06-24-2021, 09:54 AM | #1 |
Join Date: May 2021
Location: Eastern Kentucky
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Magic Guidance Question
So I am still working on my magic system for wizards in my campaign. THanks for your patience and answering questions.
So I've went the Thaumatology skill /college skill / spell skill route. Basically ritual magic. Magery will add to skill. It will also limit the max amount of fatigue that can be burned in a casting. I'm contemplating though having the spell skills be in a grimoire and spell formulas have to be "found" to be allowed in the game. Naturally the PC will start with a grimoire with a good number of spells and then have to find the others. Do you think it would be wise to limit the number of spells a PC can have ready at any given moment? Like limit it to 10+magery with a one hour switch out rule? Not sure if this adds much or not. I mean the grimoire is already a limitation. What do you think a grimoire does with regard to costs overall? I'm thinking not that much but maybe something. The advantage is that if you already have skill in a college you don't need to train to get a new spell so maybe that outweighs the disadvantage of not having access to every spell and buying? Some of this is just me thinking through things but I love to hear what the rest of you think on these things. Some of you've had a lot of experience so you make me think about stuff I miss. Thanks. |
06-24-2021, 10:50 AM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Magic Guidance Question
I'm unsure if you are charging points to learn each spell?
Having a set number of "ready spells" sounds awesome, especially if it allows the wizard to learn any spell in their book (and the ability to find new spells without spending points to learn it). I suppose it'd be a sort of modular ability, where the grimoire is the list that can be read from.
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06-24-2021, 10:58 AM | #3 | ||||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Magic Guidance Question
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Magery adds to which skill? You can't spend more Fatigue Points on a spell than your Magery level? That severely limits more powerful effects. Is this intentional? Can you use powerstones or other mana reserves? Quote:
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Personally, I wouldn't do this. One of the benefits of learning spells as skills is that they're just things you learn to do, not magical patterns you impress on the brain. Unless you are actively trying to recreate D&D magic, I don't see the benefit. Quote:
I think it would be a more sensible option if spells were just independent skills without defaults. |
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06-24-2021, 01:17 PM | #4 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Magic Guidance Question
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Energy Reserve (spells): This is a special form of Fatigue that is only for spells and can function as the equivalent of preparing spells. By default it is recovered at the same rate as normal Fatigue and is effected by the Recover Energy spell. This can be combined with a variant of Hang Spell to allow wizards the ability to cast really huge spells via study or meditation.
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06-24-2021, 05:10 PM | #5 | ||||
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Magic Guidance Question
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I'm not sure what you're trying to accomplish by limiting fatigue expenditures for casting. Could you please elaborate on that? Quote:
On the other hand, you could simply require the players to find a teacher to learn new spells. Quote:
A challenge you may face is that a player may suffer analysis paralysis when preparing their spells. If this happens, the game could get ground to a halt. Quote:
I'm not sure how much it would cost to buy new spells individually. |
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06-24-2021, 05:27 PM | #6 | ||||
Join Date: May 2021
Location: Eastern Kentucky
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Re: Magic Guidance Question
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So with Ritual Magic, as soon as you get a spell you can cast it and if it is one of the basic ones you probably can cast it effectively for basic stuff. The spells that are more advanced you will need to increase the level on because the default won't be good enough. And maybe using techniques for the actual spells is the right way to go. It's why I posted was to get feedback and maybe correct my thinking if I have blind spots. And your question about what magery adds to is a good one because I realized that if it adds only to Thaumatology then it would only affect the default. So maybe it applies to both Thaumatology and the College skill. Have to think more on it. |
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06-24-2021, 05:38 PM | #7 | |||||
Join Date: May 2021
Location: Eastern Kentucky
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Re: Magic Guidance Question
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I wanted the idea that you have innate magic which is your magery. That is what you are doing when you just pay the cost and deduct if off of Fatigue. So how good you are dictates how big a gulp you can take of magic in a given turn. So perhaps multi-turn spells would get to add magery every turn. If you are skillful then of course that is drawing on surrounding mana as well as your internal reserves. I only have a single mana level in the campaign. Quote:
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Yes, I'm thinking that maybe the spells become techniques and it operates just as you say. You can cast any spell at the default if you know it. The grimoire is just a list of spells that you know. It's the only way you have of communicating your spells to another mage. You don't need it though to use the spells you know on a day to day basis. But you must understand formulae because you can't learn a new spell without the written spell existing somewhere. Quote:
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Thanks for the help folks keep it coming. I'm new so be patient. I really am just bouncing ideas and seeing what you think. |
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06-24-2021, 05:40 PM | #8 | |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Magic Guidance Question
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06-24-2021, 08:49 PM | #9 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Magic Guidance Question
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Magery 2 (-75%: One-Spell Magery, -80%; No Spell Prerequisites, +30%; No Magic Item Sensitivity, -20%; Costs fatigue (1 FP, -5%)) [7] and (adjusting One-Spell Magery accordingly +5% for each spell above one) buy up each spell to 15 using IQ 10. Each (H) spell is [16] and each VH spell is [20] for Magery 2 If one of the spells requires Magery 3 or 4 just use that for all the spells adjusting the relevant spells to 15 accordingly. So 1 (H), 1 (VH), 1 (H) Magery 3, and 1 (VH) Magery 3 (4 Knacks total) would be Magery 3 (-60%: One-Spell Magery, -80%; No Spell Prerequisites, +30%; No Magic Item Sensitivity, -20%; Costs fatigue (1 FP, -5%); 4 spells, +15%) [9] + [12] + [16] + [12] + [16] or [65] This, IMHO, in far saner than the method outlined in GURPS Fantasy. Magery 0 Magic in World Building takes a hard look at what common spell based magic can do to a setting. Throw in the Fractional Magery idea (base -5 to spells before mana adjustments with +1 for each level of Fractional Magery up to 5 when it beccome Magery 0) and your ETL can go haywire very quickly.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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06-25-2021, 06:16 AM | #10 | |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Magic Guidance Question
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I don't have low and high mana zones in my world but the thought did strike me that you could just raise or lower someone's magery based on the mana zone and that would fit my idea. In a low zone if it reduces magery by 1 then you can't cast at all if your magery is 1. In a high zone, you can cast more powerful spells because your effective magery is greater. Edit: I went and read your linked blog post. Nice. I agree if magic is commonplace and low cost then the world is a far different place than most fantasy worlds present it. Last edited by Emerikol; 06-25-2021 at 06:28 AM. |
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