01-06-2014, 07:08 AM | #11 | |
Join Date: Aug 2007
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Re: [Magic] Resurrection
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Paut is probably the big one. A Mage can drink enough Paut in a day to temporarily (5 minutes) raise his FP by 6xST. Think of it as like chugging a 2 liter at 1 ounce per pt. That gets you up to 70 FP per mage and a few modest Powerstones wil put you over the top with 4 mages or 3 Mages and a crowd or some combination thereof. It's not a particularly cheap option at $25 a pt but it's starting to look competitive with the insurance prices I've been seeing lately. :)
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Fred Brackin |
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01-06-2014, 08:34 AM | #12 | ||||
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [Magic] Resurrection
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And as an aside, spell-casting clerics are one of the D&Disms I wanted to break away from which helped me get into GURPS (more so than class-and-level characters). Your demonstrations work as well for "Archmage" and "Wizard" as they do for "High Priest" and "Priest". I thought Paut was a potion for restoring FP after it has been spent on magic...
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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01-06-2014, 09:05 AM | #13 | |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: [Magic] Resurrection
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Now, keep in mind that there were a lot more clergy in medieval times. Most city churches had at least two or three fully ordained priests, cathedrals had many, many more. Sometimes it's kind of hard to say how many, because there are a lot of lesser clergymen too. In a magical campaign you could say that not all of them have Power Investiture, but getting 20 or so together with a decently-sized congregation should not be an insurmountable problem for someone with money and influence. Incidentally I just checked an old essay of mine for a society of minor nobles that regularly got about 100 priests together for their annual funeral masses. Those were held in cities like Nuremberg, Bamberg and Heidelberg, with 20,000, 10,000 and 5,000 inhabitants respectively. Now think what they would do to resurrect one of their number instead of just praying for his soul! Having said all that, it really depends on your worldbuilding. I'm sure there are plenty of setting where getting more than half a dozen high-ranking priests together is a rare thing and of course polytheism tends to complicate things even more. I'm just saying GURPS Magic probably assumes a setting similar to what I outlined above. |
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01-06-2014, 09:05 AM | #14 |
Join Date: Mar 2012
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Re: [Magic] Resurrection
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01-06-2014, 09:18 AM | #15 | |
Join Date: Jun 2006
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Re: [Magic] Resurrection
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-- MA Lloyd |
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01-06-2014, 01:06 PM | #16 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Magic] Resurrection
Resurrection is a big, expensive fantasy spell for big, expansive fantasy settings. It isn't a good fit to folksy, low-population-density backgrounds. It's meant for worlds with London-sized magical metropolises, interventionist deities, and vast cash economies reminiscent of something from the Diablo series ("Here's your 10 million gold." "Here's your Archon Armor of the Nine Hells."). The people talking about assembling dozens or hundreds of priests for a ceremony, chugging paut, and treating a $250,000,000 gilded pyramid temple as a 300-point power item (recharged with $1,500 in sacrifices offered by the Grand High Hierophant) are on the right track.
If the GM wants to let PCs cast it rather than say "The Temple of Om can cast this for $X," then presumably she's running a high-powered game where coming back from the dead and casting 300-energy spells fit. In that case, any PC worth the title will have Magery 6+ or Power Investiture 6+, an Energy Reserve of 20 points, personal FP in the 10- to 20-point range, a power item or a Powerstone in the 40-point zone, paut as needed, and the willing support of a party of adventurers and henchmen. Four casters could pull this off in a day, recharge the next day, and be on their way the day after that. If none of the above feels right, then a spell that "retcons" Extra Life onto a dead subject, costing him 25 points (possibly paid out of existing abilities), would be a reasonable compromise. Such a "Raise Dead" spell might have a far lower casting cost. For instance, the GM might go with the 25:1 stepdown factor implicit in Alter Visage, which costs 1,000 energy to enchant generically but just 40 energy to make permanent on a person who's paying points for Appearance. Call it 300/25 = 12 energy.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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