01-21-2016, 06:07 PM | #1 | |
Join Date: Dec 2008
|
Advice on Spirit-based RPM variant
I've been musing about a heavy modification of RPM and wanted to get some feedback on my ideas.
The fluff: Spells are actually cast by powerful spirits. Every location will have a collection of spirits that are present and some casters carry their own spirits with them. Casters preform elaborate rituals to gain the notice of spirits and gain their assisitance. The mechanics: It uses Effect Shaping with Ritual Adept prohibited. The world is covered in overlapping domains of spirits. Almost everywhere will have one or more powerful spirits. Each spirit has the following set of characteristics: A descriptor for spells used with them. This might be something like “Fire” or “Memory”. Spells must use a spirit that thematically fits with the spell (GM's call). Particularly complex spells may require multiple types of spirits, in which case finding a place where both classes of spirits are present can be an adventure in itself. A maximum energy that they can handle. This will typically be quite high, so that the caster's skill will be what limits their power, but extremely powerful spells will require powerful spirits. An attribute that combines with Magery to determine your Path skills. Some spirits must be reasoned with (IQ), some must be tracked down (Per), some must be mentally resisted/overcome (Will), some must be impressed with physical feats (HT/ST/DX). Some may also allow you to use certain advantages (Appearance/Charisma, for example). This applies even if the spirits already want to help you. It's just part of how spiritual magic functions. A tradition (set of significant or mandatory modifiers) that works for spells with the spirit. Some may have more than one. Some spirits may grant a bonus (used instead of places of power). Some spirits may also have special rules that apply to magic when using them. Most charms are symbols of promises made by spirits. As such, they cannot be triggered outside of the domain of the spirits used to make them. At an additional -4, the caster can create charms that instead trap a portion of a spirit. Spirits dislike the use of this, so unless it was negotiated ahead of time (and what the caster offers will have to be very good), further casting from the same spirit by the caster will give a -4 to all spells (does not stack with the other -4 if making multiple such charms) and the spirit may retaliate against the caster. Overuse of this can damage or even kill the spirit. Some casters may have ally spirits or spirit guardians. These work as above with the following modifications: The character is always considered to be in their domain. Anyone else is if they have skin contact with the character, but is at -4 to cast without the character's permission. An example (very powerful) spirit: Quote:
Any thoughts? Anything you would add to such a system? How should I price the advantage of having a spirit guardian? Any thoughts on how I should do Paths? Path of Spirit and Path of Magic are especially problematic, given that all magic is spirit-based. I'm also not a big fan of Path of Undead. It seems like this all is a pretty big nerf to RPM. How do you think RPM casters will hold up in a campaign with TL0-1 mundanes and Sorcery? (Humans get spiritual RPM. Fae get Sorcery.) I feel like the versatility of their magic should still make them viable and competitive, but I'm not sure. I couldn't see the rules for Involuntary Sacrifice with Effect Shaping. Are there any? If not, what would be reasonable? For the record. I have Laws of Magic, RPM and Thaumatology. Last edited by dfinlay; 01-21-2016 at 07:10 PM. |
|
01-21-2016, 06:15 PM | #2 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Advice on Spirit-based RPM variant
I have some - but I'm busy - I'll get back to you later. Very cool concept. I like it.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
01-24-2016, 11:33 PM | #3 | |
Join Date: Dec 2008
|
Re: Advice on Spirit-based RPM variant
Quote:
Another thought I've had since posting this is that you could probably roll divine magic into this framework pretty easily. A divine caster is one with an Ally Spirit chosen from a fixed list of deities for the campaign, which has infinite maximum energy, and who has a pact limitation on both the Ally Spirit and the Magery advantages. Many (though not all) divine casters will also have a "Only with my divine spirit" limitation on their magery, which I'd rule as -35% (slightly worse than one-path only). Finally, as a nice trade-off benefit, divine casters can take a special path skill that represents all spells cast via their god and no others. As divine domains should be of smaller or equal scope to a path, this should be reasonably balanced. |
|
01-28-2016, 08:22 PM | #4 | ||||||||||||||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Advice on Spirit-based RPM variant
Quote:
Ok. So here's an odd thought: What if Assisting Spirits was standard? Basically, you can't fuel your own spells - you must have a spirit to help. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
See above. Quote:
Nah, not really. It can be more powerful and more limited at the same time. Quote:
Quote:
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
||||||||||||||||
01-29-2016, 10:32 AM | #5 | |||||||||
Join Date: Dec 2008
|
Re: Advice on Spirit-based RPM variant
I feel like you may have misinterpreted (or I misexpressed) my proposal. The idea is basically that a spirit can automatically cast any spell up to their energy maximum within their domain, at least when a human mage is getting them to. The spirit doesn't roll, but the effect-shaping roll done by the human is actually a roll to invoke/bring forth/convince the spirit to help.
What I was going for. Quote:
Instead, what I did was to have spirits be a prerequisite for casting, so if you want to cast a fire spell, you first have to find a fire spirit with enough energy maximum to allow it. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Great. |
|||||||||
01-29-2016, 12:08 PM | #6 | |
Join Date: Dec 2008
|
Re: Advice on Spirit-based RPM variant
I figured an example of the full process of casting might make it more clear how I want things to work, so here goes:
Moralis the Magnificant is a shaman with 12 Will, 9 DX, Magery 2, Path of Energy [8] +0, Path of Crossroads [4] -1. His best friend and travelling companion, Baltog, Warleader of the Western Isles, has been captured. After several days of tracking and asking the spirits, Moralis has made his way to the outskirts of a camp of twenty enemy soldiers holding his friend hostage. Moralis knows that he won't be able to just charge in and grab Baltog, so he rolls against Thaumatology to find out what spirits are around. Being successful, he learns of the presence of Maltrus and Aaron. Maltrus is in the first post. Aaron is below: Quote:
He settles on a spell with the following stats: Greater Create Energy (6) + Damage, External Burning 6d (4) + Area of Effect 10m with 2 subjects excluded (9) + Charm (2) = 21x3=63. (Note: this is using the idea mentioned above where charms aren't based on Path of Magic) This gives a -7, so he'll have to acquire some bonuses. This spell counts as destructive, so he gets +2 from Maltrus. He also takes an hour to do the casting, giving another +2. He sacrifices 2 HP and 4 FP for a +1. Finally, he uses hermetic modifiers for another +2. Altogether, he offsets the -7 and rolls against 14. The spell takes down most of the enemies, stunning the rest and Moralis manages to grab his friend Baltrog and get out of there. Unfortunately, due to not having spoken with any locals about it, Moralis didn't know about the slumbering ritual. As such, his spell has awoken Maltrus and the mountain begins to rumble. Realizing they can't outrun the eruption, Moralis begins invoking Aaron. Let's hope he can pull off that Path of Crossroads ritual he didn't want to cast earlier and that he can do it before the eruption reaches them. Basically, the idea is that you can only cast spells that reflect what spirits are around you and your attributes will give incentives to use certain spirits over others. Last edited by dfinlay; 01-29-2016 at 02:17 PM. |
|
01-29-2016, 12:24 PM | #7 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Advice on Spirit-based RPM variant
Why calculate the Spirit bonus as energy at all?
Just give them a cap on skill bonus and let them add anything up to that based on reaction bonus derived from reaction from prior relationship and situation as well as influence roll.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. 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 |
01-29-2016, 02:16 PM | #8 |
Join Date: Dec 2008
|
Re: Advice on Spirit-based RPM variant
I'm not calculating a spirit bonus as energy. Mages aren't getting a bonus for using a spirit (unless the spirit says something like +2 for a certain type of spell, as with Maltrus, above) - they're becoming able to cast a spell due to using a spirit. The energy count is the maximum energy that the spell can have but still be cast with that spirit. This is just to make sure that even a powerful mage can't cast 200 energy spells from that minor imp down the block. I really must have been unclear, since both you and Ghostdancer seem to have misunderstood in a similar way.
|
01-29-2016, 02:28 PM | #9 | ||||||||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Advice on Spirit-based RPM variant
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Ya. Exactly.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
||||||||||
01-29-2016, 04:06 PM | #10 |
Join Date: Dec 2008
|
Re: Advice on Spirit-based RPM variant
Alright, so I feel incredibly inarticulate right now. Rereading my first post, I can see why. It wasn't very clearly written and jumbled a bunch of different ideas together. So, the core idea, stripped of fluff as much as possible (the rules are in bold, while the explanation is not):
Last edited by dfinlay; 01-29-2016 at 04:07 PM. Reason: spelling |
Tags |
effect shaping, homebrew, ritual path magic, spirit magic, spirits |
|
|