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Old 03-18-2008, 09:28 PM   #1
LoneWolf23k
 
Join Date: Sep 2004
Default Discworld Magic

Just something I've been thinking about today.. From the way Magic seems to operate on Discworld, Unlimited Mana (to be retitled Threshold Magic in GURPS Thaumatology) sounds like it would fit the setting better then traditional Mana. Especially since Discworld Magic isn't usually described as "tiring" the spellcaster, but is rather known for perticularly nasty magical backfires.

Taking this idea further, a Mage's "Level" could represent his average Threshold level, with apprentices having low Threshold, and archmages having a very high one. Furthermore, different regions of the Disc could boost or lower Threshold, depending on how much "background magical radiation" would be found there.

Moving right along, Synctatic Magic also sounds like it would be appropriate for Discworld Wizards, who are generally portrayed as adaptable generalists, rather then as narrow-focused specialists.
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Old 03-18-2008, 10:12 PM   #2
knarf
 
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Default Re: Discworld Magic

There is an article somewhere suggesting that Discworld mages could use the Sphere magic of GURPS Mage: The Ascension.
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Old 03-19-2008, 04:51 AM   #3
Phil Masters
 
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Default Re: Discworld Magic

Quote:
Originally Posted by knarf
There is an article somewhere suggesting that Discworld mages could use the Sphere magic of GURPS Mage: The Ascension.
That'd be http://www.philm.demon.co.uk/Discworld/AltMagic.htm .

More recently, I have occasionally contemplated what sort of magic system one could build for the Discworld using the tools in Thaumatology; the original poster's comments may not be far off the mark. In truth, the depiction of magic does shift rather through the series, and I'd want to try and keep the treatment relatively simple for the sake of style, but a flexible system with spells as techniques and some kind of backlash rule might well work.
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Old 03-21-2008, 06:36 AM   #4
GameBuddah
 
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Default Re: Discworld Magic

I've been thinking about GURPS and Discworld magic. Especially because of a scene in The Wintersmith, where Tiffinay Aching pulls down the heat from the sun, and transfers it into The Wintersmith. How do you model that in GURPS? It'll be interesting to see what Thaumatology has, and the tools that it provides.
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Old 03-21-2008, 06:39 AM   #5
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Default Re: Discworld Magic

Is the sphere magic balanced for 4th edition?
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