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.