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#1 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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I've always wanted to run banestorm, but using the standard magic system has always pushed me away from it. I think that RPM may work, but I'd like to get advice before doing so:
As completely side notes, any comments on the following:
Thanks!
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#2 |
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Join Date: May 2008
Location: CA
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I don't know a huge amount about the setting, but nothing I can think of would lead to the setting being harmed at all by using RPM instead of normal magic. I can't see any reason you couldn't just toss it in and be done.
Just for kicks and giggles, here's a ritual for creating a global banestorm: Create Banestorm Spell Effects: Greater Transform Crossroads, Greater Create Crossroads, Greater Transform Magic, Lesser Create Chance Inherent Modifiers: None. Greater Effects: 3 (x7). A banestorm is created that randomly swaps people between dimensions all across the world and all across time. Typical Casting: Transform Crossroads (8) + Create Crossroads (6) + Transform Magic (8) + Create Chance (6) + Area of Effect, 4000 miles (80) + Subject Weight, 3,000 lbs (5) + Distance, 3,000 years (14) + Distance, 1 dimension (10). 959 energy (137x7). |
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#3 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Yeah, that's one thing that appeals to me for RPM in banestorm: there seem to be remnants of a few truly epic spells lying around: The banestorm is only one of them. Others include the Djinn's Ascension and likely where-ever the sea elves came from.
The system also explains why dimension travel is so blastedly difficult: there's a greater crossroads effect over the entire continent. And using RPM, the spell doesn't even have to have gone wrong: it just picked up a LOT of quirks. Two comments about the spell as written: Where is subject weight coming from? is it the weight limit on things to be transferred? weren't entire villages moved? 1000 energy is pretty hefty, don't get me wrong, but is it enough for a spell that changes the world that badly? I think in a thread someone suggested making a level beyond greater....
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#4 | |
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Join Date: May 2008
Location: CA
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And yeah, it's for the individual items. -- Good point, Ajardoor. The spell I put up would be the result of their critical failure on the ritual for a somewhat more targeted spell, not the spell they tried to cast. |
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#5 | ||
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Join Date: Oct 2004
Location: Yorkshire, UK
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#6 |
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Join Date: Nov 2008
Location: Yukon, OK
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I Think Daraweavers post has it well covered.
Illusion could be its own Path easy enough though. Greater Effects for the Crate rather then Illusion spels and some need Mind as well.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#7 | |
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Join Date: May 2008
Location: CA
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#8 | |
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Join Date: Jun 2010
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#9 | ||
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Join Date: Aug 2004
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On the mana level thing, I would look fo a way to model the fact that the more ambient magic it is, the more dangerous spellcasting becomes: sure, you can gather the energy you want more quickly; but unless you're really skilled, your spellcasting is likely to develop more unintended quirks. High and Very High Mana (especially the latter) should be a double-edged sword. For the Paths, I'd recommend two things: 1. Reorganize the Paths in a way that makes them more closely resemble the Colleges from GURPS Magic: use Paths of Earth, Water, Air, Fire, Sound, and Light instead of Matter and Energy; use separate Paths for Plant, Animal, and Body instead of having the Path of Body handle all three; fold the Path of Spirit into the Path of the Undead (Yrth mages tend to treat spirits as a special case of the undead, as there are rarely any spirits that aren't undead), rename "Crossroads" as "Gates", and drop Chance (Yrth magic rarely involves the manipulation of chance). Possibly add Paths for Illusions and Food (yeah, food; for some reason, the mages of Yrth have an entire College dedicated to it) — though personally, I'd use the Path of Magic to craft illusions. 2. Remove the Path defaults to Thaumatology. The mages of Yrth tend to be a lot more specialized than RPM, with it not being uncommon to have a pyromancer who knows little if anything other than the magic of Fire. Mind you, even with these changes, a RPM-based mage is still going to be considerably more versatile than a mage using the rules found in GURPS Magic. I'd also switch the roll for refilling your personal energy reserve from the Path of Magic to Thaumatology itself: it's such a fundamental task that a mage can't help but be proficient in it. This has the side benefit that the Path of Magic remains optional, and need only be studied by mages who are interested in the special benefits it provides instead of being a must-have for all mages. Quote:
I have no problem with your notion of optional specializations for the Paths; though as I said above, I'd be inclined to start out with more specialized Paths in general and to narrow things further from there. |
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