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 06-09-2022, 03:38 PM   #2
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: should it be a perk to know a Spell Concept?

The way I handle it in play is that casting the spell *always* counts as producing a prototype (since there is always a chance of a major bug, and this can never be avoided). So coming up with the concept equates to figuring out the procedure for casting the spell the first time. At that point you haven't *learned* the spell; but in my view, you've gained familiarity with it, and can cast it at a default of IQ + Magery - 6 (which can be helped by Symbol Drawing, and you can take extra time on the Symbol Drawing). You can practice casting the spell repeatedly until you've put in the hours for self-study, or you can cast it in an emergency, under pressure, and if you succeed at the latter you can spend a point to have learned the spell.

I wouldn't make the familiarity cost any points, not even as a perk. It's just that you've studied the spell enough to understand the intent, though not enough to perform it reliably.
__________________
Bill Stoddard

I don't think we're in Oz any more.
whswhs is offline   Reply With Quote
 

Tags
concept roll, invention, player-created spells, spell design

Thread Tools
Display Modes

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 06:21 PM.


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