02-09-2012, 08:04 AM | #1 |
Join Date: Jun 2006
Location: On the road again...
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[Fantasy/Magic] Revised spell selection?
I've been thinking of tinkering with the choices for spells for my TL4 Renaissance Fantasy campaign setting. I'd like to keep the basics of the default magic system intact - spells are skills, most of which are IQ/H, and cost energy (FP, HP, ER, etc) - while tinkering with the spell effects. Not sure if I want to keep the prerequisite system or not; more than likely I'd have "requires X spells of the same college, and maybe one or two from other colleges".
Colleges ... The core colleges seem appropriate, with some exceptions. Weather wouldn't be its own college, but made into a sub-heading like "Regular", "Missile", or "Information". Technology would be divided into Metal and Energy, most likely (IDHMBWM, so I can't remember if Energy and Fuel are distinct sub-headings or not). Gate would either be moved into Movement or ignored completely; the setting also has Path/Book magic which has a distinct Path for a lot of what the Gate college offers. (I was thinking that the Path of Planar Travels would replace the Gate college.) I'm also thinking of making a number of IQ/A spells under a Cantrips heading. These would be simpler spells, costing a minuscule amount of energy to cast. So, suggestions or ideas to expand on this? Spells you'd like to see as Cantrips?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 02-09-2012 at 08:38 AM. |
02-09-2012, 08:15 AM | #2 |
Join Date: May 2010
Location: LP City, Maryland
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Re: [Fantasy/Magic] Revised spell selection?
Power-Ups: Perks has a few perks (1 point advantages) that might give inspiration.
M. |
02-09-2012, 08:26 AM | #3 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Fantasy/Magic] Revised spell selection?
One current change:
The following are the different classes for the (Animal) Control and Repel (Animal) spells: Insect - really "arthropod", and includes any legged invertebrate. Mollusk - any mobile invertebrate without legs, such as as slugs, snails, starfish, octopi, squids, and earthworms. Fish - includes sharks Reptiles - includes amphibians Birds - no real changes here Mammals - excludes any animal with a racial IQ of 6, such as gorillas, chimpanzees, orcas, whales, and dolphins Any group I might have missed? Thoughts about splitting squids and octopi into their own category?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
02-09-2012, 08:32 AM | #4 |
Join Date: Jan 2006
Location: Central Europe
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Re: [Fantasy/Magic] Revised spell selection?
This is necessary to use GURPS Magic in a rational and flavourful setting, but a lot of work. David L Pulver had a post from 2004 or so where he suggested guidelines: make a base list which should work in most settings with magic, create groups of spells for each genre or setting, absorb all the spells that do a common job task into a sidebar on cantrips.
I would start by thinking hard about how I wanted magic to work in my setting and use that to create a list of a few hundred commonly available spells. SJ's original assumptions can be fun (magic is about little, short ranged, specific effects that you can cast many times a day; staffs and powerstones; no spell can instantly kill or render helpless an opponent without a counter (Flesh to Stone, Stone to Flesh) or a limitation (Total Paralysis requires you to touch the subject's head)) but not all the spells in Magic 4e fit these. I would get rid of Copy, Earth to Metal, the Technology spells, and some others.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
02-09-2012, 09:51 AM | #5 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Fantasy/Magic] Revised spell selection?
Quote:
Bill Stoddard |
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02-09-2012, 12:56 PM | #6 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [Fantasy/Magic] Revised spell selection?
Quote:
Hmm... using Aristotle's method, I can match up the following: Mammal = viviparous quadruped Reptile = oviparous quadruped Bird = bird Fish = fish (likely includes sharks) Insect = arthropods Mollusks = shelled animals (likely includes shell-less slugs as well) Cephalopods = soft animals (squids/octopi) Or, I can have all "marine life" fall under "Fish". (I was thinking the IQ 6 stuff like the great apes and whales/dolphins would require Mind Control rather than (Animal) Control.) When were sponges, anemones, and the like recognized as animals rather than plants?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 02-09-2012 at 01:18 PM. |
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02-09-2012, 01:19 PM | #7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Fantasy/Magic] Revised spell selection?
Quote:
Whether anyone before Aristotle had the idea I don't know. I think I would call it TL2. I would call serious cataloging of life forms TL5. Bill Stoddard |
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02-09-2012, 01:38 PM | #8 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [Fantasy/Magic] Revised spell selection?
Quote:
You have any thoughts as to which spells to make into cantrips? One of the other threads had mentioned a Cantrips advantage to perform these spells; I thought of using an IQ/A or IQ/H skill (probably IQ/H with individual cantrips as IQ/A optional specialties) for them, with Magery 0 as the only prereq. Other than Detect Magic, Ignite Fire, and possibly Flavor, I'm not sure what other spells would make suitable cantrips.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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02-09-2012, 06:27 PM | #9 | |
Join Date: Jan 2006
Location: Central Europe
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Re: [Fantasy/Magic] Revised spell selection?
Quote:
Whenever I think about reforming the spell list, I get intimidated by the size of the job and lack of flavour of the current list and give up.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 02-09-2012 at 06:32 PM. |
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02-10-2012, 07:53 AM | #10 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Fantasy/Magic] Revised spell selection?
I had a thought last night for the spells which might help.
Instead of giving a long, convoluted prerequisite chain, divide the spells by "level" inside the college, the level being the level of Magery necessary to cast it, similar to how the Dungeon Fantasy cleric spell lists divide by Power Investiture needed to cast them. In essence, the simple, rudimentary spells would be Magery 0 spells, the majority of the basic combat and utilitarian spells would be Magery 1 spells, more powerful spells would be Magery 2 spells, and the most potentially game-breaking spells would be Magery 3 spells. As far as prereqs would go, you would need to know at least two spells of a lower tier in order to learn a higher tier spell. If a spell has an "energy" description (such as Lightning, Acid, or Ice), you'd need at least one of the lowest tier spells with that description (i.e. Lightning and Shocking Grasp would both be M1 spells; either would be the prereq for Body of Lightning, which would be an M2 or M3 spell). Small spell college example: Animal College: M0: Beast-Soother, Beast-Rouser, Master M1: (Animal) Control, Beast Summoning*, Beast Speech, Repel (Animal), Rider, Spider Silk, Beast Seeker, Protect Animal M2: Beast Link, Rider Within, Shapeshifting, Partial Shapeshifting M3: Beast Possession, Permanent Beast Possession, Shapeshift Others, Permanent Shapeshifting, Great Shapeshift. * This spell would be modified from its RAW description by limiting it to "cannot summon anything with the intent to kill it", making it relatively useless for hunters (and especially poachers).
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 07-09-2012 at 08:24 AM. |
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