07-24-2020, 02:03 PM | #21 |
Join Date: Dec 2013
|
Re: GURPS Magic: The Least of Spells
A 1-point Powerstone costs $70, putting it within the price range of most anybody, and allowing a single "free" spell per day.
While not the most grand thing, and generally useless for wizards; combining it with many of these "least spells" gives a definite increase in utility to both. |
07-24-2020, 02:24 PM | #22 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: GURPS Magic: The Least of Spells
Also, IQ 16, while not cheap, means you can do most of these spells for free. I can see some of them being bought as perks by characters who use entirely different magic systems.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
07-24-2020, 02:29 PM | #23 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: GURPS Magic: The Least of Spells
Here's an example of a roleplaying-forward template that uses the traits and rules in this supplement for a GURPS Dungeon Fantasy character that's roughly as "serious" as an innkeeper.
— Hedge Magician
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
07-24-2020, 02:33 PM | #24 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: GURPS Magic: The Least of Spells
Someone who wants to go full-on hedge magician will use their 40 discretionary advantage points to raise Hedge Magician from 2 to 7 (25 points), which gives all their spells at 20 and makes even the tiring ones very easy to cast and maintain; drop another 10 points into trivial spells; add the two more levels of Limited Energy Reserve that 40 spells allow (2 points); and put 3 points in whatever they like, say +1 FP, just in case.
They won't be a head-to-head match for a wizard, but they'll start play with 40 spells at level 20, and a total of 18 energy (12 FP and 6 LER) to spend on them. If the player can't make that useful, they should probably pick another profession!
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
07-24-2020, 03:26 PM | #25 |
Join Date: Dec 2013
|
Re: GURPS Magic: The Least of Spells
Needs a listed cost, I think?
For a profession like this, my first thought is a less-cinematic spy or secret agent. The least spells have a number that suit a petty trader or courtier; with that, you have a ready reason to wander nearly anywhere, and be found in various places most people can't access. After all, while an ordinary petty trader would never meet with a court noble, a petty trader that can make a magic item that lets you quickly change hairstyles could make a noble the talk of the next ball. And people are much less likely to wonder why a "drunken" courtier is wandering the halls, even if they caught them mumbling to themselves and twitching their fingers. And, of course, in less adventuresome campaigns, a legitimate petty trader or ordinary courtier could find a number of uses for least spells. Another thought is a wandering preacher (switching out the Hedge Magician for a form of Power Investiture limited to Least spells). |
07-24-2020, 04:38 PM | #26 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: GURPS Magic: The Least of Spells
Quote:
Pros of Paut Talismans vs Powerstones *Magery 2 and spells not required to make: Since Paut involves Alchemy, Magery 2 and the 10 spells needed to learn Powerstone are not required. *Faster process at higher energy: It takes 100 days to make a 6 energy Paut Talisman rather then 120 days for a 6 point Powerstone via the Slow and Sure process. *Option for better base success rate: Since Talisman making is not enchanting, with high enough skill a 16 can succeed and only an 18 is a critical failure. *Better cumulative success rate: Since a 6 energy Powerstone takes multiple castings there is only a 90.7% chance the item will survive the process rather then the 95.4% for a 6 energy Paut Talisman. *No quirks: Unlike a Powerstone, a Paut Talisman will have no quirks - either the process works or it doesn't. *Fixed "recharge" rate: The break even point for a Paut Talisman vs a Powerstone is 2 energy in normal mana. A Paut Talisman recharges far faster in low mana then a Powerstone. *Multiple Talismans can be used together: There is nothing in the RAW that says that multiple Talismans cannot be used together. This allows a mage to use as many Paut Talismans as they can can wear. Cons of Paut Talismans vs Powerstones *Expensive: At $700/energy point a Paut Talisman is far more expensive then a Powerstone of the same energy. In fact, a Paut Talisman does not become less expensive until around 40 energy which is effectively impossible to make. *Practical Energy limitation: Since each dose (energy point) is -1 for each dose beyond the first Paut Talismans beyond 6 energy are extremely rare. *Paut Talismans cannot be made more efficient: They must be separate items and cannot be part of another magic item. *Requires activation in Low Mana: a Talisman requires a roll against the effective skill of the alchemist who originally created it. *Fixed "recharge" rate: the Classic version of Charge Powerstone and the Mana Pool quirk dramatically changes the break even point in terms of "recharge" rate. *Must be Worn to "recharge": A Talisman must be worn to come out of dormancy. "A talisman stashed in a chest or backpack will lie dormant indefinitely."[5] *Amount of Energy cannot be improved: The energy of a Paut Talisman is set at creation. More energy can be added to a Powerstone after creation vis the Powerstone spell.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 07-24-2020 at 11:27 PM. |
|
07-24-2020, 05:05 PM | #27 |
Join Date: May 2010
|
Re: GURPS Magic: The Least of Spells
Oh, I don't really doubt the utility of these spells in a Dungeon Fantasy game. For a Scholar with IQ 16+, the 1 FP trivial spells are a compelling alternative to perks. Where I'm having trouble is squaring the mechanics with the suggested "magic for the masses" use-case. A setting where everybody is built on 250 points would be extremely silly, even by Dungeon Fantasy standards. A more typical Dungeon Fantasy campaign is going to build "average folk" on maybe 62 points (equivalent to bargain henchmen), and while a few of these spells seem like they could be useful at that power level, most don't. I'm not saying these spells aren't useful, period, more questioning one specific suggested use-case.
|
07-24-2020, 06:16 PM | #28 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: GURPS Magic: The Least of Spells
A lot of these spells are the magical version of an Accessory perk. Being able to do your job without equipment is handy. Not going to replace normal work but a good backup or way to impress people.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
07-24-2020, 06:37 PM | #29 | |
Join Date: May 2010
|
Re: GURPS Magic: The Least of Spells
Quote:
Actually, the best model for a typical hedge mage might be someone who knows a few "buff" spells at a decently high skill level, supporting a larger team of totally ordinary professionals. Buffs can be a bad deal if applied only to yourself, but make you a very useful team member. |
|
07-25-2020, 01:13 AM | #30 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: GURPS Magic: The Least of Spells
Would Magnetic Finger be strong enough to wipe credit cards, magnetic disks, etc?
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
Tags |
magic, trivial spells |
|
|