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Old 07-25-2016, 08:42 AM   #10
Zoomfarg
 
Join Date: May 2012
Default Re: [4e] Magic - FP cost enchanting and storing FP.

Quote:
Originally Posted by Jose View Post
...So should he screw up he will be struck barren -throwing him out of the breeding program and turning herself way too young to ruin his fun (And try out magic). Any ideas how to pull this off, preferably in a way where I can keep it secret?
I'm gonna be honest, my answer for almost every magic question for GURPS is "buy Thaumatology, use Threshold-Limited Magic, and Use Flexible Magic". The spell tomes are holding you back, friend! Free your mind!

Threshold-limited magic gives you access to unlimited energy at the risk of causing magical disasters--the more energy, the greater the risk. Flexible magic systems allow players to improvise effects (with guidelines to scale costs and skill modifiers) instead of using a set of predetermined spells (though spells are still an option within the system).

Dunno how compatible that is with Forgotten Realms. Not familiar with the setting.
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