04-08-2024, 04:45 AM | #31 |
Join Date: Jul 2006
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Re: Magic on the TL 3 battlefield
Not so much TL3, but you could imagine this sort of thing being behind something like the Zulu war chorus or something ... by chanting and performing a ceremonial dance, you have whole regiments feeding power to your magi. Actually, I could see the Romans doing that - perhaps with the aquilae serving as some kind of accumulator?
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04-08-2024, 05:11 AM | #32 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Magic on the TL 3 battlefield
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On the demographic front, meh. This is one people constantly muff when it comes to magic discussions. It's not whether one person in a thousand is a doctor or an engineer. The analogy is whether one person in a thousand is genetically capable of becoming a doctor or an engineer. Magery has to be damn common in a society to get one full-scale mage per thousand in the military.
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04-08-2024, 11:32 AM | #33 | |||
Join Date: Nov 2004
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Re: Magic on the TL 3 battlefield
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04-08-2024, 11:35 AM | #34 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Magic on the TL 3 battlefield
I would note that battle prep could be a big deal. Magic has tools that make fortifications easier to overcome, but it also has tools that make fortifications, particularly field grade fortifications, much easier to create.
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04-08-2024, 11:37 AM | #35 | |
Join Date: Jun 2013
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Re: Magic on the TL 3 battlefield
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There's also the issue that you're basically looking at skill vs skill, and the aggressor is going to put their best Shape Fire mage on the job while you'll have to make due with whoever is closest (if you have multiple; if you don't, it's that much easier for OpFor to strike where you're weakest). So you're at best in 50/50 situation and may well be at a disadvantage. Better to use Rain, at least if you are able to get into position quickly enough to handle its full minute of casting time, as then it's not skill vs skill but rather a heavy rain (1 inch per hour is pretty heavy, enough to cause flash flooding) vs a fire, and a fire is unlikely to win that matchup.
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04-08-2024, 12:01 PM | #36 | |
Join Date: Aug 2004
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Re: Magic on the TL 3 battlefield
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BEAST SUMMONING (pg 30) Permits for double the cost - the ability to summon all of one specific beast - usually within 10 miles to the summoner. This spell is per minute, which is generally speaking, not sustainable for very long. But if that Mage were my character, this is what I'd do if I were alone so to speak: One college Power Stone enchanted to a decent power point level. Then I'd purchase a few healing potions. Someone who drinks healing potions when they're not wounded, replaces 1d6 fatigue with every drink. Double the energy cost is 6-1 for skill 15, for a total cost of 5 fatigue. Then it costs 3 fatigue per minute to maintain. For a formation of horses that are in the midst of a charge - casting that spell at the right time would be bad for the cavalry formation. Now give me an apprentice, casting lend energy, who also has one college powerstones (Healing college) - and he can lend my character energy, and drink healing potions as well. Bad news is - there are no saving rolls for Beast Summoning. In theory, one could cast GREAT WARD - but only if the blocking spell caster also knows BEAST SUMMONING at skill 12+ (Not generally hard for someone with magery 2). The only OTHER way to protect a horse from BEAST SUMMONING is if it has an IQ of 7+ at the time the spell is initially cast. Now, imagine if you will - summoning the cavalry into a pit trap that is covered by an Illusion that hides its pit nature. Or have a prepared pit trap with camouflage done the old school way. Now, the alternative is to utilize a magic item with Power set to level 4. The user of that item can summon the horses for a mere 2 fatigue, and is self-sustaining. I leave that as an exercise for you to debate... |
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04-08-2024, 01:35 PM | #37 | ||||
Join Date: Nov 2004
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Re: Magic on the TL 3 battlefield
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ETA: Speaking of Energy Reserves, even if magery levels are fixed, Energy Reserves might be one of the things that distinguishes a new battlemage straight out of training (whatever that means lically) from a grizzled veteran in the same specialty, and makes it very advantageous to have the second one if you possibly can, and be another major factor in choosing a mage for the job. If the enemy is advancing on your position behind a wall of fire, say you can choose between(with slightly anachronistic terminology), your weather mage is 2nd Lieutenant Newbie Green, who is on duty because Major Storm went to his grandma's funeral, a leave you wouldn't have approved if you'd known General McFoe had concealed his march somehow and was about to hit you. Lt. Green knows loads of Weather spells, but he has ST 11 and no ER, and can barely muster a stiff breeze without a full chanting chorus. Second Battlion's [top] mage is Captain Torch, who's been lighting and fighting fires in this man's army since the gods were babies and has a personal Energy reserve of 60 before he even starts on his Fatigue (and he's fitter than you'd think a man his age could be), it's a batllr.of shape fire while Lt. Green gets the chorus together and tries to put some lightning into their casting circle if gods be kind they haven't got it under a bunker and are watching by Wizard Eye. If, OTOH, Captain Torch was reassigned and Lt. Spark is trying to cover for him, while Major Storm hearda disturbing rumor at rhe funeral and raced back on the winds, it's time to bring the rain. Lt. Green might end up doing the same job either way, if Storm is too busy with the fires to launch offensive moves. Last edited by Dalillama; 04-08-2024 at 01:54 PM. |
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04-08-2024, 01:54 PM | #38 | |
Join Date: Aug 2007
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Re: Magic on the TL 3 battlefield
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You can certainly have extraordinarily powerful Mages. I built a 1500 pt one in 3e and Gm'ed for a 400-500pt one in 4e but I tend to doubt that you'll see such characters in a support role on battlefields. On the other hand the ERs that come with published Magical Styles tend to top out at 6 pts. I think those are mostly a matter of double-dipping on FP recovery.. They could let healer Mages maybe heal 50-100% more wounded but won't figure much in replacing Ceremonial casting with spectators.
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04-08-2024, 02:46 PM | #39 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Magic on the TL 3 battlefield
Anything that would make logistics easier would have a huge impact.
For instance, being able to control the weather would be major. And undead armies can march where live armies can not.
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04-08-2024, 02:46 PM | #40 | |
Join Date: Nov 2004
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Re: Magic on the TL 3 battlefield
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magic, mass combat, tech level |
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