06-14-2009, 03:13 PM | #11 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Magic and Techniques
Quote:
Indefinate maintanence for one example. Edit: Looks like I quoted the wrong reply. Last edited by Refplace; 06-14-2009 at 09:19 PM. |
|
06-18-2009, 09:53 AM | #12 |
Join Date: Aug 2004
|
Re: Magic and Techniques
You should get some useful ideas from Thaumatology, such as from the Adjustable Spells section on p39.
An idea that just came to me: Trade off actual skill level for “cost to cast” level. Frex, your actual SL with Fireball is 16, so by rolling against 12 (taking -4 to skill), you can treat the “cost to cast” SL as 20, letting you cast 2d Fireballs for free. That would make mages a little more flexible, but doesn’t seem like it would be unbalancing *crosses fingers* : ) |
06-18-2009, 09:57 AM | #13 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Magic and Techniques
Quote:
|
|
06-18-2009, 02:50 PM | #14 |
Join Date: Mar 2005
Location: Middletown, CT.
|
Re: Magic and Techniques
Mostly unrelated to the initial question, but i'd say that most plant spells should have a technique that allows the spells to work on Fungi.
For example Create Fungi Difficulty: Hard. Default: Create Plant -2 or -3. Prerequisite: Create Plant. Cannot exceed Create Plant skill +3 There could also be an option for techniques that default to Create Earth and Earth to Stone that allow for the creation of various specific kinds of Earth or Stone (or at least the creation of Metamorphic rock rather than sedimentary). |
06-18-2009, 09:48 PM | #15 |
Join Date: Mar 2009
Location: Detroit
|
Re: Magic and Techniques
First, it seems at lower levels you're going to cost more than actually buying the spell up, so I'll presume you do that at least to 2 points.
Second, How about the limitation on magery 'one spell only'? you raise magery, you raise skill level, that includes cost reduction and ritual, as well as casting skill. At -80% for single spell magery it comes to 2 points only, and perhaps the GM could make a ruling that if the skill level doesn't count, you can surpass the normal campaign limit. Maybe even bump it down to 1 point instead of 2, and not count things like energy limits and such. (You know, where you can put as much FP into a spell as you have magery? There's a rule somewhere that says you can use the limit in the spell description, which is usually 3 just like standard magery limits, or your magery, whichever is higher.) |
06-18-2009, 11:07 PM | #16 | |
Join Date: Feb 2008
|
Re: Magic and Techniques
Quote:
__________________
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." |
|
06-20-2009, 11:10 AM | #17 | |
Join Date: Aug 2004
|
Re: Magic and Techniques
Quote:
|
|
06-20-2009, 12:52 PM | #18 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Magic and Techniques
Apparenly I was mistaken. I can find almost any possible combination of trading A for B on spells, but none of them reduce FP cost. :(
|
06-23-2009, 10:49 AM | #19 | |
Join Date: Aug 2004
|
Re: Magic and Techniques
Quote:
BTW, I just noticed your new sig… Looks like you’ve hit the big time :) |
|
Tags |
magic, techniques |
|
|