Sunday, 11 April 2021

Powers/Sorcery: Raw Magic/Spellfire and Wild Magic

Powers/Sorcery: Raw Magic/Spellfire and Wild Magic

This is how I use raw magic and wild magic in my games. The spellfire part probably deserves a separate template or other extensions.

Raw Magic
GURPS Thaumatology, p. 227-229, provides a framework for including raw magic in the game world. In the context of my setting, some alterations to the said framework must be made. First, raw magic cannot be distilled from cosmic background – it congeals naturally in areas of high and very high mana, making it a valuable resource for arcane spellcasters. Usually, raw magic is aspected, and its aspect is somehow hinted at in its form. For example, air-aspected raw magic can take the form of soufflĂ©-like clouds. Raw magic is measured in arbitrary “points” that depend on the aspect. Raw magic can be used in the following ways:
- Energy source. Each point expended supplies five energy points for the purpose of spells or other magical processes that normally cost FP.
- Conductor. By helping direct forces more precisely, or giving the user a greater margin for error, each point of raw magic used gives +3 to a single spellcasting, ritual skill roll, etc.
- Fixative. Being magic in permanent form, raw magic facilitates permanent enchantment. Each point counts as 1 EP when used in enchantments.
Thus, a point-worth of raw magic has the monetary value of $320 and, if ever sold, is usually sold at $640. Aspected raw magic is worth less, depending on the scope of the aspect.
Very few magical practitioners are born with an innate ability to control and refine raw magic. These people are called spellfire wielders and have their abilities limited by Costs Raw Magic instead of Costs Fatigue. Costs Raw Magic has a limitation value of -25%/level.

Wild Magic
GURPS Thaumatology describes wild mana, but what if we want to add a wild side to normal spellcasting. To accomplish that, you may let a sorcerer of any bloodline may be a wild mage. To represent that, apply the Nuisance Effect, Chaotic Side Effects, -5% limitation to Sorcerous Empowerment. Thus, every time the sorcerer improvises a spell, he must roll 3d on the Chaotic Side Effects Table (Pyramid: Dungeon Collection, p. 75).



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