Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-21-2014, 08:41 AM   #10
starslayer
 
Join Date: Dec 2006
Default Re: Ritual path magic group casting

In my own settings I have established that magic 'ripples' forward and backward in time. For small spells its basically unnoticeable, the target of a spell might 'feel' malevolence targeted at them just before it hits.


However with a massive spell the sensation of the magic reaches far enough backward in time that there is an opportunity to stop that work before all of the players are lined up. Generally I use this as a plot device and justification for why the big bad is in the middle of a massive fortress in the middle of nowhere surrounded by traps, but it had also been used to prevent plot circumvention on the post of the PCs by just getting the Lovell village they are trying to save to sacrifice energy until any problem can be solved.

Specifically for your own stated desires this would mean that the massive spell that creates food for a town will go off with minimal problem but the massive spell that wipes out the neighboring village will encounter resistance from the neighboring village.

Last edited by starslayer; 10-21-2014 at 08:46 AM.
starslayer is offline   Reply With Quote
 

Tags
gathering magic energy, group rituals, ritual path magic


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:13 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.