Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
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YMMV, and your the GM obviously- so in your game your rule is law; but again by the book I believe it is accurate. |
Re: Grimoire Collection: Al-Risalah al-Mawt (Path of Body)
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Re: Grimoire Collection: Al-Risalah al-Mawt (Path of Body)
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I think I'll keep the Greater effect, as even a slow-moving disembodied hand is undeniably supernatural, and therefore, blatant magic and hard to perform. I suppose Altered Trait, Independent Body Part is the way to go, with some limitation to account for the fact that not only is the hand weaker than standard for that trait, but the magician needs to Concentrate in order to make it act. |
Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
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Now, you can get tricky and use Conditional Termination on p. 18 of GURPS Thaumatology: Ritual Path Magic - I have used a permanent Duration in my own campaigns as worth 60 energy. But that's not RAW. Quote:
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Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
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I'm allowing 'enchantments' that are tied to the life force of a person attuned to them, i.e. "until the heart of John Thistlewaite beats no more". Haven't specified the exact energy, as this is background justification for how NPC magicians assisted PCs in making magical items they bought with character points at PC creation, but I want to make it fairly affordable. Of course, most occultists believe that tying ongoing magic to someone's life force will, at minimum, shorten their lifespan by draining vital energy every day (perhaps like smoking), and at worst, embroil those who embrace such magical workings in messy things like Destiny, Weirdness Magnet and supernatural Enemies, by making a person into an anchor or eddy in the preternatural tides of mana flow. In 'realistic' terms, killing a person is usually simpler than getting royalty to pucker up and kissing amphibians, so while this is undoubtedly useful for adventurers (who tend not to care about their gear once dead), there is a metaphysical justification for making it reasonably energy efficient. Plus, of course, taking up a conditional magic slot and costing character points should serve as adequate balance against player abuses. Quote:
It's a lot creepier and more flavourful for the caster to covet the beatiful hands of a concert pianist, for their delicate touch in performing surreptious sleight of hand, than to be essentially indifferent to donor Attributes and just as happy to take any old arthritic hand from a dying addict. Either an average or the lower of caster's IQ or donor's relevant physical Attribute. |
Magical Grafting of Body Parts
Oh my God, I just realised that the amputation ritual and the independent body part rituals in the grimoire Al-Risalah al-Mawt were obviously the research toward a certain goal, the ability to heal someone who had lost a limb, with a necromantic prosthetic!
That's Restore or Transform Body, Altered Traits, Remove One Hand (One Arm, One Leg, etc.) and... well, would we use Duration? It seems like it could count as Healing, once the donor limb or extremity has been attached. Of course, it's a hell of a lot creepier if it has a Duration and the potential for the limb to be controlled by the caster and not necessarily the subject... |
Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
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Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
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Master thief's dexterous hand give -50%, arthritic mummy hand +15%. The caster can then choose to either just enjoy the easier casting, or instead put 'gives a bonus' into the spell with the saved energy. |
Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
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Re: Magical Grafting of Body Parts
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