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#61 | |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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An tab, Beast Soother and Beast Rouser (A1 and A2), 14 cost, 10 energy B tab, Spasm (A5), 19 cost, 18 energy Ea tab, Sand Jet (A11), 9 cost, 14 energy I tab, Control Illusion and Dispel Illusion (A9 and A10), 50 cost, 15 energy L tab, Continual Light (A2), 16 cost, 18 energy Pl tab, I don't have anything past row 41, did the spreadsheet uploaded get updated? Wa tab, Snow Jet and Create Spring (A35 and A43), 9 cost and 14 energy; 15 cost and 16 energy We tab, Rain, Snow, and Hail (A9-A11), 17 cost, 15 energy
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I'm a collector, not a gamer. =) |
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#62 | |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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And, yeah, as of now, there is nothing past 41 on Pl. |
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#63 | |
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Join Date: Mar 2006
Location: Silver Spring, MD
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I'll see if I can do a .pdf.
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On my blog: The Ravenblog and True Tales of the Ley Line Patrol: A WiP Campaign Setting. |
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#64 | ||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#65 |
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Join Date: Nov 2011
Location: Seattle, WA
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What it would do to Banestorm to use RPM and this list of spells on Yrth? Nothing much? Require a rather different way to represent wizardly power? Make them more powerful? I'm really not that familiar with RPM, but this looks fascinating, particularly since there appears to be some rather well-known balance issues with Magic.
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#66 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#67 |
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Join Date: Aug 2004
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This project illustrates one of the things that I really like about RPM: it can be used as a toolkit for creating whatever spells (err, rituals) you want. Compared to the standard spell magic system, RPM is a lot more flexible, and perhaps a little bit slower: where regular spells have set casting times that are generally in the 1-5 second range, RPM has energy costs that you have to either gradually accumulate energy to pay or draw from your reserves: if you have sufficient reserves, you can cast any ritual with one second of concentration. If you don't, you must spend five seconds for every attempt at energy accumulation, with each attempt being good for an average of 1 to 6 energy (depending on skill).
All of this flexibility comes at a cost: in this case, it's a character point cost. Namely, in order to do the above, you need a 40-point Advantage called "Ritual Adept". Without it, you can still attempt the ritual; but the energy accumulation times will be measured in minutes rather than seconds. Energy costs in the regular magic system are typically in the low single digits, because the cost is paid with FP; in RPM, the costs are paid from a dedicated energy reserve or ambient energy accumulation and tend to be in the double- or even triple-digits. Last edited by dataweaver; 10-09-2013 at 04:01 PM. |
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#68 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I've got a few other ideas on this but it can wait for email methinks. :-)
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#69 | |
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Join Date: Mar 2010
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EDIT: So either have it be a new thing, replacing the old, or enjoy coming up with a reason why it still worked out the way it did in the books. Your call. Last edited by Sunrunners_Fire; 06-30-2013 at 11:11 PM. |
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#70 | |
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Join Date: Dec 2006
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The bane would represent a pinnacle of elvish spellcasting, probably at the upper limit of what all of the wizards they can gather together could represent. To have it fail spectacularly (likely near the end when there skills are running low and all casters with luck have exhausted it) would then see its energy double. Even if the resulting magic CAN be dispelled it will have a total energy pool of roughly double what an entire nation could put together, making it likely impossible to be dispelled. |
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| Tags |
| conversion, magic, rituals, rpm, spells |
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