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07-13-2016, 07:18 PM | #1 |
Join Date: Sep 2004
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[Sorcery] Those Other Spells...
New intro for this thread:
I've been working up some of the spells from That Other Game (AD&D 1e/2e actually, with some extra inspiration from the Basic line) in a Sorcery-type format. It's good for getting a lot more familiar with a lot of advantages at the least. Part of the point of these is to include a lot of the oddball effects and restrictions of the originals; the 'feel' of this particular brand of magic is that it is not straightforward and logical. Naturally, I'm coming up with lots of questions I can't quite answer on my own, and this thread is mostly to get discussion and advice for builds.... My blog post giving the general tweaked Sorcery system is here: Dungeons & Sorcery Part 1 Highlights: * Spells make liberal use of "Requires Gestures" and "Requires Magic Words" (spell components are being largely ignored). * Spellbooks are a Mitigator to keep known spells reliable. * There are eight colleges, which are also specializations of the Thaumatology skill. I would like to adjust the Sorcerous Empowerment modifiers a bit to come up with an even 10% result. That way everything always costs a whole number of points. Getting to a net +0% modifier would also be nice as the '10 points of capacity per level' is a lot easier to remember. I've started a series of some 'Grimoire' blog posts to collect worked out spells: Dungeons & Sorcery Spells 1 Dungeons & Sorcery Spells 2 Dungeons & Sorcery Spells 3 Dungeons & Sorcery Spells 4 Dungeons & Sorcery Spells 5 Dungeons & Sorcery Spells 6 Dungeons & Sorcery Spells 7 Dungeons & Sorcery Spells 8 Dungeons & Sorcery Spells 9 Dungeons & Sorcery Spells 10 At some point, I need to start hammering out thoughts for Part 2, which would be a system for coming up with a 'once only' spell (enchanting a particular castle against Passwall and the like...), and researching new Sorcery spells, and will feature extensive use of Thaumatology and its specialties. (Part of the goal is for mages to be more specialized when using this part of the system.)
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My blog: All my hobbies, all the time Last edited by Rindis; 10-04-2018 at 11:31 AM. Reason: List latest blog post |
07-13-2016, 07:27 PM | #2 | ||
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: [Sorcery] Those Other Spells...
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It's a great book and I highly recommend you pick it and it's sister supplement GURPS Power-Ups 4: Enhancements if you plan to do any in-depth sorcery or powers work. |
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07-13-2016, 08:05 PM | #3 |
Join Date: Sep 2007
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Re: [Sorcery] Those Other Spells...
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07-13-2016, 08:15 PM | #4 | |
Join Date: Sep 2004
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Re: [Sorcery] Those Other Spells...
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I'm surprised that Sorcery seems to rate gestures and incantations so low in comparison, though I suppose that's because you get a choice of things to do under the Alternative Rituals rule.
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My blog: All my hobbies, all the time |
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07-14-2016, 03:01 PM | #5 | |
Join Date: Nov 2012
Location: Australia WA
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Re: [Sorcery] Those Other Spells...
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Not sure how to handle most of them, but for Alarm; Obscure Sound, give it a Delay that triggers when a specific act is performed rather than a specific time (should be about 0% modifier, same as a Delay with a set time?), and possibly Ranged if you want to be able to have the spell cast from another area. Obscure automatically is detectable in the same sense that it blocks out, like a ball of Darkness for sight. |
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07-14-2016, 09:23 PM | #6 |
Join Date: Sep 2004
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Re: [Sorcery] Those Other Spells...
I would prefer not to go through all that effort with Obscure. What's it Obscuring anyway? (Yes, the alarm bell, which becomes audible when the Obscure drops, but where's the alarm bell coming from? Add an audio illusion onto this?)
My idea was that normally, you'd cast Detect (Creatures) on yourself and see if anything was there; here, I'm defining as a special effect that instead of you personally sensing 'there's something here', the alarm goes off (i.e., the noise is a stand-in for the normal 'I sense something'). Technically, the fact that it automatically tells all your friends that you detected something is an advantage (Afflict: Detect (Creatures) w/Area Effect), but it also tells the creature that they were detected, and it's possible that it's the only one in hearing distance (you went on your merry way). Delay is supposed to be an attack only modifier... but the +50% Triggered Delay may be the answer here. I've got enough special ideas hanging off of this, what's one more? Though... doing that would imply that the spell could last forever until triggered, and I would like to stick with a 4 hour maximum. Or it's limited to the normal 1 minute, and it still has to pay the +150% for 4 hours, and I'm hoping to avoid that with some form of Extended Duration (Once Only) (4 hours).
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