Magick (Diskordia): Difference between revisions
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== Advantages == | == Advantages == | ||
''Ritual Magery 0'' (5 points). Required Represents the basic ability to do magic. Limitations on Magery 0 are not allowed. | ''Ritual Magery 0'' (5 points). Required. Represents the basic ability to do magic. Limitations on Magery 0 are not allowed. | ||
''Ritual Magery 1-6'' (10 points/level). Represents ability achieved through training in a ritual tradition. | ''Ritual Magery 1-6'' (10 points/level). Represents ability achieved through training in a ritual tradition. | ||
== Paths/Colleges == | == Paths/Colleges == |
Latest revision as of 23:20, 11 October 2015
The following rules and parameters regarding magic are applicable to the Diskordia Campaign.
Magic System
Ritual Magic, GURPS 4th edition Thaumatology, p. 72-76
Core Skill
Thaumatology
Advantages
Ritual Magery 0 (5 points). Required. Represents the basic ability to do magic. Limitations on Magery 0 are not allowed.
Ritual Magery 1-6 (10 points/level). Represents ability achieved through training in a ritual tradition.
Paths/Colleges
All paths and colleges, along with corresponding spells and their effects, are available.
Skill Cap
Core skills, paths, and individual spells are limited to a base skill of 30.
Prerequisite Counts
GURPS 4th edition Thaumatology, pp. 261-267
Rule of 20
Any core skill greater than 20 will be treated as 20 for the purposes of default calculation. Thus, college skills never have a default greater than 14. (See Extending the Rule of 20, GURPS Thaumatology, p. 73.)
Critical Failures
Critical failures in spellcasting will use a special alternate critical failure table.
Extra Time
Extra time, extra effort, and Single-minded bonuses are not allowed with spellcasting.