02-18-2014, 04:25 PM | #1 |
Join Date: Nov 2004
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[RPM] Thoughts and clarifications
I just got Ritual Path Magic (I still don't have Thaumatology proper), and I had a thought about allowing single-Path controlling skills. For instance, Esoteric Medicine is equivalent to Thaumatology for Path of Body only; Path of Body defaults to it at -6, you can have path of body skill no higher than the lesser of 12+magery or Esoteric Medicine, etc. Linked to this is the idea of allowing certain Talents to function as Magery(RPM) for a single Path (e.g. you can learn Path of Body up to the lower of 12+Healer talent and Esoteric Medicine, etc). Does this strike anyone as likely to be unbalancing? Should there be any additional charge for Talents that function this way? (I'm leaning towards not).
On a largely unrelated note, and just to make sure that I'm getting this right: Alternate rituals based on Create Pocket Dimension: Phantom Apartment: Spell Effects: Greater Create Crossroads + Lesser Create Matter.x7 +Lesser Create Energy + Lesser Control Spirit + Lesser Create Spirit Inherent Modifiers: Area of Effect. Greater Effects: 1 (x3). This spell creates a fairly nice apartment in a pocket dimension. The caster and any being he brings along can access it. It functions identically to “normal” reality in all respects and has its own self-renewing supply of air. The apartment is furnished with a bed, a sofa, an armchair, and a coffee table. The kitchen area has a two burner stove and a small refrigerator. The apartment has electricity and running water, and has an invisible servant who takes care of most needs. Typical Casting: Greater Create Crossroads (6) + Lesser Cre- ate Matterx7 (42) + Lesser Create Energy (6)+ Lesser Create Spirit (6)+Lesser Control Spirit(5)Area of Effect, 7 yards (6) + Duration, 1 month (11). 246 energy (82×3). Personal Oasis: Greater Create Crossroads + Lesser Create Matter.x3+Greater Create Body Inherent Modifiers: Area of Effect. Greater Effects : 2 (x5) This spell creates an alternate dimensional area that the caster can access and bring others to. The oasis is filled with sand. In the center is a freshwater spring and a date palm. The air is breathable, the spring inexhaustible, and the dates edible. Typical Casting: Greater Create Crossroads (6) + Lesser Cre- ate Matter x3(18) + Greater Create Body(6)+ Area of Effect, 10 yards (8) + Duration, 1 month As I understand it, like the basic pocket dimension, these can both be renewed for 11 energy, is that right? |
02-18-2014, 08:47 PM | #2 |
Join Date: Aug 2008
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Re: [RPM] Thoughts and clarifications
Part One: Balanced in comparison to what? If that's how you decide magic works, then that is how it works. It will be more difficult to be a generalist if you use a different capping skill for each path, but you will get more specialists. It depends on what you want.
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02-18-2014, 10:03 PM | #3 | |
Join Date: Nov 2004
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Re: [RPM] Thoughts and clarifications
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02-18-2014, 10:14 PM | #4 |
Join Date: Mar 2008
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Re: [RPM] Thoughts and clarifications
I'd be tempted to make it Thaumatology-6 or Esoteric Medicine-5 to give more reason to be a specialist.
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02-19-2014, 12:26 AM | #5 | |
Join Date: Mar 2013
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Re: [RPM] Thoughts and clarifications
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02-19-2014, 08:55 AM | #6 | |
Join Date: Jun 2013
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Re: [RPM] Thoughts and clarifications
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EDIT: This thread gives me an idea - much modern esoteric medicine focuses on taking various supplements in capsule form. A capsule charm might be interesting, particularly if it's one that takes a little while to be dissolved - you take the capsule, then once the outer layer has been dissolved (and thus the charm is broken) the ritual takes effect. You could get energy discounts for using supplements that are thought to have an effect similar to what you're shooting for (so an anti-cancer supplement might give a discount when used as a charm for a Restore Body effect that gets rid of the cancer). Last edited by Varyon; 02-19-2014 at 09:00 AM. |
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02-19-2014, 09:15 AM | #7 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: [RPM] Thoughts and clarifications
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02-19-2014, 09:27 AM | #8 | |
Join Date: Jun 2013
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02-19-2014, 10:16 AM | #9 | ||
Join Date: Nov 2004
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Re: [RPM] Thoughts and clarifications
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Thinking of the Hedge Magic rules, it might be interesting to let any skill default to Path effects that are relevant to that skill with all the usual rules (meaning that, in practice, no one without Magery or some other special trait will probably be able to get anywhere, but they can try if they want to. Meanwhile, a wise woman or cunning man, with Magery 0, enough Occultism, Religious Ritual, or something similar to have an idea what kind of correspondences to use to help with the energy gathering/reduce cost, what sorts of tools and ritual spaces are good for a skill bonus etc, and maybe a couple of Ritual Adept perks, can enhance their simples and medicines to have greater effect, grow more and better herbs and vegetables in their garden than the space would ordinarily support and so on. This would lead to a subtly magical world with occasional deeply powerful adepts (people with Thaumatology, Path skills and so forth). If you want to keep it on the subtle, rule that people who aren't working from Thaumatology can only ever try to acheive Lesser effects, and only a real caster can get Greater effects. Quote:
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02-19-2014, 10:17 AM | #10 | |||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Thoughts and clarifications
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You can renew them up to the duration for the spell, yes.
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ritual path magic, rpm |
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