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09-01-2010, 08:41 PM | #1 |
Join Date: Mar 2010
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How to resolve this situation?
Energy Reserve: 10
Regeneration (Extreme: 10/second) (Energy Reserve Only) Time to Cast Spell: 2 Seconds. Energy Cost: 20 Please forgive the arbitrary numbers, I'm trying to narrow it down as far as reasonable to define the situation. I have a mage with regen reserve, who wants to cast spells with long casting times and also cost more energy than he has available on a second-by-second basis. Can he cast the above spell, as he can spend 10 energy per second (20 total at the end of the 2 seconds) for the duration of the spell's time to cast? Does the answer change (and how?) if he uses ceremonial magic instead? (I have an opinion of how this works, as the GM running the game for the player in question, but I'd like others opinions and ideas to make sure I'm interpreting it correctly.) :) |
09-01-2010, 08:47 PM | #2 | |
Join Date: Mar 2008
Location: Dallas, TX
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Re: How to resolve this situation?
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09-01-2010, 09:05 PM | #3 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: How to resolve this situation?
This issue comes up frequently with the Draw Power spell. No, you have to spend all of the spell's energy at the time of casting, not during the ritual.
"At the end of the last second of concentration, make a success roll for the spell ... On a success, mark off the spell’s energy cost against your FP ..." (p. B235) |
09-01-2010, 11:08 PM | #4 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: How to resolve this situation?
For the cost, bump the regen rate down a notch and throw the points into expanding the reserve. THough it is impresive to be able to throw a 10 fp spell every second indefinately it is not as useful as being able to pull out the bigger guns when needed (and still have an amazing recovery rate).
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09-01-2010, 11:27 PM | #5 | |||
Join Date: Mar 2010
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Re: How to resolve this situation?
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... Now to figure out how to make the energy accumulate while casting (even if only ceremonially or something) so that he doesn't need to buy a 10k ER. |
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09-01-2010, 11:28 PM | #6 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: How to resolve this situation?
Your mage player cannot do that. Energy for spells is not spent "per second" -- it's all spent at the end of the ritual, at once. There are a few exceptions -- primarily missile spells -- but they're just that, exceptions. The rule is that you have to pony it all up at once.
Now, said mage could certainly concentrate for 2 seconds, then spend 10 ER and 10 FP. He'd get the ER back the next second, but he'd be tired as all heck . . .
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
09-01-2010, 11:32 PM | #7 | |
Join Date: Mar 2010
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Re: How to resolve this situation?
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09-02-2010, 02:40 AM | #8 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: How to resolve this situation?
You'd need to buy enough ER to cover the largest spell you wish to be able to cast. If you plan on casting 30-energy spells on a regular basis, you'll need at least ER 30. You certainly shouldn't need ER in the 10,000 range unless you're planning on casting some very scary spells!
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
09-02-2010, 05:53 AM | #9 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: How to resolve this situation?
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That's a perfectly reasonable and sensical setting requirement, not only would it answer your issue, but it also more closely resembles most fictional representations of casting where mages are accruing energy and building spells during the entire casting process. Barring that, the next easiest thing to do is introducing a Hold Spell variant, which allows the mage to continue to put energy into a spell until it reaches the threshold energy to be cast. |
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Tags |
ceremonial magic, energy reserve, magic, regeneration, spells |
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