07-29-2017, 07:43 PM | #11 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: High Magic Spells
Energy Reserve with -80% in limitations is 1 point a level.
So Special Recharge, maybe regens slow once a day, etc.
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07-29-2017, 07:48 PM | #12 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: High Magic Spells
Quote:
A super mage can also have HT 20 and thus FP 26 just for having a lot of points without the GM allowing anything fancy like raising the FP cap or introducing new Advantages from other books. Then 3/level for more Energy Reserve beyond this, with them recovering in parallel.
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07-29-2017, 08:01 PM | #13 | |
Join Date: Jul 2017
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Re: High Magic Spells
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From what I know HT 20 -> FP20. I assume you are advancing the secondary stat afterwards. Not that I think doubling the FP would help with "Slow and Steady" and until it + Energy Reserve can wholly pay for your enchantment, you can't go quick and Dirty (please correct if I am wrong). Also that last sentence of yours made no sense to me. Please explain it. I am very new to Gurps. This will be my first character. |
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07-29-2017, 08:33 PM | #14 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: High Magic Spells
Energy Reserve is in GURPS Powers and some Dungeon Fantasy books.
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07-29-2017, 08:37 PM | #15 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: High Magic Spells
Quote:
So HT 20 = FP 26 max, unless the GM changes the cap or allows a Perk to raise the cap (I mean, I totally would). This is before your Powerstone and any Energy Reserves you're allowed to buy. With 26 FP and even a 4-point Powerstone, you can make a Staff by yourself and no enchanter circle. With just 20 FP, you can make Powerstones by yourself. Some of the cheaper magic arrows and tiny magic Fortify +1 armor pieces are also attainable.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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07-29-2017, 08:39 PM | #16 | |
Join Date: Aug 2007
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Re: High Magic Spells
Quote:
Energy Reserve can be defined by stuff only in Basic though and it's basically FP usable only for Magic with this being a net -0% Limitation as the advantages of this are considered to balance out the disadvantages. Also "advanced stuff" for Magic is Thauamtology. It might be simpler to add to what you've gotten so far. There are quite a few ways to increase Enchanting Power in Thaumatology.
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Fred Brackin |
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07-29-2017, 09:05 PM | #17 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: High Magic Spells
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Quote:
Thaumatology really has a lot of advanced rules that the OP may or may not be interested in. Many of them are actually optional rules - rules meant to be used to tweak the way the basic magic system works. A few them are completely alternate magic systems (much as the Syntactic and Symbol magic systems in GURPS Magic are an alternate magic system).
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-29-2017 at 09:09 PM. |
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07-29-2017, 11:13 PM | #18 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: High Magic Spells
My advice to you, that unless the game is supposed to be about enchanting (in which case the GM should be planning on long periods of downtime), just don't make an enchanter in the first place.
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07-29-2017, 11:53 PM | #19 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: High Magic Spells
Quote:
If you're looking for faster enchanting options, I'd strongly recommend asking your GM about some of the options in Thaumatology. They may even choose to allow some of the options presented there on an individual character basis, rather than the whole world, based on you buying something like a perk or Unusual Background advantage. One good option to point out, if they're worried about the setting effects of mages being able to quickly make enchanted items, is the "Spending of Yourself" rules (Thaumatology, p. 109). Basically, they let you lose advantages or attributes, or gain disadvantages, and convert the character points from this into energy, at a rate of 1 CP = 25 energy. So 400 energy would end up costing 16 character points. Expensive, perhaps, but depending on the exact setting details, you may be able to buy the lost advantages back, or gain only some of the energy this way - if you and a circle of 5 other mages could each offer 20 energy, for example, through FP and Powerstones, that leaves only 280 energy left, which would only cost 12 points. Spending of Yourself tends to have less effects on the setting, because few mages are enthusiastic about, say, losing a level of ST and a level of Per to fuel a 400-point enchantment. But you, as a player, can more easily make that decision. |
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07-30-2017, 12:00 AM | #20 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: High Magic Spells
Quote:
Does that make it clearer? |
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