Sunday 13 June 2021

GURPS and large-scale spellcasting

I've been thinking about how you'd set up magical precautions against natural disasters in GURPS. It seems like exactly the sort of system where you could do that sort of thing. Hurricanes, earthquakes and so on are devastating, so it's reasonable that a benevolent government would pour effort into effective countermeasures. Even an actively malevolent ruler might do so, because the economic impact and infrastructure damage is really inconvenient.

This post examines the case of Seismia, a country prone to various disasters.

One of the troubles is the sheer area natural hazards affect. GURPS generally handles area spells with a fixed cost ("base cost") per radius in yards.* This cost is the amount of Fatigue Points you need to spend (basically, how tiring it is). A meagre half-mile radius with a base cost of 1/2 clocks in at 440 Fatigue Points. That's roughly one noble estate or village.

*they also measure things in miles per hour, degrees Fahrenheit, pounds of weight, feet and inches, making the system an absolute ruddy nightmare for the sort of scientific realism it's meant to support. For those wondering why the game isn't more popular, this is probably a factor. Yes, I know Americans have an abiding love for their imperial measurements (and I use plenty of them myself in everyday life), but they are wildly inconvenient when calculations come in. Put out a metric version, for the love of all that's holy.

I'm not a great judge of typical capabilities in GURPS, but human capabilities hover around the 10 mark; I'd guess an experienced mage would buy up Health and buy extra Fatigue Points, so they might be able to throw in 20FP or so. Far short of our total.

Ceremonial casting might help. This is much slower (one-tenth of normal speed), but that isn't a problem. It allows other mages, and even random bystanders, to contribute some of their own energy. We're still limited, though...

  • Each mage who knows the spell at level 15+: as much energy as he wishes to contribute.
  • Each non-mage who knows the spell at level 15+: up to 3 points.
  • Each mage who knows the spell at level 14 or lower: up to 3 points.
  • Each unskilled spectator who supports the casting (by chanting, holding candles, etc.): 1 point, to a maximum of 100 points from all spectators.

"Mages" are those who have the inherent power of Magery, rather than merely having learned a spell; they're better, faster, stronger and more wizardly.

So a 440-point spell to keep rainstorms out of a 1/2-mile radius would require the full exertion of 22 mages who know the spell at a high level. That's a tough order for one village.

If we have all the villagers come along to chant, they can add up to 100 points to our total. Let's say we can find 100 of them. Let's also say our Head Wizard can rustle up extra energy from magic items, contributing 40 points and leaving us a nice simple 300.

To make up the 300 points, we'd need 100 lesser spellcasters - mages who don't know the spell in question, or non-mages who know it very well. Mages are generally in short supply, though. Perhaps Seismian government compels everyone to study certain spells for national defence against hazards, the same way they might require longbow practice?

That 1/2-mile radius is 0.78 square miles, or about 2km2. The population density of Scotland is 70/km2, so that would give us 140 inhabitants or thereabouts. Conceivably, if all of them had been forced to learn Protection From Hazard at 15+, and we made all of them participate in the ritual alongside our Head Wizard (20 FP), we could get the energy we need: 3 FP x 140 = 420 FP.

Of course, learning those spells requires investment of time and effort. Most spells are Hard skills, and expensive to learn. For those Seismians lucky enough to have average IQ 10, learning the skill at IQ+5 will cost a mighty 24 points. Those down at IQ 8 have to spend 32 points! Considering ordinary folks tend to have 100-150 points in total, that is a very significant investment in one niche skill.

Looking through Thaumatology, not many options help with spellcasting costs. The obvious one is, of course... sacrifices.

Sacrifice

This section of rules is deliberately fluid, giving no specific set of rules, but a set of ideas and discussion of their implications - for example, how the value of a sacrifice is calculated will determine the kind of sacrifices that happen.

Fantasy, however, gives some useable guidelines.

The basic currency of sacrifice is hit points. If the victim is sapient and consents to the sacrifice, use his full HP. If he does not consent, divide his HP by 3. For nonsapient victims, always divide HP by 3; they are presumed not capable of consent. At the GM’s discretion, offerings of material goods worth 20% of a campaign’s starting wealth count as 1 HP. Offered wealth may be cast into the sea, burned at a shrine, ritually consumed by someone possessed by a god or spirit, or otherwise destroyed or made inaccessible... Each HP of sacrifice could be exchanged for two energy points of magic.

According to Low-Tech Companion 3, sheep have 10 HP. They can therefore be sacrificed for the equivalent of 6 FP.

Wales supposedly contains around 1500 sheep per square mile (I resist my inclination to fact-check this in detail). Let's assume this is a reasonable figure for our hypothetical country, and that whatever sheep-equivalents it might farm (potentially including crops) are fungible in terms of density and sacrificial potency.

With a modest 1% tithe of livestock, Seismia can gather 15 sheep per square mile for sacrifice each year annually, providing 90 energy towards spells of various kinds.

Putting it together

We have to make some assumptions about mage density here. Let's say that there is one high-class mage per 10 square miles, able to contribute 20 energy. There are 2 decent wizards per square mile, who can contribute 3 energy. Assorted inhabitants can give us another 100, and we have 90 energy per square mile from sheep.

Putting all that together... we don't have enough. Our half-mile radius can produce 306 energy, far short of the 440 required. To protect the village from storms, we'd need to increase the Seismian sheep-tithe to 4% of livestock, which is a fair chunk considering it'll be on top of other taxes.

It only gets worse when I reveal that the actual cost for protection from storms (Weather Dome) is 3, not 1/2. We'd need 2640 energy to protect the village!

Thankfully, this sort of thing works better at scale. In a 10-mile radius, we have 31 top-flight mages, 628 decent ones, and a 2% sacrifice will net us 9420 sheep. This gives us 59132 energy, more than our target of 52800.

Sticking with Wales as our current example, it's roughly 170 miles from top to bottom, so we need to cover an 85-mile radius. That will cost us 448800 Fatigue Points to bespell against storms. However, we can muster an impressive army of mages: 2270 top-class mages for 20 FP each, and 45396 decent ones giving 3 energy apiece. There's frankly no point getting the ordinary folks involved for a mere 100 energy. We'll make up the difference with sacrifices: a mere 2 sheep per square mile will suffice and to spare.

Of course, we'll probably want to cast some other protective spells on the whole country, so I'd better stick with that 1% tithe. Plus... with ceremonial spellcasting, any roll of 16+ on 3d6 is a failure! We might need to give this a few goes, lads. Still, it's not a bad outcome.

Base FP cost of spell
Radius (Miles) 1/21 2 3 4 5 6 7 8 9 10
1/2440880176026403520440052806160704079208800
1 880176035205280704088001056012320140801584017600
2 1760352070401056014080176002112024640281603168035200
3 26405280105601584021120264003168036960422404752052800
4 35207040140802112028160352004224049280563206336070400
5 44008800176002640035200440005280061600704007920088000
6 5280105602112031680422405280063360739208448095040105600
7 61601232024640369604928061600739208624098560110880123200
8 704014080281604224056320704008448098560112640126720140800
9 7920158403168047520633607920095040110880126720142560158400
10 88001760035200528007040088000105600123200140800158400176000
85 748001496002992004488005984007480008976001047200119680013464001496000

 

Top
mages
OK
mages
SacrificesTop mage
energy
OK mage
energy
OthersSacrificesSumWithout
sacrifices
1230206100180306126
16902018100540678138
124360247210021602356196
3568405616810050405364324
5100150010030010090009500500
815623401564681001404014764724
11226339022667810020340213441004
15306459030691810027540288641324
204026030402120610036180378881708
255087620508152410045720478522132
316289420628188410056520591322612
2270453964539645396136188100272376454060181684

Have I missed something? If you know of an energy-saving technique that would help Keep Seismia Safe, contact your local Hazard Dispelling Bureau immediately.

8 comments:

  1. Absolutely agree with you on the use of American measure. The line editor is Canadian and a former scientist, so I'm sure he'd agree with you. But the vast majority of GURPS players is in the USA... There's a "metric conversion" box on p. B9 but that's about it and I've never heard of a GURPS game run in SI.

    You're assuming quite a high mage density - and indeed population density. I don't think a standard occurrence of Magery has ever been defined, but at a mediaeval tech level I think you'd be looking at about 10-40 humans/km².

    (Of course that mediaeval tech level won't last long if you have GURPS Magic in play.)

    Duration matters too, I think. Bless Plants lasts "one crop or growing season" so you want 1-2 castings a year, so you may be able to take your skilled mages from one site to the next. Predict Earth Movement and Predict Weather cost 2 × the number of days forecast – but they're information spells which means they're not subject to area multipliers. Most of the weather spells need to be actively cast at a lump of weather to cancel it...

    As you've found, fatigue points are the big limit on standard GURPS Magic. One consideration to add: Powerstones. Every mage wants one for the ability to cast bigger spells than they can personally fund, but they recharge more slowly than the mages themselves.

    https://www.jstor.org/stable/2404720 gives a mediaeval sheep density of about 50/km^2 or 135 per square mile.

    Given the way cost of area spell goes up with linear dimension not area, this would be a reason to lay out administrative divisions of a country in a hex grid.

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    1. I'm actually looking at this from the POV of seismic activity, since that comes into play with Earth spells. I think we can use Weather Dome (for ash), Atmosphere Dome (for pyroclastic flow), and I have designed a spell specifically to stifle earthquakes. The method that occurred to me is casting them with Link so they'll trigger automatically when the event occurs. It's very expensive though! But for disasters that only happen every decade or so, well worth the cost.

      At the local level you might be best off casting the spells with whoever you can scrape together, slowly building up the protected area. I thought efficiencies of scale might be sensible for a government programme, though, particularly since they will want to protect infrastructure and land as well as just the village. The absolute limit on non-spellcaster contributions makes that difficult - if not for that, a national festival day that's actually an enormous ceremonial casting would be an obvious thing to do. I suppose it still works if the ceremonies are local in scale, though - protecting the village hall and so on.

      Bless Plants works really well as a ceremony, because you only really need to bless your fields and it's cheap. In the right season, a skilled mage gathers up a hundred people and leads a 5-minute ceremony to bless a 100-yard radius. The mage's own FP stops being the limiting factor, so you could do a Bless Plants... uh, about twice an hour, allowing for casting time, 10 minutes for recovery, and walking to the next field. Make a day or two of it - your post-planting festival, say - and you can probably get fifty blessings in with time for feasting and fun.

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    2. Yes, I think Ceremonial Magic is intended for the "village congregation" sort of level.

      Bless Plants: Well, 50-minute because ×10 casting time. Ten minutes for recovery which could be regarded as part of the ritual, and it's one per (hour plus travel time).

      Will a population put up with it? If they see tangible benefits, probably. And you can probably spread it out in time because it only needs to be cast at some point during the season...

      So looking at that mediaeval population density of 30-120 per square mile, 100 people will be farming 2-9 km². Divide that optimally into 100-yard-radius plots (~26e3 m^2) and you get 80-330 of them. (Call it 50-220 because one in three will be fallow.) Say your growing season is six months, 26 weeks. You want to do 2-8 per week, and at the high end that's going to take a whole day each week.

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  2. Look at the Weather college. It has Area spells with base costs from a thirtieth to a sixtieth of an energy point (minimum 1 for any actual casting). If your Earthquake resistance spell has a base cost in that range, lasts a season, and takes a day to cast ceremonially, protecting a village becomes quite practical if they have 100 inhabitants who can help.

    GURPS is not really a simulationist game. The numbers are always assessed with a view to drama.

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  3. Another way to do large-scale spell-casting, if mages are rare, is to define it as religious magic. Power Investiture seems to be something that a religion can grant to worshippers, and it does the same job as Magery, within the religion's portfolio.

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    Replies
    1. Hmm....
      OK, this may be madness, but hear me out. Religions quite often have rituals for purifying or sanctifying people before some event. What if religious leaders could *temporarily* bestow Power Investiture on their followers for ceremonial casting?

      I've had a bit of a fiddle around with different things, and I think you could do this with an Affliction. Maybe something like this?

      Affliction 1 (Accessibility, Complex ritual -20%; Divine, -10%; Extended Duration (Midnight) +150%; Malediction and Sense-Based +80%; Melee C -30%; Pact (Disciplines of Faith) -10%) to bestow two Advantages and three Disadvantages worth a total of 7 points:
      -- Power Investiture (Ceremonial only, -40%) [6]
      -- a modular ability (1 point +10, Can't Change Configuration Once Set -20%, Spells Only -20%, Only Spells the Afflictor Knows -20%) [4]
      --Disciplines of Faith [-10]
      --Obsession (perform the ceremonies) [-10]
      Sense of Duty (neighbours) [-10]
      GURPS Character Assistant reckons this costs 33 points. Obviously a certain amount of wiggling is possible to try and cut costs, but hopefully it's roughly on the right lines in terms of points. This version involves physically blessing each participant before the day's rituals begin.

      *There's no specific way I can see to have a duration expire at a particular time, so I went with the Permanent price with Midnight as the dispelling condition.

      Another option is an aura that constantly grants these benefits, which I loosely based on one from Powers: Enhancements. A 16-yard Aura ought to be enough to cover 100 people for a ceremony, and this one supports Preparation Required (8 hours) which helps with cost. I worked this one out at 41 points, but then it is more convenient than touching everyone. If the lay-on-hands version could take an improved "complex ritual" limitation (Power-Ups 8: Limitations, p. 5) that was more like Preparation Required that would get the cost down even further (since Accessibility (Ritual) caps out at 20%, while Preparation Required allows 60%). A priest could well spend a whole day preparing for ceremonies like this, after all.

      Either version would give the villagers Power Investiture and let them 'know' the skill, allowing them to contribute 3 energy each to a ritual.

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    2. Thinking about that power build...

      Standard duration for an inflicted disadvantage (or advantage) is 1 minute per point HT roll failure margin. It's often implied that you can voluntarily fail a resistance roll against a spell cast by someone you trust, but I can't off-hand find this in the rules. Let's assume it's a base of 1 minute. Extend that to a 50-minute ceremonial casting and you make it 100× duration for +80%. (Then, having contributed 3 FP, they want to rest for half an hour. Of you could go for 1000× for +120%, which gives you over 16 hours.

      Rather than muck about with new Accessibility classes, which I always find very arguable, I think I'd swap in Preparation Required. (As you said later, in fact.)

      Malediction "lacks […] 1/2D, Max […] cannot have any enhancement or limitation that modi- fies those statistics" so I don't think you can put Melee C on it. You're already getting the punitive spell range modifiers of -1/hex.

      So let's take a slightly different angle on it. This is all Basic Set:

      Affliction 1 [10]
      Preparation Required (10 minutes) -30%
      Divine -10%
      Extended Duration 100× +80%
      Malediction (-1/hex) +100%
      Sense-Based (hearing) -20%
      Disadvantages total -20 points -20%
      PI 1 Ceremonial only [6]
      modular ability spell slot [4]
      Disciplines of Faith [-10]
      Obsession [-10]
      Sense of Duty [-10]

      (that smells a bit munchkiny, and perhaps the PI and modular ability
      ought to count as Advantages at the higher rate, but given that they
      are inextricably bundled with the disads it's at least arguable)

      So that's -80% + 180% of modifiers = +100% to the base cost of 10, for 20 points.

      (Though read the "GM oversight" section in Power-Ups 4 p. 4 if you haven't already.)

      It would be nice to slap on an Area Effect but having to bless each
      participant individually shouldn't take more than a few seconds per.
      (I was brought up Catholic.)

      The recipients then spend 3 fatigue in the ceremonial casting, so they want half an hour's rest before they do it again, plus time to move to the next area.

      Clearly this is something that the god needs to find acceptable -- maybe Power Investiture is something it feels should be restricted -- but that's for the GM to consider.

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    3. Honestly, I based it heavily on Aura of Power (from Powers). The Melee C was a suggestion on the forums for turning Malediction into a touch power. Pretty much everything is plagiarised - which isn't to say it's necessarily right, of course.

      I like your solution though.

      I was picturing this as definitely a god-approved thing. For example, maybe the god responsible for hurricanes will allow it to a community that's maintained their side of the divine bargain (assuming a Roman-style approach to religion), with the various restrictions there ensuring it's only used for the intended purposes. Each temple would have its own blessings it could grant, so a given priest only needs one of these, keeping it affordable in points terms.

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