12-03-2017, 09:54 PM | #1 |
Join Date: Dec 2017
|
how to determine "base skill" for Ritual Magic
The energy cost and ritual requirements of a spell (4e B236 and B237) are determined by the spell's base skill. With Ritual Magic, exactly what counts toward that? The Magery bonus? The prerequisite penalty?
|
12-03-2017, 10:07 PM | #2 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: how to determine "base skill" for Ritual Magic
Quote:
Magery increases effective spell skill. The Prereq count us a penalty to the skill default from the Core skill (Usually Thaumatology or Ritual Magic). Use the free Spell PDF to help with preq counts.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
12-04-2017, 01:26 AM | #3 |
Join Date: Dec 2017
|
Re: how to determine "base skill" for Ritual Magic
|
12-04-2017, 03:24 AM | #4 |
Join Date: Sep 2006
Location: Luxembourg
|
Re: how to determine "base skill" for Ritual Magic
What count toward base or effective skill is a bit of a blur, but afaik:
Base skill is modified by : -Attribute and whatever modifies attributes. -Talent (including power talent, Magery, Power investiture.) -Advantages like voice, charisma, ... -Disadvantages (hidebound, ...) -skill intrinsic bonus/penalties that always apply when a skill is used in a specific way (Specialization, "Prereq. count" in the case of ritual magic). Effective skill is modified by -equipment. -situational modifiers. -combat modifiers (maneuvers, hit location, ...) -familiarities. Conditional Advantages like destiny, and perk like weapon/equipment bond, or fashion sense, are a grey area. I could see argument for counting them toward either base or effective. |
12-04-2017, 10:50 AM | #5 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: how to determine "base skill" for Ritual Magic
Celjabba is right. Magery always adds to base skill, and a technique penalty (whether magical or not) always subtracts from base skill.
So if you have IQ 13 and Magery 3, it costs 8 points to buy Ritual Magic-16 (a relative skill of IQ+3). If you're then trying to cast a spell with 4 prerequisites, your "base skill" for that spell is 12.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
Thread Tools | |
Display Modes | |
|
|