10-05-2013, 02:27 PM | #81 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Thaumatology: Ritual Path Magic
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10-05-2013, 03:37 PM | #82 |
Join Date: Jun 2006
Location: Spain —Europe
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Re: GURPS Thaumatology: Ritual Path Magic
I'm very glad to see the release of this book about ritual magic, along with the recent Martial Arts: Technical Grappling.
I'll keep an eye open for that.
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10-05-2013, 04:03 PM | #83 | |
Join Date: Aug 2008
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Re: GURPS Thaumatology: Ritual Path Magic
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And bringing up Threshold Magic, it shouldn't be too difficult to merge RPM and it, either. That's probably another article C.R. has stashed away somewhere for Pyramid. Oh for the month we get Pyramid #3.x - Ritual Path Magic . . .
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10-05-2013, 04:09 PM | #84 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Ritual Path Magic
I hoard them like a old man who is concerned he might need those old pill bottles some day.
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10-05-2013, 06:27 PM | #85 |
Join Date: Mar 2006
Location: Silver Spring, MD
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Re: GURPS Thaumatology: Ritual Path Magic
Speaking of Natural Energy, is it just me or does 1 point per acre sem awfully low? I mean, sacrificing a goat will get you five or six points right there.
My initial, blue-skying thought would be to assign an acre of land a number of energy "HP" based on how fertile it is. Each energy-draining ritual permanently depletes it by one HP, making it less life-giving. After all the energy has been drained, then it's ruined.
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10-05-2013, 06:33 PM | #86 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Thaumatology: Ritual Path Magic
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10-05-2013, 07:02 PM | #87 | ||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Ritual Path Magic
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10-05-2013, 07:04 PM | #88 | |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: GURPS Thaumatology: Ritual Path Magic
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I would most certainly add some sort of Corruption rules, or require some sort of skill roll to make this happen (as someone else posted). Otherwise, it's effectively a free and self-powered "Blight Lands" rituals that you don't even have to succeed to make happen. Such abilities, if easily achievable, would IMO quickly makes mages public enemies to everyone - because there will always be that one idiot who abuses it - and likely result in their outright persecution. A true witch hunt. PS: very good book. |
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10-05-2013, 07:05 PM | #89 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Ritual Path Magic
Considering that, unless you do it in the middle of a farm, the effects of draining natural energy are mainly cosmetic, I definitely didn't want it to give that much energy! It's basically free energy for the bad guys if they don't mind the heroes figuring out that "something is rotten in the state of Denmark." Bear that in mind before you crank up the energy-to-acreage ratio in your own games.
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10-05-2013, 07:12 PM | #90 |
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Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS Thaumatology: Ritual Path Magic
Doesn't that make it too easy if blighting the land is your goal? You don't have to even succeed at whatever ritual you are doing it for, just draw the energy right?
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fantasy, magic, ritual path magic |
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