06-26-2015, 05:19 PM | #1 |
Join Date: Jun 2008
Location: Provo, UT
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[RPM] Mass Summon/Control Spirit
So we're still learning Ritual Path Magic (which is the best magic system in any game, IMO).
I'm running a fairly high powered game, an Infinite Worlds I-SWAT game where the players have been sent to find out what happened to Infinities base on Alderaan. (Don't judge me.) One of the players is a powerful RPM Sorceress who just tapped into the Death Stars main reactor to power her spells. (Don't judge me.) She's got Magery 10, and cast a version of the Draw Power spell on the reactor, giving her access to about 1200 energy. (Don't judge me.) So here is my question: She wants to cast a spell to summon the spirits from Alderaan, then send them after the people responsible for killing them on the Death Star. Basically summoning the spirits to the Death Star, causing them to manifest, then making them go berserk against the living. I'm wondering what a spell like this would look like. From my understanding of the rules, this would be a Typical Casting: Greater Control Spirit (The summons, 5 energy) + Greater Control Spirit (Making them Berserk, 5 energy) Greater Create Spirit (Making them Manifest, 6 energy) + Altered Trait, Berserk (No Self-Control Roll) (5 energy) + Duration, 1 day (7 energy) + Range, 1,000,000 miles (108 energy). For a Total of 952 Energy (5+5+6+5+7+108x7=952) (Note: we aren't using Path of Undead. Undead would be a Spirit+Body spell in our game). Does this look right? Or does the spell need a separate use of Greater Control Spirit for each spirit effected, etc? |
06-26-2015, 05:21 PM | #2 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Mass Summon/Control Spirit
If the effect is that they damage those responsible then I'd just create it as a damaging spell with a HUGE area of effect.
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06-26-2015, 05:49 PM | #3 |
Join Date: Jun 2008
Location: Provo, UT
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Re: [RPM] Mass Summon/Control Spirit
I'm going with the assumption that this spell, as written would summon about 2 billion recently deceased souls, who would basically be given bodies of ectoplasm equivalent to their normal humanoid forms.
So two-billion, naked, berserking humanoids with average stats, and little to no special abilities. One thing I think the spell needs is a way to transport the spirits from the debris of Alderaan to the Death Star. I've already informed the player that Alderaan is about a million miles away from them (about 5 times the distance from earth to the moon). |
06-26-2015, 06:01 PM | #4 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Mass Summon/Control Spirit
Quote:
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06-26-2015, 06:49 PM | #5 |
Join Date: Feb 2009
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Re: [RPM] Mass Summon/Control Spirit
Man . . . that is a lot of Greater Effects . . . that looks . . . off to me somehow
I think that the Berserk part could be A - managed as a Lesser Effect, and B - I don't think you need the Altered Traits portion, I think it could be subsumed into the Control itself |
06-26-2015, 08:04 PM | #6 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Mass Summon/Control Spirit
Quote:
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06-26-2015, 10:23 PM | #7 | |
Join Date: Jun 2008
Location: Provo, UT
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Re: [RPM] Mass Summon/Control Spirit
Quote:
Imagine just a Feral Rage spell with enough Area Effect to cover the entire earth. It would cost you less than 300 energy (291) to turn everyone berserk for an entire day. (A magical version of what happens in Kingsman). Less than casting Body of Shadow. I've noticed this time and time again. Anytime something tells you to use the Size/Speed chart, the game breaks. |
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Tags |
ritual path magic, rpm, spirit, star wars |
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