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Old 02-02-2007, 12:31 AM   #21
DrTemp
 
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Default Re: Power Investiture

That's what I do, too, but the Magic system allows for solutions to those problems, such as ceremonial magic, Powerstones and alchemical FP-restoring elixiers, the Telecast spell, etc.

But this discussion has convinced me to be even less restrictive about magical/holy advantages (in addtion to spells) in the new campaign, to see what happens. Thanks, everybody!
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Old 02-02-2007, 12:42 AM   #22
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Default Re: Power Investiture

I'm a little more nisce on FP due to my house rules of Fatigue reduction is based on Effective Skill reather than Base skill, but I too im a sticulre for big FP costs. beit if from expsive spells or boght via the Cost Fatigue limtation.
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Old 02-02-2007, 04:58 AM   #23
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Default Re: Power Investiture

I know its not really on topic but how would you price power Investiture if divine spells did not exist in the setting and it only gave a bonus to divine powers
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Old 02-02-2007, 05:13 AM   #24
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Default Re: Power Investiture

Then it would be a mere Power Talent, which should cost 5 CP/level.
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Old 02-02-2007, 08:52 PM   #25
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Default Re: Power Investiture

One thing that this thread has illustrated (and something that almost everyone involved has gotten) is that GURPS isn't necessarily an 'out of the box system, a system that you just had players a book and say, 'make a character'. It can be, but the good GMs and good campaigns do more.
GURPS is a great tool set for making a campaign, for setting choices, for creating good stories. It works best when the GM uses the tools right. If you were working on your car (or whatever) you wouldn't just get your tools and dump them all on a table and expect the car to run.

Some days I wish I could take the wiffle bat of awareness, wrap this thread around it, and use it on so many people on the forums that don't get it. :p

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Old 08-23-2017, 04:27 AM   #26
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Default Re: Power Investiture

A old discussion I know.

but a question me and my friends are trying to figure out....

does power investiture add its level to casting the spells like magery?
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Old 08-23-2017, 04:32 AM   #27
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Default Re: Power Investiture

Quote:
Originally Posted by faitfull View Post
does power investiture add its level to casting the spells like magery?
Yes, it does.
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Old 08-23-2017, 04:35 AM   #28
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Default Re: Power Investiture

Quote:
Originally Posted by faitfull View Post
does power investiture add its level to casting the spells like magery?
Absolutely. But only for "cleric" spells. "Magic" spells and "cleric" spells, while using the same spell list from the book, are treated as two different power sources and are learned separately. So, if a character has both Magery and Power Investiture then Magery adds its bonus to only to "magic" spells and while Power Investiture adds its bonus only to "cleric" spells.
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Old 08-23-2017, 05:17 AM   #29
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Default Re: Power Investiture

Quote:
Originally Posted by ericbsmith View Post
Absolutely. But only for "cleric" spells. "Magic" spells and "cleric" spells, while using the same spell list from the book, are treated as two different power sources and are learned separately. So, if a character has both Magery and Power Investiture then Magery adds its bonus to only to "magic" spells and while Power Investiture adds its bonus only to "cleric" spells.
sounds good.

however when we read the book, it sounds almost like it only add to when you learn spells.... but then, i hope i read it wrong... 10 pts for that is a bit much

does the level also effect what spells can be learned?
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Old 08-23-2017, 05:29 AM   #30
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Default Re: Power Investiture

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does the level also effect what spells can be learned?
It can, but that's up to the GM. He could require the same level of Power Investiture as the Magery level that's required to learn the spell. Or the GM could come up with customized spell lists like those used in Dungeon Fantasy for the various Clerics, which have spells that require up to Power Investiture 6.

OTOH, if the GM wants to let you learn any spell with Power Investiture 1 he can allow that too, though the rules do assume that the GM is going to limit the spell list for clerics (i.e. "good" clerics will learn healing spells and body control, clerics of "nature" may only be able to learn weather, plant and animal spells, "evil" clerics can only learn necromantic spells and mind control spells).
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