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#1 |
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Join Date: Feb 2012
Location: America
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Hello, I have been looking into Ritual Path Magic lately and (as the GM) I have a few questions I can't figure out how to rule on;
1. “Spells cannot make anyone better at using magic…” (RPM book page 15) what happens if you cast an effect to give someone levels of Mana Enhancer? High mana levels gives a lot of different bonuses, but one the biggest is the boon to casting a spell or having spells cast on you. So, under the above rule, should I disallow Mana Enhancer from being granted through RPM entirely (like Magery and Ritual Adept), limit it to granting all the bonuses higher mana levels have with magic items, but not with living casters, or just have it work normally if granted by a spell? 2. Can you use a spell with high energy to auto-dispel other effects? I realize this is exploiting a loophole, but could you use this spell; Shine Body Spell Effects: Lesser Strengthen Body. Inherent Modifiers: None. Greater Effects: 0 (×1). Causes the target to become slightly shinier for 1 minute. This Casting: Lesser Strengthen Body (3) + Duration 1 Minute (1) + Extra Energy, +140 (141) + Range, 20 yards (6).150 Energy. To automatically dispel any Lesser Strengthen Body effect on a person that costs less than 150 Energy without an opposed Path check? 3. Could you use a cheap Create Greater Crossroads to make a weak spot that does not go anywhere, just so you can use a Lesser Control Crossroads and Lesser Transform Crossroads to make it go far away? Or use Lesser Create Matter to create raw materials and Lesser Transform Matter to make a complex object like a car or aircraft carrier without a creation roll? For example; Create Scar Spell Effects: Create Greater Crossroads Inherent Modifiers: Duration Greater Effects: 1 (x3). This creates a scar in reality, used specifically to allow the caster to create gates or contact other planes easier. Typical Casting: Create Greater Crossroads (6) + Area of Effect: 2 yards (0) + Duration: 12 hours (6). (12x3) 36 Energy And then use that weak point to use this; Create Gate Spell Effects: Lesser Control Crossroads + Lesser Transform Crossroads Inherent Modifiers: Range + Area of Effect + Duration Greater Effects: 1 (x3). This creates a gate 2yards in radius allowing humans, and their equipment, to pass through. It can connect to an area within 200,000 yards and disperses after 10 minutes. Typical Casting: Lesser Control Crossroads (5) + Lesser Transform Crossroads (8) + Duration: 10 minutes (1) + Area of Effect: 2 yards (0) + Range: 200,000 yards (28) + Speed: 200,000 yd/s (28). 73 Energy. 4. I am also looking into pricing of RPM made permanent magic items in a market. I plan to have magic items cost (CP^2)*(.01*Starting Wealth) so; HTML Code:
CP cost of item TL3 - $1,000 TL8 - $20,000 % of starting wealth 5 $250 $5,000 25% 10 $1,000 $20,000 100% 20 $4,000 $80,000 400% 30 $9,000 $180,000 900% 50 $25,000 $500,000 2,500% 80 $64,000 $1,280,000 6,400% 100 $100,000 $2,000,000 10,000% If any of these have been discussed elsewhere on the forums a link to the thread would be appreciated.
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#2 | |||
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Join Date: Nov 2009
Location: Oregon
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#3 | |||||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#4 | |
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Join Date: Feb 2012
Location: America
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So, in summery,
1. Mana Enhancer- just do not allow it. 2. Using larger spells to knock out smaller ones just shifts the defense from the opposed Path check to the targets resistance. 3. This works for gates. However, Quote:
Of course where you get bullets is still a question in that example, but not directly related. As for 4. I am planning to just use the Slow and Sure Enchanting (RPM p. 34-35) and put a price on it.
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#5 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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The rules I presented use the Slow and Sure Enchanting method - you just get the framework for them already in place. You know how much it costs, what it weighs, and so on.
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#6 |
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Join Date: Feb 2012
Location: America
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Mk, I do not have Pyramid #3/46: Weird Science, and at the moment if I were to buy a book it would have to be the new How to Be a GURPS GM, so I will have to put that on the to-get list when I has more to spend.
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#7 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Mook's book is quite good. :-) If you want magical items to be more permenant and plentiful, I suggest making each point cost the same as about half of what it costs for Spending Points for Money (usually 10% of starting wealth, so 20% of Starting Wealth) and then going from there. If you want less plentiful items make each point equivelent to 10% or even 5%. Adjust the scale from there. For something like DF or D&D where there are a ton of magical googads maybe make each point the item costs worth 5% or even 1% - of course, going that low you might end up with items cheaper than charms (depending on skill level at least). I'd probably go something like 2.5% myself for somewhere where everyone has a +1 ring of protection or the like. That's a 40-point magical item for a a full multiple of your starting wealth
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#8 | |
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Join Date: Feb 2012
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But if you cast a RPM spell on a person to give him a Innate attack (or other power), that power can have a power modifier (like magic) So you could make someone better at magic in that they could now throw flaming balls of eldritch fire at will when previously they could not. (Until the spell that granted them the ability expired or was dispelled) If the same spell or another spell gave them (Non-RMP) Magery or increased their Dexterity, that would also make them better at throwing those Fireballs. And if this ability had a Fatigue cost, then a RPM created Mana Enhancer that increased the Mana Level to Very High would allow them to throw a fireball within it and recover the Fatigue the next round. Because all of this is a product of RPM, but is not actually RPM itself. This would be an example of making the tools to make the tools, and would be interesting to see in a campaign, explaining how there might be more than one type on magic in a given world, with RPM as the source ur-magic, and Mana magic as a created lesser magic. |
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