Magick (Diskordia): Difference between revisions

From GURPSworld Wiki
Jump to navigation Jump to search
Created page with "The following rules and parameters regarding magic are applicable to the Diskordia Campaign. == Magic System == Ritual Magic, ''GURPS 4th edition Thaumatology'', p. 72-76 =..."
 
mNo edit summary
Line 17: Line 17:
== Paths/Colleges ==
== Paths/Colleges ==


All paths and colleges, along with corresponding spells and their effects, are available.  
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 ==
== Prerequisite Counts ==


''GURPS 4th edition Thaumatology''
''GURPS 4th edition Thaumatology'', pp. 261-267


== Rule of 20 ==
== Rule of 20 ==
Line 33: Line 37:
== Extra Time ==
== Extra Time ==


Extra time (and Extra effort) bonuses are not allowed with spellcasting.  
Extra time, extra effort, and Single-minded bonuses are not allowed with spellcasting.  
 
 




[[Category: Diskordia]]
[[Category: Diskordia]]

Revision as of 23:19, 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.