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victimOfGravity

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Since: Mar 01, 2006
Posts: 7



(Msg. 1) Posted: Wed Mar 01, 2006 9:55 pm
Post subject: divine magic 4e
Archived from groups: rec>games>frp>gurps (more info?)

I think the relevant advantage is Power Investiture. Unfortunately the
Basic Set is not very clear on the spells available to clerics. Does
anybody have some experience with this advantage or some rule of thumb
for the creation of spell lists?
I am completely clueless here. How many spells should be available to
clerics and what level of Power Investiture should be necessary to learn
them? the objective is to keep arcane magic and divine magic balanced
and distinguishable from each other.

thanks,
Tobias

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Mark Sebree

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Since: Feb 13, 2006
Posts: 34



(Msg. 2) Posted: Wed Mar 01, 2006 10:53 pm
Post subject: Re: divine magic 4e [Login to view extended thread Info.]
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David Johnston wrote:
> On Thu, 02 Mar 2006 02:46:47 +0100, victimOfGravity
> <opfer-der-schwerkraft.DeleteThis@gmx.de> wrote:
>
> >I think the relevant advantage is Power Investiture. Unfortunately the
> >Basic Set is not very clear on the spells available to clerics. Does
> >anybody have some experience with this advantage or some rule of thumb
> >for the creation of spell lists?
> >I am completely clueless here. How many spells should be available to
> >clerics and what level of Power Investiture should be necessary to learn
> >them? the objective is to keep arcane magic and divine magic balanced
> >and distinguishable from each other.
>
> The rule of thumb for creating divine spell lists is first and
> foremost to keep them thematically appropriate. Don't worry _too_
> much about balancing arcane and divine. While divine magicians have
> the advantage of not needing to follow prerequisite chains, that can
> be as much a disadvantage as an advantage. Those homely little
> utility spells that arcane magicians need to know and the servant of a
> powerful god may not bother to pick up even if he has access to them
> can be damn useful on a day to day basis, often more useful than the
> big guns just because of their low fatigue cost. Apart from that, the
> invested magician has the disadvantage that he has to avoid pissing
> off the boss and doesn't get any points for it.
>
>
> The important thing is to make sure that the god doesn't offer spells
> that conflict with their identity or infringe upon the domain of
> another jealous god from the same geographic area. For example if you
> were going to use Thor, then he wouldn't offer spells that create
> illusions, or control fire , or read minds, or create undead. Not
> only would they not fit into the storm/warrior motif, but they do fit
> into the motifs of gods like Loki, Odin, and Hel and gods can be both
> jealous of other gods intruding upon their sphere of authority and
> unwilling or unable to use the powers which represent their arch foes.
>
>
> So assuming you were doing a fantasy Thor, then the spells he might
> typically offer might be (from the 2nd edition magic book)
>
> Shape Air,
> Air Jet,
> Predict Weather,
> Walk on Air
> Clouds
> Rain
> Windstorm
> Whirlwind,
> Lightning
> Might
> Vigor
> Persuasion
> Snow Hail,
> Lend Strength
> Lend Health
> Recover Strength
> Share Strength (but only to other people with Thor Investment)
> Minor Healing
> Create Warrior
> Bless
> Curse
> Fear
> Panic
> Terror
> Bravery
> Berserker
> Haste
> Quick March
> Great Haste
> Slow Fall
> Hawk Flight
> Winged Knife
> Shield
> Armour,
> Sense Danger
> Missile Shield
> Iron Arm
> Weather Dome
> Thunder Clap
>
> Perhaps the Air elemental spells, and you might add a couple of new
> spells, like one that makes a hammer appear out of thin air and bash a
> foe if you felt so inclined. And you'd be set.

Or perhaps a variant of the Lightning spell as well. Since the obvious
weapon for a priest of Thor is a Hammer, properly blessed, of course,
this one might make sense. By the way, I have not yet read the 4e
Magic book, so I do not know if something like this is already in
there. However, I have seen Icy Weapon in the Basic Set, so the idea
is already there.

Empower Weapon (Elemental spell)
For the Arcane side, prerequisites would include Magery 1 or 2, and
knowledge of the spell being placed on the weapon at 15+. (See below)
Time to Cast: Time to Cast Prerequisite Spell + 2 turns. (The extra two
turns cannot be reduced)

This spell takes an Elemental Spell and places it into a weapon for one
melee attack. The spell is released when the attack hits or is
blocked, but not on a parry. The extra two turns is to lock the spell
into place in the weapon. A critical failure can indicate that the
spell goes off at this stage. Each element and spell requires a
separate Empower Weapon spell. Possible ones include Ice, Fire,
Lightning, Light (Flash), as well as others.


For a priest of Thor, the obvious one is Empower Weapon (Lightning),
with the limitation that it only affects Hammers and similar weapons.

Mark Sebree

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David Johnston

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Since: Aug 28, 2005
Posts: 419



(Msg. 3) Posted: Thu Mar 02, 2006 12:55 am
Post subject: Re: divine magic 4e [Login to view extended thread Info.]
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On Thu, 02 Mar 2006 02:46:47 +0100, victimOfGravity
<opfer-der-schwerkraft DeleteThis @gmx.de> wrote:

>I think the relevant advantage is Power Investiture. Unfortunately the
>Basic Set is not very clear on the spells available to clerics. Does
>anybody have some experience with this advantage or some rule of thumb
>for the creation of spell lists?
>I am completely clueless here. How many spells should be available to
>clerics and what level of Power Investiture should be necessary to learn
>them? the objective is to keep arcane magic and divine magic balanced
>and distinguishable from each other.

The rule of thumb for creating divine spell lists is first and
foremost to keep them thematically appropriate. Don't worry _too_
much about balancing arcane and divine. While divine magicians have
the advantage of not needing to follow prerequisite chains, that can
be as much a disadvantage as an advantage. Those homely little
utility spells that arcane magicians need to know and the servant of a
powerful god may not bother to pick up even if he has access to them
can be damn useful on a day to day basis, often more useful than the
big guns just because of their low fatigue cost. Apart from that, the
invested magician has the disadvantage that he has to avoid pissing
off the boss and doesn't get any points for it.


The important thing is to make sure that the god doesn't offer spells
that conflict with their identity or infringe upon the domain of
another jealous god from the same geographic area. For example if you
were going to use Thor, then he wouldn't offer spells that create
illusions, or control fire , or read minds, or create undead. Not
only would they not fit into the storm/warrior motif, but they do fit
into the motifs of gods like Loki, Odin, and Hel and gods can be both
jealous of other gods intruding upon their sphere of authority and
unwilling or unable to use the powers which represent their arch foes.


So assuming you were doing a fantasy Thor, then the spells he might
typically offer might be (from the 2nd edition magic book)

Shape Air,
Air Jet,
Predict Weather,
Walk on Air
Clouds
Rain
Windstorm
Whirlwind,
Lightning
Might
Vigor
Persuasion
Snow Hail,
Lend Strength
Lend Health
Recover Strength
Share Strength (but only to other people with Thor Investment)
Minor Healing
Create Warrior
Bless
Curse
Fear
Panic
Terror
Bravery
Berserker
Haste
Quick March
Great Haste
Slow Fall
Hawk Flight
Winged Knife
Shield
Armour,
Sense Danger
Missile Shield
Iron Arm
Weather Dome
Thunder Clap

Perhaps the Air elemental spells, and you might add a couple of new
spells, like one that makes a hammer appear out of thin air and bash a
foe if you felt so inclined. And you'd be set.
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 4) Posted: Thu Mar 02, 2006 3:55 am
Post subject: Re: divine magic 4e [Login to view extended thread Info.]
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victimOfGravity wrote:
> I think the relevant advantage is Power Investiture. Unfortunately the
> Basic Set is not very clear on the spells available to clerics. Does
> anybody have some experience with this advantage or some rule of thumb
> for the creation of spell lists?
> I am completely clueless here. How many spells should be available to
> clerics and what level of Power Investiture should be necessary to learn
> them? the objective is to keep arcane magic and divine magic balanced
> and distinguishable from each other.

You cannot truly keep divine spell-based magic distinguishable from
arcane magic, because arcane magic has, by default, access to all the
spells in GURPS Magic. Divine spell-based magic would only reasonably
have access to that subset of the spells in GURPS Magic which fits the
divine entity's "portfolio", and therefore an arcane magic usr can
potentially do all the spell-things that a divine spell-user can do, and
more, given that he has access to all the spells, not just a subset.

One good solution is to also look into things other than spells.
Advantages such as Healing, Blessed and True Faith. Maybe even consider
dropping the idea of divine spells altogether (which is what I ended up
doing in my non-GURPS homebrew system).

If you look into the Enhancement/Limitation system, you will also find
that bunches of the existing Advantages in GURPS can be given a divinely
granted flavour.

--
Peter Knutsen
sagatafl.org
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 5) Posted: Thu Mar 02, 2006 3:55 am
Post subject: Re: divine magic 4e [Login to view extended thread Info.]
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Mark Sebree wrote:
> Or perhaps a variant of the Lightning spell as well. Since the obvious
> weapon for a priest of Thor is a Hammer, properly blessed, of course,
> this one might make sense. By the way, I have not yet read the 4e
> Magic book, so I do not know if something like this is already in
> there. However, I have seen Icy Weapon in the Basic Set, so the idea
> is already there.

I don't recall whether there is a Lightning Weapon in GURPS Magic for
4E, but there ought to be. Hammers with that effect (typically useable 3
times a day, each effect lasting a minute or so) are somewhat common in
the Scandinavian-controlled areas of my Ärth historical fantasy setting
(elsewhere, Swords of Fire are more common).

> Empower Weapon (Elemental spell)
> For the Arcane side, prerequisites would include Magery 1 or 2, and
> knowledge of the spell being placed on the weapon at 15+. (See below)
> Time to Cast: Time to Cast Prerequisite Spell + 2 turns. (The extra two
> turns cannot be reduced)
>
> This spell takes an Elemental Spell and places it into a weapon for one
> melee attack. The spell is released when the attack hits or is

That's not how Icy Weapon and Flaming Weapon works.

> blocked, but not on a parry. The extra two turns is to lock the spell
[...]

--
Peter Knutsen
sagatafl.org
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 6) Posted: Thu Mar 02, 2006 3:55 am
Post subject: Re: divine magic 4e [Login to view extended thread Info.]
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David Johnston wrote:
[...]
> The important thing is to make sure that the god doesn't offer spells
> that conflict with their identity or infringe upon the domain of
> another jealous god from the same geographic area. For example if you
> were going to use Thor, then he wouldn't offer spells that create
> illusions, or control fire , or read minds, or create undead. Not
> only would they not fit into the storm/warrior motif, but they do fit
> into the motifs of gods like Loki, Odin, and Hel and gods can be both
> jealous of other gods intruding upon their sphere of authority and
> unwilling or unable to use the powers which represent their arch foes.
[...]

Leaving entirely aside the question of whether it is *reasonable* to
create a character who is a priest of Thor, as opposed to a priest of
the entire Norse pantheon (or at least the entirety of one of the Aesir
or Vanir pantheons).

--
Peter Knutsen
sagatafl.org
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David Johnston

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Since: Aug 28, 2005
Posts: 419



(Msg. 7) Posted: Thu Mar 02, 2006 4:55 am
Post subject: Re: divine magic 4e [Login to view extended thread Info.]
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On Thu, 02 Mar 2006 09:01:12 +0100, "Peter Knutsen (usenet)"
<peter.TakeThisOut@sagatafl.invalid> wrote:

>David Johnston wrote:
>[...]
>> The important thing is to make sure that the god doesn't offer spells
>> that conflict with their identity or infringe upon the domain of
>> another jealous god from the same geographic area. For example if you
>> were going to use Thor, then he wouldn't offer spells that create
>> illusions, or control fire , or read minds, or create undead. Not
>> only would they not fit into the storm/warrior motif, but they do fit
>> into the motifs of gods like Loki, Odin, and Hel and gods can be both
>> jealous of other gods intruding upon their sphere of authority and
>> unwilling or unable to use the powers which represent their arch foes.
>[...]
>
>Leaving entirely aside the question of whether it is *reasonable* to
>create a character who is a priest of Thor,

Yes, that's exactly what I did. You'll note that I was careful to
avoid saying "priest" at any point.
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Mark Sebree

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Since: Feb 13, 2006
Posts: 34



(Msg. 8) Posted: Thu Mar 02, 2006 9:04 am
Post subject: Re: divine magic 4e [Login to view extended thread Info.]
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Peter Knutsen (usenet) wrote:
> Mark Sebree wrote:
> > Or perhaps a variant of the Lightning spell as well. Since the obvious
> > weapon for a priest of Thor is a Hammer, properly blessed, of course,
> > this one might make sense. By the way, I have not yet read the 4e
> > Magic book, so I do not know if something like this is already in
> > there. However, I have seen Icy Weapon in the Basic Set, so the idea
> > is already there.
>
> I don't recall whether there is a Lightning Weapon in GURPS Magic for
> 4E, but there ought to be. Hammers with that effect (typically useable 3
> times a day, each effect lasting a minute or so) are somewhat common in
> the Scandinavian-controlled areas of my Ärth historical fantasy setting
> (elsewhere, Swords of Fire are more common).
>
> > Empower Weapon (Elemental spell)
> > For the Arcane side, prerequisites would include Magery 1 or 2, and
> > knowledge of the spell being placed on the weapon at 15+. (See below)
> > Time to Cast: Time to Cast Prerequisite Spell + 2 turns. (The extra two
> > turns cannot be reduced)
> >
> > This spell takes an Elemental Spell and places it into a weapon for one
> > melee attack. The spell is released when the attack hits or is
>
> That's not how Icy Weapon and Flaming Weapon works.
>

I was working from memory after having scanned it only once. I do not
even remember seeing Flaming weapon in the 4e Basic Set rules, although
I could have missed it. I have not had a chance to read any of the
Magic Book yet. In fact, I have it on order right now.

I was just tossing out an idea for another spell that makes sense for
the pantheon. I was also trying to generalize it for any type of
similar effect. Rather than seperate spells for Icy weapon, Flaming
Weapon, Lightning Weapon, etc., use a single spell description for
placing a spell into a weapon to empower it with those effects.

Mark Sebree

Mark Sebree

> > blocked, but not on a parry. The extra two turns is to lock the spell
> [...]
>
> --
> Peter Knutsen
> sagatafl.org
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David Johnston

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Since: Aug 28, 2005
Posts: 419



(Msg. 9) Posted: Thu Mar 02, 2006 4:55 pm
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On Thu, 02 Mar 2006 02:18:37 -0700, Jefferson
<Jeff_Wilson63.RemoveThis@bigfoot.com> wrote:


>
>It varies. You need to consider the point value of your game,
>and the place of magic in your society. David Johnston gave some
>good advice, although I think the spell list he gave is probably
>too long.

Power Investiture costs ten points a level, same as Magic Aptitude,
and has a disadvantage, Magic Aptitude doesn't, so I don't see a
reason to be stingy with the number of spells available.
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Rob Kelk

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Since: Mar 01, 2006
Posts: 35



(Msg. 10) Posted: Thu Mar 02, 2006 7:55 pm
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On Thu, 02 Mar 2006 21:25:26 GMT, rgorman RemoveThis @block.net (David Johnston)
wrote:

>On Thu, 02 Mar 2006 02:18:37 -0700, Jefferson
><Jeff_Wilson63 RemoveThis @bigfoot.com> wrote:
>
>>It varies. You need to consider the point value of your game,
>>and the place of magic in your society. David Johnston gave some
>>good advice, although I think the spell list he gave is probably
>>too long.
>
>Power Investiture costs ten points a level, same as Magic Aptitude,
>and has a disadvantage, Magic Aptitude doesn't, so I don't see a
>reason to be stingy with the number of spells available.

The 10-point-per-level Magical Aptitude has a prerequisite advantage,
though: Magical Aptitude 0, which costs 5 points.

You pay extra for having access to the full spell list...

--
Rob Kelk Personal address (ROT-13): eboxryx -ng- tznvy -qbg- pbz
"As far as Doug is concerned, "dignity" is just a tragic disease that
other people suffer from."
- Bob Schroeck, talking about his V&V character, 15 March 2005
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Rupert Boleyn

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Since: Apr 16, 2004
Posts: 1280



(Msg. 11) Posted: Fri Mar 03, 2006 1:55 am
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On Thu, 02 Mar 2006 21:25:26 GMT, rgorman RemoveThis @block.net (David Johnston)
wrote:

>Power Investiture costs ten points a level, same as Magic Aptitude,
>and has a disadvantage, Magic Aptitude doesn't, so I don't see a
>reason to be stingy with the number of spells available.

However, it also has an advantage over Magery in that you don't have
to meet the prerequisites for any spells that Investiture grants - you
just learn them.
--
Rupert Boleyn <rboleyn RemoveThis @paradise.net.nz>
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Richard Brown

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Since: Dec 07, 2004
Posts: 31



(Msg. 12) Posted: Fri Mar 03, 2006 12:39 pm
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Of course power investiture also has a built in pact limitation that
doesn't get you a point cost break regardless of how many self imposed
mental disadvantages the Deity (by way of the GM) requires.
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David Johnston

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Since: Aug 28, 2005
Posts: 419



(Msg. 13) Posted: Fri Mar 03, 2006 5:55 pm
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On 3 Mar 2006 12:39:41 -0800, "Richard Brown" <rbrown.TakeThisOut@myriad.com>
wrote:

>Of course power investiture also has a built in pact limitation that
>doesn't get you a point cost break regardless of how many self imposed
>mental disadvantages the Deity (by way of the GM) requires.
>

You know, I kind of have an issue with that. It could be 5 points or
it could be 20 points. I could use a few guidelines on that score
myself but I guess that'll have to wait until they put out a new
Clerics book.
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bgrubb

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Since: Dec 19, 2005
Posts: 59



(Msg. 14) Posted: Thu Mar 09, 2006 2:12 am
Post subject: Re: divine magic 4e [Login to view extended thread Info.]
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Peter Knutsen (usenet) wrote:
> victimOfGravity wrote:
> > I think the relevant advantage is Power Investiture. Unfortunately the
> > Basic Set is not very clear on the spells available to clerics. Does
> > anybody have some experience with this advantage or some rule of thumb
> > for the creation of spell lists?
> > I am completely clueless here. How many spells should be available to
> > clerics and what level of Power Investiture should be necessary to learn
> > them? the objective is to keep arcane magic and divine magic balanced
> > and distinguishable from each other.
>
> You cannot truly keep divine spell-based magic distinguishable from
> arcane magic, because arcane magic has, by default, access to all the
> spells in GURPS Magic. Divine spell-based magic would only reasonably
> have access to that subset of the spells in GURPS Magic which fits the
> divine entity's "portfolio", and therefore an arcane magic usr can
> potentially do all the spell-things that a divine spell-user can do, and
> more, given that he has access to all the spells, not just a subset.

True but the divine caster does not have to worry about Prerequisites
at all. Even the Ritual Magic mage has to worry to some degree about
Prerequisites and for some spells it gets real expensive to learn all
the spells even within one college. Furthermore there is nothing that
says the divine power cannot adjust Power Investiture (it serves as a
great way of showing the pleasure o rdispleasure of the deity)
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Richard Brown

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Since: Dec 07, 2004
Posts: 31



(Msg. 15) Posted: Tue Mar 14, 2006 5:12 pm
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>Peter Knutsen (usenet) wrote:
>In fact, the section early in GURPS Basic 4E Characters, on archetypes,
>completely lacks an entry for holy characters. It covers everything
>else, but leaves this one out entirely...

Probably because they are entirely world dependant
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