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Old 12-31-2013, 02:04 PM   #31
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Originally Posted by Kenneth Latrans View Post
If I were to play with wizards at TL8 instead of TL2-4 that would be one possible solution, I guess.
It's either that, or turn an entire castle into a power stone.
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Old 12-31-2013, 02:05 PM   #32
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Originally Posted by Kenneth Latrans View Post
Never seen Ceremonial Casting in play before, but from the looks of it it's hard to get more than 100 FP out of it unless you luck into a crowd of mages.
Organized churches tend to have a lot of priests and congregationalists.

In DF a typical temple is also a 160 point Power Item going by the prices in LCT2. There's no reason the temple can't be a power item, and the altar be a power item, and so on too.
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Old 12-31-2013, 02:10 PM   #33
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Old 12-31-2013, 02:15 PM   #34
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Originally Posted by fartrader View Post
Actually, I do know about that spell. When I play high fantasy, which isn't often, I do make use of GURPS Magic instead of Magic-as-Powers. However, we were discussing magic-as-powers,
No, this thread is about the Delay and Maintain Spell spells in GURPS Magic.
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so when you brought up Resurrection - I thought there was some new advantage I'd never heard of thrown into the game.
There is an example ability of that name in GURPS Powers (and a similar one in GURPS Powers: Divine Favor).
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Your sudden switch to Magic from Powers just confused me for a sec.
I'm not sure why you are talking about magical powers at all.

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Old 12-31-2013, 02:21 PM   #35
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Originally Posted by fartrader View Post
However, we were discussing magic-as-powers,
[Magic] is in the title, not [Powers]. As far as I know you were the one mentioning Magic-As-Powers, though some other people had brought up Modular Abilities to hold the spell slots.

Discussing the Resurrection spell itself seems like a good thing to split into its own topic.
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Old 12-31-2013, 02:51 PM   #36
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Originally Posted by sir_pudding View Post
(and a similar one in Divine Powers)
I believe the name of the volume is Divine Favor?

(checking...)

GURPS Powers: Divine Favor
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Old 12-31-2013, 04:31 PM   #37
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Old 12-31-2013, 05:28 PM   #38
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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Originally Posted by fartrader View Post
Obviously. Thanks captain obvious.
I don't see any call for this. I have no idea what you are actually thinking or whether you've memorized the spell names in GURPS.
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If you go back to page 1, others mentioned if you want to model D&D style magic, Modular Abilities (aka magic-as-powers) is the way to go. I merely followed up that discussion point and we got into a side discussion of how that could go...
I'm fairly sure that they are talking about using Super-Memorization to slot spells (as skills) not primarily for designing spells as magical powers.
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Here, combining a MA-slot with Resurrection is what had me confused, assuming it was an advantage of some kind. I suppose it could be a one-spell perk put into a modular ability slot though...
You don't need a perk for this. You can use Modular Abilities for skills. The Super-Memorization version of Modular Abilities appears to primarily useful for skills especially if your slots are only 1-4 points.

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Old 12-31-2013, 06:40 PM   #39
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Old 12-31-2013, 10:25 PM   #40
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Default Re: [MAGIC] Delay + Maintain Spell = D&D Wizard?

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If you put a Reduced Fatigue Cost (300) on that skill, you're talking way more than 1-4 points. That would be 300x20% or 6000% increase in cost of the skill.
Spell "slots" has both the base "here's a spell slot" and the cost-per-skill-point. Would that 60x increase apply to both, to the base cost, or to the cost-per-skill-point?
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