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Stormcrow 09-26-2020 09:19 AM

Spell categories by Magery
 
I haven't used magic a lot in GURPS, but once in a while I find myself wondering about the capabilities of wizards by Magery level. It seems like there are several broad categories that emerge.

For instance, the entire field of magic-item-creation (except the Scroll spell) seems to be dependent on Magery 2. So you've got to have Magery 2 to be an enchanter.

I haven't looked at every possibility, but it seems that the traditional offensive spells like Lightning and Fireball require Magery 1. It seems to me like Magery 1 is the threshold for using magic offensively.

Are there any other broad categories that emerge from spell prerequisites, either minimums you need to be in a category or maximums that limit you to a category?

(Not interested in talking about anything but the standard spell system, thanks.)

johndallman 09-26-2020 09:27 AM

Re: Spell categories by Magery
 
Being a generalist requires Magery 3 or more, simply as the most cost-effective way to get a high skill in each spell for the minimum 1 character point investment.

Stormcrow 09-26-2020 09:57 AM

Re: Spell categories by Magery
 
"Generalist" just means having access to everything. I'm not looking for character-building strategies, just the sorts of broad descriptive categories enabled at various levels.

For instance, besides simply access to everything, is there a particular theme of magic-use that becomes possible at Magery 3?

Tyneras 09-26-2020 10:06 AM

Re: Spell categories by Magery
 
A really quick glance through my Spell Charts PDF gives a theme of shape shifting. Either oneself, like Body of Air or Great Shapeshift, or other things, like Move Terrain or Enlarge Object.

Stormcrow 09-26-2020 10:13 AM

Re: Spell categories by Magery
 
Thanks, Tyneras, that's exactly the kind of thing I'm looking for.

Refplace 09-26-2020 10:21 AM

Re: Spell categories by Magery
 
Yeah, M2 is really key to a lot of builds, higher levels help you either as a generalist or just better at your specialty. While level 1 is good enough for utility or most combat builds.
What I found more interesting was college or goal themes.
Many focus on fire for combat, I think Air is often a better choice.

Ejidoth 09-26-2020 10:35 AM

Re: Spell categories by Magery
 
At a glance, it looks like Magery 3 is necessary for some advanced shapeshifting stuff, most of the temporal manipulation stuff, and most (all?) of the ways to achieve pseudo-immortality. Other than that, it's just a collection of random-looking high powered spells.

Tyneras 09-26-2020 10:46 AM

Re: Spell categories by Magery
 
Quote:

Originally Posted by Ejidoth (Post 2345537)
At a glance, it looks like Magery 3 is necessary for some advanced shapeshifting stuff, most of the temporal manipulation stuff, and most (all?) of the ways to achieve pseudo-immortality. Other than that, it's just a collection of random-looking high powered spells.

And weirdly enough Spit Acid in the Water College. Nothing about that spells feels Magery 3 worthy.

maximara 09-26-2020 11:29 AM

Re: Spell categories by Magery
 
Quote:

Originally Posted by Refplace (Post 2345533)
Yeah, M2 is really key to a lot of builds, higher levels help you either as a generalist or just better at your specialty. While level 1 is good enough for utility or most combat builds.
What I found more interesting was college or goal themes.
Many focus on fire for combat, I think Air is often a better choice.

One of the things I did for the GURPSwiki was to see what you could do with just Magery 0. Surprisingly a decent amount. Of course spell based enchantment is out (but alchemic charms can be an option for such mages(

Ejidoth 09-26-2020 11:30 AM

Re: Spell categories by Magery
 
Quote:

Originally Posted by Tyneras (Post 2345539)
And weirdly enough Spit Acid in the Water College. Nothing about that spells feels Magery 3 worthy.

I think it's indirectly a result of Acid Jet being Magery 2. Most of the breathe/spit spells are +1 Magery beyond their Jet equivalent.

That is, the way to build one of those spells seems to be to take the jet and bump the damage up a bit higher, increase the casting time, have (Substance) Jet and Resist (Substance) as prerequisites, and increase the Magery prereq. by 1.


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