Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-25-2019, 04:21 PM   #1
awesomenessofme1
 
Join Date: Mar 2016
Default A question about Modular Abilities and spells

This question doesn't really matter too much, since it's for an NPC, but I'm interested to know if what I made works RAW.

I've been statting up avatars for various deities, and for the goddess of magic, rather than just giving her a ridiculous number of spells, I did it this way:

Modular Abilities 25 (Cosmic Power, Spells Only, -20%, Reduced Time 1, +20%) [250]

What I think this means is that she can instantaneously reshuffle her available spells into any combination equalling 25 points or less, essentially giving her access to any spell she wants at any time. Is this valid RAW?
awesomenessofme1 is offline   Reply With Quote
Old 05-25-2019, 04:31 PM   #2
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: A question about Modular Abilities and spells

Looks right to me.
__________________
Looking for group in my area
My GURPS official contributions Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
Refplace is online now   Reply With Quote
Old 05-27-2019, 01:34 AM   #3
weby
 
weby's Avatar
 
Join Date: Oct 2008
Default Re: A question about Modular Abilities and spells

yes, seems valid, but it should be noted that she would then still need to have all the prereqs of the spells she wants to use as part of that power or otherwise known.
__________________
--
weby's gaming stuff: http://weby.roto.nu
weby is offline   Reply With Quote
Old 05-27-2019, 11:03 AM   #4
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: A question about Modular Abilities and spells

Yes. It'll cover everything except a Blocking spell, a spell with more than 24 spells as prerequiites, or a spell with non-spell prerequisites. Actually, a Power Stunt (add modifier Instantaneous) would let you re-configure to a Blocking spell fast enough to use said spell, and Extra Effort would let you get a spell with more than a couple dozen prereq.s.

Thaumatology lists an enhancement to Magery that dispenses with prereq.s; depending on how many level of Magery you have, it'll probably be cheaper to add this enhancements and reduce the level of your modular ability. -GEF
Gef is offline   Reply With Quote
Old 06-14-2019, 07:58 PM   #5
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: A question about Modular Abilities and spells

Quote:
Originally Posted by Gef View Post
Thaumatology lists an enhancement to Magery that dispenses with prereq.s; depending on how many level of Magery you have, it'll probably be cheaper to add this enhancements and reduce the level of your modular ability. -GEF
There's also a perk that let's you ignore the prereqs of a single spell. I did a MA build where one slot held a spell and the other held the perk, for a very cheap mage build.
__________________
Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
kirbwarrior is offline   Reply With Quote
Old 06-15-2019, 06:28 AM   #6
Sorenant
 
Sorenant's Avatar
 
Join Date: Jan 2015
Default Re: A question about Modular Abilities and spells

"250 points? You probably can outright buy all spells with that many points"
So I check and boy I was wrong. I didn't really count each spell, but M224 has 62 spells and there's 14 similar pages so I guess there's around 850+-50 spells in GURPS Magic. That's way more than I thought.
Sorenant is offline   Reply With Quote
Old 06-15-2019, 10:08 AM   #7
AlexanderHowl
 
Join Date: Feb 2016
Default Re: A question about Modular Abilities and spells

Of course, Modular Abilities are less effective when you have a Ritual Magic system. In fact, I would argue that even in a standard magic system you would be better off using the points for IQ and Magery.

For example, let us take two 500 CP mages. One has the above ability, IQ 15, and Magery 3, for a total of 385 CP. The other has IQ 20, Magery 3, and 150 spells at one CP each, for a total of 385 CP. The former mage is more versatile and, as long as they meet the prerequisites, are capable of having any spell at 15 and, for simpler spells, can reach up to a 23. The latter mage is more effective though, as every spells is at a 20 or 21, and they have an IQ 20 for all of their skills and a Per 20 and a Will 20.

When it comes to Ritual Magic, the IQ 20 mage is also usually more effective than the IQ 15 mage. Since the mages are capped by their Ritual Magic and their Colleges, the IQ 15 mage have difficulty getting even the simplest rituals above 18 while the IQ 20 mage can get them to 23. The IQ 15 mage can get any spell to 15 while the IQ 20 mage can get the majority of spells above 15.
AlexanderHowl is online now   Reply With Quote
Old 06-15-2019, 05:45 PM   #8
Plane
 
Join Date: Aug 2018
Default Re: A question about Modular Abilities and spells

Quote:
Originally Posted by Gef View Post
Yes. It'll cover everything except a Blocking spell, a spell with more than 24 spells as prerequiites, or a spell with non-spell prerequisites. Actually, a Power Stunt (add modifier Instantaneous) would let you re-configure to a Blocking spell fast enough to use said spell, and Extra Effort would let you get a spell with more than a couple dozen prereq.s.
Do you think taking Reflexive +40% instead of Reduced Time +20% would cover blocking spells?
Plane is offline   Reply With Quote
Old 06-15-2019, 05:55 PM   #9
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: A question about Modular Abilities and spells

Quote:
Originally Posted by Sorenant View Post
... so I guess there's around 850+-50 spells in GURPS Magic.
833 spells in GURPS 4th Magic.


I really should get around to putting all the Death and Plant spells from GURPS 4th Magic Death Spells (48 spells) and GURPS 4th Magic Plant Spells (37 spells) into my "All The Spells Grimoire".
evileeyore is offline   Reply With Quote
Reply

Tags
magic, modular abilities

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:52 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.