03-17-2020, 12:06 PM | #31 | |
Join Date: Dec 2007
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Re: Spell Prerequisite question
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My point is not that you can't have an industrial magic setting but just that you can't automatically assume that the mere existence of the spells from GURPS Magic will fling a medieval setting out of its paradigm, that the default rules give a reason why magicians would be somewhat circumspect in their magic use and prefer to make their money by enchanting than by turning themselves into industrial fabricators. |
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03-17-2020, 12:57 PM | #32 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Spell Prerequisite question
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But, assuming Merlin-1 has the same population of our Earth in 2004, there are 292.8 million in the US alone. Going by the 1:1000 have magery 1 that gives us 292800 mages. Assuming each one of these casts a single spell per day statistics suggests that 1 demon per day is summoned. If we back extrapolate that Magery 0 is 10 times as common as magery 1 than that number becomes 10 demons per day Moreover, thanks to GURPS Thaumatology there are the Stable Casting enhancement (+40%) and Stabilizing Skill perk options. As I have pointed out before there is something weird about Yrth;'s ratio of spellcaster to magery (which I have dubbed The Magery-Spell Paradox) As I pointed out Why would anyone in a normal-mana or low-mana without Magery learn a skill that in that area they would never be able to use? The only way that statement makes any sense is if the early form of "Clerical" magic where followers of a deity could cast spells as if they were mages without having Magery existed on Yrth.
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03-17-2020, 01:30 PM | #33 | |
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Join Date: Sep 2004
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Re: Spell Prerequisite question
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Because the rules in Basic assume one thing, and the rules in Thaumatology assume another. If you are using the rules as written in Basic, Partially Limited Magery does not seem to be an option.
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03-18-2020, 03:22 AM | #34 | |
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Re: Spell Prerequisite question
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A handful of spells is handled by One-Spell Magery at -85% for one spell and +5% for each spell above one ie 5 spells would be -65% In fact, as presented "Racially innate spells" at -40% should be giving the race access to 10 spells based on One-Spell Magery. So no matter which way you go from it the math is basically wonked.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 03-18-2020 at 03:26 AM. |
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03-18-2020, 12:32 PM | #35 | ||
Join Date: Dec 2007
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Re: Spell Prerequisite question
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So in High Mana one person in 50 knows a spell and half of them have no Aptitude. In Normal Mana one person in 100 knows a spell but, say 90% of them have Aptitude. And only 10 percent of the people who have aptitude know no spells but those who don't have Aptitude do things like relying on their witches hut being in a High Mana oasis. In Low Mana one person in 500 knows a spell, and 80% of the people who have Aptitude don't know any spells. Last edited by David Johnston2; 03-18-2020 at 04:57 PM. |
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03-18-2020, 04:38 PM | #36 | |
Join Date: Dec 2012
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Re: Spell Prerequisite question
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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. |
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03-19-2020, 03:24 AM | #37 | |||
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Location: Sumter, SC
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Re: Spell Prerequisite question
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Per system theory the more factors you have operating the more changes in the TL you will see. James Burke made this easy to understand in his original Connections series. Quote:
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 03-19-2020 at 04:04 AM. |
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03-22-2020, 10:26 PM | #38 | ||||||
Join Date: Aug 2018
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Re: Spell Prerequisite question
True, but do you think that's still a requirement even in High Mana where non-mages can cast spells?
I think that's meant to be in the context of "to use this limited magery". Otherwise we'd have to apply it to High Mana too. Once it's in that context, we can view it as the level 1 that's limited and not the level 0 which isn't. Quote:
The intent seems to be that Thaumatology reworks how the limitations in Basic Set work, depending on whether or not you apply them to Magery 0. Could you explain what you mean perhaps by using the examples of Lysimachus and Roxana from T21? Quote:
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-80% one spell -75% two spell -70% three spell -65% four spell -60% five spell -55% six spell -50% seven spell -45% eight spell -40% nine spell Quote:
Perhaps TE should come with a hanger of "you don't know if you actually succeeded in getting the enhancement" so you have to cast the spell without knowing whether or not it's more stable, or aura-reduced, etc. |
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03-22-2020, 11:17 PM | #39 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Spell Prerequisite question
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On the other hand, Partially Limited Magery was implied in at least some cases as far back as Magic: "In these worlds, mages buy some or all of their Magery with gadget limitations" (emphasis added). Edit to add: I'm not arguing that you can't treat Magery 0 + limited Magery 1+ as allowing full access to all magic that doesn't require Magery 1+. I'm saying Basic seems to suggest you can't, and if you adopt rules that explicitly allow you to (like those in Thaumatology), you must adapt rules that are based on Basic's assumptions (like the p453 Racial Magic). Assuming both Temporary Enhancements and Stable Casting are allowed in the game in question.
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03-23-2020, 08:57 AM | #40 | |||
Join Date: Aug 2018
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Re: Spell Prerequisite question
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I think in either case you're limited to a specific spell list much like Power Investiture? I look at this as the built-in -30% limitation (applying to magery 0 and beyond) from T67. "Limited Spell List" from "Power Investiture as Modified Magery": they’re generally more well-rounded than the restricted set accessible to mages with One College Only, so this is priced as being as good as access to two colleges. -30%.If viewed as offset by their +30% No Spell Prerequisites enhancement which is how it can work out to 0. But it just lacks the other features of PIAMM (Talent/Sanctity + Inspired/Item + NoZero/Pact) Quote:
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Though that does lead to the weird situation of having just Magery 0 (no Magery 1+ to apply a limit to) yet still having it function as if it had those limitations. I'm actually not sure what the -40% does represent, since the +30/-30 for PIAMM seems to work out to 0% feature now. Maybe the -40% shouldn't apply anymore? If looking for outside parallels, B116's Untrainable comes to mind. It's also -40%. "Normally requires a skill to use" doesn't really apply to magery unless you count the IQ roll you make for sensing magic objects on sight/touch... If you worked it that way, learning skills as if IQ were 8 (or -1 to IQ if already 8 or less) and maximum skill level being 10 would worth something... "Hard to Use" could end up being worse for Magery sensing (-3 to rolls per -5%) despite being worth fewer points though, so allowing Untrainable on Magery might be too big a discount unless you had a really high IQ or you interpreted it as not just applying to the sensing but also to the spells themselves. |
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