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.
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.