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Old 07-12-2023, 01:02 AM   #1
Street
 
Join Date: Jan 2022
Default Alternate Magic System

Writing a book for the GURPS role-playing game has long been a
cherished dream of mine. The thought of crafting a unique and
immersive world, rich with captivating characters and thrilling
adventures, has always ignited my imagination. GURPS, with its
flexible and comprehensive system, provides the perfect framework
for bringing my creative vision to life.

I yearn to delve into the depths of world-building, sculpting a
vibrant setting that teems with magic, mystery, and intricate lore.
From crafting intricate political systems to envisioning diverse
cultures and fantastical landscapes, the opportunity to shape every
facet of this world fills me with excitement. With GURPS' focus on
realism and meticulous attention to detail, I can immerse players
in a believable and enthralling world where their choices truly
matter.

Moreover, contributing to the GURPS community, sharing my ideas,
and inspiring others is a gratifying thought. Collaborating with
fellow enthusiasts, exchanging thoughts, and receiving feedback
would not only refine my own skills but also help foster a community
of passionate role-players who share the same love for the game.

The presented magic system offers an alternative framework for
magic in the GURPS role-playing game, providing players and game
masters with a fresh and dynamic approach to spellcasting.
Departing from the traditional GURPS magic rules, this system
introduces the concept of 12 Gates, offering a more nuanced and
customizable experience for characters delving into the arcane
arts.

The Gates shape a character's magical abilities, acting as
specialized paths or schools of magic. Each Gate provides a unique
set of spells related to its specific theme or focus. As
characters advance in Gate levels, they not only unlock new spells
but also gain a significant boost to the effectiveness of spells
falling under their chosen Gate. This mechanic allows players to
specialize their characters and tailor their magical repertoire
to suit their desired playstyle.

Magery lies at the core of this system, representing a
character's mastery of magical abilities. With each level of
Magery, characters gain access to increasingly powerful spells
and enhance their overall magical prowess. The cost associated
with each level of Magery ensures a balanced progression and
investment in the magical arts.

Casting spells in this system requires exceptional mental acuity
and skill. Spells are considered mentally demanding, emphasizing
the intellectual aspect of magic. Furthermore, the system allows
characters to attempt casting spells they haven't learned,
albeit with the inherent difficulty associated with unfamiliar
spells. However, the bonuses granted by the corresponding Gate
still apply, providing a glimmer of hope even when venturing into
the unknown.

The inclusion of the ritual skill adds another layer of depth
to spellcasting. Characters can harness the power of rituals to
augment their spellcasting abilities. Successfully executing
rituals not only grants a tangible bonus to spellcasting but also
reflects the character's dedication and expertise in magical
ceremonies. However, it should be noted that performing rituals
requires additional time and space, adding a strategic element
to the decision-making process.

Mana acts as the lifeblood of magic in this system, serving as
a finite resource that fuels spellcasting. Characters accumulate
mana through successful spellcasting, meditation, and ritual
practices. The mana pool functions as a reservoir of energy,
enabling characters to cast spells and delve deeper into their
magical potential. Managing mana resources becomes a critical
consideration for characters, as it affects their ability to
perform magic effectively and sustain their spellcasting
endeavors.

In addition to the structured spells provided, the system
encourages creativity and personalization. Characters have the
freedom to create their own spells, allowing for a wide range
of magical possibilities limited only by their imagination and
the Gates they have proficiency in. This feature empowers players
to shape their character's magical identity and explore unique
avenues of spellcasting, fostering a sense of individuality and
agency within the game world.

Overall, this alternate magic system offers a flexible and
engaging approach to magic in the GURPS role-playing game,
providing players with a rich and customizable magical experience.
By incorporating Magery, Gates, ritual skills, mana mechanics,
and spell creation, this system encourages strategic
decision-making, rewards character progression, and fosters a
dynamic and immersive magical realm within the game world.

Here is a brief overview of the game elements:

Magery: Each level of Magery incurs a cost of +10 points.

Gates: Each level of a Gate also costs +10 points and is subject
to the limitations imposed by the character's Magery level.

Gate Levels and Spell Enhancements: Each level attained in a
Gate provides a +1 bonus to any spell falling under it. These
spells require exceptional mental skills to cast successfully.

Casting Unknown Spells: It is possible to cast spells even if
they are not known at default IQ-4. However, the bonuses granted
by the corresponding Gate still apply in such cases.

Ritual Skill: The ritual skill can be employed to enhance the
casting of any spell. The degree of success achieved in the
ritual skill translates into a corresponding bonus. It is
important to note that employing rituals requires additional
space and time.

Mana and Spellcasting: Characters possess a reservoir of mana,
which serves as a vital source of energy for spellcasting. The
amount of mana required to cast a spell is contingent upon the
spell's difficulty as determined by the game master. Successful
spellcasting replenishes the character's mana pool, allowing for
the casting of future spells. Additionally, engaging in rituals
and meditation can generate additional mana, provided sufficient
time is available.

Spell Creation and Improvisation: Characters have the ability
to create their own spells and even spontaneously conceive them
if they align with a Gate they possess proficiency in.

Overview of Magical Gates and Spells: Presented below is a
concise summary of the magical Gates along with a selection of
associated spells: https://shellcrash.com/gurps.txt
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Old 07-12-2023, 02:54 AM   #2
johndallman
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Location: Cambridge, UK
Default Re: Alternate Magic System

Quote:
Originally Posted by Street View Post
The presented magic system offers an alternative framework for magic in the GURPS role-playing game, providing players and game masters with a fresh and dynamic approach to spellcasting.
Could you describe, concisely, what the objectives of this magic system are? Looking at your lists of suggested spells, you seem to have some kind of specific style of magic in mind, but you have not explained it.

You're also claiming a lot of things for this system without any description of the mechanics that make them happen. It's all "fluff" without any underlying "crunch."
Quote:
Departing from the traditional GURPS magic rules, this system
introduces the concept of 12 Gates, offering a more nuanced and
customizable experience for characters delving into the arcane
arts.
Do you have GURPS Thaumatology? It's a book about designing magic systems.
Quote:
As characters advance in Gate levels, they not only unlock new spells but also gain a significant boost to the effectiveness of spells falling under their chosen Gate.

Magery lies at the core of this system, representing a character's mastery of magical abilities. With each level of Magery, characters gain access to increasingly powerful spells and enhance their overall magical prowess.

Casting spells in this system requires exceptional mental acuity and skill.

The inclusion of the ritual skill adds another layer of depth to spellcasting. Characters can harness the power of rituals to augment their spellcasting abilities.
These are all laudable objectives, but you need to explain their game mechanics.
Quote:
Mana acts as the lifeblood of magic in this system, serving as a finite resource that fuels spellcasting. Characters accumulate mana through successful spellcasting, meditation, and ritual practices.
That's an interesting difference from existing GURPS magic systems. But it is a big enough difference that using a different word for magical energy would be a good idea.
Quote:
In addition to the structured spells provided
Where are they, please?
Quote:
Characters have the freedom to create their own spells, allowing for a wide range of magical possibilities limited only by their imagination and the Gates they have proficiency in.
Where are the mechanics for this, please?
Quote:
Magery: Each level of Magery incurs a cost of +10 points.

Gates: Each level of a Gate also costs +10 points and is subject
to the limitations imposed by the character's Magery level.
What does a magician gain by buying Magery levels? Does it just enable buying Gate levels, or does it boost spell skill levels? If the latter, why not just buy lots of Magery, since it (apparently) applies to all Gates?
Quote:
These spells require exceptional mental skills to cast successfully.
What skill are required, at what levels?
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Old 07-12-2023, 10:22 PM   #3
Street
 
Join Date: Jan 2022
Default Re: Alternate Magic System

Quote:
Originally Posted by johndallman View Post
Could you describe, concisely, what the objectives of this magic system are? Looking at your lists of suggested spells, you seem to have some kind of specific style of magic in mind, but you have not explained it.

You're also claiming a lot of things for this system without any description of the mechanics that make them happen. It's all "fluff" without any underlying "crunch."

Do you have GURPS Thaumatology? It's a book about designing magic systems.

These are all laudable objectives, but you need to explain their game mechanics.

That's an interesting difference from existing GURPS magic systems. But it is a big enough difference that using a different word for magical energy would be a good idea.

Where are they, please?

Where are the mechanics for this, please?

What does a magician gain by buying Magery levels? Does it just enable buying Gate levels, or does it boost spell skill levels? If the latter, why not just buy lots of Magery, since it (apparently) applies to all Gates?

What skill are required, at what levels?
It is hard for me to respond to you after you cut up my post and respond to it in pieces. But the objective of the magic system is to make it more realistic. It is all based around the forms of magic that are used in stage magic and mentalism, for which I am experienced in real life. I don't understand why you say it is "fluff"

To answer another one of your questions, I do have GURPS Thaumatology & I love it. As for Magery it allows for buying higher levels of the Gates. The system obviously needs some play testing and reworking. For example when casting a spell you have for a certain gate, you will need modifiers for large groups of people, long distances, and extremely powerful magic or magic that rewrites the rules of physics. You can also cast spells on the fly if you have points in the Gate, but this is another penalty.

One of my favorite rule ideas is to generate more mana when you cast a successful spell. Originally I was calling it karma, but it doesn't really matter. If anyone wants to work on this with me maybe let me know.

I realized that my post doesn't offer a quick overview of the magic system. The names of the 12 Gates are:

01. Gate of Prediction
02. Gate of Feeling
03. Gate of Production
04. Gate of Influence
05. Gate of Penetration
06. Gate of Control
07. Gate of Restoration
08. Gate of Vanishing
09. Gate of Travel
10. Gate of Transformation
11. Gate of Destruction
12. Gate of Revelation​

Last edited by Street; 07-12-2023 at 10:28 PM.
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Old 07-12-2023, 10:33 PM   #4
Fred Brackin
 
Join Date: Aug 2007
Default Re: Alternate Magic System

Quote:
Originally Posted by Street View Post
. I don't understand why you say it is "fluff"

.
Do not take "fluff" as a pejorative. It is common slang around this forum and similar places and only identifies text as "not explicit game rules". It can also be known as "flavor text".

Fluff's opposite is "crunch".

People sometimes look mostly for "crunch" in posts because the "fluff" can be whatever you want it to be and commenting on it would be in an area of literary (or even grammatical) criticism.
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Old 07-12-2023, 10:41 PM   #5
Street
 
Join Date: Jan 2022
Default Re: Alternate Magic System

Quote:
Originally Posted by Fred Brackin View Post
Do not take "fluff" as a pejorative. It is common slang around this forum and similar places and only identifies text as "not explicit game rules". It can also be known as "flavor text".

Fluff's opposite is "crunch".

People sometimes look mostly for "crunch" in posts because the "fluff" can be whatever you want it to be and commenting on it would be in an area of literary (or even grammatical) criticism.
Ok! The reason you might see more "fluff" in my post was that the original article I wrote was too long for the forums. So I wrote an introduction and provided a link to the complete post.
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Old 07-13-2023, 12:35 AM   #6
Donny Brook
 
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Default Re: Alternate Magic System

What is missing, even from the full article, as far as I can tell, is a description of what might be called 'resolution mechanics'. This would be a description, in rules terms, of what actions a magic user takes to initiate a spell, how long it takes to implement, how success or failure is determined, etc.
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Old 07-13-2023, 02:01 PM   #7
lvalero
 
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Location: Madrid, Spain
Default Re: Alternate Magic System

I like the fluff in your post. I really love it. In fact I think that "more fluff is needed" in many articles/supplements in Gurps.

However I agree with Donny Brook. I see you have put a lot of work and love in your project but I feel missing more "resolution mechanics" and more descriptions in "rule terms".

Good job.
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Old 07-13-2023, 03:22 PM   #8
Anaraxes
 
Join Date: Sep 2007
Default Re: Alternate Magic System

Having the flavor is great. Always good to know what the concept is to guide mechanical choices and to get the feel right.

But nothing but fluff doesn't much lend itself to discussion. It can't be wrong, after all, though you might get a "we played a game kinda like that once and X didn't work out." You could get a "I don't see how you could implement that", but GURPS is pretty flexible. There's not a lot that you just plain can't do, if sufficiently determined. So, most of the debate is over crunch -- not because that's all anyone cares about, but because it's what we have in common and can discuss.

From the mechanics that are mentioned in the OP, it seems pretty straightfoward. Gates are Aspected Magery, capped by (global) Magery. The OP doesn't quite say that each spell is its own skill, but that's the implication I get. IQ-based skills, of course. It's very similar to Ritual Magic (Thaumatology 72).

My biggest mechanical question is just the ritual skill. It sounds like a successful Ritual roll gives a bonus -- MoS? -- to the spellcasting skill check. But that needs two die rolls, so it's a bit slower in play. You could reduce it to a single roll by having Ritual skill provide a fixed bonus to the spell skill -- or just by being the primary spellcasting skill. To have each spell have its own independent skill level, improved separately from others (and costing a lot of points to be a widely skilled mage), they might be Techniques of the Ritual Magic skill. (Just like the Ritual Magic system in Thaumatology.) Possibly, though, spells are meant to not require a ritual, and can be cast without one.
The Ritual skill then becomes an extra casting time (and space and perhaps cost) bonus to the spell skill, although a variable one. If magic is meant to be chaotic or unreliable, the randomness might help reflect that concept.

Given the identification of Gates with various signs, angels, sepirot, etc, the Decanic Correspondences modifiers from Hermetic Astrology (Thaumatology 248) might be of interest. The other modifiers (traditional materials, names, contagion, sacrifice, etc) might get a bit OP, as they'll essentially add directly to the MoS of the Ritual Roll, and thus to the final spell skill roll.

All those potential bonuses means a simple success on the spell skill roll isn't going to be hard to achieve, and most failures will be critical failures. If spell failure is meant to occur with any frequency (spells don't have to fail, after all) then the system will probably need to make skills/Techniques harder so that their base values start lower, demanding players to make more use of the correspondences and rituals. (Thaumatology's Ritual Magic uses the prereq counts in GURPS Magic as a penalty, so that rule soaks a lot of bonuses.)
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Old 07-14-2023, 12:18 AM   #9
Inky
 
Join Date: Sep 2019
Location: UK
Default Re: Alternate Magic System

I'm not sure about any of the following.

Is this a description/advertising pitch rather than being meant to be the actual playable rules? Like Donny Brook said, it seems to have very little of the information that would allow actually using it, so that would make more sense. For instance, taking a random example, "Transformed Performances: Enhances artistic or public performances by embodying different personas or emotions with ease" presumably gives some kind of bonus to Performance skill and similar, but it doesn't say how much of a bonus and how much mana it costs.

Is it meant to use the Ritual Path Magic rules? Buying levels in different paths with levels in each path capped by the Magery level sounds like RPM (although RPM uses skills for that, rather than advantages), and so does the ability to cast spells you don't know at default, and the possibility of improvising new spells.

The symmetrical Zodiac structure is awesome and really gives a leg up to worldbuilding - the standard GURPS spell categories work well but they don't have much in the way of internal logic, beyond the set of colleges for the four elements. The "prayers" are good extra flavour, but they're noticeably modern language and "real soon" sounds downright slangy - is this meant to be for a modern setting? (I can see it in connection with magical girls, somehow, but maybe it's just the mention of planets that put that into my head :-D )

The spells all seem to be deniable effects, things that a bystander couldn't prove were magic? That might be useful for a "secret magic" setting (that is, one where it's not generally known that magic exists).
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Old 07-14-2023, 03:25 AM   #10
Street
 
Join Date: Jan 2022
Default Re: Alternate Magic System

I've been playing with some of the ideas you have shared
in the thread. You guys seem to get the idea for the
rules I have been playing with. What I've done hear is is
create an example of a wizard using The Gate of Prediction
which covers Wisdom & ESP.

The Wizard has Magery 3, and Prediction 4.
He also has the spell Eureka's Whispers at level 12.

If you look at the table below, Eureka's Whispers
is a level 3 Prediction spell.

This would mean it is covered by Magery 3.
The Prediction 4 would give a bonus of +1 to the spell.
Because it is one level above the spell which is level 3.
If Prediction was 2, the mage would be at a penalty.

So next we need to check for penalties such as large groups,
distance, or physics braking.Lets say none of those are here.

The mage rolls against 13, and succeeds.The spell would
require some mana for it to work, and if they are successful
they would get some mana back from the operation.

The mage could also create their own spell that would work
as a skill, the level of which would be up to the game master.
The mage can also cast a spell they don't know at IQ-4, as
long as it is within their Magery level.

Here is an example spell list for The Gate of Prediction:


***** Foresight's Revelation:

Bestowing a temporary, all-encompassing vision
of an upcoming event or critical decision to
the practitioner.


***** Future's Embrace:

Receiving detailed visions of significant
future occurrences.


***** Serendipitous Insight:

Gaining sudden bursts of inspiration that lead
to groundbreaking inventions or discoveries.


***** Insightful Mentor:

Summoning a spectral advisor who imparts
invaluable wisdom during critical moments.


***** Divination Tokens:

Crafting small tokens imbued with predictive
energies, guiding users to make advantageous
choices.


***** Foresight Elixir:

Crafting a potion that grants temporary glimpses
of future events, aiding in strategic
decision-making.


**** Timeless Foresight:

Perceiving glimpses of potential future events
and their consequences.


**** Omniscient Gaze:

Briefly attaining knowledge of all events
occurring in a specific area.


**** Oracle's Insight:

Channeling inner wisdom to provide accurate
answers to specific questions.


**** Hindsight's Whisper:

When faced with a decision, the practitioner
experiences a fleeting vision of a possible
outcome, guiding them towards better choices.


**** Problem Solver's Intuition:

Gains sudden insights and solutions to complex
problems, guiding the practitioner to overcome
problems.


*** Cosmic Whispers:

Sensing cosmic vibrations to decipher cryptic
messages from celestial bodies, revealing
glimpses of future events.


*** Eureka's Whispers:

Receiving flashes of insight and ideas that aid
in decision-making.


*** Clairvoyant Hunch:

Receiving strong gut feelings that guide the
practitioner in making the right decisions.


*** Library of Dreams:

Constructs a metaphysical library within the
practitioner's mind, providing access to vast
amounts of knowledge during moments of
contemplation.


*** Memory Maze:

Constructing a mental labyrinth that helps the
practitioner navigate forgotten memories and
retrieve hidden knowledge.


*** Memory Echo:

Placing a gentle touch on an object or person,
the practitioner briefly glimpses relevant
information from its past.


** Intuition Infusion:

Enhances the practitioner's intuition, leading
to accurate and insightful judgments in various
situations.


** Intuitive Guidance:

Provides the recipient with subtle nudges of
intuition, guiding them towards making beneficial
decisions.


** Whispering Visions:

While asleep, receives cryptic messages through
dreams that offer hints about upcoming events or
challenges.


** Past Echoes:

Recalls forgotten memories or information crucial
to the current situation, aiding in decision-making.


** Subliminal Intuition:

Planting subtle, prophetic messages in the
subconscious minds of individuals, guiding their
decisions unknowingly.


* Prophetic Riddles:

Speaking enigmatic riddles that hold the key to
unlocking profound mysteries or solving complex
problems.


* Serendipity's Grasp:

Seems to stumble upon books, articles, or
conversations that provide relevant insights when
seeking knowledge.


* Cryptic Quill:

Writing messages that seem like ordinary poetry
but hold hidden truths and predictions known only
to the intended recipient.


* Fortuitous Guidance:

Find small, inconspicuous signs or symbols that
direct the practitioner towards helpful information
or opportunities.


* Divination Trance:

Entering a meditative state to gain clearer visions
and insights into upcoming events.


If any of you guys are interested in working on this with me
I am very serious about creating a game book for GURPS, even
if the whole thing is just an unofficial pdf. Or if you want to rework
all the rules later.

Last edited by Street; 07-14-2023 at 04:08 AM.
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