From n49 Tue Sep 9 07:41:45 1997 From: MA Lloyd Date: Fri, 10 Nov 1995 14:34:02 -0600 (CST) Subject: Spell memorization system A spell memorization system outline, originally from an AD&D conversion. It worked tolerably well, but it does lead to enormous point totals for high level casters, but then high level AD&D wizards can probably vaporize a typical GURPS Super without breaking into a sweat. ............................................................ Memorizing a spells requires knowledge of the principles of spell memorization, the ability to hold the prepared spells in memory, and knowledge of the spell; represented by a skill, an advantage, and a skill or advantage depending on the setting. Wizardry MVH no default The principles of memorization. Wizardry skill represents your mastery of the necessary mental techniques to store spells. If memorization requires access to some sort of memory aid (written copy in AD&D, but it could just as well be a staring pattern or some other meditative focus if you don't want magic to require literacy) then this skill includes the ability to understand the notation method used. The GM may create multiple versions of the skill specific to the notation system used by various cultures or arcane schools. [Difficulty] Spell Hook variable The ability to hold a spell in memory is a variable cost advantage. Spell hooks come in 4 sizes corresponding to spell difficulty (Easy to Very Hard) indicating the maximum difficulty spell that can be memorized hanging from that hook. Each hook can hold only one spell at a time, a mage wanting to memorize more than one spell, or more than one copy of the same spell, will need multiple hooks. Cost of this advantage depends on hook size, we tried several schemes in the range Easy 3-5 points, Average 10-15 points, Hard 25-50 pt and Very Hard 80-200 pt. The progression 3 10 30 100 looks nice. New hooks can be bought in play and existing hooks can be upgraded by paying the cost difference. Spells themselves can be handled a couple of different ways. As simple IQ based skills, they allow the magician to 'rememorize' spells from memory, without any equipment at all, using the lower of his Wizardry or spell skill for the necessary die rolls. To duplicate AD&D memorization, forbid spell skills. Memorization rolls are made purely against Wizardry, but a written copy of the spell is required to memorize it. Charge 1 point per spell recorded there for the Spell-book advantage. For AD&D clerical spells don't bother with a spell skill at all, but require the character to have appropriate Clerical Investment or Blessed advantages to have access to the spells known to his God A combination system is also possible, spells are normally memorized from spell-books, but can be learned as skills (which may reduce memorization rolls since skill is likely to at least start less than Wizardry). Personal research probably *should* result in spell skill rather than a simple written copy. ............................................................ To memorize a spell requires a vacant spell hook strong enough to hold a spell of the desired difficulty and a successful skill roll (usually against either Wizardry or the lower of Wizardry or spell skill. Any words, gestures of materials required are expended when the spell is memorized, any interruption of the memorization process requires a Wizardry roll to avoid needing to start over. Time required to attach a spell depends on difficulty: Easy 1 hour Average 4 hours Hard 16 hours (2 days, if done in one 16 hr stretch roll at -5, fatigue) Very Hard 64 hours (8 days) A failed roll wastes the memorization time, GM's option whether any of the components called for a reusable. ............................................................ Casting a spell. Releasing a spell requires an action (Step and Release, which may or may not require the caster be able to speak and gesture freely depending of the feel the GM wants) but no particular concentration. No skill roll is needed at the time of release, the certainty of memorized spells is one of their major advantages. ............................................................ Spell Difficulty Some guidelines for selecting spell difficulties: Easy: Standard GURPS spells costing 5 fatigue or less, no more than Magery 1 and a 3 spell prerequisite chain. Ranges should not exceed 10 hexs, areas a 3 hex radius, total duration 1 hour or damage 1d at range, 3d on contact. Average: Costs up to 20 fatigue, with any prerequisites. Ranges up to line of sight or further with a symbolic link, areas up to several dozen hexs, durations up to permanent, but dispellable, damage up to 10d at range and single target non-instant death on contact is allowable. Hard: Costs up to a few hundred points, ranges or areas of a few miles, and may cause instant death at range to a small number of targets. Anything essentially tactical is probably OK. Very Hard: Anything that can have a strategic level impact on the campaign world is at least this hard. ............................................................ Converting from AD&D Don't try to convert number of spell slots directly from AD&D, giving the caster 2 x level hooks of whatever sizes he can afford gives a reasonable conversion in most cases. Give the character a Wizardry skill of IQ + level/2 (use only level of spell casting ability for classes that gain spells late in the progression). AD&D spells are more powerful than GURPS, but at an effective 3+1 points minimum cost and a much longer recovery time, you don't get off nearly as many per adventure as a GURPS mage. AD&D spell levels convert more or less to spell difficulties, though many spell levels are not assigned all that logically. As a rule 1st and 2nd level spells are Easy, 3rd and 4th level spells are Average, fifth and most MU 6th level spells are Hard, and higher level spells are about evenly Hard or Very Hard. This works well for utility or defensive spells, attack spells may need to be raised a difficulty and some limited utility spells can be lowered a difficulty - for example Invisibility is fine at Average, but Water Breathing could safely be dropped to Easy, and Fireball definitely should be Hard. For AD&D spells with caster level variable performance, simply fix the statistics at a caster level equal to 2 times the spell level. This will reduce the maximum damage of many spells, which is a good thing! Spells that allow saving throws convert to resistance rolls. Effective spell skill is always 18 (i.e. roll only to find the success margin of the spell), saves vs spells become Resisted by Will, other types convert to Resisted by HT. - -- MA Lloyd (malloy00@io.com)