05-26-2019, 09:12 PM | #1 |
Join Date: Jul 2013
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Magic as Powers (ala Shadowrun)
I’m finding myself more and more a fan of Spells as Powers. I think it’s mostly a matter of having come from Shadowrun, and the Spells as Skills just feels wrong for that type of setting somehow.
Personally, I use “The Fifth Attribute” Quintessence makes a lot of sense in a setting where magic is separate from IQ. But I’ll put notes in for those who don’t use it. Skills Shadowrun had a number of skills, but the four that survived my initial brainstorming are;
If you aren’t using Quintessence, just base Sorcery and Conjuring on IQ. Spells All spells cost Quintessence points (or FP). 1 point plus an additional 1 for every 10 cp of the total spell cast. As an example firebolt cost 5 for each point of damage, so a 4d firebolt would cost 3 points to cast. 1 initially and another 2 because the 4d equeals 20 cp. Each spell also affects the sorcery skill. The more powerful a spell is the harder it is to cast. For every 10 full points if applies a -1 to the skill roll, Other modifiers may also offset or add to the difficulty. For example a fire mage may get a +4 for the “Elementalist” advantage.
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Tags |
magic, shadowrun, spells |
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