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Old 05-29-2019, 01:20 PM   #5
Kesendeja
 
Join Date: Jul 2013
Default Re: Magic as Powers (ala Shadowrun)

Generally speaking for powers I'm creating the base power, with modifiers, and the character buys that up to the maximum they can cast, usually half their Quintessence or IQ if Quintessence isn't being used. But doing away with "1 point plus an additional 1 for every 10 cp of the total spell" would make spells both more expensive and more even in cost.

Doing it that way a 1d firebolt cost 1 qp, and a 6d one would cost 4
the other way of doing it, where each level cost a point would mean that the same 6d firebolt would cost 6 to cast.

But letting mage's buy off some of the cost by other advantages, or create spells of their own works better in the second option.

Any opinions?

I'm not trying to duplicate Shadowrun exactly, more take insperation form it.
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