Posted: Sat Sep 05, 2009 11:40 pm
Magic: Spell-based casting
This is the standard system, where spells are learned as skills and powered by an energy internal to the caster.
The rules for using Energy Reserve instead of Fatigue to cast spells can be found in Thaumatology p. 50 or Powers p. 119. I make this distinction because Fatigue Points are also used for feats of strength and endurance. Wizards have a great incentive to buy lots of points so they can cast lots of spells, but it would make no sense for them to be better joggers, weightlifters, etc. than fighters are. Energy Reserve points cost the same as Fatigue Points, but can only be used to power spells and magic items, thus removing the weird idea of "bodybuilding Gandalf".
This is the standard system, where spells are learned as skills and powered by an energy internal to the caster.
- The caster must first have the Magery advantage at 1 or better (allowing them to manipulate mana).
- The caster learns individual spells in the same way as you would learn a skill. Most spells are Hard skills, and some are Very Hard.
- To cast a spell, the caster rolls against their skill in that spell. Failure means it fizzles. Regardless of success or failure, the spells cost Fatigue points or Energy Reserve (which costs the same as Fatigue but can only be used for magical purposes and nothing else).
- Most of Ravenloft is low-mana, meaning that the effective skill level is at -5. Note also that this may actually increase the casting time or the Energy Reserve cost of the base spell, because any effective skill of 9 or less requires more intricate casting and may increase the energy cost.
- The caster's Thaumatology skill level acts as a maximum cap for all the spells he knows. Thus, a caster who knows Thaumatology at 18 cannot learn any spell at greater than 18. (This is from GURPS Thaumatology p.40-41, under Skill-based spell limits.)
The rules for using Energy Reserve instead of Fatigue to cast spells can be found in Thaumatology p. 50 or Powers p. 119. I make this distinction because Fatigue Points are also used for feats of strength and endurance. Wizards have a great incentive to buy lots of points so they can cast lots of spells, but it would make no sense for them to be better joggers, weightlifters, etc. than fighters are. Energy Reserve points cost the same as Fatigue Points, but can only be used to power spells and magic items, thus removing the weird idea of "bodybuilding Gandalf".