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 01-04-2019, 11:59 AM   #11
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Conditional Sense Spells

Quote:
Originally Posted by Icelander View Post
For a caster who can only make charms and elixirs, not cast spells on the fly, I thought I'd define a few of his most common investigative rituals.

I'm looking for guidelines on how much I can legally fit under one Lesser Sense effect and when I need to add Altered Trait and/or at least another Lesser Sense effect to the ritual.
I think I discussed this upthread already - A lesser sense effect can effectively find the presence or absence of a substance, force, etc. covered by the Path skill - it works as Detect with Vague. Greater sense effects work as Detect without vague allowing you to analyze it with a follow-up roll.


Quote:
Originally Posted by Icelander View Post
Touch the Weave

Spell Effects: Lesser Sense Magic (x3).
Inherent Modifiers:
Greater Effects: 0 (x1).

This information spell affects a 200 yard radius around the caster. It tells the caster the local mana level, whether it is aspected in any way and what modifiers this gives to spellcasting. It also picks up whether any spell effects are ongoing within its range and locates the nearest one, yielding some information on the general type of magic according to margin of success. Finally, it detects the location of all places of power within 200 yards, where they connect to (if relevant), and how powerful they are. In all cases, the caster can exclude any source he’s already aware of.

Typical Casting: Lesser Sense Magic (2) + Lesser Sense Magic (2) + Lesser Sense Magic (2). 6 energy (6×1).

or for my charm-based caster:

Lesser Control Magic (5) + Lesser Sense Magic (2) + Lesser Sense Magic (2) + Lesser Sense Magic (2). 11 energy (11×1).

Is this right? Do I need all the three Lesser Sense Magic effects (not that it breaks the bank to include them, just want to get this right)?
This should be a single Greater Sense Magic effect, not three Lesser ones.

Quote:
Originally Posted by Icelander View Post
Sense Threshold

Spell Effects: Lesser Sense Magic (x3).
Inherent Modifiers:
Greater Effects: 0 (x1).

This spell tells the caster the power of any threshold he touches (he can stop short of physical contact if this would negatively affect him), any special effects the threshold might have and whether there are any wards or spell effects anchored in the threshold. If the threshold extends more than 200 yards away from the caster, the caster will not be able to determine anything beyond its base power, but he will be aware that the threshold extends further than he can detect.

Typical Casting: Lesser Sense Crossroads (2) + Lesser Sense Magic (2). 4 energy (4×1).

or for my charm-based caster:

Lesser Control Magic (5) + Lesser Sense Magic (2) + Lesser Sense Crossroads (2). 9 energy (9×1).

How about this? Need fine tuning, better description, some changes?
Ditto. This is a Greater Sense effect. Also, as I noted elsewhere the Path of Crossroads covers mundane doors and thus should also cover Thresholds.
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
 

Tags
monstrum, ritual path magic, rpm, thaumatology, vile vortices


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 02:40 AM.


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