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-   -   [Dungeon Fantasy] Spellbooks (https://forums.sjgames.com/showthread.php?t=36420)

Peter Knutsen 02-19-2008 12:11 AM

Re: [Dungeon Fantasy] Spellbooks
 
Quote:

Originally Posted by Bruno
Junior Spellbook (DR 5, HP 7) - 2 points
Super Memorization: 1 point spell slot (DR 5, -15%; SM -3*, -15%; Stealable using a contest of ST, -30%, Spells only, -20%)

This is a big, solid tome with a hardwood cover. Weighs 5 lbs. Once the apprentice FINDS a spell in the spell book, a quick read imprints it in his memory (at a VERY basic level). Because the book can only impart one character point worth of spells, the Junior Spellbook only contains spells with no prerequisites.

* Book is 12"x12"x4". Blocky enough to be effectively SM -3.

Wouldnt such a book weigh much more than 5 lbs?

There seems to be no provision for a mass Limitation in the Gadget Limitations rules in "Characters", but given the stereotypical Wizard's low ST, I think it might make sense to add one, for really heavy Gadgets (12+ lbs, which AFAIK is typical of low-tech books).

PK 02-19-2008 12:24 AM

Re: [Dungeon Fantasy] Spellbooks
 
Quote:

Originally Posted by Peter Knutsen
There seems to be no provision for a mass Limitation in the Gadget Limitations rules in "Characters",

That's because mass is directly tied to HP. Low mass is convenient, but easier to break. High mass is a nuisance, but makes for sturdier stuff.

vitruvian 02-19-2008 05:42 AM

Re: [Dungeon Fantasy] Spellbooks
 
Quote:

Assuming a world maximum of 4 levels of Magery, all characters could be limited to 2 levels of full Magery.
If we're still talking Dungeon Fantasy, assume a maximum level of Magery 6 *without* limitations, given what's in the templates.

Now, if we're talking about Gadget spellbooks, I'd let the sky be the limit when it comes to further levels bought that way.... with all the reduced energy cost and other results of such heightened skill levels.

Ze'Manel Cunha 02-19-2008 09:16 AM

Re: [Dungeon Fantasy] Spellbooks
 
Quote:

Originally Posted by Bruno
Apprentices Wand (DR 1, HP 6) - 4 points
Magery +1 (DR 1, -20%; SM -5, -10%; Stealable using a contest of ST, -30%)

The apprentices wand is fragile, a 1 foot long pointer made of light wood. Weighs 1/2 lbs.


Junior Spellbook (DR 5, HP 7) - 2 points
Super Memorization: 1 point spell slot (DR 5, -15%; SM -4*, -15%; Stealable using a contest of ST, -30%, Spells only, -20%)

This is a big, solid tome with a hardwood cover. Weighs 5 lbs. Once the apprentice FINDS a spell in the spell book, a quick read imprints it in his memory (at a VERY basic level). Because the book can only impart one character point worth of spells, the Junior Spellbook only contains spells with no prerequisites.

* Book is 9 1/2" x 7 1/4" x 2". Blocky enough to be effectively SM -4.


Hmm, just combine those two with a nice fetish and you can have a ready made mage after an adventure:

Channeler's Amulet (DR 2, HP 6) - 2 points
Magery 0 (DR 2, -20%; SM -6, -10%; Stealable on a DX contest, -30%)

The channeler's amulet is a 3.5" medallion usually with the mage's icon etched on it, though easily stolen the medallion is normally worn on a chain underneath clothes. Weighs 1/2 lbs.

Bruno 02-19-2008 10:49 AM

Re: [Dungeon Fantasy] Spellbooks
 
Quote:

Originally Posted by Peter Knutsen
Wouldnt such a book weigh much more than 5 lbs?

You're right, sir! Looks like something like that should be 17-20 lbs.

Revise the dimensions to 9 1/2" x 7 1/4" x 2"

(I'll go edit the original)

demonsbane 02-23-2008 04:34 PM

Re: [Dungeon Fantasy] Spellbooks
 
Quote:

Originally Posted by Peter Knutsen
Another take on it would be to forget about the notion of spell books, and instead have the book give a bonus to useful wizard skills such as Thaumatology, Occultism, a particular Hidden Lore, or even Hazardous Materials Handling (Magical) or Theology.

There are some rules for libraries and consulting books in "GURPS High Tech", (...)

That was my approach in this thread, too. However, your exposition is better detailed than mine, so: thanks.


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