Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 08-08-2020, 11:01 AM   #1
AlexanderHowl
 
Join Date: Feb 2016
Default Specialized Spells [Magic/Thaumatology]

So, this is from a thread related to new IQ/A spells. While we have the recent PDF on least spells, there are a number of methods for creating IQ/A spells that could be used by non-mages (or less capable mages). The following rules deal with reducing IQ/H spells to IQ/A spells and IQ/VH spells to IQ/H spells.

One possibility is to have an IQ/A spell being a specialization of an IQ/H spell or an IQ/H spell being a specialization of an IQ/VH spell. For example, Fire spells specialization could target a specific type of material while Healing spells specialization could only work on a specific species of target. In that case, you could have Minor Healing (Human) as an IQ/A spell or Ignite Fire (Wood) as an IQ/A spell.

In the case of a specialization of a spell, the required Magery to learn the specialized spell would be reduced by two levels (Magery 1 becomes Magery N/A, Magery 2 becomes Magery 0, and Magery 3 becomes Magery 1). For example, a non-mage could learn Major Healing (Human) as an IQ/H spell and a character with Magery 0 could learn Enchantment (Plant Spells) as an IQ/H spell. Prerequisites for specialized spells could be other specialized spells, but specialized spells could not be used as prerequisites for unspecialized spells.

What do you think? Would you allow for specialized spells? What consequences do you think would occur due to including specialized spells?
AlexanderHowl is offline   Reply With Quote
Old 08-08-2020, 06:27 PM   #2
Gumby Bush
 
Join Date: Oct 2010
Location: CT
Default Re: Specialized Spells [Magic/Thaumatology]

The most obvious effect, I think, would be a proliferation of enchanters. Many would likely specialize in one college anyway, so the reduced prerequisites for Enchant (Fire) or Enchant (Healing) is liable to result in many more healing and fireball wands.
__________________
Formerly known as fighting_gumby.
Gumby Bush is offline   Reply With Quote
Old 08-09-2020, 12:13 AM   #3
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Specialized Spells [Magic/Thaumatology]

Well, enchanting would still be difficult, especially since it would still require a base skill 15 in both the Enchant spell and the relevant spell.
AlexanderHowl is offline   Reply With Quote
Old 08-09-2020, 01:06 AM   #4
Say, it isn't that bad!
 
Join Date: Dec 2013
Default Re: Specialized Spells [Magic/Thaumatology]

Quote:
Originally Posted by AlexanderHowl View Post
Well, enchanting would still be difficult, especially since it would still require a base skill 15 in both the Enchant spell and the relevant spell.
Sounds like a place for a specialized enchantment spell that only works with specialized spells. :D

And maybe only one college.
Say, it isn't that bad! is offline   Reply With Quote
Old 08-09-2020, 02:11 AM   #5
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Specialized Spells [Magic/Thaumatology]

Still, an IQ 12 individual with Magery 0 who wanted to make a staff of Ignite Fire (Wood) would need to spend a minimum of 16 CP on Enchant (Fire) and 12 CP on Ignite (Wood). It would actually be cheaper for the character to purchase Magery 1+ (Enchantment and Fire Colleges, -30%), as it would cost 7 CP per level and reduce the spell cost by 8 CP per level (as well as benefit other spells within this Colleges). Of course, they might learn the unspecialized versions of the spells then.

One possibility related to specialty enchantments would be to halve the enchantment cost and to double the Enchantment speed for specialty enchantments. For example, a staff of Ignite Fire (Wood) would only cost 50 energy and, if enhanced through Slow and Sure Enchantment, would take only twenty-five days to make. Of course, anyone with the full version of a spell could make enchantments related to a specialty, so any professional enchanter could create a lot of specialized magical items for cheap.
AlexanderHowl is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:57 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.