03-15-2012, 12:43 PM | #1 |
Join Date: Mar 2005
Location: near Houston
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Adding a second magic system to an existing campaign
My Weird WWII campaign has only used ritual magic (book/path for you 4e folks). After the PCs recovered a couple of spell books from the "Ravenloft part" of the spirit realm. These use the standard spell-magic system with a few of the optional rules*.
I have not yet decided how (or if) I want spell magic to be used on earth. My initial ideas are: (1) Earth is low mana, so there is a -5 penalty to spells. Mana levels don't affect ritual magic, so this has no effect on the existing magic system. (2) Those with Ritual Adept +5 can learn and cast and spells that don't require Magery 2+. Any comments? * No automatic reductions for cost/time due to high skill being the most notable.
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
03-15-2012, 12:59 PM | #2 |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Re: Adding a second magic system to an existing campaign
earth actually is low mana. At least that was the assumption in 3ed as i remember.
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03-15-2012, 04:04 PM | #3 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Adding a second magic system to an existing campaign
You may want to be careful about which spells you provide to the PCs. The classic example is Reverse Missiles, which is expensive in energy, but deadly in a a setting where there are lots of guns, and it's pretty easy to get the other side to shoot at you. Steal Power and Draw Power are also hugely effective in a world with lots of fuel and engines.
But if you stick to Ravenloft-styled spells, you should be pretty safe. Last edited by johndallman; 03-15-2012 at 04:40 PM. Reason: spelling |
03-15-2012, 04:45 PM | #4 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Adding a second magic system to an existing campaign
You will, of course, find that the two magic systems have different strong and weak points. Spell magic has effective healing, if you admit those spells, but has profound range limitations on many things. Path/book has some good information effects, which spell magic doesn't easily match, but its biggest point is that it isn't usually obvious, once cast, while spell magic screams "sorcery!"
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03-15-2012, 05:35 PM | #5 |
Join Date: Nov 2009
Location: Oregon
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Re: Adding a second magic system to an existing campaign
Another key difference is the timescales involved in casting. For Path/Book, rituals takes tens of minutes to complete, and have subtle effects, while classic Spell magic can be done in seconds with discrete tactical effects. I think you might actually get more mileage out of making new rituals based on Spells, rather than using the spell as-is. That way they will match existing rituals in terms of time required, scale of effect and flexibility.
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03-15-2012, 09:54 PM | #6 |
Join Date: Mar 2005
Location: near Houston
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Re: Adding a second magic system to an existing campaign
Yeah, most books listed it as such. Celtic Myth might have been an exception, but I don't have the book handy.
__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
03-15-2012, 09:56 PM | #7 | ||
Join Date: Mar 2005
Location: near Houston
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Re: Adding a second magic system to an existing campaign
Quote:
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__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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03-15-2012, 09:59 PM | #8 | |
Join Date: Mar 2005
Location: near Houston
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Re: Adding a second magic system to an existing campaign
Quote:
__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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03-15-2012, 10:03 PM | #9 | ||
Join Date: Mar 2005
Location: near Houston
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Re: Adding a second magic system to an existing campaign
Quote:
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__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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03-15-2012, 11:22 PM | #10 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Adding a second magic system to an existing campaign
I would probably be careful about what spells they could learn and make them hard to learn in the first place. However a number of spells would be handy as they can cast faster and easier with less prep. Also some just do nifty stuff not currently in Path/Book magic though you could add it.
I would also consider for a more open game letting them buy the alternate Ritual Path system as skills and capped to the appropriate Path?Book skill. Another thing I would consider as an easier investment would be a perk to cast the Spell version of a known Path/Book ritual they have spent points on. Could be a special exercises perk to let them learn it as a spell without having to quest or research the spell. |
Tags |
magic, wwii |
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