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Sep 24, 1999, 3:00:00 AM9/24/99
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1. Does 'Power Investiture' grant access to all spells, like 'Magery'
does? It's described as the clerical equivalent of Magery, so I would
think it does grant full access, but in GURPS Religion, the sample
clerics all have a limited number of spells to choose from, which
makes me think that access to spells is supposed to be limited.
However, the cost for 'Power Investiture', 10 points, is equal to the
cost for 'Magery', so again I would think that it should grant full
access. (Yes, I know that the first level of 'Magery' costs 15
points, not 10, but that extra 5 points, I think, is for the innate
ability to sense magic items)

2. Empathy(15 points) can be bought in a weaker version called
Sensitive(5 points) for which success rolls are penalized by 3. Does
it seem reasonable to allow a weaker version of Danger Sense(15
points) called, for example, Watchful(also 5 points) for which success
rolls are also penalized by 3?

cra...@hotmail.com

unread,
Sep 24, 1999, 3:00:00 AM9/24/99
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In article <37eb764...@news.flash.net>,

turn...@the.fork.in.the road (Squire Joe) wrote:

> 2. Empathy(15 points) can be bought in a weaker version called
> Sensitive(5 points) for which success rolls are penalized by 3. Does
> it seem reasonable to allow a weaker version of Danger Sense(15
> points) called, for example, Watchful(also 5 points) for which success
> rolls are also penalized by 3?
>

Hey, sounds great to me: it's a balanced, reasonable Advantage.
GURPS has all sorts of things like that: Unfazeable with Collected
and Composed and Cool being weaker versions of it, Fit and
Very Fit, Rapid Healing and Very Rapid Healing, Immune to
Disease and Disease Resistant and the Immune/Resistant to
Poison.

--
Mike Miller, Materials Engineer


Sent via Deja.com http://www.deja.com/
Before you buy.

PJS

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Sep 25, 1999, 3:00:00 AM9/25/99
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turn...@the.fork.in.the road (Squire Joe) wrote in message
<37eb764...@news.flash.net>...

>1. Does 'Power Investiture' grant access to all spells, like 'Magery'
>does? It's described as the clerical equivalent of Magery, so I would
>think it does grant full access, but in GURPS Religion, the sample
>clerics all have a limited number of spells to choose from, which
>makes me think that access to spells is supposed to be limited.
>However, the cost for 'Power Investiture', 10 points, is equal to the
>cost for 'Magery', so again I would think that it should grant full
>access. (Yes, I know that the first level of 'Magery' costs 15
>points, not 10, but that extra 5 points, I think, is for the innate
>ability to sense magic items)
------------------
No. The GM decides which spells are appropriate to the Invested character,
but it certainly won't include them all, although it might include some that
would need Magery 2 if learned by a Mage.

---
Puritanism - the haunting fear that someone, somewhere
may be happy.
- H.L. Mencken

SD Anderson

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Sep 25, 1999, 3:00:00 AM9/25/99
to
Squire Joe wrote:
> Does 'Power Investiture' grant access to all spells, like
> 'Magery' does? It's described as the clerical equivalent of
> Magery, so I would think it does grant full access, but in
> GURPS Religion, the sample clerics all have a limited number of
> spells to choose from, which makes me think that access to
> spells is supposed to be limited. However, the cost for 'Power
> Investiture', 10 points, is equal to the cost for 'Magery', so
> again I would think that it should grant full access.

Local legal enforcement powers and administrative rank City
Dept of Sanitation cost the same. A Sewer engineering supervisor
can't arrest people. You are paying to get magic from a God,
presumably it can work in 0 mana levels if the GM doesn't object.

The description of Power Investiture and the section on
clerical magic in Comp 1 (p.35) make it clear that each deity's
gift differs (GM's discretion) and that the magic gained is
relatively limited compared to magery.

Solution: Make a priest (Clerical Investment) who is a mage.
All the spells and priestly rank as well.

SD Anderson

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Sep 25, 1999, 3:00:00 AM9/25/99
to
Squire Joe wrote:
> Empathy(15 points) can be bought in a weaker version called
> Sensitive(5 points) for which success rolls are penalized by 3.
> Does it seem reasonable to allow a weaker version of Danger
> Sense (15 points) called, for example, Watchful (also 5 points)
> for which success rolls are also penalized by 3?

I would have no objections to it if I were running the game.

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