02-26-2010, 08:52 AM | #21 |
Banned
Join Date: Mar 2005
Location: Athens, GA
|
Re: Ways of using spellbooks
Sweet analysis! I love math people!
I only allow ritual magic for certain very specific spells and colleges - it really can't compete with Lorecraft. Still, how should Magery for Lorecraft in the tantric or Ts system be priced? This is my system for syntactic musical magic. There are verbs, which are called Keys. These are skills. The Keys are Communication, Control, Transformation, Healing, Sensing, Moving, Protection, Weakening, Summoning, Strengthening and Shaping. Nouns in this system are called Melodies. Unlike normal syntactic magic, Melodies are advantages. There are an infinite number of Melodies, but the major ones are: Air, Fire, Water, Earth, Beasts, Monsters, People, the Body, Food, Light, Darkness, the Mind, Sound, Death, Plants, Illusions and Magic. I'm still working on the point costs. Obviously the Melody of Birds costs less than the Melody of Beasts. Since all Spellsong is improvisational, having a more specific Melody helps. Even the simplest Melodies take 4 seconds to play. The effect begins on the next round, meaning Spellsong isn't *completely* useless in combat. Example: Damsel the Sprite bard wants to know something about events in the local area. He plays the Melody of Birds in the Key of Summoning. Since he has Mimicry (Birdsong), he gets a situational +2 modifier. He wants to call mockingbirds in particular, normally a -2 for specificity, but this is canceled by knowing the mockingbird calls. I decide that for every FP he puts in, he calls 1d birds + his margin of success. When they arrive, he switches to the Key of Communication. After a few minutes of twiddling and chirping, he has his info. [In my world, Mockingbird Morningsong invented Spellsong and is the patron of bards, so no reaction roll is required] The following Spellsongs are specific skills, like spells, that have various Keys are prerequisites: Sleep, Daze, Bravery, Loyalty, Emotion Control, Lesser Geas, Challenge and Narrative. Challenge is for the dueling banjos, Narrative is the mode for telling stories - it provides minor sensory enhancement. This is basically what Lorecraft competes with. It's so fundamentally different it's hard to compare the two. I'm probably going to drop the Melodies as Advantages and make them into skills with techniques. Further thoughts? |
02-26-2010, 09:24 AM | #22 |
Join Date: Jan 2006
|
Re: Ways of using spellbooks
I've always like the idea of "professional handbook spellbooks." The spellbook is not so much a teaching aid as a cookbook combined with charts and tables for dealing with a plethora of environmental and equipment issues. In this concept, magic is strongly influenced by many varying phenomena, which are difficult or impossible to memorize, but which can be read off of charts if you know the date and location. (Beneficial side effect - makes wizards obsessed with astronomy, navigation, and accurate timekeeping.)
So without a spellbook you might be able to cast the spell, but using the spellbook to account for the astrological configuration, the regional modifiers for South Burrowville, and the proper use of locally available fresh ash twigs might allow for a relatively easier TDM. A good spellbook might be able to eke out a few more, a poor one might not have complete info. If you want to extend the concept, other equipment like an astrolabe or thaumometer might also help, and add fun atmosphere. Additionally, mages might very carefully characterize their home bases, giving both crazy mage lairs full of delicate and sensitive equipment, and crazy dangerous mages on their home ground. PCs might also memorize the charts for their favorite spells. Probably a perk or few. (If date, location, and astrological configuration all matter, for example, then you might require a perk for each.) A discount of some sort for eidetic memory seems fair. Keep in mind that PC-level GURPS mages in normal mana can probably swing 1CP spells at 15 or 16 skill, so this will not affect PCs as strongly as less gifted NPCs unless you make the default TDM fairly steep. (Changing to low mana, for example.) |
02-26-2010, 09:56 AM | #23 | |
Join Date: Oct 2009
|
Re: Ways of using spellbooks
Quote:
My system *can* be a pain in the vein for adventuring mages. However, Magery and how it works is totally unaffected by it. It would feel wrong to put a limitation on Magery out of all things, and making Magery cheaper would even subvert the studying process. The limitation is really on the effect of IQ on spells, but then again, IQ is always a good deal, and shouldn't be cheaper for mages ... So if the standard GURPS magic system doesn't exist at all, I would not change the price of "my" Lorecraft Magery. If you really want to be nice, let your players buy "IQ (no per/will, only for spells)" at 10 points a piece. It's a lot worse than Magery (which doesn't need study time and increases the power of spells, and is therefore often limited), but it could be better than IQ! because it doesn't use up the disadvantage limit in compensation for not adding to non-spell IQ skills. You could also rename it "Memory Talent 1 [10]" or make Photographic Memory [10] a levelled advantage, since people would probably wonder how it affects the learning process anyway. Something along those lines ... Of course, there should be a cap on this, but since it only applies to magicians with lots of study time every day, it doesn't have to be so severe. Why Memory Talent adds to casting with the book in front of you is questionable, of course. It's easier to explain why IQ (only for spells) adds to the skill level in such a situation. Regards, Ts |
|
02-26-2010, 02:55 PM | #24 | |
Banned
Join Date: Mar 2005
Location: Athens, GA
|
Re: Ways of using spellbooks
Lovely. My mage player is new to GURPS but a total guru with HERO and very crunchy (the first time I tried to make a character for his campaign I chipped a tooth). I plan on getting his input on the systems. Please check the following to see if I'm missing anything:
Quote:
Last edited by tantric; 02-26-2010 at 05:20 PM. |
|
02-26-2010, 04:40 PM | #25 | |
Join Date: Oct 2009
|
Re: Ways of using spellbooks
Minor nitpicks:
Actually, they are always one skill level below a hard skill with the same amount of invested points. Quote:
I don't see why anyone would choose anything but the default system, if it is available ... So don't even tell them about it. ;) A point break would have to be big to convince me to go to any other system. Maybe yours if I get enough to pay for photographic memory and then some. Never mine. Maybe Super-Memorization if I can get the spells in my spellbook without having to pay CP for them. Then I could probably live through the day with maybe just 5 different spell slots, but even that is a lot of points. I haven't looked at your syntactical magic yet, but (damn you e23!) I'm now more than ready to do so with Magic+Thaumatology. Finally I can obsess even more about magic systems. :) Regards Ts |
|
02-26-2010, 05:19 PM | #26 |
Banned
Join Date: Mar 2005
Location: Athens, GA
|
Re: Ways of using spellbooks
As you point out, regular GURPS magic is far better than either of our systems, which makes me VERY uneasy about not giving a discount for Magery, even if Lorecraft is the only GURPS Magic style system out there. After all, the point cost is still relative to other things you could buy with points.
I would really like a bit of semi-official input here.... I'm fixing the text in my original post, for those who come after. |
02-28-2010, 07:13 AM | #27 |
Banned
Join Date: Mar 2005
Location: Athens, GA
|
Re: Ways of using spellbooks
If the system uses spellbooks, it only follows that there is a written Language of Magic. For the sake of argument, let's call this Thaumatergic. In my world, Thaumatergic is too complex be a regular language, it's an IQ/VH skill. It includes the glyphs that must be visualized, a language that encodes hand gestures (like written ASL) and a secret language that for the components and ingredients - and a fullblown regular language for discussing varieties of the spell and how to work them.
If your spellbook is lost and you want to record a spell form memory, you first make the spell skill check, then a Thaumatergic check minus the level of Magery required by the spell. If you find a spellbook and you want to know what the spells do, you make a Thaumatergic check minus the required levels of Magery for the spell. Thaumatergic is also required for writing scroll Any one else use anything like this? |
03-05-2010, 02:40 PM | #28 |
Join Date: Aug 2004
Location: Ft Collins, CO
|
Re: Ways of using spellbooks
In my campaign, I wanted to encourage carrying spellbooks, particularly so that PCs could learn new spells by capturing enemy mage's books.
To encourage this, all I did was create the rule that any critical spell failure "burned out" the mage's memory of that spell, and they couldn't recover it without a night's study from their spellbook of the spell. arnej |
03-05-2010, 08:21 PM | #29 | |
Join Date: Aug 2004
|
Re: Ways of using spellbooks
Quote:
If this is the normal rule for magic in the world, it shouldn't change the cost of abilities (unless the required study time per spell is enough that the study requirement is going to force wizards that do have access to their spellbooks to pick and choose which spells to study each night because they aren't going to have time to be broadly prepared), but you might consider allowing a perk "Internalized Spell" (must specialize by spell, can take multiple times for different spells) that allows a caster to use a spell without any penalty for not studying recently. |
|
Tags |
fantasy, magic |
|
|