01-04-2012, 11:43 AM | #21 | |
Join Date: Sep 2004
Location: Canada
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Re: Ritual Path Magic for Dungeon Fantasy
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I need a project to learn C#... I should take a stab at writing this up again in that language, I suppose. EDIT: In a DF context, there are often external sources of energy to tap into - even D&D has had standard magic items enhancing spellcasters in one way or another for the last two (and a half?) editions. As a player I'd also prioritize improving my own Magery just for the extra energy. Everything else is gravy, really.
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01-04-2012, 12:04 PM | #22 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Ritual Path Magic for Dungeon Fantasy
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Haven't bought the book so only going second hand but I thought that was designed to give help for building Charms. |
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01-04-2012, 12:31 PM | #23 | |
Join Date: May 2008
Location: CA
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Re: Ritual Path Magic for Dungeon Fantasy
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EDIT: I will note that other sources of energy are almost useless, however - the vast majority of spells require significantly more energy than any amount of Magery or Energy Reserve can provide. |
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01-04-2012, 01:04 PM | #24 | |
Join Date: Sep 2004
Location: Canada
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Re: Ritual Path Magic for Dungeon Fantasy
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EDIT: I'd also say that Energy Reserve shouldn't be used as-written at all. Energy Reserve provides substitute FP, and that's not what you're looking for here. You need a new advantage. Same way as you'd mechanically different Power Items, and so forth.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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01-04-2012, 01:14 PM | #25 | |
Join Date: May 2008
Location: CA
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Re: Ritual Path Magic for Dungeon Fantasy
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And even spells without being Greater all cost way too much to cast them by just using available energy. It's very hard to get a spell that costs less than about 10 energy; I don't think I've seen a single example spell like that. You might be able to get together 30 energy in a reserve, but that'd be very hard and cost a ridiculous amount of points, and the vast majority of rituals (greater or not) require more energy than that. |
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01-04-2012, 01:17 PM | #26 |
Join Date: Feb 2005
Location: Virginia, US
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Re: Ritual Path Magic for Dungeon Fantasy
You're right. For some reason my brain didn't pay heed to the acronym on first blush. Thanks for the pointer. Looks like I might have to pick up MH: Sidekicks for for my own projects if those "quick and dirty" rolls are inspirational.
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01-04-2012, 01:18 PM | #27 | |
Join Date: Aug 2004
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Re: Ritual Path Magic for Dungeon Fantasy
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01-04-2012, 01:26 PM | #28 | |
Join Date: May 2008
Location: CA
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Re: Ritual Path Magic for Dungeon Fantasy
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01-04-2012, 01:58 PM | #29 |
Join Date: Aug 2004
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Re: Ritual Path Magic for Dungeon Fantasy
Let's try some spells from Holmes with this idea, just to see if things work out pretty well.
Charm Person Greater Control Mind [5] (Victim comes under the complete influence of the magic-user) Duration: 2 weeks on average (can say that the effects from different intelligence are balanced around the mean) [10] Range: 40 yards [8] Cost: 69 (+15 for Lesser Control Magic tacked on to Pre-cast, so 84) Detect Magic Greater Sense Magic [2] Duration: 20 minutes [1] Range: 20 yards [0] Cost: 9 [24], unless you think that this actually needs to give the caster Detect Magic as an Altered Trait. Hold Portal Greater Control Matter [5] Duration: Up to 2 hours [4] Range: 3 yards [1] Weight: Up to 5 tons [6] (this should cover the largest dungeon gates or doors) Cost: 48 (63) Light Greater Create Energy [6] (figure this covers sufficient light to avoid any darkness penalties without getting into Bonuses and Penalties; besides, those would mean it had a different cost depending on the existing penalties) Area: 10 yards radius [8] Duration: 70 minutes minimum [4] Range: 40 yards [8] Cost: 78 [93] Magic Missile Greater Create Matter [6] Greater Control Matter [5] Damage: 1d+1 [1] Range: None, uses standard range penalties out to 50 yards Cost: 60 [85] (Higher levels may have to add Extra Attack with Multistrike and one attack only; I wouldn't make this require any additional effects, though) Last edited by vitruvian; 01-04-2012 at 02:30 PM. |
01-04-2012, 01:59 PM | #30 | |
Join Date: Aug 2004
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Re: Ritual Path Magic for Dungeon Fantasy
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As for Magery absent the mana reserve only being worth 1 pt per level... even though it caps Thaumatology and Path skills rather than adding to them in RPM, that seems a bit undervalued. |
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Tags |
dungeon fantasy, fantasy, magic, monster hunters, ritual path magic, rpm |
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