Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-02-2012, 09:52 PM   #11
starslayer
 
Join Date: Dec 2006
Default Re: Inventing New Spells and the first Mage

Quote:
Originally Posted by momothefiddler View Post
I like this concept. So you're saying something like Anaraxes - there are certain unterspells (unterspellen?), the invention of which is possible with minimal equipment, but the spells given in Magic are the diecast high-precision spells that can't be made without specialized tools.
Right. Further the enchanted items that a mage uses for perfecting those spells may have nothing to do with a 'traditional' magical enchantment. A wheel that spins as manna passes by it has no practical application, but if your goal is to figure out a way to get that magical effect you just discovered to be cheaper seeing how much manna you are using, and WHEN you are using it(how fast the wheel is spinning) might be invaluable.
starslayer is offline   Reply With Quote
Old 09-03-2012, 11:40 AM   #12
LemmingLord
 
LemmingLord's Avatar
 
Join Date: Jul 2005
Default Re: Inventing New Spells and the first Mage

It might interesting to see magic as just another technology.. TL0 magic would require a TL0 laboratory... probably pretty stones, water, or other things you could find in a nice grove of trees somewhere..
__________________
Villain's Round Table
LemmingLord is offline   Reply With Quote
Old 09-03-2012, 02:10 PM   #13
roguebfl
Dog of Lysdexics
 
roguebfl's Avatar
 
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
Default Re: Inventing New Spells and the first Mage

Quote:
Originally Posted by Nemi3e View Post
Kindermagic is also noted as being "powerful, primitive ritual."
And embarrssing for older casters if they still chanting "You missed me; You missed me; Now you got to kiss me" to cast their blocking spell ;)
__________________
Rogue the Bronze Firelizard
Gerald Grenier, Jr. Hail Eris!
Rogue's Weyr
roguebfl is offline   Reply With Quote
Old 09-03-2012, 03:55 PM   #14
Nemi3e
 
Join Date: Feb 2009
Location: NYC
Default Re: Inventing New Spells and the first Mage

Quote:
Originally Posted by LemmingLord View Post
It might interesting to see magic as just another technology.. TL0 magic would require a TL0 laboratory... probably pretty stones, water, or other things you could find in a nice grove of trees somewhere..
I LIKE this Idea, you have no idea how much.

Likewise, maybe with advanced theory one could bump up their TL0 lab--instead of putting the pretty rocks out in a line, they are arranged in the Fibonacci sequence, giving a minor bonus?

Quote:
Originally Posted by roguebfl View Post
And embarrssing for older casters if they still chanting "You missed me; You missed me; Now you got to kiss me" to cast their blocking spell ;)
It's only a quirk level disadvantage though.
__________________
--

The GM is not your Enemy.
The GM is your dealer.
Nemi3e is offline   Reply With Quote
Old 09-03-2012, 03:58 PM   #15
momothefiddler
 
momothefiddler's Avatar
 
Join Date: Mar 2012
Default Re: Inventing New Spells and the first Mage

Fantastic help, guys. Thanks.

And interesting side discussions! By all means, continue speculation. I'm enjoying it.
__________________
Characters

Astrid 14/14HP, 3/10FP buffs
Jorin 13/13, 9/10, 0/1 ER, 24/24, 3/6, 6/6, 6/6, 6/6 Rings, 6 days since last use of WT
momothefiddler is offline   Reply With Quote
Old 09-03-2012, 05:26 PM   #16
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: Inventing New Spells and the first Mage

Since no one has mentioned it so far, I'd like to suggest taking a look at the Magic as Technological Progress article from Pyramid 3/43. It doesn't specifically address how the very first spells were developed, but it gives a suggested progression of development, and rules for inventing new spells (based largely on the existing invention rules). Even if you don't use the concept of Sorcery Levels (as a parallel to Tech Levels) the article is interesting and useful.
vierasmarius is offline   Reply With Quote
Reply

Tags
chargen, magic, new spells

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:41 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.