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Old 10-06-2020, 05:33 PM   #43
maximara
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Default Re: What are the best magical systems in GURPS?

Quote:
Originally Posted by Plane View Post
Thaum has option to avoid the magery reqs if you have ritual magic like headley, just take a -2 penalty instead of the magery.
I know of "Non-mages can work Path/Book magic – but not well! They’re at -5 on all ritual rolls." (Thaum p. 123) But I missed rule regarding improving magery itself. Where is it so I can add it to the GURPSwiki.

Regarding Professor William Headley, he has both Ritual Magic (Hermetic)-17 and Thaumatology-14. No idea why Thaumatology isn't at 17 eliminating the need for Ritual Magic.

Quote:
Originally Posted by Plane View Post
Why would you be using slow and sure when you could be using quick and easy?
Who has 20 energy just sitting around?

Quote:
Originally Posted by Plane View Post
Or, apples to oranges here, if you want 1-shot mana (like paut) then why use Powerstone instead of Manastone? That's cheaper and easier to do using Quick and Dirty. Paut is even called liquid manastone...
For some reason Classic: Cabal, p. 107 and Classic: Egypt, p. 92 state that Paut is called a liquid powerstone.

Besides as the GURPSwiki points out:
"This spell is effectively a Mug's Game. Anyone using it is using 5 energy to be able to use 1 energy once later. Sure, it takes 20 mage-days to make a Powerstone but the mage will eventually see a return on the energy investment in a normal mana setting in 20 days and any mana level below that makes spell based enchantment rare if not impractical.
The spell cannot even be justified in settings where Powerstone doesn't exist as the energy in vs energy out ratio is total crap. The Paut elixir is a better investment."

Quote:
Originally Posted by Plane View Post
ah wait, I thought you were just talking about normal Paut... I think I missed something here.

Is this a homebrew? Can't seem to find canon rules for paut talismans...
Quote:
Originally Posted by Rupert View Post
As I understand it, it is, and in a way I'm not sure follows the rules.
Everything regarding Paut Talismans is by the RAW. Heck, I started out the piece with a link to the GURPSwiki: Paul Talisman

The page explains everything and cites where the rules are coming from.

"In Talisman form Paut will act like a Powerstone with a fixed "recharge" rate regardless of energy (3 (2.86) days in Low mana, 2 (1.42) days in Normal and High mana, and 1 (0.71) day in very high mana). They take 100 days to make and like all Alchemic Talismans must be worn to come out of dormancy.
Alchemy-20 with Technique (Paut Talisman, multiple doses) 5 will be able to produce a 6 dose (6 energy) Paut Talisman every 100 days in a normal mana area with the same amount of success as an enchanter making a quirkless 1 energy Powerstone."

The method uses what amounts to several loopholes in the rules.
1) There is nothing about no “time to cast,” (ie no time to consume) not applying to Talismans
2) There is nothing about downing multiple doses of an elixir. Paut is the only one where this means anything.
3) There is nothing about using multiple Alchemical talismans together. So you can use as many you can wear.

If you really want to give the players nightmares have a Mandarin want-a-be running around with 10 Paut Talismans (as rings)... each one with 1,000 energy.

As the flavor text on the GURPSwik page goes:

Crazed mage: Powerstones? I don't need no stinking Powerstones. Eat magic powered by Paut Talismans! FOOM.
Fighter (behind cover): I thought he used up the rings a while ago.
Thief: He did. Appears that he has a lot more of those things.
Crazed mage: Rings? I have more then rings. I have chokers, I have necklaces, I have arm bands, I have...
Fighter: Just how many of these Paut Talismans does this maniac have?!
Thief: Too freaking many in my book
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Last edited by maximara; 10-06-2020 at 07:05 PM.
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