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 07-18-2019, 03:00 AM   #11
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: What is implied about the setting by GURPS Magic?

Quote:
Originally Posted by Ghotfish View Post
If you don't think it will work, that's fine, but that wasn't really my original question.
Oh, I think it could work.
I recommend making some cheat sheets with the modifiers, especially materials, dates and locations. Youll want to minimize page flipping and lookups during the game.

Also now that we know more about the campaign. The players should be tracking purchases of materials.
__________________
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
Refplace is offline   Reply With Quote
Old 07-18-2019, 03:47 AM   #12
Ghotfish
 
Join Date: Jul 2019
Default Re: What is implied about the setting by GURPS Magic?

Oh yeah, cheat sheets already made.

To be honest, the cheat sheet type stuff I did a long time ago when this was just a thought experiment, I just found them looking through old files and decided to give it a go (I've watched Supernatural, X-Files, and the new Men In Black in the last month, so am feeling like modern, hidden weirdness.)

Definitely tracking materials.
Ghotfish is offline   Reply With Quote
Old 07-18-2019, 06:38 AM   #13
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: What is implied about the setting by GURPS Magic?

If you're using the full spell list, Time travel is a thing. On the subject of the gate college, the beacon spells are extremely useful for reducing range penalties. You also have the potential for permanent gates to be lying around the setting.

Demons are the only worked example, but a generalized "Summon Planar Ally" spell exists, as does the ability to travel to where-ever the planar ally comes from. So at the very least you've got where ever demons come from. I think the exact planes are left open for the GM, so you've sort of got a weird situation there.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is online now   Reply With Quote
Old 07-18-2019, 02:46 PM   #14
Black Leviathan
 
Join Date: Sep 2018
Default Re: What is implied about the setting by GURPS Magic?

The rules imply that there are mana levels, they don't quantify what mana is or what else it's level could indicate but it is a variable energy that concentrates areas reflective of it's nature and that that energy can accumulate in some plants or minerals that can be distilled Alchemically.

Information and Gates spells imply that time is malleable and events in history can be changed affecting causal relationships normally. Information spells also imply the existence of an aura that can be perceived that affects specific objects handled by a person of interest.

Gate Spells Imply that there are other universes or planes that are similar to ours that can be visited.

Necromancic spells imply that there is an afterlife and that there is a "hell" and a mirror real that could be thought of as a "Heaven" but doesn't detail what that means dogmatically.

Mind Spells imply that dreams occupy a sort of plane of existence that others are capable of occupying.

Communicaiton and Empathy spells imply that the human (Or non human) mind is not unlike a hard drive where skills or languages can be copied to if only temporarilly.
Black Leviathan is offline   Reply With Quote
Old 07-18-2019, 04:23 PM   #15
Whitewings
 
Join Date: Jul 2005
Default Re: What is implied about the setting by GURPS Magic?

Spell casting is vastly more common than enchanting. Anything beyond the most basic wizard's tools takes months or years of work.
Whitewings is offline   Reply With Quote
Old 07-18-2019, 05:52 PM   #16
Plane
 
Join Date: Aug 2018
Default Re: What is implied about the setting by GURPS Magic?

Quote:
Originally Posted by Whitewings View Post
Spell casting is vastly more common than enchanting. Anything beyond the most basic wizard's tools takes months or years of work.
Quick and Dirty is a lot more flexible than you might assume if you have some helpers or are willing to dabble in Black Magic.
Plane is offline   Reply With Quote
Old 07-18-2019, 06:00 PM   #17
Whitewings
 
Join Date: Jul 2005
Default Re: What is implied about the setting by GURPS Magic?

Quote:
Originally Posted by Plane View Post
Quick and Dirty is a lot more flexible than you might assume if you have some helpers or are willing to dabble in Black Magic.
In a low mana setting, assistants aren't all that helpful. You'll need to really go nuts with astrological modifiers to get an effective skill high enough for a decent-sized circle (effective sklll 25 for a circle of six in low mana).
Whitewings is offline   Reply With Quote
Old 07-18-2019, 06:33 PM   #18
Fred Brackin
 
Join Date: Aug 2007
Default Re: What is implied about the setting by GURPS Magic?

Quote:
Originally Posted by Whitewings View Post
In a low mana setting, assistants aren't all that helpful. You'll need to really go nuts with astrological modifiers to get an effective skill high enough for a decent-sized circle (effective sklll 25 for a circle of six in low mana).
20 for Low Mana. 25 is for Very Low Mana.
__________________
Fred Brackin
Fred Brackin is online now   Reply With Quote
Old 07-18-2019, 07:46 PM   #19
Plane
 
Join Date: Aug 2018
Default Re: What is implied about the setting by GURPS Magic?

Quote:
Originally Posted by Whitewings View Post
In a low mana setting, assistants aren't all that helpful. You'll need to really go nuts with astrological modifiers to get an effective skill high enough for a decent-sized circle (effective sklll 25 for a circle of six in low mana).
If you expend double the energy you can get a +5 bonus to offset the -5.

One trick, besides having a powerstone, is I think if you use "Energy Orbs" (magical styles) they would work like an Energy Reserve in being usable towards a single spell, although that comes with a -3 penalty so it might not be worth it.

Of course: if your HELPERS take a penalty, this doesn't affect the main caster's skill so long as they don't dip below 15 as a result.
Plane is offline   Reply With Quote
Old 07-18-2019, 08:22 PM   #20
Whitewings
 
Join Date: Jul 2005
Default Re: What is implied about the setting by GURPS Magic?

Quote:
Originally Posted by Fred Brackin View Post
20 for Low Mana. 25 is for Very Low Mana.
25. -5 for Low Mana, -5 for the assistants, and the lead enchanter has to have at least 15 after correcting for that.
Whitewings is offline   Reply With Quote
Reply


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 11:33 AM.


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