06-13-2009, 03:24 AM | #1 |
Join Date: Feb 2008
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Magic and Techniques
Under strandart spell based system each spell is a skill. Once skill level reaches 15, 20, 25 etc. most spells gets energy cost reduction.
Would it be possible to create a technique that would use this aspect? Raise skill only for energy cost reduction purpose? Be warned that this would be quite cheap way for trick of maintaing for example very powerfull Armour spell, Missile shield spell, Invisibility etc. for very long time.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
06-13-2009, 03:36 AM | #2 |
Join Date: May 2005
Location: Lynn, MA
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Re: Magic and Techniques
I don't think this would be appropriate. It would quickly become unbalancing if you could bu down your favorite spell's energy points for 5 points each. That aside, Techniques are usually aspects of a skill usually done at a default from the skill, with the opportunity to remove a penalty or get a small bonus. What you propose sounds pretty open ended.
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06-13-2009, 09:48 AM | #3 |
Join Date: Jun 2005
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Re: Magic and Techniques
This is how I would do it.
Technique - Reduce Spell Energy Difficulty: Hard. Default: Spell. Each spell is a seperate Technique. Prerequisite: Spell. Cannot exceed Spell skill +5. This technique raises spell skill for the purposes of reducing energy cost only. Each spell has a seperate technique that does not apply to any other spell. I don't think this could be abused too badly, but I haven't tested it yet either. As far as maintaining certain spells for very long times, yes it can happen, but the caster would still have a -1 for having a spell up, and the spell could not be maintained while sleeping, etc. |
06-13-2009, 08:07 PM | #4 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Magic and Techniques
I wouldn't allow it and i have run some pretty high powered games.
I consider the power reduction a core ability not a penalty to be bought off. i do like techniques buying off penalties, including concentration penalties |
06-13-2009, 08:37 PM | #5 |
Join Date: May 2008
Location: CA
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Re: Magic and Techniques
I agree with MacGregor. Further, under the Ritual Magic system (if I remember correctly), all spells are techniques based off of a single underlying 'college' skill. If that's balanced, then a technique that just increases skill in reguards to energy costs is probably balanced enough - but a maximum level is probably a good idea. Skill+5 or +10 should be fine.
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06-14-2009, 02:12 AM | #6 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Magic and Techniques
Quote:
So your proposing a technique off a technique in the case of Ritual Magic? |
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06-14-2009, 06:57 AM | #7 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Magic and Techniques
It's not like that's completely unheard of - Finger Lock is based on Arm Lock.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
06-14-2009, 12:44 PM | #8 |
Join Date: Feb 2005
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Re: Magic and Techniques
Is this technique necessary at all?
A Hard technique needs 6cp to raise 5 levels, which is what would be needed to reduce casting cost by 1. 6cp in ER gives 2 energy. 6cp in ER (one spell only -80%) would give 6 energy. |
06-14-2009, 02:28 PM | #9 |
Join Date: Feb 2008
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Re: Magic and Techniques
The big deal is the maintaining factor. Not the one time cost of the spell. Imagion that mage with such technique can possible maintain Armour spell on multiple targets for long periods of time giving them raising there DR by 1 to 5.
__________________
My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
06-14-2009, 03:11 PM | #10 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Magic and Techniques
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