[RPM] High Energy Cost spells (Example Body of Shadow)
Hello again. I have another question regarding Ritual Path Magic. In RPM, p39, Grimoire is Body of Shadow, a spell with 350 energy. How does one exactly gather enough energy for a spell like this without the channeling process blowing up in his face?
Using the Quick and dirty rituals example on p26, A High-End professional Caster (Path Skill 15) has a Safe Threshold of 11. Assuming the caster was able to locate a hundred points of Energy from somewhere ahead of time (Some Magecraft, Sacrificing HP, etc), he would still be left needing to find 250 points of ambient energy. This is 20x his Safe Threshold -- He could not do it! A Master (Skill 20) would have a safe threshold of 65. With the same Energy ahead of time (100 from other than ambient sources feels like a lot of energy to me), he also needs 250 points of ambient energy. He exceeds his threshold by three times, so he has a +3 modifier to his Safe Cast. ON a 13+, he too can seriously hurt himself. Much better odds than the Skill 15 guy, but it still seems like many spells are really out of reach for casting. Is this intentional or am I missing something? Is it intended that some spells are death sentences to try and cast, and has anyone played around with alternate ways to make such things more accessible? Again, thanks! |
Re: [RPM] High Energy Cost spells (Example Body of Shadow)
Voluntary sacrifice helps. Either that, or sacrificing many animals via involunatary sacrifice. Some spells either require really high skill, or outside help.
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Re: [RPM] High Energy Cost spells (Example Body of Shadow)
That's what I was figuring when I assumed a very generous 100 Energy from non-ambient sources. Assuming a mage with 10 HP and 10 FP, Magecraft 8 (24 Energy), he might be able to cough up 30-40 points of energy from himself plus 60 points then from involuntary sacrifice, draining the energy out of the land, etc.
It just seems like when you get to spells of 120 Energy or more in cost that it becomes extremely unlikely to see them cast... |
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Effective skill of 15 isn't a professional RPM caster at all, much less a high-end one. |
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Did I imagine reading this under skills somewhere? Edit: 13 is off by 1 depending on interpretation of what "expert" means vs. "professional", but B172 has a panel that discusses what skill levels can be comparable to. Notably a 14 is an expert. Masterful levels is 20 to 25. I don't believe im far off when i consider a high end professional being around 15 -- i suppose he should be closer to 18... but 26 effective skill level is pretty high for me, especially right out of the gate for character creation. I'm gonna have to just write that off as differences in our power levels for starting games. Even a Path Skill-18 character is going to have a hard time not harming himself on the Body of Shadow spell. Your character with his effective skill of 26 is going to be around a safe threshold of 125, so granted he's less likely to blow himself up.. (Still can tho!). I'm really positive I don't want all my mages running around with Effective Skill 26 just to be able to do that kind of magic for 10 minutes. A +6 Grimoire is 3,500 -- out of the price range of starting equipment for a TL3 Average Wealth. Comfortable can't afford it, and a Wealthy character could afford it if he spends over half his starting resources -- I don't believe the +6 grimoire will be standard fair for many starting characters. Granted, my starting characters won't be running around trying to cast Body of Shadow so the observation is moot. I've played with tripling the safe threshold values -- it seems to reduce the risks and allow a little more access to larger spells but it's quite possible I'll end up regretting it, given my lack of experience. I'll see how it works out tomorrow during game. |
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Note that a 350-energy spell is probably the most difficult spell any caster in your campaign is likely to attempt aside from 'Ending the World' type spells. Thus, you don't need all your casters to be able to cast it - only the grandmasters should. EDIT: Ah, you're running a DF/other low-TL game? Then yeah, you may have issues with the grimoire being out of your price range. I'm playing in a TL8 Monster Hunters game, and my character has Comfortable wealth, so he has $40,000 to spend - $3500 for a +6 Grimoire is very doable. If you are starting with characters at 250 CP, then you'll probably have lower skill, too (MH starts at 400 points) - but that just means you need that +2 charm kit (which you'll want to buy no matter how much it costs), +2 from Ritual Mastery, a further +1 from Symbol Drawing or Ritual Magic (or +2 from both), and a final +4 from a place of power. |
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So far, tripling the safe threshold table seems to be make things a little more attainable (but risky), and keep things in reach. The grimoires could work, but we're playing more action-sorcerer types than the bookish carry around the grimoire wizards so I'll need to find a way to fluff-flavor the grimoires into something different. |
Re: [RPM] High Energy Cost spells (Example Body of Shadow)
Effective skill is not base skill.
To cast a high cost RPM spell, you will want -trappings and components to reduce the cost. -a place of power. -a grimoire. -a charm kit -ritual mastery ... And make sure luck is up. A suitable higher purpose would also make sense to have for someone attempting a ritual costing 350... This is not something any random magic user routinely cast on a whim... A base skill 15 caster can probably raise his effective skill to 23-25 and reduce the ritual cost by 10% or more with suitable preparation. The odd of success are much better then, if not yet pleasant. A 18 base skill master with a high-end grimoire, higher purpose, access to a strong place of power, full ceremonial regalia and rare components,an acolyte or two and a couple level of luck can approach the ritual with serenity, of course. Celjabba |
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I understand the mechanics and what is required to successfully cast a 350 point spell is. I guess the major disconnect for me in this situation is that I want to have a world where a spell like Body of Shadow could be cast by someone other than a fully decked out master with all the trappings. He clearly won't be casting it willy nilly do to the sheer amount of time it takes to channel that much energy on the fly, but certainly as one of his allotted number of charms prepared with some work at home, Body of Shadow shouldn't be so powerful that it could "melt his brain" trying? The point is, I really like what I see with RPM, but I thought it wouldn't be quite so rigid. It looks like, to really perform many of the spells, you need to have your effective skill at 25+, and this is for spells that I'm used to seeing accessible to more mid-skill casters in other systems. I don't want to use those systems (I love GURPS's flexibility and customization. I will never use another system) - I believe that RPM is strong enough that it will do what i want with just tweaking a number somewhere. On the surface, the energy cost for the same spell in GURPS Magic isn't as back breaking. It would leave him drained, yes (10 Energy for 1 minute, 5 to maintain) but it is possible, I think. I feel RPM is flexible enough it can allow for magic more accessible than only the most trained grandmasters? Edit: I sure sound complainy and critical in this post, and I certainly don't want to be. GURPS is great. RPM is awesome. I really want to find a way to make it work for my needs. |
Re: [RPM] High Energy Cost spells (Example Body of Shadow)
One thing you may want to take a look at is where the divide between Lesser and Greater effects is within your campaign world. If it's a setting similar to D&D, then perhaps even obvious spells like Fireball, Invisibility and Flight only require Lesser Effects (reserving Greater for Planar spells, Resurrection, Wish, etc). Or you could leave Greater Effect definitions as they are but reduce their multipliers (for example, x1.5 for 1, x2 for 2, x3 for 3, etc). This may be a major departure from the RAW, but as long as you're consistent in implementation it shouldn't be too gamebreaking. Remember that the NPCs will likewise have access to these spells - even non-casters can use Charms and Wards.
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Body of Shadow is so expensive because it has 2 Greater Effects in it, making it cost 5 times as much as normal - by altering the Greater Effect definition, you can make it a measly 70 energy. |
Re: [RPM] High Energy Cost spells (Example Body of Shadow)
As others have pointed out, a effective skill of 15 is...kind of low. A serious charm creator probably has a high-end Workspace Kit, maybe a place of power, grimoires for commonly created spells, and an apprentice or two that can help. Depending on your campaign setting, you may want to decide what is and isn't a Greater effect to offset the cost of some rituals (as has been previously suggested); let me also suggest you take Pyramid #3/66: The Laws of Magic for toying around with RPM in general.
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Would a charm creator need separate grimoires for the "cast" and the "charm/conditional" versions of a ritual? |
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The suggestion proving to be most useful so far is to revisit the Lesser/Greater effects and be a little more friendly on what is a Lesser spell and instead of using cost multipliers I'm going to impose penalties to the casting rolls instead. This will make the channeling of energy for larger spells a little friendlier while making it more likely that casters attempting spells beyond their ability will fail the casting portion. |
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If you feel that Body of Shadows should be cheaper because you don't see it being worth as much as a ritual that can unavoidably disintegrate someone or curse an entire kingdom or whatever, then you should probably alter the assumptions going into the ritual rather than try and make mid-range casters able to do anything that a 350-point ritual can do. |
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In the games where I used RPM, I did what other suggested above : playing with greater/lesser effect to favor/discourage some rituals. Celjabba. |
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I was actually talking about the bonus for working under unstressfull conditions, I don't understand why you brought the time spent rules into things
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I see the main problem of OP here not in the pricing or skill in general but in either underestimating of spell effect or its overpricing. I'm inclined to second since i don't see how this spell can be abused, especially in common magic campaign.
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Again, I am not saying "Mid range casters" should be able to cast 350 point energy spells - I am saying that Body of Shadow feels like a spell I want mid-ranged casters to be able to cast. There is a subtle difference. Dropping the multiplier from costs and making it a penalty to the skill roll seems to be working for me pretty well during the re-pricing. I'm sure if there are any unpleasant surprises in doing this, i'll find out when i run this afternoon. |
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Campaign is on the cusp of the dawning of the age of wizardry. There aren't local magic shops from which people can purchase grimoires. Talahsee (kind of a collective hive-mind society of elves greatly in tune with the world) have shown up and have started teaching men about how to weave magic. Humans, in return, will repay the poor Talahsee with the contagion of individuality, leaving their innocent society in shambles eventually. So right now, definitely a time of high magic and experimentation. Would-be NPC mages will be screwing up and melting their brains or causing upheaval (adventure plot hooks for the party to resolve) as the two societies come to terms with contact with each other, etc. There isn't much in the way of magic items, grimoires, and an established tradition of wizardry (yet). The players are playing characters present at this important point in the campaign world's history (It's an old established campaign world from back in my days of 2nd Edition D&D and those old Skills and Powers books). The TL is at the end of TL2, with just a few TL3 things starting to show up. |
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Re: [RPM] High Energy Cost spells (Example Body of Shadow)
I generally don't follow RPM threads all too often - and I apologize if someone else has mentioned this idea. However, this thread sort of touches upon something I've observed with GURPS 4e. In the past, players have commented upon the fact that certain things in GURPS were too cheap for effects they had on play. I've noted however, the reverse is now also true in that certain things are too costly (in the eyes of my players) for the effects granted by any given advantage. Perfect case in point was the "turn undead" capability from the old D&D campaigns (by old - I'm talking about the little white box/brown books version on up through at least AD&D). When my wife saw just how much the "advantage" cost for the campaign in question, she said "No" in about three seconds after my explanation of the advantage. Likewise, if certain spells are TOO costly in energy, then perhaps what is needed is a bit of "fine tuning". Currently, based upon a quick read of GURPS THAUMATOLOGY RITUAL PATH MAGIC, it appears that the energy cost multiplier for spells could be written as:
1 + GEP*2 where GEP is Greater Effects Present. So, why not tweak the formula to something like this: 1 + MEP*1 + GEP*2 where MEP is Moderate Effects Present, GEP is Greater Effects Present, and then create a new category of effects where the Moderate Effect is midway between a Greater Effect and Lesser Effect? This way, the GM can redefine what precisely is a Moderate Effect as they see fit for their campaign, while retaining the ability to say that the Moderate Effect is better than Lesser Effect, but that the Greater Effect makes things even more dangerous or more costly energy wise or what have you. |
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Remember, the divide between Lesser and Greater is always up to the GM and should be tweaked to fit the setting. |
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I agree with OP about that spell being ridiculously overpriced. Why is turning into a shadow for a very short time anywhere near the value of anything else of 350 energy?
You could raise the dead with that. |
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If both were a Lesser Effect, it's now hovering at only 70CP. All the advice I've gotten so far has been really awesome. Quote:
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Off Topic a bit, but RPM related:
A spell that surrounds the caster in a 2 yard bubble of replenishing air for a duration of time. Would you build that with Altered Traits (Doesn't Breathe) [20] or is it Sealed [15] and the replenishing air is just a benefit of the Create effect? |
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Seriously, yeah lesser/greater split is where to make all the pre-spell design changes. Extra fiddly might be coming up with a medium effect between the two for edge cases. |
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Ya know, another way to do Body of Shadow - and I don't necessarily recommend this - is to use the disadvantage form of Shadow Form rather than the advantage one.
Shadow Form can be either a 50-point advantage or a -20-point disadvantage. The disadvantage version is different in that the user has no control over it and thus they're stuck in the shadow form until the duration ends - and thus can't really do much interaction with the world. That would shift the spell from 350 points to 120 points, even leaving it as two Greater effects. |
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How gamebreaking would it be to reduce the energy cost of Altered Trait effects, down to maybe 1/2 or 1/3? |
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I've tried 3 points for both advantages or disadvantages (use the absolute value of the trait) - but it didn't work well. I've mucked with it in a few other ways, but it always screws things up pretty badly.
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Re: [RPM] High Energy Cost spells (Example Body of Shadow)
Also note that transformations between Paths are inherently pricy: 16 energy for the base Effects alone, before bringing anything else into the mix. If it’s a Greater Transform, that’s good for a ×5 multiplier right there, for a minimum cost of 80 energy. On top of that, Transforms usually involve bestowing or removing a meta-trait, which ups the cost further.
Some possible house rules to bring the cost down, some of which can be used in concert: • No matter what the Transformation is, never count more than one of the pair of Effects as a Greater Effect. This could drop the aforementioned 80 points to 48 points. • Make Transformations a special case: they always count as a single Effect; but it costs an extra (guessing) 2 energy if that single Effect uses two Paths. So a “Transform Body to Energy” Effect would cost 10 energy instead of 8. Instead of 80 points base for a Greater Transform, it would only be 30 points. • Or just have it count as a single Effect, with no price inflation; if you’re highly skilled with both Body and Energy, transforming between them is no harder than converting light into sound or a man into a pig. The 80-point Greater Transform would only be 24 points. • Sometimes, Altered Traits is pricy because the Advantages involved are arguably overpriced. I personally don’t consider Insubstantiality to be worth its price, and generally tweak it so that it costs half as much. If you’ve got some sort of energy form, this could reduce your energy cost significantly. • Consider dropping the cost of Altered Traits to 1 energy per point, regardless of whether it’s an Advantage or a Disadvantage that you’re granting; all that matters is the magnitude of price or value. The rationale is that you can often get a similar result without altering any traits at all; that is, much of the energy cost for the altered trait is already incorporated into the basic cost of the Effect. • Or be extremely conservative about using Altered Traits, reserving it for cases where you can’t justify the underlying Effect doing what you want. • Never itemize the individual traits granted; just come up with a single lump-sum total of all traits granted, both positive and negative, and base the Altered Traits energy cost on that. So if the Advantages and Disadvantages being added balance out, the total cost of Altered Traits is zero. This only helps if there’s a mixture of advantages and disadvantages involved. (This also may not be a house rule so much as a clarification.) |
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On your last point. That would be true if the Altered Trait was an Altered Form so seems fair. But to reduce munchkinism and too cheap disads I would think use the absolute value of the difference between advantages and disadvantages would be better.
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Dataweaver: Altered Traits costs 1 energy per point already for advantages, and 1 energy per 5 points for disadvantages.
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