Real life has stopped intervening!
Speaking of GURPs I actually kind of want GWG to give me some help with it when he's got time. I don't know why I said that as if I was talking to someone not you.
I'd be willing to do so. What do you need help with?
Plot? Whats this about plot? I said that Samson was getting killed off and shade would turn into a very very wrathful spirit demon that would end up destroying New York and possible need to be exorcised as an optional boss that no one ever has to deal with unless they wanted character development. Also, yes, I am going to depopulate the largest city in America.
...
Why did no one think this was important to tell me this kind of thing when I got unmuted?!?
Magery and such are Advantages, like normal.
CHECK MY ASSUMPTIONS
For the purposes of this calculation, we'll assume that a Typical MageTM has 12 IQ and Magery 0 in GURPS and Magic 6 in the FE-based system (which really needs a name, please). Both of these are above-average, but not extremely so. We will also assume that most spells in GURPS are approximately the same as Medium spells. Thus, a Typical MageTM should have a 50% chance of successfully casting any given spell. Having a 50% chance of success in GURPS requires a skill level of at least 10, which would be IQ-2 for normal spells. This is one point, or two for Very Hard spells. This does not sound remotely right.
Let's re-assess our assumptions and realize that the required skill level goes down with increasing FE-clone spell difficulty. Crap.
Let's decide to make tiers. To cast a spell as a Small skill, one needs to have close to a 100% chance of success. Let's call it ~85%, since that's about what you'd get if you had a Typical MageTM with his Magic of 6 and had him cast a spell he just barely had a chance of failing. This corresponds to a skill level of 13-14, which would be IQ+1 to IQ+2, which cost 8 and 12 points respectively. If we charge 10 points for, say, a Fireball spell, it's a bit less expensive than a normal magical attack, but this works out since you also need to buy Magery and prerequisite spells before actually buying it.
As for Very Hard spells, those are between 12 and 16 points. Let's call it 15; that's as much as a basic magical attack, but since Very Hard attack spells tend to do more than damage, it's good. Now...magery. It should decrease cost by about one GURPS skill level (ie, 4 points or less) per level. The book suggests not allowing more than about three levels of Magery in "classic fantasy" settings, so let's account for four just in case. With Magery 1, spells cost 6 points (10 for VH); 2 gives 3 (6); 3 gives 2 (3); and Magery Four lets you pick up non-Very-Hard spells for a single point! Of course, that level of Magery is not only reserved for mages more on the Gandalf side than the Voldemort side, and it costs 45 points in total...but it's still there. Higher levels of magery should require consent from the GM and players.
You can learn spells without Magery, but you can't cast them unless someone brings a mana source nearby. As noted on Page 235, High Mana is sufficient to let non-mages cast any spells they somehow know.
You also need to meet all prerequisites, as stated in the spell description. Usually, this is just other spells or perhaps a minimum Magery level.
What, exactly, spells do may need to be adjudicated on a case-by-case basis, but most have pretty system-agnostic effects.
See the GURPS rulebook for ceremonial magic (which makes spells more powerful but harder to cast, and may be tough to translate in game terms to RMG 3.0) and variants that can be used (with permission/justification).
Sound good?
Magery 2
Cost: 25
Modular Abilities (Computer Brain; 1 slot w/ 18 points)
Modifiers: Spells Only (-20%), Takes Extra Time 2 (4x seconds to switch) (-20%), Takes Recharge (2y seconds between switches) (-10%)
Cost: 0.5(72+6)=39
All spells are listed in the order that they are found in the GURPS Core Rulebook I and include a citation for such.
2.Magics of Gaia- Book of Earth spells and rituals: Seek Earth, Shape Earth, Earth to Stone, Create Earth, Stone to Earth, Entombment. (245)
4.Aquarius Rising- Book of water spells and rituals: Seek Water, Purify Water, Create Water, Shape Water, Fog, Icy Weapon. (253)
5.Ignis Fatalis - Book of fire spells and rituals: Ignote Fire, Create Fire, Shape Fire, Heat, Resist Cold, Fireball. (246)
6.Black Mass- Book on curses and witchcraft: Such spells are scattered throughout the spells section and are divided by type. Itch, Spasm, Clumsiness, Hinder (244); Foolishness, Forgetfulness (250)
16.Thunderhead Laylines- Book of lightning spells and rituals: Innate Attack (Burning) with the Surge (+20%) and Magical (-10%) modifiers. Also the ability to glow like a Tesla coil (Perk). (The only Lightning spell in the core book requires six Air spells first. As it happens, six is as many spells as I can give you per slot.)
1.Re-Emergence of Trans-location- Multitude of Teleportation spells and forms: Warp (Magical, -10%; Naked, -30%; Range Limit [100 Miles], -20%; Takes Recharge [15 seconds or 4x preparation, whichever is greater], -20%). This one is tricky, since it requires an IQ roll by the GURPS rules. Let's just assume that a Magic roll will work as well. (98)
7.Proginis- Book on healing spells and holy items: You know about items but can't make them. Lend Energy, Lend Vitality, Awaken, Minor Healing (248); Light (249)
12.Demon Summoning- Book on Demon summoning rituals and deals made with them: See below. Sadly, it can't really work.
13.Book of unbinding- Book of how to dispell seals and prisons: Counterspell, Dispel Magic (250); Apportation, Lockmaster (251); there really aren't any other spells of the sort in the core rules, but hey, free telekinesis!
14.Book of Binding- Book on Sealing rituals and prisons: Clumsiness, Hinder, Rooted Feet (244); Seek Earth, Shape Earth (245); Haste (251). This is another place the core spells don't cover well.
18.Fae Magics- Book containing fae magics and rituals, {i}tems, and locations: Yet another place the core spells don't cover. Want a bunch of vaguely fae-ish spells?
3.Darkness reborn- Encyclopedia of demonic locations and items: You know this stuff. Yay!
8.Alienis Portelin- Book on strange ritials and unnatural locations and items: See above.
9.Book of Transendence- Encyclopedia of Gods and summoning rituals: See below.
10.Artifact Encyclopedia- Encyclopedia about Items of legacy. You have access to this knowledge; I don't think any spells are associated with this, either.
11.Diviner Lore- Encyclopedia of Diviner spells, books, and knowledge: Sense Foes, Sense Emotion (245); Detect Magic, Aura, Identify Spell, Analyze Magic (249)
15.Summoning and Taming of Magical Creatures and Cemihumans: Pocket Monster Special Edition- Self explanatory. Is this Pokemon?
17.The Nine Breaths of Silence- An ancient scroll dedicated to rites of death and safe passing, with spells to aid the passing of a soul to its afterlife, or to contain it within a vessel, such as for the creation of a phylactery or to keep a body alive while it is being healed. I don't have a sourcebook including spells like this...
Pixie Magic...what the heck is that?
12:All summoning spells require at least 10 different spells from various colleges. Thankfully, Ritual Magic (242) comes to the rescue! So, by learning the Ritual Magic and Necromantic Spells skills, we still have six Points left (which should probably be saved, since Ritual Magery =/= Magery) and the ability to cast the Summon Demon spell (or any other Necromantic Spell)...although the Demon spell is at -11. Thankfully, the Ceremonial Magic rules (pg. 238) give us an easy way to ritually improve effective Skill! To get +10, you need helpers to give a total of seven times the cost you have to pay...which is 20 for a 200-point (100 SP and 100 PP?) demon. So, they need to contribute the equivalent of 140 FP. Assuming they don't know the spell at above-average skill, you need at least 37 people who know the spell or a hundred people who don't plus 14 who do (or somewhere in between) to summon it. So...yeah, not likely. Sorry.
I might be able to hack something together with the Ally advantage, but then you would have finite demons.
9: The above applies exactly as well.
One important thing to note is that the "programs"--that is, the books Sen has absorbed--are considered equipment by the rules. Thus, it's pretty tough to determine just how many is appropriate. The book suggests a cost of $1800 (measured in Standard GURPS Bucks) per book; I was able to find spells for ten books, so that's $18,000, which is about the cost of 20 "thrusting greatswords", six "tactical suits" (a kind of advanced armor), three sniper rifles and a dart rifle, a "vacc suit" (plus helmet) and a half, a "blaster rifle," or most of an anti-tank missile launcher. In case that helps.
Dunno. I did ask if anybody needed New York for anything
I remember this, but not you explaining why.