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#1 |
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Join Date: Sep 2008
Location: near London, UK
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I have a dim recollection of having seen, somewhere in GURPS 4e, a rule for applying Enhancements to standard GURPS Magic effects. I think that it produced either penalties to cast, or increased energy cost, or both.
Anyone know what I'm talking about?
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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#2 |
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Join Date: Sep 2010
Location: Mannheim, Baden
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You're probably looking for Spell Defaults from Thaumatology p. 39. Basically, a mage can apply 5% of enhancements for a skill penalty and increased energy cost.
These rules got expanded in Thaumatology: Magical Styles and used by Antoni Ten Monrós to create his Essential Magic spells in PYR 3.25 - though he gave 10% of enhancements for the same changes, but then these were fixed spells not on-the-fly modifications.
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My GURPS and mapmaking blog: The Blind Mapmaker Last edited by Blind Mapmaker; 12-29-2016 at 10:09 AM. Reason: Formatting |
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#3 |
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Join Date: Sep 2008
Location: near London, UK
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Thanks! I think it was the Magical Styles version I was thinking of.
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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| Tags |
| pyramid 3/25, thaumatology |
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