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Join Date: Apr 2010
Location: The Hall of Fallen Columns
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I've got GURPS Thaumatology, GURPS Magic, most of the Vol. 3 Pyramids, and all of the Magic/Thaum spinoff supplement books for GURPS 4th Edition.
My scenario: The PCs are going to free a dark godling from its slumber and they have to defeat it. They could do this by sealing it away and dropping its Cradle into the Void, or they could try to fight it. The godling is not intended to be omnipotent - it's intended to be around as tough a fight as a large dragon. Theologically, it is strongly associated with undeath, void, destruction, creation (especially deceptive creation such as illusions) and mind control (especially rage, fear, disgust). I'd rather not go through the standard Magic system (spells-as-skills), since I'd prefer for a godling to have a very flexible and powerful spellcasting ability. The spellcasting should be rather akin to the godling warping and rearranging its own proximal reality. Of the remaining systems, I can see four faintly-related systems giving flexibility: Syntactic Magic (from Thaumatology) for Verb/Noun costs, Realm Magic (ibid) for conceptual divisions of existence, Ritual Path Magic (which seems like a worked version of Syntactic), and finally Dungeon Fantasy's Incantation Magic (which seems like an action version of RPM, exchanging the time commitment instead for a cumulative skill penalty). I'd like to showcase a godling who could wield magic with extreme flexibility (albeit in a limited number of theological associated realms) for one combat, after which the godling will be destroyed or sealed away. Which system would be best for this? I'm leaning towards:
I'm thinking that I could give the godling arbitrarily high levels of skill in the Incantation framework, which could balance out almost any spell effect desired, and then use the Incantation Verb/Noun definitions to suit whatever combat need arises. The godling would still have an Energy Reserve and would still have to spend it during spellcasting, but this is more a means of keeping track of ultimate power exhaustion in the encounter, than a means of limiting what it's capable of actually doing per spellcasting. Any thoughts? Has anybody actually gamed with the four systems and could they offer any insights as to how they play? |
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| Tags |
| incantation, magic, ritual path magic, thaumatology |
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