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Old 05-25-2019, 04:21 PM   #1
awesomenessofme1
 
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Default A question about Modular Abilities and spells

This question doesn't really matter too much, since it's for an NPC, but I'm interested to know if what I made works RAW.

I've been statting up avatars for various deities, and for the goddess of magic, rather than just giving her a ridiculous number of spells, I did it this way:

Modular Abilities 25 (Cosmic Power, Spells Only, -20%, Reduced Time 1, +20%) [250]

What I think this means is that she can instantaneously reshuffle her available spells into any combination equalling 25 points or less, essentially giving her access to any spell she wants at any time. Is this valid RAW?
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Old 05-25-2019, 04:31 PM   #2
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Default Re: A question about Modular Abilities and spells

Looks right to me.
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Old 05-27-2019, 01:34 AM   #3
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Default Re: A question about Modular Abilities and spells

yes, seems valid, but it should be noted that she would then still need to have all the prereqs of the spells she wants to use as part of that power or otherwise known.
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Old 05-27-2019, 11:03 AM   #4
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Default Re: A question about Modular Abilities and spells

Yes. It'll cover everything except a Blocking spell, a spell with more than 24 spells as prerequiites, or a spell with non-spell prerequisites. Actually, a Power Stunt (add modifier Instantaneous) would let you re-configure to a Blocking spell fast enough to use said spell, and Extra Effort would let you get a spell with more than a couple dozen prereq.s.

Thaumatology lists an enhancement to Magery that dispenses with prereq.s; depending on how many level of Magery you have, it'll probably be cheaper to add this enhancements and reduce the level of your modular ability. -GEF
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Old 06-14-2019, 07:58 PM   #5
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Default Re: A question about Modular Abilities and spells

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Originally Posted by Gef View Post
Thaumatology lists an enhancement to Magery that dispenses with prereq.s; depending on how many level of Magery you have, it'll probably be cheaper to add this enhancements and reduce the level of your modular ability. -GEF
There's also a perk that let's you ignore the prereqs of a single spell. I did a MA build where one slot held a spell and the other held the perk, for a very cheap mage build.
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Old 06-15-2019, 06:28 AM   #6
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Default Re: A question about Modular Abilities and spells

"250 points? You probably can outright buy all spells with that many points"
So I check and boy I was wrong. I didn't really count each spell, but M224 has 62 spells and there's 14 similar pages so I guess there's around 850+-50 spells in GURPS Magic. That's way more than I thought.
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Old 06-15-2019, 10:08 AM   #7
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Default Re: A question about Modular Abilities and spells

Of course, Modular Abilities are less effective when you have a Ritual Magic system. In fact, I would argue that even in a standard magic system you would be better off using the points for IQ and Magery.

For example, let us take two 500 CP mages. One has the above ability, IQ 15, and Magery 3, for a total of 385 CP. The other has IQ 20, Magery 3, and 150 spells at one CP each, for a total of 385 CP. The former mage is more versatile and, as long as they meet the prerequisites, are capable of having any spell at 15 and, for simpler spells, can reach up to a 23. The latter mage is more effective though, as every spells is at a 20 or 21, and they have an IQ 20 for all of their skills and a Per 20 and a Will 20.

When it comes to Ritual Magic, the IQ 20 mage is also usually more effective than the IQ 15 mage. Since the mages are capped by their Ritual Magic and their Colleges, the IQ 15 mage have difficulty getting even the simplest rituals above 18 while the IQ 20 mage can get them to 23. The IQ 15 mage can get any spell to 15 while the IQ 20 mage can get the majority of spells above 15.
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Old 06-15-2019, 05:45 PM   #8
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Default Re: A question about Modular Abilities and spells

Quote:
Originally Posted by Gef View Post
Yes. It'll cover everything except a Blocking spell, a spell with more than 24 spells as prerequiites, or a spell with non-spell prerequisites. Actually, a Power Stunt (add modifier Instantaneous) would let you re-configure to a Blocking spell fast enough to use said spell, and Extra Effort would let you get a spell with more than a couple dozen prereq.s.
Do you think taking Reflexive +40% instead of Reduced Time +20% would cover blocking spells?
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Old 06-15-2019, 05:55 PM   #9
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Default Re: A question about Modular Abilities and spells

Quote:
Originally Posted by Sorenant View Post
... so I guess there's around 850+-50 spells in GURPS Magic.
833 spells in GURPS 4th Magic.


I really should get around to putting all the Death and Plant spells from GURPS 4th Magic Death Spells (48 spells) and GURPS 4th Magic Plant Spells (37 spells) into my "All The Spells Grimoire".
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