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#71 | |
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Join Date: Mar 2010
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It takes about 2.5~ billion energy to cast the Bane according to a back-of-the-envelope calculation (two greater effects, aoe (Yrth), subject weight (Yrth), damage (60d, cyclic), a billion excluded targets). A critical failure would thereby result in the Banestorm being a 5~ billion energy magical effect. At 3 energy per Elf (costing each Elf 9 FP), 2.5~ billion energy is 834~ million Elves. If they want to dispel it, they rest for an hour and a half to recover the nine fatigue and burn both HP and FP for the dispel ritual(costing each Elf 6 HP and 9 FP to generate 6 energy) ... which nicely doubles the dispel ritual's available energy without risking anyone dying. If risking death is an option, its' even easier to get energy. 18 HP is 9 energy, 9 FP is 3 energy. 12 energy per elf that is willing to risk death. (Banestorm Elves have a racial ST of 9 and so a racial HP of 9. -(HP) is the first death check trigger.) [Note 1], ... unless they don't want the elves to survive either, in which case its' quite doable with a few dozen high-magery casters. Excluded Target on the Area Effect is the most expensive part. |
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#72 | |
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Join Date: Jan 2010
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#73 | |
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Join Date: Nov 2009
Location: Oregon
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Assuming racial average HT of 10, this will kill half of the Elven population. Not something they're likely to want to repeat any time soon - or perhaps even be capable of. Maybe that's why they couldn't undo the ritual... in their desperation, they sacrificed half their population to create it. Last edited by vierasmarius; 06-30-2013 at 11:02 PM. |
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#74 | |
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Join Date: Mar 2010
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Sacrifices aren't casters, they're merely a tapped energy source. (Tapping Energy Sources; MH1, pg 36) The problem with using that many sacrifices is rather simple: It takes a second of concentration to tap each one. At 834~ million sacrifices ... Heh. However, if you don't have that many sacrifices, you aren't going to get anywhere near enough energy to cast the Bane without taking the shortcut of not excluding the elves from the area effect. Adding additional casters cuts the time to tap down but introduce skill penalties for the casting check. Finding a reasonable balance between these things is going to be the challenging part. EDIT: However! ... this is becoming highly tangential to the thread's topic and should should probably be spun off into a thread of its' own if we want to continue talking about it. Last edited by Sunrunners_Fire; 06-30-2013 at 11:04 PM. |
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#75 | ||
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Join Date: Jan 2010
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#76 |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Fixed a couple of minor things! Keep looking back for a bigger update soon.
Changes in 1.1 [July 3rd, 2013]:
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#77 | ||
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Join Date: Aug 2004
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My GURPS stuff |
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#78 | ||
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Join Date: Dec 2012
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So I've allowed it to be bought in levels: Adept 1 buys off the consecrated space, Adept 2 adds in buying off the first energy gathering, Adept 3 the connection and adept 4 the subsequent energy gathering - though you could allow purchasers to pick and choose instead. |
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#79 |
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Join Date: Nov 2009
Location: GMT-5
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Impressive.
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#80 |
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Join Date: Aug 2004
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Thanks, missed that. 30 points is a bit hard to squeeze in, Ill have to go back and redo some things.
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My GURPS stuff |
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| Tags |
| conversion, magic, rituals, rpm, spells |
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