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Wizardry Refined: Fix prerequisites, TL and VH vs H (#241)
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Some prerequisites in the Wizardry Refined Spells Library were impossible, so I went through all the spells in the library and changed them to match.

There's a lot of changes, but they broadly fit into the following categories:

* Change prerequisites from their GURPS Magic version to their Wizardry Refined version.
* Change prerequisites where they seem to be incorrect (the same in GURPS Magic and Wizardry Refined).
* Drop Magery requirements that are removed in Wizardry Refined (for mysterious reasons; those might be a mistake in Wizardry Refined, but I did this for all of them except Steal Dexterity, Steal Might, Steal Vigor and Steal Wisdom, because I could see a way they accidentally overlooked those).
* Fix spell difficulty.
* Untick "Requires TL" from Technological spells and leave a note for how more complicated machines are affected (as per Sufficiently Advanced Technology, Pyramid 3-60 page 6).
* Left a note on Delay, Hang Spell, Link and Reflex that the number you can have "on" is limited by Magery (as per Contingency Plans)
* Removed some Enchantment spells that were in the spell library.

The full list of changes are:
* Alter Visage requires Perfect Illusion and 8 Body Control spells
* Animate Machine follows the "Sufficiently Advanced Technology" rule on magic
* Beacon only assists Plane Shift
* Cloud-Vaulting depends on Cloud-Walking instead of Walk on Air
* Conceal Magic depends only on Detect Magic (surprising, but that's what Pyramid 3-60 says)
* Conduct Power follows the "Sufficiently Advanced Technology" rule
* Create Fuel follows the "Sufficiently Advanced Technology" rule
* Decapitation is an IQ/VH spell (GURPS Magic is inconsistent on whether this should be H or VH)
* Delay follows the "Contingeny Plans" rule
* All Divination spells also depend on History (this should also be true of GURPS Magic)
* Duplicate requires Create Object instead of Create Earth (this should also be true of GURPS Magic)
* Essentual Fuel follows the "Sufficiently Advanced Technology" rule
* Fear loses the alternate prerequisite of Empathy
* Force Dome requires Magery 2 instead of Magery 1
* Fortify, an enchantment spell, was removed
* Gauntness is an IQ/VH spell (this should also be true of GURPS Magic)
* Geyser is IQ/VH and no longer depends on Create Spring
* Glitch follows the "Sufficiently Advanced Technology" rule
* Graceful Weapon, an enchantment spell, was removed
* Hang Spell follows the "Contingeny Plans" rule
* Hide Object is IQ 13+, Plane Shift Other and 2 spells from each of 10 colleges instead of Teleport and Hideaway
* Ice Slick depend on Create Water instead of Frost
* Icy Breath is an IQ/VH spell (this should also be true of GURPS Magic)
* Impression Blocker, an enchantment spell, was removed
* Know True Shape loses the possible prerequisite of Plant Form
* Lend Language loses the alternate prerequisite of Beast Speech
* Lend Power follows the "Sufficiently Advanced Technology" rule on magic
* Lengthen Limb requires Magery 2 and Alter Body instead of Magery 3 and Shapeshifting
* Lightning Stare is IQ/VH (GURPS Magic is inconsistent on this)
* Link follows the "Contingeny Plans" rule
* Machine Control requires Dancing Object and Manipulate instead of Locksmith and Lightning, and follows the "Sufficiently Advanced Technology" rule on magic
* Machine Possession doesn't optionally depend on Rider Within and follows the "Sufficiently Advanced Technology" rule on magic
* Machine Summoning follows the "Sufficiently Advanced Technology" rule on magic
* Malfunction follows the "Sufficiently Advanced Technology" rule on magic
* Move Terrain is IQ/VH (this should also be true of GURPS Magic)
* Mud Jet may also be satisfied with Water Jet and Create Earth
* Partial Petrification is IQ/VH (this should also be true of GURPS Magic; also, GURPS Magic calls it Partial Petrifaction in the actual spell name, but Petrification in Suspend Curse and Remove Curse)
* Plane Shift requires Magery 2
* Possession no longer optionally depends on beast possession
* Preserve Fuel follows the "Sufficiently Advanced Technology" rule on magic
* Purify Earth requires 6 Earth spells instead of Plant Growth
* Purify Fuel follows the "Sufficiently Advanced Technology" rule on magic
* Rain of Ice Daggers requires 6 Air spells instead of Hail
* Rebuild follows the "Sufficiently Advanced Technology" rule on magic
* Recover Energy does not depend on Magery 1 (I don't know why it was dropped, but that's what it says)
* Reflex follows the "Contingeny Plans" rule
* Remove Curse may depend on Suspend Curse instead of 15 spells from different colleges (GURPS Magic is inconsistent on this)
* Reshape no longer optionally depends on Shape Plant
* Resist Pressure depends on Atmosphere Dome instead of Weather Dome
* Resist Water depends on Umbrella, or Shape Water and Destroy Water; instead of Destroy Water, and Shape Water or Umbrella (this should also be true of GURPS Magic)
* Retrogression depends on mind-search instead of mind-reading (this should also be true of GURPS Magic
* Reveal Function follows the "Sufficiently Advanced Technology" rule on magic
* Reverse Missiles deflects instead of reflects missiles that do more than 1d per level of magery
* Sanctuary depends on IQ 13+, Plane Shift Other, and spells from 10 different colleges
* Schematic is IQ/H instead of VH (it's inconsistent in GURPS Magic), and follows the "Sufficiently Advanced Technology" rule on magic
* See Secrets explains how hidden objects are seen
* Seek Fuel follows the "Sufficiently Advanced Technology" rule on magic
* Seek Machine follows the "Sufficiently Advanced Technology" rule on magic
* Seek Power follows the "Sufficiently Advanced Technology" rule on magic
* Soul Jar requires 6 Necromancy spells instead of 1 necromancy spell (this should also be true for GURPS Magic).
* Sound Vision cannot be satisfied with the Acute Hearing trait.
* Spectrum Vision is IQ/VH not H (this should also be true of GURPS Magic).
* Spit Acid is IQ/VH (this should also be true of GURPS Magic).
* Steelwraith limits the equipment you can carry through metal barriers.
* Telecast requires IQ 13+ and 2 spells from 10 colleges instead of Teleport
* Teleport Shield no longer optionally depends on Teleport
* Test Fuel follows the "Sufficiently Advanced Technology" rule on magic
* Throw Spell is IQ/VH not H (GURPS Magic is inconsistent on this)
* Tickle depends on Spasm instead of Itch (this should also be true of GURPS Magic)
* Timeslip depends on Magery 3, IQ 13+ and 1 spell from 10 colleges, instead of Timeport.
* Timeslip Other depends on Timeslip instead of Timeport (this should also be true of GURPS Magic)
* Trace Teleport depends on Magery 2, IQ 13+ and 1 spell from 10 colleges, instead of Teleport, Timeport or Plane Shift
* Transform Body requires Magery 3 instead of 3 shapeshifting spells and is now IQ/VH.
* Transform Other no longer requires Shapeshift Others and is IQ/VH.
* Utter Dome no longer requires on Magery 2 (I don't know why it was dropped)
* Vigor depends on Might instead of Lend Vitality
* Walk Through Earth limits the equipment you can carry through earthen barriers.
* Weapon Self is an IQ/VH spell (this should also be true of GURPS Magic)
* Wither Limb requires Magery 2 (this should also be true of GURPS Magic)
* Zombie requires Share Energy instead of Lend Vitality

Steal Dexterity, Might, Vigor and Wisdom in Wizardry Refined lose their dependency on Magery 3, but that's more obviously an oversight than other changes so I didn't change them.
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maw3193 committed Oct 9, 2023
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