Tuesday 9 August 2022

Sorcery: Wizardry Revised

Sorcery: Wizardry Revised

Lately, I have been receiving some feedback regarding my wizardry framework. People said that it's too convoluted and unappealing. I partially agree, so let's try another writeup that takes into account the suggestions I've received. If it works well, then I'll have to rework other subsystems that are based on wizardry and/or spells with skills.

I want the spells to require a skill rolls attached to them. Usually, this is done via Skill for Everyone (GURPS Powers, p. 162), but that box suggests us adding a discrete skill for each ability of the power, just like in GURPS Psionic Powers (or my previous version of wizardry). I was suggested replacing the spell skills with college skills, a la ritual magic or ritual path magic. To do that, we modify the spells as follows:
    1. The spell has no casting roll. We apply Requires IQ Roll, -10% to the spell.
    2. The spell has an IQ-based casting roll. No change.
    3. The spell has a non-IQ-based casting roll. We apply Based on IQ, Own Roll, +20% to the spell.

Spells should require somatic, verbal, and/or material components. This is accomplished by adding the Requires Magic Words, -10%, Required Gestures, -10%, and/or Requires Material Component, -10%  or Trigger, -X% limitations to the spells. The combinations of these limitations may vary from spell to spell. Casting times and FP costs can be adjusted as well. Alternative Rituals from GURPS Thaumatology: Sorcery, p. 7, are not in effect, because each spell has defined somatic and verbal components.

Improvisation should be limited to spells written in the caster’s grimoire or any other spellbook or scroll, and should take a while. This limits the caster’s combat flexibility, but still allows him to be flexible outside of combat. To accomplish this, we replace Sorcerous Empowerment with Wizardly Study.

When using hardcore improvisation, the wizard must read the reference work for seconds equal to the spell's full cost.

If Wizardly Study has no scope limitation, then Wizardry Talent costs 10 points/level. Any scope limitation brings it down to 5 points/level.

Spell scrolls that can only be used to transcribe a spell into your spellbook cost $2 per point of the spell’s full cost. Transcribing a spell requires identifying it first. Transcribing takes 8 hours per 20 points of the spells’ full cost.

Trading Fatigue for Skill (GURPS Powers, p. 161) is available.

When rolling a critical failure on a casting roll, use the Critical Spell Failure Table (p. B236).

SKILLS

Each spell requires a casting roll against a College Skill. Each College Skill is a (VH) IQ skill that defaults to Thaumatology-6. However, a defaulted College Skill cannot be higher than 12. In addition, no College Skill can ever exceed Thaumatology + Wizardry Talent level.
If a spell belongs to multiple colleges, then the caster rolls against the higher of those College Skills. The skills are:

College of Acid
College of Air
College of Animal*
College of Body Control
College of Communication and Empathy
College of Earth
College of Enchantment
College of Fire
College of Food
College of Force
College of Fungus*
College of Gate
College of Gravity
College of Healing*
College of Ice
College of Illusion and Creation
College of Knowledge
College of Light and Darkness
College of Lightning
College of Making and Breaking
College of Meta-spells
College of Metal
College of Mind Control
College of Movement
College of Necromancy
College of Plant*
College of Poison
College of Protection and Warning
College of Sound
College of Spirit
College of Technology
College of Time
College of Water
College of Weather*

* - this college is inappropriate for D&D-style arcane spellcasters, being reserved for divine or nature spellcasters

Improving individual spells as techniques is not allowed.

4 comments:

  1. Does the spell College skill replace the innate attack to hit or is it an additional roll before you would make any "attack" type roll?

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    Replies
    1. Awesome thank you! Also, does the College skill roll take a "ready" to do or is it all one action to make a fireball and throw it?

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