Magick (Diskordia)
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.