06-21-2022, 07:54 AM | #21 |
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
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06-21-2022, 08:56 AM | #22 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: GURPS MAGIC: Day in the life of a spell inventor...
If you can find your cite to support that, I'm all ears (or eyes in the case of the internet). ;)
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06-21-2022, 09:23 AM | #23 |
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
Grrrr you're making me constantly go back and forth into all rules from the books... Worse part is, I dont even use standard magic, I only use synthatic magic lol. So I never did more than give it a curious look at. Let me check it out
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06-21-2022, 09:44 AM | #24 | ||
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
Quote:
Quote:
The Prototype however IS indeed a spell casting, which by the boldened part makes it crystal clear that yes, you do need to spend 1CP to buy the spell-skill in order to be able to use it during the prototype phase. So yes, you could take 1 month to create the Concept for a +5 bonus, just not for the Prototype phase. |
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06-21-2022, 10:07 AM | #25 |
Join Date: Nov 2015
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Re: GURPS MAGIC: Day in the life of a spell inventor...
Has anyone given any thought to the effect, if any, of Gadgeteering on spell development?
It greatly reduces the Complexity penalties for other Inventions, but spells have their own modifiers, and I couldn't find anything regardin it. It could probably halve the modifier as it does for software, or something like that (or have no effect of course) |
06-21-2022, 10:15 AM | #26 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: GURPS MAGIC: Day in the life of a spell inventor...
Quote:
I'm going to cautiously endorse that mindset - that you can use other aspects of the rules for improving conceptualization rolls - just not the prototyping aspect.
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06-21-2022, 10:20 AM | #27 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: GURPS MAGIC: Day in the life of a spell inventor...
Quote:
"The GM may allow mage Gadgeteers to apply Gadgeteering to spell invention. However, such a combination is likely to lead to a number of wild thaumaturgical innovations that not every GM will be happy to handle." Based upon that, it also requires that the GM permit gadgeteering in as an advantage in the first place. If the GM is happy with that, fine. If not, then that option may not be available for magic research. Again, people can use it, and it would appear that the rules do permit it. But it also looks like an edge case.
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06-21-2022, 10:23 AM | #28 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: GURPS MAGIC: Day in the life of a spell inventor...
In case anyone wonders...
"Why aren't you utilizing assistants"? The answer is simple actually... Each assistant requires a skill of 20+ in the skills required. That means that you will need to have at least give "Masters of Thaumatology" working together in an effort to improve your conceptualization roll. Remember - we're talking about ordinary individuals who will have to work together to research spells. A beginning "professional level researcher" with a skill of 12 (the very definition of professional level skill) - will be largely incapable of researching ANY spell with a relatively high prerequisite count. Asssitants requiring a skill of 20? Five of them working together to gain a +4 bonus? Wowsa.
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06-21-2022, 10:55 AM | #29 | ||
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
Quote:
You dont need Magery to know Thaumatology; you dont even need to know any spells at all. Thaumatology is just the body of theoretical knowledge of Magic. In theory you could have a non-mage scholar that doesnt know a single spell but that is a master (Thaumatology 20+) of the theoretical study of magic. That would probably be rare - but not impossible. That's also why the Concept Roll has NOTHING to do with the spell casting properly. The Concept roll is theorizing the application of magical concepts. "If the moon is under Sagitary, or if mercury gets combined with crysantemo, I should have the proper contamination principle for this effect. This means that the intent of the world "Alepho" combined with the classical gesturing of elemental water designed by the western school should in theory form the basis for the incantation, at least for the first part of my problem. Now, for the second part, I should move my left foot to form the basic sacred triangle described by master Xander, 1262, for all motion driven spells... This means that if I combine that motion with the mentalization technique of the Pkis from the East, I should be able to increase the Raladium levels of mystic energy, there is unless... No no no, that wont work, let me try something else... Hmmm... How about the mana fluctuation patterns of the Velvedic flowers of Allering, their progression seems to follow the same math of the fluidic systems of my research..." It's not spell casting AT ALL. Quote:
It's like the difference between martial artist and a biophysicist that never threw a punch in his life but that tries to improve martial arts by studying the "science" of it |
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06-21-2022, 11:12 AM | #30 | |
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
Quote:
The other problem is that the roll for your Prototype is NOT your Thaumatology, but rather the spell-skill which you just bought off. This means that, since it's a single 1CP, it will be a spell skill at Attribute-2 for a hard spell or Attribute-3 for a very hard one (plus magery). That means that an "assistant" would have to have IQ+Magery at AT LEAST 22 to be able to "assist" on a Hard spell or IQ+Magery 23 to "assist" on a Very Hard one - ie IQ 20, Magery 3 to assist in the Prototype of a VH spell. Since Magery 3 IQ 20 mages arent just around the corner, that's also why I too completely disregarded any possibility of assistants. |
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spell invention |
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