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Old 09-16-2016, 04:40 PM   #181
Christopher R. Rice
 
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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I disagree, but only because Talents don't usually work that way, especially in a prescriptive setting like DF. If this were a normal Talent, I could see an argument for splitting it into the "normal version" and an "infusion variant," but that's not possible with a racial Talent.

As such, my inclination would be to say that Elder Gift applies to both specialties, mainly because there's not much synergy between the two, so it's not like someone is going to abuse things if they pursue both uses of Alchemy. Doing so also keeps the squiddies flexible, and I like keeping races as open as possible. However, this isn't me stepping in and overruling this; it's just me adding my opinion to the conversation.
My thought process here is that while they are similiar, one is likely to be more alien than the other. I suppose if you had a power-up that let you take both magic systems or had a multi-profession lens then it'd apply to both. Hmmm. Yeah, I'mma revise my opinion: If you get Alchemy as a part of a Talent it applies to both magic types - but you still can't actually use Alchemy (Infusion) without Incantation Gift/UB (Incantor).
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Old 09-16-2016, 04:57 PM   #182
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

I've actually in the past experimented with folding Alchemy (RPM) and Alchemy (Magic) together without noticing much ill effect. So whenever I get to playing with Incantation Magic I might try that and see what happens

My current approach to Alchemy (RPM) and Alchemy (Magic) is they default at -4, but if someone so desires they can burn a CP on a skill adaptation perk to make them default at 0
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Old 09-16-2016, 05:14 PM   #183
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Yeah, I'mma revise my opinion: If you get Alchemy as a part of a Talent it applies to both magic types - but you still can't actually use Alchemy (Infusion) without Incantation Gift/UB (Incantor).
I'm not sure what you mean by "if you get Alchemy as part of a Talent"; Talents only add bonuses to existing skills (and to defaults, but Alchemy has none).

So a Talent like Elder Gift would only improve the Alchemy skill that you already had -- and Alchemy (Infusions) is already noted as being explicitly for incanters only. Being a human vs. being a squiddy wouldn't change that.
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Old 09-16-2016, 05:27 PM   #184
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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I'm not sure what you mean by "if you get Alchemy as part of a Talent"; Talents only add bonuses to existing skills (and to defaults, but Alchemy has none).

So a Talent like Elder Gift would only improve the Alchemy skill that you already had -- and Alchemy (Infusions) is already noted as being explicitly for incanters only. Being a human vs. being a squiddy wouldn't change that.
Pretty much that. I didn't get much sleep last night and I ended up getting woke up early. I think a nap is in order at this point.
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Old 09-17-2016, 02:54 PM   #185
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

So I'm thinking about combining Incantation Magic with Threshold Magic, because I love that system. Only spells cast on the fly would cost Threshold points - I'm thinking 150 Threshold points and Recovery 20. So a caster can use improvised magic once or twice, but then they'll have to rest for a long time before they can do it safely again. What do you think?
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Old 09-17-2016, 03:02 PM   #186
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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So I'm thinking about combining Incantation Magic with Threshold Magic, because I love that system. Only spells cast on the fly would cost Threshold points - I'm thinking 150 Threshold points and Recovery 20. So a caster can use improvised magic once or twice, but then they'll have to rest for a long time before they can do it safely again. What do you think?
You could do the same with Spirit Assisted or Corruption as well.
Good idea.
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Old 09-17-2016, 04:46 PM   #187
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Question. Does having the field caster power-up enable one to prepare incantations outside of town? I'm looking for a way to dodge that requirement.
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Old 09-17-2016, 04:49 PM   #188
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Question. Does having the field caster power-up enable one to prepare incantations outside of town? I'm looking for a way to dodge that requirement.
You need a portable workspace kit to prepare incantations outside of town, no power-up required. Now, in town, you have access to better tools so you might get a bonus (if you pay extra) instead of the penalty you get with a portable workspace kit.
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Old 09-17-2016, 05:41 PM   #189
Christopher R. Rice
 
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Quote:
Originally Posted by Anders View Post
So I'm thinking about combining Incantation Magic with Threshold Magic, because I love that system. Only spells cast on the fly would cost Threshold points - I'm thinking 150 Threshold points and Recovery 20. So a caster can use improvised magic once or twice, but then they'll have to rest for a long time before they can do it safely again. What do you think?
That seems workable.

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Originally Posted by Refplace View Post
You could do the same with Spirit Assisted or Corruption as well.
Good idea.
Yes.

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Originally Posted by TTiger97 View Post
Question. Does having the field caster power-up enable one to prepare incantations outside of town? I'm looking for a way to dodge that requirement.
Quote:
Originally Posted by Kuroshima View Post
You need a portable workspace kit to prepare incantations outside of town, no power-up required. Now, in town, you have access to better tools so you might get a bonus (if you pay extra) instead of the penalty you get with a portable workspace kit.
Right. Field Caster just lets you cast a spell on the spot. This is a conceit of Incantation Magic and is one of the things we changed for Dungeon Fantasy from the base Ritual Path Magic system.
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Old 09-18-2016, 07:26 AM   #190
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Basically, DF19 revises the Alchemy skill slightly such that there is a required specialty, not an optional one. One is the "vanilla" version which doesn't have an official name, one is the Infusions version.
I'd retroactively apply the title Alchemy (Elixirs) to distinguish from Alchemy (Infusions)
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