Wednesday 7 April 2021

Sorcery/Powers: Metamagic

Sorcery/Powers: Metamagic

No, I do not mean meta-spells. I mean D&D-style metamagic. By default, Sorcery does not really allow for that, but let's see what can be done with it!

D&D has metamagic feats that allow spellcasters to prepare/cast spells using a higher spell slot, but adding some special effects. The power skill/technique framework that was introduced in GURPS Powers and later used in GURPS Psionic Powers is a great way to do this. My Wizardry framework allows for it too. But what about powers that do not have power skills by default, like Sorcery? Power techniques are based on Temporary Enhancements (GURPS Powers, p. 172) and sometimes on Using Abilities at Default (GURPS Powers, p. 173).

Thus, we should be able to give sorcerers the ability to add temporary enhancements with this perk. Obviously, the GM should regulate the available enhancements.

Metamagic [1]
This perk allows the sorcerer to apply temporary enhancements to their sorcerous spells as per Temporary Enhancements (GURPS Powers, p. 172). The sorcerer may use a Will-based Thaumatology roll instead of a Will roll, if better. You must specialize by spell.
Statistics: Extra Option (Temporary Enhancements on Sorcery spells) [1].

What enhancements would model the metamagic feats? Let's take a look at the metamagic feats from the Player's Handbook and the Epic Level Handbook. For cases where enhancements cannot accomplish the task, let's create a separate ability.

Empower Spell - This is just a normal application of Extra Effort (GURPS Thaumatology: Sorcery, p. 6).

Enhance Spell - This is not appropriate for GURPS.

Enlarge Spell - This is Increased Range (p. B106), at -1 to Will per level of the enhancement. For spells with level-dependant range, this is just a normal application of Extra Effort (GURPS Thaumatology: Sorcery, p. 6).

Extend Spell - This is Extended Duration (p. B105), at -2 to Will per level of the enhancement. Note that the Permanent and Truly Permanent durations should not be available for this trick, as per the guidelines in GURPS Powers. However, GURPS Psionic Powers says that in over-the-top campaigns such techniques may be appropriate. If your GM says that this is the case, then Permanent would impose a -15 penalty to Will, and Truly Permanent would impose a -30 penalty.

Heighten Spell - This is not appropriate for GURPS. However, I would represent this as the Rule of 17 perk (GURPS Power-Ups 2: Perks, p. 20).

Intensify Spell - This is just Empower Spell + Maximize Spell.

Maximize Spell [40]
One per day of game time, you may cast a spell and have it deal maximum amount of damage. Use this ability when the hit was already confirmed, just before rolling the damage. Using this ability requires a successful Will or Will-based Thaumatology roll, and costs 2 FP.
Statistics: Super Luck (Costs Fatigue, 2 FP, -10%; Game Time, +0%; Only to maximize spell damage rolls, -40%; Requires Will Roll, -10%) [40].

Alternatively, if we use Partial Dice for Innate Attacks, we will see that purchasing 6 points of damage is 50% more expensive than purchasing a single die of damage regardless of the damage type. Thus, we may treat this effect as a +50% enhancement, at -5 to Will.

Quicken Spell [25]
You may take an additional maneuver per turn, but only if this maneuver would be used to cast a spell. Using this ability requires a successful Will or Will-based Thaumatology roll, and costs 2 FP.
Statistics: Altered Time Rate 1 (Accessibility, Only to cast spells, -20%; Costs Fatigue, 2 FP, -10%; Reduced Duration, 1/60, -35%; Requires Will Roll, -10%) [25].

Silent Spell - This only makes sense if the spell has the forced incantation requirement (Requires Magic Words, -10%). In that case, this requirement can be removed by removing this limitation, at -1 to Will.

Still Spell - This only makes sense if the spell has the forced gesture requirement (Requires Gestures, -10%). In that case, this requirement can be removed by removing this limitation, at -1 to Will.

Widen Spell - This is Area Effect (p. B102), at -5 to Will per level of the enhancement. The GM may want to restrict it to a single level for attack spells that typically do not affect an area. For spells with level-dependant area, this is just a normal application of Extra Effort (GURPS Thaumatology: Sorcery, p. 6).

Now that I think about it, we can also do contingent spells this way.

Contingent Spell - This is Delay, Supernatural (GURPS Power-Ups 4: Enhancements, p. 18), at -10 to Will. The GM probably should forbid this enhancement for Missile and Jet spells.

5 comments:

  1. Wouldn't Compartmentalized Mind would be better for Quicken Spell?

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    1. It would if all spells required a Concentrate maneuver to cast. In Sorcery quite a lot of spells require Attack maneuvers to cast.

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    2. Also, isn't this would require a Reduced Time to work? because witnout it 1) need a ready maneuver to switch on, and you would you it only on next turn(which is with reduced time 1/60 makes it meaningless)

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  2. "Alternatively, if we use Partial Dice for Innate Attacks, we will see that purchasing 6 points of damage is 50% more expensive than purchasing a single die of damage regardless of the damage type. Thus, we may treat this effect as a +50% enhancement, at -5 to Will."
    That is...wrong. Partial dice cost 0.3 of full die per point. So 6 point would cost 1.8 of a die, a +80% enhancement, -8 to Will. It would be 0.5 for 5 points rather than 6.

    Also, it isn't a clear mistake, but the "Only to maximize spell damage rolls" modifier seems too small to me. Just being only able to use Super Luck only on damage rolls is extremely limiting, as is only using it to maximize rather than minimize them for enemies (or control them perfectly such that they don't cause too much or too little damage. Which is very rarely useful but still useful *sometimes*). And then it also only works on spells. I feel like it should be around -50%. Though that's hard to quantify. And of course, -40% makes sense under a simple "this is either an Aspect or a Double Aspect" approach.

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    1. Ah, it seems I could've phrased it better. I meant that when converting numerical bonuses to dice, 4 points equals one die, and hence 6 points is always 50% higher than 4 points. But I like your approach too, it's 100% valid.

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