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11-02-2023, 09:42 PM | #1 |
Join Date: Jan 2022
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Real Magic!
I would like to work with other writers to create a new gurps
book about magic. I have created 12 types of magic that are intended to represent magic as it exists in the real world. Each type of power exists in two forms, Vulgar & Coincidental. The coincidental magic is easier to use and does not draw attention. The vulgar magic goes beyond that level and is harder to actually cast. Here are the twelve powers, and below this basic list is some explanation and fluff. At the end you will find a link to example spells. ------ Powers ------ Prediction: Wisdom / ESP Feeling: Empathy / Telepathy Production: Attraction / Creation Influence: Charisma / Hypnotism Penetration: Escape / Intangibility Control: Energy / Telekinesis Restoration: Renewal / Healing Vanishing: Stealth / Invisibility Travel: Direction / Teleportation Transformation: Developing / Shapeshifting Destruction: Curses / Annihilation Revelation: Visions / Rapture The presented magic system offers an alternative framework for magic in the GURPS role-playing game, providing players and game masters with a fresh and dynamic approach to spellcasting. Departing from the traditional GURPS magic rules, this system introduces the concept of 12 magic powers, offering a more nuanced and customizable experience for characters delving into the arcane arts. The powers shape a character's magical abilities, acting as specialized paths or schools of magic. Each power provides a unique set of spells related to its specific theme or focus. Characters have the freedom to create their own spells, allowing for a wide range of magical possibilities limited only by their imagination and the Powers they have proficiency in. Presented below is a an expanded explanation of the Powers: Power of Prediction - Wisdom/ESP Realization - Unveiling the inner knowledge within. The Power of Prediction manifests as inspiration and insight, granting effortless access to answers and discoveries beyond conventional understanding. It endows the practitioner with the gift of foreknowledge. The key to unlocking this power lies in the realization that all knowledge already resides within oneself. Power of Feeling - Empathy/Telepathy Association - Recognizing the interconnectedness of all things. The Power of Feeling enables one to empathize and understand others deeply, perceiving their thoughts and emotions without the need for words. It stems from the profound insight into the Association, the intrinsic link that binds all living beings together. Power of Production - Attraction/Creation Synchronicity - Uniting the threads of existence. The Power of Production empowers a wizard to draw situations and desires into their reality. This ability stems from a profound understanding of Synchronicity, the cosmic principle that everything is interconnected and influences each other. It acknowledges that the power to attract lies within, awaiting manifestation. Power of Influence - Charisma/Hypnotism Possession - Will shaping the realm of the mind. The Power of Influence grants a wizard the power to captivate others. Known as Possession, it allows one to enchant and charm, eliciting positive perceptions or even gaining control over another's thoughts and actions. The essence of this mastery lies in the understanding that one's will can wield dominion over the minds of others. Power of Penetration - Escape/Intangibility Spiritualism - Perceiving the world as a realm of spirit. The Power of Penetration delves into the realm of Spiritualism. It unveils the truth that the world is fundamentally composed of spirit, allowing a wizard to transcend physical boundaries and become intangible. Chains and locks lose their hold, dissolving effortlessly under the wizard's touch. Power of Control - Energy/Telekinesis Evocation - Harnessing the forces of the spiritual realm. The Power of Control enables a wizard to command powerful forces. Through evocation, the practitioner can manipulate energy and bend it to their will. This understanding arises from recognizing that spiritual entities are themselves embodiments of force and possess the capacity to shape and impact the physical world. Power of Restoration - Renewal/Healing Forgiveness - Liberating from suffering caused by transgressions. The Power of Restoration holds the gift of healing. It grants the ability to alleviate pain, cure diseases, and bring renewal to the afflicted. This power emerges from the understanding of Forgiveness, recognizing that suffering often stems from transgressions. By embracing forgiveness, a wizard becomes a conduit for healing and restoration. Power of Vanishing - Stealth/Invisibility Misdirection - Manipulating attention and perception. The Power of Vanishing encompasses the art of Misdirection. It allows a wizard to control focus and attention, rendering themselves unseen and secrets concealed. Meticulous study and practice grant the ability to achieve complete invisibility as the wizard manipulates perception and directs attention elsewhere. Power of Travel - Direction/Teleportation Unity - Dissolving the illusion of separation. The Power of Travel operates on the understanding that all separation is illusory. By harnessing this power, a wizard can navigate without traditional directions and locate objects or places that are lost or hidden. A skilled practitioner can transcend distance, stepping from one location to any desired destination. Power of Transformation - Developing/Shapeshifting Personification - Authoring one's own identity. The Power of Transformation allows a wizard to assume the form and essence of another being, whether it be an abstract concept, an animal, or even a deity. The essence of this mastery lies in the understanding that one has the power to create and define their own identity, refusing to be shaped by external forces. The power of transformation can also be used to improve who you already are. Power of Destruction - Curses/Annihilation Pragmatism - Dissolving the constructs of right and wrong. The Power of Destruction holds immense power that should be wielded with caution. It encompasses the ability to curse, annihilate, and disrupt the natural order. However, the utilization of this power draws one away from their true path and blurs the distinction between right and wrong. Power of Revelation - Visions/Rapture Above as Below - The symbiotic connection between gods, angels, and humanity. The Power of Revelation unveils profound visions and grants enlightenment to the practitioner. It is rooted in the understanding of the symbiotic connection between gods, angels, and humanity. By tapping into this power, a wizard gains access to celestial knowledge, perceiving the intricate tapestry that binds all realms and entities together. To read example spells go to: https://www.coreywhitemagic.com/examples.txt Last edited by Street; 11-02-2023 at 09:52 PM. |
11-02-2023, 11:27 PM | #2 |
Join Date: Sep 2019
Location: UK
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Re: Real Magic!
It seems like, you've posted this umpteen times but I still can't work out whether by "real-world magic" you mean ESP etc. or conjuring. Which did you mean, do you know? It seems like, you talk rather as if you mean conjuring but that wouldn't make sense for a lot of the things you list.
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
11-02-2023, 11:50 PM | #3 | |
Join Date: Jan 2022
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Re: Real Magic!
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11-03-2023, 12:04 AM | #4 |
Join Date: Aug 2007
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Re: Real Magic!
Maybe not "umpteen" times but you have done this before because I recognize that page you linked to.
However much this makes sense t you it doesn't make sense to me as _game mechanics_ and other people might have similar problems. Among these problems might also be that I've never seen "real magic" in the "real world". I suspect you need to _explain_ more than you have.
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Fred Brackin |
11-03-2023, 12:13 AM | #5 | |
Join Date: Jan 2022
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Re: Real Magic!
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11-03-2023, 03:53 AM | #6 |
Join Date: Sep 2019
Location: UK
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Re: Real Magic!
Possibly, it makes more sense now, thanks - I'd looked at your main page and it was all links to stuff about mentalism, stage magic and lock-picking, so I got the wrong idea.
The astrology doesn't seem to be there this time. Is that on purpose? The astrological pattern was kind of awesome. I don't think it was that that was the problem. More the lack of game mechanics causing people to not know what you're trying to do with this. This still seems to be pretty much devoid of game mechanics, in fact more so than last time. Is that one of the things you wanted other people to help with?
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
11-03-2023, 09:15 AM | #7 | |
Join Date: Aug 2007
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Re: Real Magic!
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"It is not part of the GURPS system, or any other specific game, so any GM who likes modifying his game's magic systems will get a lot of ideas here." I first encountered it around 1980 (well before Gurps was created). Back then the creators of Chivalry & Sorcery 1e had sort of adopted it as one of the main sources for their magic system (which has similarities to Gurps Magic really only in some of its' organisation). This can be seen in the Elemental Colleges and the progression of Spells there with increasingly sophisticated manipulations following simple ones..
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Fred Brackin |
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12-07-2023, 05:51 PM | #8 |
Join Date: Apr 2005
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Re: Real Magic!
As constructive criticism, there isn't enough information on your web site for playtesters or commenters to work with.
The spell ideas seem reasonable, but they're just ideas for standard GURPS Magic, Ritual/Path magic spells, or Powers/Sorcery. Flesh them out with game statistics and you'll get more more positive response to requests for feedback. If you're not familiar with designing spells, ask for help with a particular spell and the folks on this forum will be glad to walk you through the process. If you're using the standard GURPS Magic format as a base, many of your ideas are just variations on existing spells or new spells that would temporarily grant certain advantages. My rule of thumb for "Bestow Advantage" type spells is 3-5 second casting time for traits with combat utility, 5-10 seconds for non-combat traits. Duration is 10 second or 1 minute duration for traits useful in combat or 10 minutes or 1 hour for traits useful in a non-combat context. Casting cost is 1 FP per 5 character points of traits bestowed, with half cost to maintain in most cases. As an example: Insight Regular Knowledge College Gives the subject the effects of a successful use of the Intuition advantage (p. B61) to identify a likely path to success prior to performing a specific task. For the spell to work, the subject must have a decent grasp of the problem they're trying to solve and possible approaches to solving it. They must also meditate on the problem for at least 1 minute before the spell is cast. Failure to do so means the spell fails. In game terms, the subject's player must lay out potential actions their character can take to solve a particular immediate problem or the choices must be obvious (e.g., Which door do I choose? Which suspect should I interview first?). On a successful casting, the GM must choose the solution which best helps the player (or character) solve their immediate problem. If multiple options are equally good, the GM can choose among them. If none of the stated options are good the spell fails but the caster will know why. Duration: Instantaneous. The subject must meditate on a particular problem for 1 minute before the spell can be cast. Cost: 3. Can't be maintained. Time to Cast: 10 seconds. Prerequisite: Divination. Last edited by Pursuivant; 12-07-2023 at 05:56 PM. |
12-08-2023, 06:02 AM | #9 | ||
Banned
Join Date: Mar 2006
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Re: Real Magic!
Quote:
So, I guess, thanks for saying what I needed to say...? Quote:
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11-03-2023, 10:49 AM | #10 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Real Magic!
Quote:
What continues to be missing is operationalizing your ideas into the form of rules that can be used at the gaming table. Perhaps an example would help. Pick one of your spells and explain, step by step, how an equipped character would use it in play, including particulars such as choice of Maneuver, time taken to prepare and cast, when and against what to roll for success, the specific results of a success or failure (including duration, area affected, levels of damage or whatever). |
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