|
08-08-2020, 06:58 AM | #1 |
Join Date: Mar 2016
|
[Magic] New IQ/A Spells
I just started reading Magic: The Least of Spells in detail (got it from Backerkit), and it's provided a lot of inspiration. There is a section in it talking about the possibility of making other new IQ/A spells, and it gives some advice throughout. I hadn't seen a thread for this so far, so I thought I would start it!
Important note: An IQ/A spell should always be weaker than the first IQ/H spell(s) available in a college, or a very weakened version of a more powerful spell. Side question: Three spells are mentioned in The Least of Spells as being possible to lower to IQ/A: Touch, Light, and Sound. Are there any other spells from Magic or a supplement that could also be fairly lowered? |
08-08-2020, 08:31 AM | #2 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: [Magic] New IQ/A Spells
You could make an easier Season that's not permanent - only 1 hour - and only costs 1 FP.
__________________
When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ... Marcus Aurelius |
08-08-2020, 08:38 AM | #3 |
Join Date: Dec 2012
|
Re: [Magic] New IQ/A Spells
I think it might be possible to justify making Temporary Enchantment an IQ/A spell with a different prerequisite or prerequisites, but I'm blanking on the details, possibly due to tiredness. It could have interesting effects on a setting if it were IQ/A, though.
__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
08-08-2020, 08:59 AM | #4 |
Join Date: Oct 2006
Location: Chagrin Falls
|
Re: [Magic] New IQ/A Spells
I'd actually be OK with all of the Seek X spells being downgraded into IQ/A. This would make even more sense to me if the effective range of the spell were based on MoS, giving high casters reason to attain high spell skill.
__________________
Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
08-08-2020, 10:15 AM | #5 |
Join Date: Feb 2016
|
Re: [Magic] New IQ/A Spells
One possibility is to have a specialization of a specific spell. For example, Fire spells that target a specific type of material or Healing spells that only work on a specific species of target. For example, you could have Minor Healing (Human) as an IQ/A spell or Ignite Fire (Wood) as an IQ/A spell.
In the case of a specialization of a spell, I would reduce the required Magery to learn by two levels (Magery 1 becomes Magery N/A, Magery 2 becomes Magery 0, and Magery 3 becomes Magery 1). For example, a non-mage could learn Major Healing (Human) as an IQ/H spell and a character with Magery 0 could learn Enchantment (Plant Spells) as an IQ/H spell. Prerequisites for specialized spells could be other specialized spells, but specialized spells could not be used as prerequisites for unspecialized spells. Last edited by AlexanderHowl; 08-08-2020 at 10:34 AM. |
08-08-2020, 10:51 AM | #6 |
Join Date: Jul 2009
|
Re: [Magic] New IQ/A Spells
I haven't looked at specific examples in depth, but I think you could raid GURPS Psionic Powers for its various psionic perks, reskin them as magical effects, and make them IQ/A spells.
'A perk, but cast like a spell' seems to be about right for these spells, after all. More on topic, I second the idea of Seek spells being a good candidate. Last edited by Ejidoth; 08-08-2020 at 10:56 AM. |
08-10-2020, 01:05 PM | #7 | |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
|
Re: [Magic] New IQ/A Spells
Quote:
__________________
GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia |
|
08-10-2020, 01:51 PM | #8 | |
Join Date: Jul 2008
|
Re: [Magic] New IQ/A Spells
Quote:
(Alternatively to making an easier Enchant spell, one could use Alchemical Charms - but those are probably way too expensive for many.)
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
08-10-2020, 01:57 PM | #9 | |
Join Date: Mar 2016
|
Re: [Magic] New IQ/A Spells
Quote:
|
|
08-10-2020, 02:59 PM | #10 | |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
|
Re: [Magic] New IQ/A Spells
Quote:
The other issue is game balance. In a short story/novel/TV series/movie, the author can simply decide "this character will never do that." But when those characters are played by players with their own ideas.... Frankly, even without enchantments, letting anyone cast spells could be a campaign breaker; it depends on the campaign. Some of the campaigns I've run/played in could be ruined by anyone casting spells; others could be significantly more fun. But again, as in all things it's the GM's call.
__________________
GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia |
|
Tags |
magic |
|
|