Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-07-2018, 02:43 PM   #1
ULFGARD
 
ULFGARD's Avatar
 
Join Date: Dec 2010
Location: Seattle
Default [Magic] Trace Mana Zones?

I've been thinking about adding another, lower level of mana that might be appropriate for a secret magic or low magic game. This is specifically written for my current DFRPG/DF game. Any comments would be appreciated.

Trace Mana Zone
In a Trace Mana Zone, only magic that is brought in continues to function. All spells are at -10 to skill. Magic items are similarly affected. Spells (including those cast via magic items) can only be powered by Energy Reserve, energy drawn from a Power Item, or energy that has been previously spent to power a specific item (such as a charged scroll). Creatures which depend on mana to survive, such as most faerie folk, take 1 FP/minute.
__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here.
ULFGARD is offline   Reply With Quote
Old 05-07-2018, 03:08 PM   #2
Kelly Pedersen
 
Kelly Pedersen's Avatar
 
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
Default Re: [Magic] Trace Mana Zones?

This is somewhat close to the idea of Very Low Mana, which was introduced (at least for 4e) in Thaumatology (p. 58). The -10 to spells, at least, is the same. The other effects of Very Low Mana are different from your suggestion, but I think yours make sense, so I'd go with them if you like them.
Kelly Pedersen is online now   Reply With Quote
Old 05-07-2018, 03:27 PM   #3
ULFGARD
 
ULFGARD's Avatar
 
Join Date: Dec 2010
Location: Seattle
Default Re: [Magic] Trace Mana Zones?

[QUOTE=Kelly Pedersen;2174749]This is somewhat close to the idea of Very Low Mana, which was introduced (at least for 4e) in Thaumatology (p. 58). The -10 to spells, at least, is the same. The other effects of Very Low Mana are different from your sugges y
I realized this after I initially posted. I had forgotten about Very Low Mana Zones, and rediscovered them while looking into Wild Mana. I am going for something a bit different, aside from the -10. I think this is a bit more direct for a DFRPG-based game (with lots of DF and Thaumatology-inspired add-ons such as this).
__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here.
ULFGARD is offline   Reply With Quote
Reply

Tags
dungeon fanasy, magic

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:00 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.