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Old 07-02-2018, 02:59 PM   #3
Jinumon
 
Join Date: Mar 2013
Default Re: [Powers/Super] Control Magic!

Quote:
Originally Posted by Refplace View Post
Your welcome.
Still mulling it over. Your Control Magic is the same cost per level as my Control Mana at 20 points a level. By the way it was originally Control Magic but Kromm suggested the different name to make clear its the energy thats being manipulated.
Good idea.

Quote:
Originally Posted by Refplace View Post
Our systems both use AA for spells but the similarity ends there and I do like some of yours. By the way I named mine Wizardry as well, seemed fitting.
I'm actually calling mine "Sorcery" but figured I'd pick something else in the forums as to avoid confusion.

Quote:
Originally Posted by Refplace View Post
Your system focuses on casters who rely on slow rituals for most things but can learn faster weaker spells.
If you dont mind Ill adapt that part as some magical styles variation.
I however have two issues that I need to mull over more.
1) The Wild Card part is of limited use considering those limitations.
While manipulating mana you can also cast say a lightning bolt at the same time but only under all those limitations such as prep time and casting penalties.
Did just inspire a neat idea I need to ponder and may add to my system though. So thanks for being an inspiration!
Making use of Rituals in this system is meant to be time-consuming. Spellcasters in this setting are MUCH more comfortable in tower laboratories than they are in the bush. Any effect one can create with a spell they can create in a lab with a little time and quiet, but spells allow them access to power outside of those conditions.

Quote:
Originally Posted by Refplace View Post
2) There is precedent for using Temporary enhancements so your ok there but the penalties to buy them off will make individual spells more expensive then they need to be,
On the other hand using learned type spells as full alternative abilities can help there. Still this may result in more expensive spells than you might think.
I wanted a relatively uniform cost for spells for the sake of simplicity, and I felt that Techniques (or Skills in this case) would allow for that. Also, because it is considered an alternate application of Control Mana!, effects can persist simultaneously. The lack of simultaneous spells is part of why I passed on GURPS Thaumatology: Sorcery. Sorcerous Empowerment also prioritizes known spells over improvised ones, and in this setting I wanted it to be sort of the opposite.

Thanks for the feedback, Ref. I want to try to include some kind Time, FP/HP, material component, and difficulty gradient as well, but I'm glad to know the base concept isn't totally nonfunctional.

Jinumon
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