Magic in Postmodern Horrors: Difference between revisions
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== Core Skill == | == Core Skill == | ||
'''Thaumatology''', the academic study of magical theory and the “physics” of mana, or a '''Ritual Magic''' | '''Thaumatology''', the academic study of magical theory and the “physics” of mana, or a '''Ritual Magic''' variant that fits your character. | ||
== Advantages == | == Advantages == | ||
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'''Ritual Magery 0''' (5 points). Required Represents the basic ability to do magic. Required of all magic users. Limitations on Magery 0 are not allowed. | '''Ritual Magery 0''' (5 points). Required Represents the basic ability to do magic. Required of all magic users. Limitations on Magery 0 are not allowed. | ||
'''Ritual Magery | '''Ritual Magery [leveled]''' (10 points/level). Represents ability achieved through training in a ritual tradition. Limitations on Magery are not allowed. | ||
Ritual Magery may not be modified, limited, or aspected. | Ritual Magery may not be modified, limited, or aspected. | ||
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* Sacrifice (Thaum 246) is only allowed with Ceremonial Magic. | * Sacrifice (Thaum 246) is only allowed with Ceremonial Magic. | ||
* Significant Dates may come into play | * Significant Dates may come into play (use Astrology or Astronomy roll to determine). | ||
[[Category: Postmodern Horrors]] | |||
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Latest revision as of 20:57, 5 November 2017
Introduction
Postmodern Horrors is a secret magic campaign, where the truth of magic is known to few and the operations of magic known even to fewer. Though occultism and such are widely known and taken seriously (even "believed") by many, it is only a select few who know that magery and psionics are real.
For the most part the practical study of magic is limited to those who are members of secret societies that have guarded the secrets of magic for many generations. However some individuals have managed to develop magical abilities through independent study or the use of powerful magical objects. Others may even have developed alchemical solutions for achieving powerful magical results.
Magic System
Spellcasting magic uses Ritual Magic rules (GURPS Magic, p. 200).
Core Skill
Thaumatology, the academic study of magical theory and the “physics” of mana, or a Ritual Magic variant that fits your character.
Advantages
Ritual Magery 0 (5 points). Required Represents the basic ability to do magic. Required of all magic users. Limitations on Magery 0 are not allowed.
Ritual Magery [leveled] (10 points/level). Represents ability achieved through training in a ritual tradition. Limitations on Magery are not allowed.
Ritual Magery may not be modified, limited, or aspected.
Paths/Colleges
All paths and colleges, along with corresponding spells and their effects, are available.
Prerequisite Counts
The spell list included in GURPS 4th edition Thaumatology will be considered final for all prerequisite counts.
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 the Diabolic/Horrific alternate critical failure tables found in GURPS 4th edition Thaumatology.
Extra Time
Extra time (and Extra effort) bonuses are not allowed with spellcasting.
Additional Modifiers
- Sympathy, Name, and Contagion (Thaum 243-246) are available to all Ritual Magery.
- Sacrifice (Thaum 246) is only allowed with Ceremonial Magic.
- Significant Dates may come into play (use Astrology or Astronomy roll to determine).