12-06-2023, 03:07 PM | #41 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Real Magic!
The really quick adaptation of Mage: The Ascension magic in GURPS would be:
- Use Syntatic Magic: Realms and Power (GURPS Thaumatology, p.188-191), where the Realms are the Spheres. If memory serves, there where 9 Spheres that had 5 levels each. If we adapt that as 9 Realms with 5 levels, then they would be worth (12 x level) points each. I'd personally just stick with the 6 levels per Realms as defined on p.189, in which case the Realms would be worth (10 x level) points each. - Use Reactive Reality (GURPS Thaumatology, p.193-194) to account for "vulgar" vs "coincidental" magic to receive Distortion points. - Apply the generic Syntatic modifiers (GURPS Thaumatology, p.180-183, or tables p.242-243) as skills penalties (rather than energy cost modifiers or required margin of success), and you can then buy off those penalties for a pre-determined effect as a Technique which represents a "rote." From there, you can customize your own variant system by customizing the Realms and the number of levels they have. You could also customize the effects of Distortion Points, and how to get rid of them. |
12-06-2023, 05:42 PM | #42 | |
Join Date: Aug 2004
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Re: Real Magic!
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12-07-2023, 06:51 PM | #43 |
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 06:56 PM. |
12-08-2023, 07:02 AM | #44 | ||
Banned
Join Date: Mar 2006
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Re: Real Magic!
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So, I guess, thanks for saying what I needed to say...? Quote:
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magic, thaumatology |
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