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Jun. 13th, 2018 01:27 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I bought a couple GURPS supplements of new spells
Death and Artillery spells
and I now have so many nasty ideas for every college
my eyes went all 00
but they're mostly so nasty there's very little use for them as story parts, because boom, now there's death.
I had not considered the possibilities of sequential castings of Flesh to Stone and Earth to Air, but now there's a spell that does it real fast, I find myself thinking of reasons it wouldn't be used. Because otherwise instead of the White Witch's garden you've just got a breeze.
And similar for other stuff.
The ones I do like are the Gate spells. Because teh ability to open a crack and drop someone straight into the afterlife actually has more story potential After. Like, there is an afterlife, and it presumably has other entities in it, and at that point you can start making deals.
Especially since it drops you with all your equipment. That's a pretty rich burial right there.
Plus there's some transformations that are technically reversible if you act fast enough. Or like the variant Body of Slime cast on someone else, if you keep the slime in the right conditions. Every last bit of the slime. Gathered immediately.
Like, usually with Resurrection you have to get a corpse back to the clerics quick sharp, but some of these spells leave messier challenges.
And there's a handy box explaining which death spells even leave a corpse, and of the ones that do what you have to do to get them in shape to bring back...
There's also Healing spells, which sounds illogical, but the variant on cleaning spells that Disinfects much larger life forms is perfectly logical. Nasty, but logical.
So there's some sparks in there.
But I realised I don't actually like killing stuff in stories. So. That ... that might make these spells less handy.
Death and Artillery spells
and I now have so many nasty ideas for every college
my eyes went all 00
but they're mostly so nasty there's very little use for them as story parts, because boom, now there's death.
I had not considered the possibilities of sequential castings of Flesh to Stone and Earth to Air, but now there's a spell that does it real fast, I find myself thinking of reasons it wouldn't be used. Because otherwise instead of the White Witch's garden you've just got a breeze.
And similar for other stuff.
The ones I do like are the Gate spells. Because teh ability to open a crack and drop someone straight into the afterlife actually has more story potential After. Like, there is an afterlife, and it presumably has other entities in it, and at that point you can start making deals.
Especially since it drops you with all your equipment. That's a pretty rich burial right there.
Plus there's some transformations that are technically reversible if you act fast enough. Or like the variant Body of Slime cast on someone else, if you keep the slime in the right conditions. Every last bit of the slime. Gathered immediately.
Like, usually with Resurrection you have to get a corpse back to the clerics quick sharp, but some of these spells leave messier challenges.
And there's a handy box explaining which death spells even leave a corpse, and of the ones that do what you have to do to get them in shape to bring back...
There's also Healing spells, which sounds illogical, but the variant on cleaning spells that Disinfects much larger life forms is perfectly logical. Nasty, but logical.
So there's some sparks in there.
But I realised I don't actually like killing stuff in stories. So. That ... that might make these spells less handy.