Countermagic (5 points/lvl)--nonstandard *can't block countermagic, but can neutralize it. Same with Astral or Mind Shield, whichever it is.* Neutralize (removes levels of power from a mage) Mana Static (makes casting in an area or on/for a person difficult) Spellblock(specify) (like mana static, but only against one Mage Power) Ward (used to construct astral wards) Mind Shield (increases spell resistance for mage, transferable...call it Astral Shield instead?) Erase Signatue (buy you must be able to sense signatures to erase them...or can you just erase all signatures in an area?) Astral (5 points/lvl)--everyone should have some of this. Astral Projection (allows mage to astrally project, increases stats, armor, and speed in astral form) Astral Perception (allows mage to percieve astral space, increases armor, strength, and perception in astral space. Perhaps you can see spirits at low levels, spells at higher levels?) Signature Sniffer Ward (used to construct astral wards) Astral Shield (provides armor from astral/mana attacks, increases resistance to astral effects...actually, this should probably be the Mindshield subpower) Astral Capture (used to bind spirits in astral space, might be useful to force astral projection) Illusion (5 points/lvl) Photokinesis (Power increases intesity, size, or complexity?) Aspect Mental Illusion (from telepathy power) Mental Suggestion (suggests a course of action, or steers one away from a course of action, may disrupt concentration) Emotional Suggestion (fear, joy, calm, awe, etc. Emotional confusion may disrupt concentration) Physical Suggestion (sleep, wake up, "this is heavy," "this is solid"...physical suggestion may put people into a dazed trance) Dampen? Divination (5 points/lvl) Clairvoyance Clairaudience Clairsentience (specify...either gives you the sense, or makes that sense long-range generally. Sense Aura is sense health? Energy Sense is sense energy? Many powers should include clairsentience of the thing they do...combat spells might even include Danger Sense.) Amplify Senses (increases vision, hearing, smell, balance, whatever..any sense you already have) Autosentience (requires high skill levels, may be able to be combined with wards) Danger Sense (A form of precog, or of clairsentience instead?) Procognition Psychometry (fast psychometry can simulate a "bloodhound effect") Astral Perception? Seekersense Pathfinding (like damger sense, looks further ahead to find safe paths) Signature Sniffer Recover Memory? Telerecieve? (clairsentience: thoughts) Telescan? (clairsentience: minds) Emotion Sense (clairsentience: emotions) Health (5 points/lvl...drop some powers, or make them too high level to get) Healing (using new mechanic? Useful for long-term care?) Sense Aura (a form of clairsentience) Metabolism Control Amplify Senses Skin Shape Flesh Shape Bone Shape Environmental Exaptation (good for underwater breathing, for example) Amplify (or reduce) Attribute (specify, can also specify "speed") Relieve Pain Restore Limb Transfer Wounds (either take or give) Wound (either pain or actual damage) Supportation (perminant wounds) Physical Suggestion Stimulate (gives false fatigue, like stims but magical--a "banish fatigue" power) Vampirism (5 points/lvl)--nonstandard. Drain Attribute (specify) Drain Emotion Steal Dream Steal Energy (fatigue) Transfer Wounds (Steal HP) Steal Power (specify) Steal Memory Other Steal things? Steal Essence is a particularly nasty ability for Vampires and Ghouls. Telepathy (i.e. Mental Manipulations, not the same as GURPS telepathy) (5 points/lvl) Aspect Sense Emotion (clairsentience?) Drain Emotion (just Emotional Suggestion: apathy?) Dream? (sense, steal, whatever?) Mental Suggestion Emotional Suggestion Mental Illusion? Telerecieve Telesend Mindshield (resists spells and suggestions? Or just mental stuff? I really do think that the real magic resistance stuff should be in Astral) Mental Blow Mental Stab Mental Blast?? Mind Switch Mind Wipe Telescan Telecontrol Restore Memory (makes it easier to remember things that happened) Energy (Combat? Psychokinesis? What? 10 points/lvl? Can be broken into parts?) Sense Energy (clairsentience) Pyrokinesis Cryokinesis Lightning Surge Dampen Energy Shield Photokinesis Telekinesis (move solid objects) Fluid Kinesis (move air, water, etc.) Kinetic Shield Shape Fire (flamethrowing, etc.) Strengthen Object Strength Augment Speed Augment? Levitation (lots stronger, affects you only) Energy Blast? (combo pyro and surge) Shield? (combo energy and kinetic shield) Bullet Throwing? (usually TK is slow but strong. This is fast but weak, no it doesn't need real bullets, any small, pointy things will do.) Spirit (10 points/lvl)--most people have a little. Conjure Command (same as conjure? I'd rather not, but possible) Banish Aspect Astral Space Astral Projection Astral Perception
Dream Travel probably requires Telepathy and Astral Projection...or just lots of telepathy. "mindsword" is not generally avaliable to mages, only to physads (typical physad, I'd expect, would have some Divination, Astral, Health, and maybe something else...4 slots at a magic of 12. Mindsword acts from a gestalt of all powers i.e. sqrt(sum^2(powers)), and has abilities based on what powers it's made of. Boost maneuver (specific to skill) buys off penalties that come from Extra Effort. Some people may find it easier to invest in this than extra power levels (but probably not), and it's great for those suicidal mages who want an extra dose of power a lot.
Say that each power fills one "slot", except for the double-cost powers (Energy and Spirit) which fill two. Having every power would take 11 slots. Say that a full mage (20 points) gets 10 slots and a Magic attribute of 12. Perhaps have the choice of Magic 14 and 6 slots? An aspected mage (15 points) could take * 6 slots and a magic of...9? (essence -3) * 4 slots and a magic of 12 (essence) * 2 slots and a magic stat of 14 (essence + 2) Other thoughts...powers should be roughly linearized, and can't depend on range any more...I'd expect global effects to have a radius of +1 hex per level of power, power 1 fills one hex. (So power 12 gives you a diameter of 23 yards, or about 7 stories...but you still have to have line of sight.) Energy should probably be split into "kinetic" and "other"...although putting fire with electricity works a bit better in my mind, archtpally, than putting fire with levetation. And if the PK shield and Energy shield come from the same power, you can just get DR against all physical attacks from one skill, none of this funny is-it-bullets-or-lazers? Perhaps a Combat and Energy Manipulation power are what's needed, each at 5 points/lvl. I like the effective power of a gestalt being the sqrt of the sums of the squares of the powers. A big power 12 mage isn't going to get much boost from someone under power 5, but will be at power 16 (rounding down seems reasonable) with the help of another power 12 mage. All mages also contribute equally--no looking in a table to see what a summed power of foo does to the total power.
Sorry, brian...I think I've got a "combat" power in there, despite your wishes. Alternate ways to divide the "energy" power (which now handles most of PK and EK) are very welcome, but "combat"--physical damage, shields, and maybe danger sense--and "Energy manipulations" for levitation, actualy use of TK, and everything else, seems like a decent division to me, and marginally better than the PK/EK split. Since the two overlap some, you could expect to see people spending the second gestalting with themselves for extra oomph from time to time. Borrowing a suggestion from GULLIVER (just because I don't like quarter-points hanging around)--mage powers must take 80% or 60% limitations (for a net power cost of 1, 2, or 4 per lvl). Any enhancements must be made up in limitations to keep the cost down...this will also limit the number of enhancements that show up on base powers. Perhaps they have to be that low, then oyu can add enhanceents? Maybe even allow things along the lines of "all skills have room for a 20% enhancement" or "all skills will take 20% worth of limitations"--this can actually be simulated by letting people buy back limitation-enhancement percentage points on the skills. "Straining" is a 5% limitation, as is "unfocused"--you may also be able to buy back some of that with skills, i.e. "willing targets only" is perhaps a 25% limitation, so to keep your magic skill "hard" you can take away 5 levels of unfocus. Area Effect is a 40% enancement, so you can counteract that my taking some extra strain and some limitations. 10% per ease factor works, I think...no skill can be easier than easy, or more difficult than VHard. If most start hard, then a "willing only" illusion with one level of "focus" built in is an easy spell. Making a spell selective effect and area effect is +90%...ouch. Take a lot of limitations, or..at that point, I'd rather pay doubled skill cost. I'd argue for levels of difficulty changing with 20%, but that's just me. Is there such a thing as "area effect TK?" I've got this image of a veritable storm of knives, pots, pans, forks, etc. Otherwise, forcing people to take "area affect" as an enhancement sort of works. And, for those passive powers that unfocussing doesn't effect--do you have to buy off the unfocussed limitation on the skill? If not, isn't it free points? More on [Unfocus (hacking)] Final note of gestalts, or Ritual Magic. Magic is by it's nature magical, unlike psi, which is by nature mental. There's a lot fo meta and psi detection stuff in the Telepathy power, which should probably be moved over to Astral, the default Magical power. Making whatever's necessary for ritual magic be in that power seems very reasonable to me, (also encourages the "Everyone has a decent amount of astral power" thing which was very SR.)
Add more comments here, if anyone cares/thinks I'm not just on crack.
Wow. I love it. I'd punt the "easy gestalt with self" as I've noted elsewhere, but as I think about it more, doing long slow ritual even by yourself should present some interesting options, so sure. --bts MagicPowerParameters