07-01-2018, 06:54 PM | #1 | |
Join Date: Mar 2013
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[Powers/Super] Control Magic!
Hey again,
I've been continuing work on trying to crack how I want to implement arcane magic in my Fantasy setting, and was looking for critiques/ideas for my current iteration. !NOTE! The majority of work on this was done in an afternoon. If the verbage isn't exactly crystal clear I apologize in advance. !NOTE! Quote:
Big thanks to Refplace for putting me on to Wildcard Powers. Wouldn't have been possible otherwise. Thanks as always, y'all Jinumon |
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07-02-2018, 01:44 AM | #2 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Powers/Super] Control Magic!
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Still mulling it over. Your Control Magic is the same cost per level as my Control Mana at 20 points a level. By the way it was originally Control Magic but Kromm suggested the different name to make clear its the energy thats being manipulated. Our systems both use AA for spells but the similarity ends there and I do like some of yours. By the way I named mine Wizardry as well, seemed fitting. Your system focuses on casters who rely on slow rituals for most things but can learn faster weaker spells. If you dont mind Ill adapt that part as some magical styles variation. I however have two issues that I need to mull over more. 1) The Wild Card part is of limited use considering those limitations. While manipulating mana you can also cast say a lightning bolt at the same time but only under all those limitations such as prep time and casting penalties. Did just inspire a neat idea I need to ponder and may add to my system though. So thanks for being an inspiration! 2) There is precedent for using Temporary enhancements so your ok there but the penalties to buy them off will make individual spells more expensive then they need to be, On the other hand using learned type spells as full alternative abilities can help there. Still this may result in more expensive spells than you might think.
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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 |
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07-02-2018, 02:59 PM | #3 | ||||
Join Date: Mar 2013
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Re: [Powers/Super] Control Magic!
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Thanks for the feedback, Ref. I want to try to include some kind Time, FP/HP, material component, and difficulty gradient as well, but I'm glad to know the base concept isn't totally nonfunctional. Jinumon |
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07-02-2018, 03:30 PM | #4 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Powers/Super] Control Magic!
Well he is Kromm :)
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My main concern is buying off limitations, that is something you have to manage very carefully but I think those are ok, I would never allow it on a limited use type limitation for example.
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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 |
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Tags |
control, magic, powers, powers as magic, supers |
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