10-05-2013, 09:46 AM | #71 |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: GURPS Thaumatology: Ritual Path Magic
The "sacrifice landscaping" thing sounds tailor-made for the defiler/preserver divide among Dark Sun wizards. Completely by choice, you can get more energy. (So no "always defilers" going on there.)
It'd have to be MUCH smaller pieces of landscape to fit into the Dark Sun paradigm, though.
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10-05-2013, 10:05 AM | #72 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Ritual Path Magic
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1-yard: 2 energy 2-yards: 4 energy 4-yards: 8 energy 8-yards: 16 energy 16-yards: 32 energy 32-yards: 64 energy ... and so on. I'd decrease the time to 10 minutes per increment to draw on the energy as well. It's a great deal! That's why Athas got so screwed. I'd also make it harder to reconsecrate the land, maybe ten times harder to fix what was desecrated. Maybe allow only Druids to actually fix the desecrated zones.
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10-05-2013, 10:23 AM | #73 | |
Join Date: Nov 2009
Location: Oregon
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Re: GURPS Thaumatology: Ritual Path Magic
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EDIT: If it's intended to damage land in an equivalent fashion to Desecration, it should probably be at least as difficult to do: an hour of work per 100 square yards. That normally requires an Occultism roll or simply having the Thaumatology skill, but if you're "capturing" the life energy in the process it should require at least an extra roll. Last edited by vierasmarius; 10-05-2013 at 10:29 AM. |
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10-05-2013, 10:26 AM | #74 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Ritual Path Magic
Quote:
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10-05-2013, 10:28 AM | #75 |
Join Date: Nov 2009
Location: Oregon
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Re: GURPS Thaumatology: Ritual Path Magic
See my edit above. Nothing in the text of Natural Energy mentions that you need to desecrate the land to drain its life energy, only that you can't drain land that's been previously drained or desecrated. That said, I think it should require something like that...
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10-05-2013, 10:44 AM | #76 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Ritual Path Magic
Quote:
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10-05-2013, 10:52 AM | #77 |
Join Date: Feb 2007
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Re: GURPS Thaumatology: Ritual Path Magic
I bought it as soon as I heard it was out.
Can't wait to read it! :) It looks awesome.
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10-05-2013, 11:02 AM | #78 |
Join Date: Nov 2009
Location: Oregon
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Re: GURPS Thaumatology: Ritual Path Magic
Yes, I know about that. What I'm saying is that you seem to be equating land Desecrated by that ritual, and land blighted by being drained for Natural Energy. The Natural Energy paragraph seems to say that this blighting just happens, without additional effort on the part of the mage. It also doesn't indicate that the drained land can be restored the way desecrated land can be.
EDIT: If I understand you right, I think we're agreed on how it should work, I just think we may have a different understanding of what the rules say. You're definitely the more knowledgeable one in that respect, so I'd love if you could clarify how you interpret the spirit of the rules. Last edited by vierasmarius; 10-05-2013 at 11:29 AM. |
10-05-2013, 11:24 AM | #79 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Ritual Path Magic
Quote:
Blighted land - created by a caster who wants to drain the land for energy. The thing is it doesn't say you can't continue draining energy from the land, so as written you could keep draining from the blighted area. It also doesn't give a way to actually fix the land that I can see. Desecrated Areas - can be created by the caster, makes it impossible to gather ambient energy. Can be fixed by a caster. That smacks of some inequality to me. I'll poke PK about it and see what he thinks.
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10-05-2013, 02:23 PM | #80 | |
Join Date: Aug 2008
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Re: GURPS Thaumatology: Ritual Path Magic
Quote:
Actually, thinking about it, if you apply Corrupting to a 1-point Energy Reserve, it'd reduce the cost of that ER by 0.6 CP, thus inflicting 0.6 Corruption Points per use of that 1 energy. Doubling this gets you 2 energy for 1.2 Corruption Points. Round it to 1 Corruption / 2 energy so it's shiny, and you've got your exchange rate! One last option, I could see would be making Path skills easier levels (E/IQ) or (A/IQ) and having their usage give Corruption Points. Another idea that just struck me would be to be able to get a bonus to your Energy Accumulation rolls at the expense of gaining Corruption at some rate.
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Tags |
fantasy, magic, ritual path magic |
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