View Single Post
Old 07-29-2017, 09:05 PM   #17
ericbsmith
 
ericbsmith's Avatar
 
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: High Magic Spells

Quote:
Originally Posted by Fred Brackin View Post
Energy Reserve can be defined by stuff only in Basic though and it's basically FP usable only for Magic with this being a net -0% Limitation as the advantages of this are considered to balance out the disadvantages.
Also worth noting is that Energy Reserve also recharges separate from, and simultaneous with, FP.

Quote:
Originally Posted by Fred Brackin View Post
Also "advanced stuff" for Magic is Thauamtology. It might be simpler to add to what you've gotten so far. There are quite a few ways to increase Enchanting Power in Thaumatology.
Thaumatology page 50 also has a write-up for Energy Reserve, though the description you just gave is is both accurate & usable. It shows up in a few other supplements along the way too.

Thaumatology really has a lot of advanced rules that the OP may or may not be interested in. Many of them are actually optional rules - rules meant to be used to tweak the way the basic magic system works. A few them are completely alternate magic systems (much as the Syntactic and Symbol magic systems in GURPS Magic are an alternate magic system).
__________________
Eric B. Smith GURPS Data File Coordinator
GURPSLand
I shall pull the pin from this healing grenade and...
Kaboom-baya.

Last edited by ericbsmith; 07-29-2017 at 09:09 PM.
ericbsmith is offline   Reply With Quote