12-29-2018, 12:15 PM | #101 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Magical Grafting of Body Parts
Quote:
The temptation and the tragedy is, of course, that many 'good' people might consider it acceptable to render a stranger crippled in order to give a loved one who lost a hand or leg back the ability to function again, to weave, cook, paint, cherish or stroke, to walk and run again. Especially if the stranger is someone doomed to die anyway or perhaps a criminal whose sentence is amputation. The fact that the ritual which attaches the limb or extremity to the person receiving the prosthetic and restores it to full life and function, now connected to the new owner's nerves, muscles and ligaments, also includes a Path of Crossroads component and is much easier to cast than it should be... is surely not indicative of anything horrific in any way, shape or form.
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12-30-2018, 08:59 PM | #102 | |
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Location: Iceland*
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Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
Quote:
Is that a substantial Traditional Trappings discount? Or does it just make the ritual more expensive than a pure Greater Create Body effect, by adding a Lesser Transform Matter to the Greater Restore Body effect?
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12-31-2018, 04:34 AM | #103 | |
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Location: Portsmouth, VA, USA
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Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
Quote:
You wouldn't need to do that I'd think. I've have to see a write-up of what you have in mind to be certain.
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12-31-2018, 05:41 AM | #104 | |
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Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
Quote:
Ideally, the energy cost and/or skill penalty of simply creating a new body part should be prohibitive enough so that this ritual is substantially easier, enough so that this is likely the only way a mortal magician of attainable skill levels has to fix permanent crippling of that kind.
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12-31-2018, 06:06 AM | #105 | |
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Location: Portsmouth, VA, USA
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Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
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01-04-2019, 04:00 AM | #106 |
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Location: Iceland*
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Conditional Sense Spells
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. 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)? 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?
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01-04-2019, 10:59 AM | #107 | |||
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Location: Portsmouth, VA, USA
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Re: Conditional Sense Spells
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01-04-2019, 12:17 PM | #108 | |
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Re: Conditional Sense Spells
Quote:
I was particularily struggling with whether detecting mana levels, whether they are aspected, Places of Power, any possible aspects of those places and any ley lines connecting areas of high mana and/or Places of Power, should count as one, two, three or four effects, because is it all 'presence or absence of magic' or should each rule count as a separate substance for the purposes of sensing? One Greater effect is simple and elegant. As for the Sense Threshold effect, what other information than the level of the Threshold is available from a typical Threshold? Ward spells or other magic woven into the threshold sound pretty far removed from Path of Crossroads, which is why my writeup added Sense Magic to handle that, but, of course, you are right, a Lesser effect is far too vague to be of any use for that.
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01-04-2019, 01:59 PM | #109 | ||
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Location: Portsmouth, VA, USA
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Re: Conditional Sense Spells
Quote:
Also, if you want the spell to give you everything Detect with Analyzing would give, add another Greater Sense effect. Basically, as long as you succeed on the skill roll to cast the spell you learn everything about your target that those traits would tell you. Quote:
A Greater Sense Crossroads effect with a successful follow-up roll would tell you the above as well as. . . . . . The strength of the threshold and its rating. . . . If the dwelling was haunted or the site of demonic forces. . . . if the dwelling was blasphemed or blessed. . . . if it contained a genius loci spirit. . . . if it contained a devil's gate or dimensionally weakened area. . . . The general past of the place (if it was a happy home or the site of murder or any other number of things). . . . If the dwelling's threshold was recently violated by mundane or supernatural forces (I'd allow a separate roll against Occultism or Hidden Lore to tell you what it was for the latter). . . . If the dwelling is enhanced by various apotropaic items and what they are. Add a second Greater Sense Crossroads effect to remove the IQ roll. Add a Lesser Sense Crossroads with Bestows a Bonus if you want to roll IQ, but want to do it with a bonus. Clear as mud?
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01-04-2019, 06:39 PM | #110 | |
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Location: Iceland*
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Re: Conditional Sense Spells
Quote:
This is just what I was looking for and these spells are now cool and well-defined. Incidentally, I know activating Charms requires no rolls and is therefore not dependent on local Mana or consecrated space. If I want to have the local Mana modifier (if worse than where the ritual was originally cast, this never gives a bonus) and lack of consecrated space apply to the success roll of a Charm or other Condtional Spell when it is activated, how much of a Limitation or Disadvantage is this and should I apply the theoretical Limitation to Magery? This is how it works for all casters in setting, but it does clearly make Conditional Spells, the primary combat and adventuring utility of spellcasting, less versatile and powerful. Well, essentially, it makes the distinction between using magic in a relatively high Mana area which counts as consencrated space for you and trying to work any magic at all elsewhere, even more important.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 01-04-2019 at 06:44 PM. |
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ritual, ritual path magic, rpm, thaumatology, vile vortices |
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