06-27-2024, 03:44 PM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Shadow Magic
I came up with an idea for magic - it works better in the shade. In broad daylight, skill is at -10. For each -1 to Vision due to darkness, the penalty decreases by 1, so at -3 to Vision you cast at -7, etc. down to total darkness when there is no penalty. What size limitation would this be?
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06-27-2024, 03:58 PM | #2 | |
Join Date: Jun 2013
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Re: Shadow Magic
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06-28-2024, 05:06 AM | #3 | |
Join Date: Jun 2010
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Re: Shadow Magic
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06-28-2024, 10:48 AM | #4 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Shadow Magic
The penalty depends on the darkness surrounding the caster. If he sits in his basement, he can cast spells without a penalty. I don't think I would give more than -20% to -30% at most. It's a less extreme version of Dark-Aspected (which is worth -50%).
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
06-28-2024, 03:47 PM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Shadow Magic
Are you familiar with GURPS Powers? It has the Nature power modifier, with gives -1 per 2 TL of equipment you're carrying, wearing, or riding, or -1 per 1 TL of implants. That part comes to -10%. Since you're allowing -1 per one level of illumination above total darkness, I might accept -20%.
Would you apply greater penalties than -10 for brighter illumination?
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06-28-2024, 08:55 PM | #6 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Shadow Magic
Yeah, I was inspired by Nature's Strength.
More than -10? Yeah, sure. Or just make it impossible. I think -10 is GURPS code for "impossible" anyway (although we all know of characters who laugh at -10).
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06-30-2024, 05:52 PM | #7 | |
Join Date: Apr 2005
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Re: Shadow Magic
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I'd call it a -20% to -40% modifier, given that you only have a reasonable chance of casting spells in near darkness, which kills your chances of using combat spells without some offsetting spell or vision-related advantage. OTOH, if you can offset penalties with tricks like carrying around a parasol or using an enchanted item to cast Darkness on your own hex, the limitation value goes way down. FWIW, there's a RAW Darkness-Aspected Magery limitation worth -50% which prevents you from casting any spells in conditions brighter than candlelight. |
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07-01-2024, 07:11 PM | #8 |
Join Date: Sep 2007
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Re: Shadow Magic
This one pretty much has to have the rule that magic can't be used to enhance magic. Otherwise, the first spell any mage learns is Darkness, and a Darkness item is probably a standard graduation gift from an apprentice's master.
In this case, the GM can just throw magobabble at it: "Sunlight disrupts the flow of mana through the etheric field that permeates all things. Magical darkness stops the sunlight, sure enough, but beating it back means effective magical darkness has to get the mana flow to resonate exactly out of phase with the sunlight-induced effect, which is just as bad for the coherence of other structured spells." Last edited by Anaraxes; 07-01-2024 at 07:27 PM. |
07-02-2024, 05:38 AM | #9 |
Join Date: Jul 2006
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Re: Shadow Magic
Hmm.. shadow or darkness? Would be entertaining if complete darkness was as much of a problem as brilliant light...
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07-02-2024, 07:24 AM | #10 |
Join Date: Sep 2007
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Re: Shadow Magic
Then you can have a three-way struggle between the Brights, Darks, and Dapplemages.
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alternate rules, magic, shadow magic |
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