Magick (Diskordia)

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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.

Prerequisite Counts

GURPS 4th edition Thaumatology

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 (and Extra effort) bonuses are not allowed with spellcasting.