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#11 | |
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Join Date: Dec 2006
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It was/is intended to allow high tech wizards to use power cells to power spells (IE- when everyone is running around using energy weapons, glue cannons, and sonic stunners with effectively unlimited ammo, you need to give the wizard access to that unlimited ammo too or they become less useful than the guy with the bigger backpack). It also had some application in BIG SPACE adventures with magic, because a coven a wizards on a spaceship could access enough power to do useful things on the scale of space interaction. As well indicated by GURPS: Technomancer draw power was not intended to be useful even into TL 8 (/early 9)- they gave the technomancer universe direct atomic power->manna conversions via technology, and industrial enchanting spells. |
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#12 |
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Join Date: Jun 2005
Location: Lawrence, KS
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That's because it's not the purpose of the spell. The spell is part of the Tech college. The purpose of that college is to do magic that affects technology and/or takes advantage of things provided by technology. A high-tension power line, or a gasoline engine turning a generator, or a car battery, is "technology"; a lightning bolt is not.
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Bill Stoddard I don't think we're in Oz any more. |
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#13 | |||
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Join Date: Nov 2008
Location: Yukon, OK
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It wasn't meant to create Super Mages in LT settings but to give mages parity in High and UT settings. The main ways to get lots of external energy are Mass and ceremonial magic or Ley Lines and Mana Basins/Springs. I did submit an article for something else that would work here for Pyramid "Natural Magic" but the issue was too full so Steven said he might use it later. I've since added a refinement I hope to use as well.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#14 |
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Join Date: Sep 2004
Location: Upper Peninsula of Michigan
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Note that peak power for a lightning bolt is nothing like a second long. A typical bolt lasts 30 to 90 microseconds. Modeling it as ramping linearly up and down from 0, you get 250 FP. Still, a much larger-than-average bolt could power a Resurrection spell! If you could catch it...
There was an earlier thread on this here where I was interested enough to try statting up some ways to do it. |
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#15 | |
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Join Date: Mar 2013
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#16 |
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Join Date: Jun 2005
Location: Lawrence, KS
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Depends which spell you're using. Some spells work on energy stored in fuel; some on energy stored in batteries; and some on energy flowing through a generator, transmission line, or energy using device. But in principle, yes, and my list was intended to be suggestive and illustrative, not exhaustive.
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Bill Stoddard I don't think we're in Oz any more. |
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| collect lightning, lightning bolt, mana, rule world |
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