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Old 10-26-2010, 06:24 PM   #1
xaktarsonis
 
Join Date: Oct 2010
Default Curse of the Magi

In dragonlance for ad&d there is drawback to using magic, when a mage casts a spell he can become fatigued. in gurps this is done via fatigue point cost but does anyone have any other ideas on how to deal with the cost of magic for the caster?
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Old 10-26-2010, 06:31 PM   #2
Yami Fowl
 
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Default Re: Curse of the Magi

That somehows resemble Very Low Mana...
In which the caster has -10 to cast and must spend 1 FP every time he casts a spell...

If this is a general on your gameworld, I suggest you assume everyone needs to spend 1 FP in order to make a spell work, but without the -10 penalty unless it's really a Very Low Mana world.

Anyway, if I may speak my mind, although I understand the need to spend FP on Very Low Mana, I think this cost for general mana is useless since spells already cost FP or ER for the magi, which may be already what you need.

Hope it helps...
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Old 10-26-2010, 07:11 PM   #3
David Johnston2
 
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Default Re: Curse of the Magi

Quote:
Originally Posted by xaktarsonis View Post
In dragonlance for ad&d there is drawback to using magic, when a mage casts a spell he can become fatigued. in gurps this is done via fatigue point cost but does anyone have any other ideas on how to deal with the cost of magic for the caster?

You mean like fright checks?
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Old 10-26-2010, 09:44 PM   #4
Dustin
 
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Default Re: Curse of the Magi

If you're looking for a more severe cost, you can require the use of an energy pool instead of Fatigue Points, and then dictate recovery for the energy pool as being slower or requiring rituals to recharge. There's also Threshold-Limited magic from GURPS Thaumatology (a pre-4e version is available here) which can be tuned to an interesting array of possible limitations on magic use.
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