08-14-2011, 10:01 AM | #1 |
Join Date: Sep 2008
Location: London, U.K.
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[Magic] Demons and Spirits and Things, oh my!
I'm trying to understand the default assumptions for the spells that govern summoning and influencing/controlling of demons, spirits and other 'supernatural' entities. It's likely that I will tweak these to fit my campaign, but I want to be sure I understand the 'RAW' before I change/break anything.
Is Sense Spirit intended to find only 'necromantic' spirits (formerly alive/mortal persons) and their animated remains, or does it also detect demons? What spells exist to sense other types, such as nature spirits? The Summon Spirit spell only works on a dead person, not any other type of spirit. How does one summon other types of spirit? The Command Spirit and Bind Spirit spells require specialisation, but does this includes types that are not 'necromantic'? Demons seemed to be classed as a unique class of extra-dimensional entities that are conjured and controlled all with the Summon Demon spell. It seems the assumption is that this spell covers every and all demon 'types', but how does the caster exhibit any control (beyond general power-level/cost) of which entity s/he summons? The Planar Summons spell indicates that one spell is required for each plane. This implies that all Demons must come from the same place (e.g. Hell), but what about such things (or Things) that are labelled as demons, but don't come from the same places? How does this all fit in those fantasy worlds where different cultures do not have a uniform cosmology? I have looked through various supplements that use the default magic system to try and see worked examples, but couldn't find much that clarified; often the spells are without specialisation examples. Any suggestions/advice appreciated. |
08-14-2011, 03:11 PM | #2 | ||||
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: [Magic] Demons and Spirits and Things, oh my!
English isn't you native language, is it?
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Moreover, Demons aren't spirits at all in standard GURPS Magic setting. They do have some soul-like entity but it just jumps to "demonic" plane when physical demon is destroyed. Quote:
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Necromancy deals only with "dead" spirits, you know. Quote:
The difference between Demonic Planes may be the plot element in Dark Fantasy. Usual fight between Good and Evil may be turned to fight between Evil and another Evil.
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08-14-2011, 04:53 PM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Magic] Demons and Spirits and Things, oh my!
The college the spell comes from is a good clue overall.
Necromantic is for Spirits. The various Elemental for specific elements. Gate is for more exotic things. But you could also create colleges based on a particular demon plane or other cosmology that would not just include their summoning and control but other spells related to them as well. Base these off the Necromantic and elemental colleges for your core idea. Example Aetherial College summons beings of energy from the Aetherial plane and can also summon and control bolts of energy and sunlight. Erubus College deals with chaos Things Man Was Not Meant To Know summons and attempts to control these things but also has some sanity blasting and fear spells. Maybe some other spells for manipulating reality itself. |
08-15-2011, 04:48 PM | #4 | |
Join Date: Sep 2008
Location: London, U.K.
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Re: [Magic] Demons and Spirits and Things, oh my!
Thanks for the replies.
One of the reasons for my initial confusion is the fact that the term 'spirit' can have a number of different meanings. It seems to me that the standard GURPS interpretation is that it means the entity is assumed to have the meta-trait of the same name. This doesn't seem to have to be necromantic, merely non-corporeal. Just because the spells that deal with Spirits are clustered in the Necromantic college, doesn't automatically mean (to me) that it only covers dead people. After all, Demons aren't usually considered (un)dead, let alone considered people. It seemed to me that there might just not have been another more suitable college in the default system. If non-necromantic, non-demonic, non-elemental spirits aren't supposed to be covered by the Command and Bind spells (because those are in the Necromantic college), then what are they covered by? Quote:
This seems like an omission. Perhaps that's deliberate, due to the default cosmology assumed. It wasn't obviously logical to me, hence my asking :-) |
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08-15-2011, 05:28 PM | #5 |
Join Date: Sep 2004
Location: Canada
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Re: [Magic] Demons and Spirits and Things, oh my!
What with Manitous being one of the examples, I would say that all the [Spirit] spells that require specialization can be specialized in a variety of "spirits", not just ghosts vs wraiths vs shades (or whatever). But you have to use the right specialty, and the Necromantic spell may indeed not cover the full gamut. If you have "animal spirits", then the equivalent specialties might be Animal college spells, not Necomantic. As an example.
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08-15-2011, 05:53 PM | #6 | ||
Join Date: Dec 2007
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Re: [Magic] Demons and Spirits and Things, oh my!
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08-16-2011, 07:39 AM | #7 | |
Join Date: Aug 2007
Location: Rochester, MN
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Re: [Magic] Demons and Spirits and Things, oh my!
Part of the problem is that GURPS tries to be a generic system and the definition of "spirit' is setting dependent. So part of our jobs as GMs is to define "spirit." Having done so, we can pick the variants of Bind Spirit etc. that are necessary, and assign them to the correct colleges as needed.
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Animal Spirits in my Animal college Plant Spirits in my Plant college Demons in my Gate college (I've moved demons out of Necromancy) Faeries in my Gate college Elementals in my Elemental colleges Djinn in my Gate college Undead in my Necromantic college plus I've established a "Spirit college" for those who specialize in dealing with spirits of any variety. |
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08-16-2011, 02:52 PM | #8 |
Join Date: Sep 2008
Location: London, U.K.
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Re: [Magic] Demons and Spirits and Things, oh my!
Thanks for the input everyone.
I wanted to be sure I hadn't missed something glaringly obvious. I guess you have confirmed what I feared - that there are gaps in the default magic system that matter to my campaign. Gaps that I'll have to plug! Thanks again :-) |
Tags |
magic, magical beings |
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