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Old 06-18-2014, 01:09 PM   #1
sungnif
 
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Default Does GURPS do Spontaneous Spells?

The title says it all, really. Do any of the GURPS books have a system for casting Spontaneous spells/powers/psi/whatever?

Spontaneous meaning the player defines the effects of the spell, as they cast it.
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Old 06-18-2014, 01:11 PM   #2
simply Nathan
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Default Re: Does GURPS do Spontaneous Spells?

Syntactic Magic in GURPS Magic.
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Old 06-18-2014, 01:11 PM   #3
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Default Re: Does GURPS do Spontaneous Spells?

Yes.

Your best guide for that is GURPS Thaumatology, though GURPS Powers has some guidelines too, especially for other sorts of powers, or advantage-based magic.
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Old 06-18-2014, 01:13 PM   #4
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Default Re: Does GURPS do Spontaneous Spells?

There's also Cosmic Modular Ability, where you pay a rather large premium, and then pretty much make up whatever you want within your points limit in the Modular Ability.
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Old 06-18-2014, 01:14 PM   #5
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Default Re: Does GURPS do Spontaneous Spells?

You can also use Wild Talent, which would basically give you 1 free "Whatever you want!" spell out of GURPS Magic per day per level.
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Old 06-18-2014, 01:18 PM   #6
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Default Re: Does GURPS do Spontaneous Spells?

Thanks guys :)
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Old 06-18-2014, 02:16 PM   #7
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Default Re: Does GURPS do Spontaneous Spells?

Six posts, and no one mentioned Ritual Path Magic yet?

That's primarily a ritual system, with combat spells pre-prepared, but it is possible to cast off-the-cuff, and all of the spells have effects defined by the caster when they cast. There's a system for calculating energy costs based on a set of Paths (body, energy, etc) involved in the spell.
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Old 06-18-2014, 05:47 PM   #8
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Default Re: Does GURPS do Spontaneous Spells?

Quote:
Originally Posted by Anaraxes View Post
Six posts, and no one mentioned Ritual Path Magic yet?

That's primarily a ritual system, with combat spells pre-prepared, but it is possible to cast off-the-cuff, and all of the spells have effects defined by the caster when they cast. There's a system for calculating energy costs based on a set of Paths (body, energy, etc) involved in the spell.
Firstly, seven posts, and no one's mentioned where I'd find Ritual Path Magic Yet? :p

Uhm.. To get a little bit more specific, I'm looking around for ways to emulate Warp Powers from Warhammer 40,000. Which means, ideally:
  • Slow ritualistic sorcery to cast very specific spells with thematic spell components and "the names of things".
  • Fast ritualistic miracles to invoke semi-spontaneous protections & boons, with little more than thinks like holy symbols and chanting as components.
  • Fast spontaneous psi-powers with no material components.

So if you guys have specific advice on those three things, I'd very much appreciate it. So far I've only had a chance to look up Syntactic Magic, which kind of reminds me of a light weight Ars Magica and isn't necessarily a bad fit for #3, at least not if I change the syntax stuff to be a purely mechanical consideration.
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Old 06-18-2014, 06:40 PM   #9
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Default Re: Does GURPS do Spontaneous Spells?

Quote:
Originally Posted by sungnif View Post
Firstly, seven posts, and no one's mentioned where I'd find Ritual Path Magic Yet? :p
GURPS Ritual Path Magic, of course :) ( which is type 1 on your list, and type 2 with the right advantages )
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Old 06-18-2014, 06:46 PM   #10
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Default Re: Does GURPS do Spontaneous Spells?

I use a syntactic realm magic that was inspired by RPM.

I think that something from that vein should be able to handle all your requirements.
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