Your margin of success on the thread-weaving roll is used as a penalty to any resistance rolls. * Extra Range: Each thread boosts you one category on the scale (Personal, Touch, Reach (-1/yd), Near (firearm range table), Far (long-range table), Sight (no range penalty if in LoS). Most spells from GURPS are Reach by default; missile spells are Near; Seek spells are Far. * Extra Area: The max radius of a spell is equal to the total margin of success of extra range threads. Requires the spell be Area Effect already (e.g. Force Dome, Purify Air, Clouds, Simple Illusion). * Extra Targets: One thread per extra target. * Extra Duration: Each thread boosts you one category on the scale (Momentary, Seconds, Minutes, Hours, Days, Weeks, Months, Year, Permenant) * Fast-casting: Concentration time for the spell is halved for each fast-casting thread woven in. Half of 1 is considered to be 0 for this purpose. Another fast-cast thread on top of a 0-time spell preps it as a Blocking spell, able to be cast truly instantaneously (like a Parry, no declaring in advance). * Silent Spell: You don't need to talk to cast the spell. This replaces the old penalty for silence. * Still Spell: You don't need to move to cast the spell. This replaces the old penalty for not moving. * Accuracy: Each such thread increased the Acc of a missile spell by 2. * Area: Each such thread takes two slots, but changes the class of an Information, Regular, or Missile spell to Area. The cost to cast becomes the base cost. All other information is unaltered. * Continuing Damage: Each such thread takes two slots, and causes the spell to continue to do damage on subsequent rounds. Damage is reduced by 2d every round; if two such threads are woven, it is reduced by 1d every round; if three are woven, 1d every two rounds.... * Explosive: This enhancement, when applied to a missile spell, causes the missile created to explode on impact. Damage will be full in the hex of impact, and reduced by one die per hex outward (a 2d missile would do 2d in the impact hex and 1d in all adjacent hexes). Like any enhancement or limitation that affects damage done by a spell, it may only be applied to spells that do the damage themselves, that is to say, this cannot be placed on a Poltergeist spell, as it is the force of the object hurled by the spell that actually does the damage! This enhancement may be bought twice. If it is the damage reduction is 1 die per two hexes. Three times, 1 per four hexes, and so on. * Homing: This takes four slots. This enhancement may be applied to any missile spell. The margin of success on the Homing thread is subtracted from any attempts at defense (which could reasonably be circumvented by a missile chasing you around; Blink might still work). * Missile: This takes two slots, and turns a Regular, Area, or Information spell into a Missile spell with SS 13, Acc 1, 1/2D 20, Max 40. * Fatigue Damage: The target takes FT instead of HP damage. * No Obvious Effect: This enhancement may be applied to any spell that has some obvious sign of operation (GMs discretion based on his view of the spell). Such a spell with this enhancement is noiseless, invisible, etc. If this enhancement is used to create an invisible missile (one of the more common uses of the spell), it may still be actively defended against, but at a -4! Most spells have some flashy sparkly "woosh" effect. * Selective Explosion: This may be applied only to spells that explode or affect an area, either Explosive Fireball or a spell with the explosive enhancement (any new spells at the GMs discretion). It allows the caster to choose who or what is affected by his explosions. * Anchor: Ties the area of effect of a spell to a target, so it follows him or it around. * Simple Illusion: (-3 during spell design, +1 during normal casting). All Illusions can be [Disbelieved]. * Complex Illusion: (requires Simple Illusion) * Perfect Illusion: (requires Complex Illusion) And feel free to suggest new thread effects! I'm not likely to allow things which I feel overlaps the ground of Wizards and the Meta-magic college, except for things which are Clearly Not Meta-Magic (e.g. the GURPS spell Reflex). Proposed: Autonomous: * one thread: preprogrammed action (IQ2)(a bird goes and flys around and sings a song without the caster concentrating) * Two threads: reactive programming(IQ 4)(a bird circles you and repeates everything you say, you manipulate an object to trigger an effect like pull trigger to make an illusionary bullet fly) * Three threads: Animal intelligence(IQ6)(have a mouse act like a mouse and follow simple instructions) * Four threads: low intelligence(IQ 8) (create illusinary people who follow instructions, perform a specialized task well-- a digger who can follow a blueprint slowly) * Five threads: reasonable human intelligence (IQ 10) (follows complex instructions via intent, can preform normal human tasks)
2002/03/12 15:11 EST (via web):
That's about what I was thinking, Justin. That makes "Create Real Person" an Intelligent Real Mirage, or cost 10. I'm inclined to add circle requisites to thoe autonomy threads, just as there are for Illusionist's normal threads. Which brings up the idea of adding circle reqs to the *other* threads as well -- so Continuing Damage might be 4th, Explosive 2nd, etc.
2002/03/16:16:07 EST
I like that, and I like the circle requirements for threads--this helps discourage mages pumping [Spell Matrix] and ignoring other [Talent]s which I think is generally a good thing --Kat
Another thread idea--some spells can be made more effective with extra threads, specifically, damaging spells can have extra dice of damage added. Alternately (or in addition), there might be threads for cutting and impailing damage (so a mind-dagger spell wound have a thread for cutting damage built it, and Steven's magic hammer trick could be turned into a magic axe trick with some weaving). Rather than two threads, it could be one type of thread, weaving once for cutting and twice for impailing. Also, I don't know if people looked at my idea for classifying tallents on [Completel List of Talents], but it could be applied to threads too. Or, threads could have a "difficulty multiplier"--you can weave one of this kind of thread for every circle starting at 1, one of those for every other circle starting at 2, one of that for every 3rd circle starting at 3...or funkier progressions, if you so choose. --zebediah