09-11-2019, 07:35 AM | #11 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Spells without the Spell system
Just a note, if you have Powers I would recommend you buy your spells as Alternate Abilities (p. P11).
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09-11-2019, 08:15 AM | #12 | |
Join Date: Sep 2007
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Re: Spells without the Spell system
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Sorcery also throws a Modular Ability pool into the AA group. Even as the most expensive ability in the group, the pool overhead means this is useful mostly for little spells. But it's also the way that system gets some improvisational flexibility. If you're going to get into building magic as powers, both Sorcery and Psi Powers are worth studying as worked examples, showing how things can be done -- especially since they both have the full stats and "Under the Hood" sections explaining how the systems are built. They're not just some other monolithic, opaque alternative magic system, but visibly built with the same tools you'll be using. |
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09-11-2019, 08:25 AM | #13 | ||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Spells without the Spell system
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Besides there is Ritual Magic which in its Ritual Path Magic form is totally ridiculous in terms of both flexibility and power and no prerequisite chains there either. Heck, RPM is likely the easiest way to model someone like Zartana or Dr. Strange.
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09-11-2019, 08:52 AM | #14 |
Join Date: Feb 2016
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Re: Spells without the Spell system
Additional spells can be modeled through the rules for improvising modifiers and for using abilities at default.
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09-11-2019, 09:23 AM | #15 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Spells without the Spell system
I don't, but now I wish I did. I just started converting Magic to RPM. Though, for magic as powers, I'll definitely throw in another vote for Enraged Eggplant's stuff.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
09-11-2019, 09:59 AM | #16 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Spells without the Spell system
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while the 400 point gurps mage has a wide range of abilities and is extremely versatile, he generally has to husband his power a lot more cautiously than a 400 point pyromancer/illusionist. Powers lets you use your abilities every turn, and that's a huge advantage, even if the scope of what you can do is smaller. Allowing alternate abilities is hugely important. If they're not allowed powers can rapidly fall behind other magic systems. In fact, several gurps "magic systems" are just worked examples of alternate ability systems. Quote:
******************************** I find that magic as powers works best when you pick a specialty or two. Rather than going for a "Greatest Hits" List, pick a few aspects of magic and think about all the things you could do with it. Think about how to damage, how to incapacitate, how to obscure or deceive, and how to use it for movement. Specialties I encourage you to look at include Illusion (a lot of classic wizard story stuff is illusion based), Mind effects, and Pyromancy. Detection magic can also be really fun and useful. One thing powers does a lot better than other magic systems is raw damage. It can be painfully slow/expensive to build and throw a fireball in RPM or the standard magic system, but powers lets you build a wizard who can burn down armies.
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09-11-2019, 10:09 AM | #17 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Spells without the Spell system
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Yep. Divine Favor (Patron), Sorcery (Modular Abilities), Totem and Nature Spirits (Alternate Form). Easy enough to pick any other power as the starting point. Dont overlook the other approach though which is Power Stunts with Techniques such as Psionic Powers. That is even more versatile, though more FP heavy and gets a nod in Sorcery.
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09-11-2019, 02:20 PM | #18 |
Join Date: Feb 2016
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Re: Spells without the Spell system
Yes, you can create an ability that can burn down cities for 50 CP. For example, Rain of Fire-Burning Attack 1d (Accurate, +10, +50%; Area Effect, 1024 yards, +500%; Extended Duration, 300x, +100%; Homing, +50%; Incendiary, +10%; Increased Range, 1000x, +90%; Overhead, +30%; Persistant, +40%; Selective Area, +20%; Selectivity, +10%) [50]. An area equal to a square mile burns for nearly an hour, and it is hot enough to catch nearly everything on fire.
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09-11-2019, 02:31 PM | #19 | |
Join Date: Jan 2015
Location: Madrid, Spain
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Re: Spells without the Spell system
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Clairsentience/Clairaudience. The ability to see/hear to others senses. Curse/Remove curse Anti Magic Shell Detect magic. Detect traps. Detect evil. Leomund tiny hut Alarm. Send message. Trigger spell.
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09-11-2019, 02:37 PM | #20 | |
Join Date: Mar 2016
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Re: Spells without the Spell system
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