02-02-2007, 12:31 AM | #21 |
Join Date: Aug 2004
Location: Germany
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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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"Mit der Dummheit kämpfen Götter selbst vergebens." (Friedrich Schiller, "Die Jungfrau von Orleans") Magic 4e Caveats |
02-02-2007, 12:42 AM | #22 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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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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02-02-2007, 04:58 AM | #23 |
Join Date: Jun 2006
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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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Do not wake sleeping dragons for thou aurt crunchy and good with ketchup |
02-02-2007, 05:13 AM | #24 |
Join Date: Aug 2004
Location: Germany
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Re: Power Investiture
Then it would be a mere Power Talent, which should cost 5 CP/level.
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"Mit der Dummheit kämpfen Götter selbst vergebens." (Friedrich Schiller, "Die Jungfrau von Orleans") Magic 4e Caveats |
02-02-2007, 08:52 PM | #25 |
Join Date: Sep 2004
Location: U.S.
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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 RH
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And all should cry, "Beware, beware! His flashing eyes, his floating hair! Weave a circle round him thrice & close your eyes with holy dread for he on honeydew hath fed & drunk the milk of paradise" |
08-23-2017, 04:27 AM | #26 |
Join Date: Jul 2015
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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? |
08-23-2017, 04:32 AM | #27 |
Join Date: Aug 2004
Location: Tokyo, Japan
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Re: Power Investiture
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08-23-2017, 04:35 AM | #28 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Power Investiture
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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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
08-23-2017, 05:17 AM | #29 | |
Join Date: Jul 2015
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Re: Power Investiture
Quote:
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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08-23-2017, 05:29 AM | #30 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Power Investiture
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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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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