03-14-2008, 08:55 AM | #31 | |
Join Date: Oct 2004
Location: San Francisco, CA, USA
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Re: Magical Styles
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Edit, yet again: If you want to limit a style more than that, the GM can define colleges/paths as being smaller, with one Path skill per style - but if the Path skills are narrower than standard colleges, Magery might qualify for a limitation as per Fantasy. The spells in a Path/style wouldn't have to be from the same GURPS Magic college. If you want mages tied even more tightly to a narrow style, you might port over the Power Investiture rules. Each style would have a ten point buy-in (equivalent to a level of PI) plus Ritual Magic and one Path skill; mages could cast any spell they've put a point into at Path skill with no penalty; the ones they haven't paid for would get the usual prerequisite based default penalty. There shouldn't be more spells in a style than what a god would give to a follower with PI. Relative to PI-based Ritual Magic, you gain 1) freedom from the inherent Pact limitation priests have and 2) the possibility of learning more than one style (gods generally frown on their priests moonlighting with other gods). Optionally, Magery might add to spells of any style - or spellcasting is simply learned by style, and there is no Magery. In return, you're paying for the equivalent of PI for each style you learn, and dealing with Mana level rather than Sanctity level (generally a relative disadvantage, since priests can raise Sanctity level pretty easily). Last edited by transmetahuman; 03-14-2008 at 09:40 AM. |
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03-14-2008, 09:14 AM | #32 | |
Join Date: Mar 2008
Location: Huntsville, Alabama
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Re: Magical Styles
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- As far as meta-spells go, wasn't really planning on spreading them around either. Counterspell will be on most lists, and the dispels and wards will go to protective traditions. - When it comes to learning traditions not normally allowed for race or culture, I was planning on charging Unusual Background costs at character creation. Barring that the PC will have to make friends with members of that culture and spend time getting a teacher to train him with it. Thanks for the input by the way
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"We needed the necromancer alive? Can't you just resurrect him? - Tamaran Ironwolf, northern barbarian |
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03-14-2008, 10:04 AM | #33 | |
Join Date: Oct 2004
Location: San Francisco, CA, USA
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Re: Magical Styles
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To make it book-legal, maybe make Dwarven Masonry a VH skill instead of Easy (and/or defaults from regular Masonry at -3), and limit Stonesong to no higher than Dwarven Masonry. Individual spells take the prerequisite count based penalty when defaulting from Stonesong, and are bought up as Hard techniques. Or see my last post, upthread, for Power Investiture-equivalent narrow styles if you really want all spells to default to Stonesong at no penalty. Or, just ignore the rules for prerequisite count based default penalties - Kromm has said elsewhere that prereq chains are a minor limiting factor on spells, and can be ignored without breaking the game (although that was in the context of regular spell-by-spell GURPS Magic; not sure if he'd say the same for Ritual Magic). Last edited by transmetahuman; 03-14-2008 at 10:15 AM. |
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03-14-2008, 10:58 AM | #34 | |
Join Date: Feb 2007
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Re: Magical Styles
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03-14-2008, 11:05 AM | #35 | |
Join Date: Feb 2007
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Re: Magical Styles
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03-14-2008, 07:29 PM | #36 | |
Join Date: Mar 2008
Location: Huntsville, Alabama
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Re: Magical Styles
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Oh and Xenophile, this is one of the best ideas for magic I've seen with 4E. Two thumbs up! :D
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"We needed the necromancer alive? Can't you just resurrect him? - Tamaran Ironwolf, northern barbarian Last edited by JethroKirby; 03-15-2008 at 10:02 AM. |
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03-23-2008, 06:26 AM | #37 |
Join Date: Feb 2007
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Re: Magical Styles
Another 27 magical styles, for a different modern setting, can be found here:
http://wiki.rpg.net/index.php/Lineage:Main_Page I call this setting "Lineage" |
03-23-2008, 07:48 AM | #38 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Magical Styles
Quote:
Bill Stoddard |
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Tags |
magic, magical styles |
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