Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-01-2024, 03:03 PM   #1
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Magic variant - powered by life force and some other points

So for a DARK SUN inspired setting I've decided to have magic powered by 'life force', more specifically Hit Points. I also want curses rather than fireballs, just to make magic seem more... sinister, I guess? So a few points

1) Energy cost is paid in Hit Points

2) There are no Missile spells

3) Regular spells use the SSR table for penalty rather than -1/yard

4) Mages cannot learn the Elemental colleges (including Light/Darkness) - that is reserved for Clerics.

Does this sound vaguely balanced with normal magic? I don't want magic to be crippled, and I don't want it taking over the campaign.

What about Energy Reserve (Magical)? Should I change the cost to 2/level reflect that this Energy Reserve replaces Hit Points? Other thoughts?
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius

Author of Winged Folk.

The GURPS Discord. Drop by and say hi!
Anders is offline   Reply With Quote
 

Tags
alternate rules, magic


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:52 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.