Magic (Dark Jazz): Difference between revisions
No edit summary |
No edit summary |
||
Line 36: | Line 36: | ||
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.) | 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 alternate critical failure tables found in ''GURPS 4th edition Thaumatology'' (pp. 256-260). | |||
=== Mana Levels === | |||
=== Places of Power === | |||
== See also == | == See also == |
Revision as of 04:58, 12 September 2012
Introduction
Dark Jazz is a secret magic campaign, where the truth of magic is known to few and the operations of magic known even to fewer. 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.
Advantages
Required:
- Magery 0. 5 points. Represents the basic ability to do magic. Required of all magic users.
Options:
- Magery 1-3. 10 points/level. Represents ability achieved through training in a ritual tradition.
- Unusual Background. 10 points. Represents a life devoted to the study of magic. Required for Magery 1 or above.
Ritual Magery
Spellcasting magic in Dark Jazz uses Ritual Magic rules (GURPS 4th edition Thaumatology, p. 72-76).
Core Skill
Thaumatology. This is the academic study of magical theory and the “physics” of mana.
Paths/Colleges
All paths and colleges, along with corresponding spells and their effects, are available.
Prerequsite Counts
The spell list included in GURPS 4th edition Thaumatology will be consulted 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 alternate critical failure tables found in GURPS 4th edition Thaumatology (pp. 256-260).
Mana Levels
Places of Power
See also
- GURPS Dark Jazz: The New Prometheans Campaign Planning Form