Editing Dragon Age
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 6: | Line 6: | ||
==The Basics== | ==The Basics== | ||
*Magic is not based on fatigue. Instead, it is based on an internal reserve of magical ability. Energy Reserves cost 1 CP per point. Maximum EP are 10 if in possession of Weak levels of magic, 20 if in Moderate levels of magic, 50 if in Strong levels of magic, and almost unlimited if in Pure levels of magic. | *Magic is not based on fatigue. Instead, it is based on an internal reserve of magical ability. Energy Reserves cost 1 CP per point. Maximum EP are 10 if in possession of Weak levels of magic, 20 if in Moderate levels of magic, 50 if in Strong levels of magic, and almost unlimited if in Pure levels of magic. | ||
− | |||
*To cast spells, do not use GURPS Magic. Instead, you would build them as powers, with certain limitations. | *To cast spells, do not use GURPS Magic. Instead, you would build them as powers, with certain limitations. | ||
− | |||
*There are Weak, Moderate, Strong, and Pure levels of magic. No mortal is allowed to take Pure; only gods, dragons, or underworld gods have access to Pure abilities. | *There are Weak, Moderate, Strong, and Pure levels of magic. No mortal is allowed to take Pure; only gods, dragons, or underworld gods have access to Pure abilities. | ||
+ | *Weak gives the following modifiers: First of all, all activation rolls are at 11 (-20%) to use any ability. Second of all, if you spend 5 energy points or more, the spell will cost 1 Energy per use or per minute (-10%), as well as 1 HP damage on a failure, and 1d HP damage on a critical failure (-2%). Second of all, if spending a FULL 10 points, a failure results in 1d HP damage, and a heart attack (!) on a critical failure. (-6%) Lastly, it has Takes Extra Time 1 (-10%), and takes a second to cast. Some abilities may take longer. | ||
− | + | *Moderate is the same, except that activation rolls are at 14 (-10%) to use any ability, and the effects of harm and potential death are at cost of 10 to 20. (Note to self: Same point deduction for limitation?) | |
− | |||
− | |||
− | *Moderate is the same, except that activation rolls are at 14 (-10%) to use any ability, and the effects of harm and potential death are at cost of 10 to 20. (Note to self: Same point deduction for limitation?) | ||
+ | *Strong is the same, except that activation rolls are at 16 (-5%), with 17 as a normal failure and 18 as a critical failure. | ||
− | + | *Pure has no activation rolls whatsoever, and will not harm the user. | |
− | |||
− | |||
− | *Pure has no activation rolls whatsoever, and will not harm the user. | ||
− | |||
*Power Modifier (is included in all of those below) -15% Special Advantages or Skills CM -5%, relies on Mana -5%, Energy Reserves Only -5%. | *Power Modifier (is included in all of those below) -15% Special Advantages or Skills CM -5%, relies on Mana -5%, Energy Reserves Only -5%. | ||
− | |||
*Weak: -20% .... Nuisance Effect: Very Noticeable -5% | *Weak: -20% .... Nuisance Effect: Very Noticeable -5% | ||
− | |||
*Moderate (Divine): -25% ... 5 point disadvantage for Divine (-5%), Nuisance Effect: Very Noticeable -5% | *Moderate (Divine): -25% ... 5 point disadvantage for Divine (-5%), Nuisance Effect: Very Noticeable -5% | ||
− | |||
*Strong .... -40% 15 point disad (-15%), takes a major quest to restore (-5%), power fades gradually (+5%) | *Strong .... -40% 15 point disad (-15%), takes a major quest to restore (-5%), power fades gradually (+5%) | ||
− | |||
*For sapping, none of the above disadvantages apply; instead, you would buy mental disadvantages of an equivalent point value, and possibly a -15 point Secret! -20% for Weak and Moderate, -15% for Strong. | *For sapping, none of the above disadvantages apply; instead, you would buy mental disadvantages of an equivalent point value, and possibly a -15 point Secret! -20% for Weak and Moderate, -15% for Strong. |