10-30-2013, 08:41 PM | #41 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Quote:
I would call Cone of Power its own Ritual and while casting people can contribute to it. however that seems to go against the RAW. But a way to build up power without it being tied to a specific effect is one I like the concept of. Perhaps the spell creates a temporary place of Power? Would that be ok or also against the rules?
__________________
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 |
|
10-31-2013, 03:55 AM | #42 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Hmmm. Seems like living batteries are the only way to go then. (I must admit it's a weird feeling when a more flexible magic system can't do what GURPS Standard can.)
|
10-31-2013, 04:26 AM | #43 |
Join Date: Oct 2004
Location: The Wylds of Central North Carolina
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
That does seem to be a problem with a flexible system, some rituals might have to be cast over centuries with the ritual multiple casters over the duration.
|
10-31-2013, 08:48 AM | #44 |
Join Date: Aug 2008
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
It's not that it can't so much as it has some potentially scary repercussions. I'll give it some thought and see if I can't come up with an rpm battery that is still fair. It might be as simple as spending a cp per 25 energy to stabilize it or some such.
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
10-31-2013, 08:55 AM | #45 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Quote:
Or buya building ER for group use.
__________________
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 |
|
10-31-2013, 09:06 AM | #46 | |
Join Date: Aug 2008
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Quote:
Now for a more df-style powerstone, i will still ponder it. Such potential gamebreakiness seems fitting there.
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
|
10-31-2013, 09:06 AM | #47 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Quote:
|
|
10-31-2013, 12:34 PM | #48 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
It has nothing to do with flexibility. It has to do with different core assumptions behind the system. In RPM, the act of gathering energy is the act of casting a spell! There's no separation between "acquire energy" and "cast a ritual." Thus, anything that lets you accumulate and store energy on the side would not be the equivalent of a standard GURPS magic "manastone" -- it would be the equivalent of a standard GURPS magic spell that allowed you to skip having to roll the dice to cast your next <X> spells.
__________________
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} |
10-31-2013, 04:13 PM | #49 |
Join Date: Jun 2013
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
Alright, my mind went to a weird place, thanks to the powerstone discussion, the ministory in the RPM book, and Full Metal Alchemist (which would be best modeled using a variant of RPM).
Would it be possible to fuse multiple sentient beings into a single entity that can then be sacrificed to power a spell? Something like this might be accomplished via Greater Destroy Spirit or Greater Destroy Body (to sever the spirit/body link), Greater Transform Spirit (to fuse the spirits together), and either a Greater Strengthen Body (to put them all into one person) or Greater Create Body (to create a vessel to store them). You'd then need to toss in Area Effect (to hit all of your victims), Affliction: Heart Attack (to actually kill them), Duration (otherwise it's just an expensive spell that kills a bunch of people), possibly Range (probably best to just exclude the caster from the effect), and Subject Weight. With 4 Greater Effects (x9), this is going to be expensive! Assuming we've packed our human sacrifices into a 3-yard circle, with the caster at the outer edge of it, intend to sacrifice the vessel within the next hour, and are going to put all that energy into one unfortunate sacrifice, that's Greater Destroy Spirit (5) + Greater Transform Spirit (8) + Greater Strengthen Body (3) + Area Effect, 3-yard sphere (2) + Affliction, Heart Attack (60) + Duration, 1 hour (3) + Subject Weight, 300 lb (3). Total energy is 84x9=756! If possible, a better option would be to first set up something like Pentagram Trap designed to hold human spirits (costing only ~10 energy), then use Prepare Vessel*. After this, you'd either mortally wound all but the vessel or cast Sever Soul*. Finally, you'll use Infuse Vessel* to put all the souls into the vessel, and then sacrifice him/her to fuel your actual spell. Working it out, however, it seems like you aren't able to get anything like a decent return on your investment. 60 sacrifices would (assuming all are HP 10, IQ 10) get you 1200 energy, but just the Prepare Vessel spell to get that much would cost 3585 energy (the vessel would need an additional 590 HP, and at 6 energy per HP...). *Prepare Vessel (Greater Strengthen Body with Altered Traits, HP, and Duration, 1 hour) This grants the character additional HP to allow him to take in all the other spirits. To calculate the amount of total HP needed, figure out how much energy you'd get from sacrificing each of the victims, multiply by 5 and divide by the vessel's IQ. Note this is effectively giving the target additional HP for purposes of being sacrificed. While this isn't allowed as per Stacking Spells, I think the rest of what we're doing to get to the final sacrifice justifies it. Sever Soul(Greater Destroy Spirit with Affliction: Heart Attack, Subject Weight, 300 lb, and Area Effect, 3 yards, excluding the caster and vessel, for total cost 71x3=213) This damages the body/spirit link, allowing you to rip the souls out and put them into the vessel. If allowed, you'll want to precede this with a Lesser Destroy Spirit with Bestows a Penalty (to HT rolls to survive) or Altered Traits (Easy to Kill). Infuse Vessel (Greater Transform Spirit with Altered Traits, HP, and Duration, 1 hour) This is where you actually put all the spirits into the vessel. Total HP is as it was for Prepare Vessel, and the effects of course do not stack. Infuse Vessel therefore costs the same as Prepare Vessel, with a +5x3=+15 to the energy cost for being a Transform rather than Strengthen effect. |
10-31-2013, 07:45 PM | #50 | |
Join Date: Dec 2006
|
Re: [RPM] Ritual Path Magic: doing the WEIRD stuff
In re: "Sacrificial abomination," I'd say no, at least just from the "Magic can't improve magic" sub-trope of RPM as written.
Weird Stuff: Instant Girlfriend/Boyfriend, a common desire of a young mage. Greater Create Body, Greater Create Mind The Freebies, I presume, create a generic human with stats: Quote:
However, the energy costs, without a MacGuffin, would get prohibitive rather quickly. It's probably cheaper to mind-control someone to be one's date... Or, you know, actually ASK someone politely instead.... |
|
Tags |
ritual path magic, rpm |
|
|