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Old 01-01-2018, 11:03 PM   #1
Drakyrias
 
Join Date: Nov 2006
Default Realm Magic and spell magic

I'm currently running a supers game which will involve several practitioners of magic that use varying styles.

I'm curious how Realm Magic overlaps with standard spell magic.
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Old 01-01-2018, 11:07 PM   #2
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Default Re: Realm Magic and spell magic

I find Realm magic to be more powerful but the spell design rules are kind of scattered around.
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Old 01-02-2018, 02:24 AM   #3
Drakyrias
 
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Default Re: Realm Magic and spell magic

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Originally Posted by Refplace View Post
I find Realm magic to be more powerful but the spell design rules are kind of scattered around.
More trying to get a grasp on direct spell vs effect interactions, i.e.: Fiery blast vs counterspell, or even what analyze magic spell would come up with on some realm magic effects.
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Old 01-02-2018, 12:25 PM   #4
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Default Re: Realm Magic and spell magic

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More trying to get a grasp on direct spell vs effect interactions, i.e.: Fiery blast vs counterspell, or even what analyze magic spell would come up with on some realm magic effects.
Ah.
This is really personal taste and interpretation but here are my thoughts.
College Analyze Magic vs. RPM should tell you the basics, more if you have the right version of Thaumatology. I allow defaults between Thaumatology traditions.
RPM vs, College Sense Magic pretty much the same as above.

College Counterspell vs. RPM always fails since it requires you know the spell.
I dont like that limitation anyway and have my own ideas on countermagic and mage dueling. However that is how I interpret RAW.
RPM Magic Weaken Magic vs. College Magic: Should work but costs need to be eyeballed.
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Old 01-02-2018, 01:07 PM   #5
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Default Re: Realm Magic and spell magic

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College Counterspell vs. RPM always fails since it requires you know the spell.
Personally I'd be lenient in this case and let Counterspell work on a Realm effect that closely matched any spell you knew. So if someone is using the Realm of Fire to create a ball of fire that they then throw at you for damage, you'd be okay if you knew Counterspell and Fireball. But if they were shaping up a patch of flames that then moved about the battlefield as they directed, you'd probably be out of luck.
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Old 01-02-2018, 01:42 PM   #6
Drakyrias
 
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Default Re: Realm Magic and spell magic

New question, since I use 3rd edition, how problematic is it to incorporate Realm Magic to 3rd ed?
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Old 01-02-2018, 01:51 PM   #7
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Default Re: Realm Magic and spell magic

I'm afraid I don't know 3rd Edition well enough to really make good suggestions here, sorry. The only thing I can really think of is to recommend taking a look (if you can!) at the old GURPS: Mage The Ascension sourcebook, since that's where I believe Realm magic first entered GURPS. Comparing that to the version that's in Thaumatology might give you some guidelines about how to back-convert 4e Realm Magic to a 3e version.
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Old 01-02-2018, 02:28 PM   #8
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Default Re: Realm Magic and spell magic

Quote:
Originally Posted by Kelly Pedersen View Post
Personally I'd be lenient in this case and let Counterspell work on a Realm effect that closely matched any spell you knew. So if someone is using the Realm of Fire to create a ball of fire that they then throw at you for damage, you'd be okay if you knew Counterspell and Fireball. But if they were shaping up a patch of flames that then moved about the battlefield as they directed, you'd probably be out of luck.
I would tend to be lenient as well, I was just trying to stick as close as I could for RAW. Defensive magic and mage duels are still the weakest area of any GURPS Magic systems in my opinion. Discworld is by far the best and it was just a tiny section.

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New question, since I use 3rd edition, how problematic is it to incorporate Realm Magic to 3rd ed?
Been a long time since I played Third Edition but I dont see any problems.
Stats are the same, they just have different price points.
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Old 01-02-2018, 02:38 PM   #9
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Default Re: Realm Magic and spell magic

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Been a long time since I played Third Edition but I dont see any problems.
Stats are the same, they just have different price points.
Trying to figure out the pricing, since I'm sure at some point I'll have a player want to use it.
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Old 01-02-2018, 03:40 PM   #10
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Default Re: Realm Magic and spell magic

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Trying to figure out the pricing, since I'm sure at some point I'll have a player want to use it.
The GURPS Update should tell you all you need to know about the differences between editions.
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My GURPS fan contribution and blog:
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My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
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