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Old 06-01-2009, 06:31 PM   #1
LazarusDarkeyes
 
Join Date: Apr 2006
Default [Magic/Thaumatology] Required Material Components

I just bought Thaumotology and I was praying it would answer following question...but alas, I can't find anything in it to resolve this:

If I want to model that a particular magical university trains its students to cast select spells in a way that REQUIRE spell components, how would I do this?
-This isn't a limitation on Magery as some spells can be case without components
-How much should the $$$ value of the components be (to be fair)?
-Should the amount of components necessary scale for Area or other variable powered spells?
-Size/Weight of components?


My First Draft Braindstorm Ideas on the Issue:
-Spells cast this way have their power cost reduced to 80% (round up). This is factored BEFORE anything would lower the cost (high skill, etc.)
-The spell components have a $$$ value of mana stones (not power stones), with their cost affected by the one college only limitation, big enough to make up the difference of the cost (~20%) in power. This is factored BEFORE anything would lower the cost (high skill, etc.). For very cheap spells, the minimum cost of the component is $1. Rarity of components will GENERALLY scale to cost.
-Scaling spell costs (area spells, etc.) need a particular quality component per size affect. Higher quality components can be used to cast weaker versions of the same spell.
-This only affects casting spells: not maintaining. Maintenance costs are NORMAL and do not need to expend additional components.

A few examples...

Spell: ANormalCheapSpell
-Type: Normal
-Cost (energy): 1
-Component Cost ($$$): The cost of a one-college only manastone whose energy value = 0 ($1 minimum)
-NormalNoviceCaster(skill=12) needs 1 energy to cast
-NormalExperiencedCaster(skill=15) needs 1-1(skill)=0 energy to cast
-NormalNoviceComponentCaster(skill=12) needs 1*80% (round up) = 1 energy to cast + component
-NormalExperiencedComponentCaster(skill=15) needs 1*80% (round up) = 1-1(skill)=0 energy to cast + component

Spell: ANormalExpensiveSpell
-Type: Normal
-Cost (energy): 28
-Component Cost ($$$): The cost of a one-college only manastone whose energy value = 5 ($1 minimum)
-NormalNoviceCaster(skill=12) needs 28 energy to cast
-NormalExperiencedCaster(skill=15) needs 28-1(skill)=27 energy to cast
-NormalNoviceComponentCaster(skill=12) needs 28*80% (round up) = 23 energy to cast + component
-NormalExperiencedComponentCaster(skill=15) needs 28*80% (round up) = 23-1(skill)=22 energy to cast + component

Spell: AnAreaSpell (cast in 1x Base)
-Type: Area
-Base Cost (energy): 1
-Total Cost (energy): 1
-Component Cost ($$$): The cost of a one-college only manastone whose energy value = 0 ($1 minimum)
-NormalNoviceCaster(skill=12) needs 1 energy to cast
-NormalExperiencedCaster(skill=15) needs 1-1(skill)=0 energy to cast
-NormalNoviceComponentCaster(skill=12) needs 1*80% (round up) = 1 energy to cast + component
-NormalExperiencedComponentCaster(skill=15) needs 1*80% (round up) = 1-1(skill)=0 energy to cast + component

Spell: AnAreaSpell (cast in 10x Base)
-Type: Area
-Base Cost (energy): 1
-Total Cost (energy): 10
-Component Cost ($$$): The cost of a one-college only manastone whose energy value = 2 ($1 minimum)
-NormalNoviceCaster(skill=12) needs 10 energy to cast
-NormalExperiencedCaster(skill=15) needs 10-1(skill)=9 energy to cast
-NormalNoviceComponentCaster(skill=12) needs 10*80% (round up) = 8 energy to cast + component (will be a different/higher quality component than the 1x casting of this same spell)
-NormalExperiencedComponentCaster(skill=15) needs 10*80% (round up) = 8-1(skill)=7 energy to cast + component (will be a different/higher quality component than the 1x casting of this same spell)



End Results

The Good
-Given the mages can secure the money, more Cost (energy) expensive spells are a little easier to cast as their total energy requirement has been lowered.

The Bad
-Mages will need more money to buy new components and access to a market to buy them OR time to go scrounging for the components themselves.
-The GM can restrict the frequency of casting of certain spells by limiting access to components.
-Mages will be SCREWED if their component bag gets lost/stolen/destroyed/taken away.
-Mages will be SCREWED if their hands are tied. At high skill, they may no longer need to make elaborate gestures, but they still need to touch their component to cast a spell.
-Mages will be carrying around a little more weight.
-Mages will have to consider how they keep components on hand for ease of access. If they want to be able to cast one of 20 spells on a moment's notice, they better make sure they have a way to quickly touch 20 different components.

The Other
-There may be a shift in trend toward maintaining spells with slightly greater frequency since re-casting will use more components.
-Scaling spells (Area, etc.) might, as a trend, probably be cast on larger areas than normal.





ANY/ALL comments GREATLY appreciated. :)
LazarusDarkeyes is offline   Reply With Quote
 

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components, magic, material, thaumatology


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