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Old 07-01-2018, 06:54 PM   #1
Jinumon
 
Join Date: Mar 2013
Default [Powers/Super] Control Magic!

Hey again,

I've been continuing work on trying to crack how I want to implement arcane magic in my Fantasy setting, and was looking for critiques/ideas for my current iteration.

!NOTE! The majority of work on this was done in an afternoon. If the verbage isn't exactly crystal clear I apologize in advance. !NOTE!

Quote:
New Advantage: Wizardry
30 points for Wizardry 1 + 20 points/level
You can sense and manipulate the energy field known as "Mana." Manipulating mana to create an effect (known as a "Ritual") requires 10 minutes of concentration, and a successful Thaumatology IQ/Very Hard roll. Characters must be able to speak and make simple gestures, and those without an appropriate Consecrated Space (see GURPS Thaumatology: Ritual Path Magic, p. 20) suffer a -5 penalty to all rolls. Success allows the caster to reproduce the effect of any Advantage the GM deems appropriate with a character point cost no greater than 5 times the caster's Wizardry level. Advantages that are normally “always-on” or “usually-on” that do not have their duration modified last for 24 hours.
Characters with Wizardry can also improve, hamper, or cancel existing magical effects. This requires the same act as performing a Ritual (it is merely a different kind of Ritual). Success allows the caster to confer a bonus or penalty no greater than their Wizardry level to resist or perform Wizardry on a single target or to cancel an existing magical effect (in which case the Thaumatology roll is opposed if the effect is from a source other than themselves).
Sensing mana allows those with Wizardry to detect and analyze ongoing magical effects and auras, including those of other individuals who possess Wizardry, as per Detect Magic (see Basic Set, p. 48).
Finally, Wizardry adds its level to all uses of this advantage, including performing Ritual, Spell, and sensing applications.

Under the Hood: Wizardry
Wizardry is essentially Detect Magic combined with a Control Magic! Wildcard advantage (see GURPS Supers, p. 41) that is limited with the “Immediate Preparation Required, 10 minutes, -45%,” “Magical, -10%,” “Must be able to speak and make simple gestures, -5%,” “Requires consecrated space, Weakened without, -5%,” and “Requires skill roll, Thaumatology IQ/Very Hard, -10%” limitations. This limited version of Control Magic has a cost of 5 points per level before the Wildcard multiplier of x4, allowing users to simultaneously benefit from other suitably “magical” advantages with a cost no greater than 5 character points per level, all of which are subject to the same limitations as the parent advantage.

New Skills: Spells IQ/Hard
Spells are quick-and-dirty applications of magic that spellcasters can use at a moment’s notice. This is a specific Ritual defined by the character subject to the normal limit as described in Wizardry. Spells emulating Advantages with a character point cost less than or equal to 3 times the caster’s Wizardry level cost no FP, but those greater than this cost 1 FP, or 2 FP if the character point cost exceeds 4 times the caster’s Wizardry level. Individuals may not default on spells.

Under the Hood: Spells
Spells are an alternate interpretation/take on Temporary Enhancements (see GURPS Powers, pp. 172-173). Instead of a Technique that adds enhancements, it is instead a skill that “buys off” the “Immediate Preparation Required, 10 minutes, -45%” and “Requires consecrated space, Weakened without, -5%” limitations. A Technique that provides +50% in enhancements would default to the Attribute or Skill at -5, requiring 6 character points to use it at Attribute or Skill +0. A Hard skill that instead removes -50% in limitations requires 4 character points to use at +0, balanced against the fact that (in this case) it may not be defaulted on. Spells with a low enough character point cost can benefit from a level or two of "Reduced Fatigue Cost, +20%," reducing the FP cost to 1 or zero.
The ultimate goal for my Fantasy setting in to allow for effectively unlimited "slow-and-sure" applications of magic and a pre-determined (but still limitlessly variable) "quick-and-dirty" magic. I tried several iterations of RPM/Ritual Powers, but found my players had too much of a knack for exploiting it (Altered Traits in particular). I had also considered using Sorcerous Empowerment, but the necessary limitations of Modular Ability slots and advantage interactions had me ultimately pass on it.

Big thanks to Refplace for putting me on to Wildcard Powers. Wouldn't have been possible otherwise.

Thanks as always, y'all

Jinumon
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control, magic, powers, powers as magic, supers

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