GURPS: Church and State Magic: Difference between revisions

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Discussion of Magic use and rules in Church and State.




== Traditions ==


== Styles and Schools ==
== Alternate Rules ==
Using most of the rules from Chapter 2 of GURPS: Thaumatology (TH).
Characters can take Ritual Magery or Spell based Magery.  The are different advantages.  Either may learn symbol (rune) magic.  In either case, Magery levels cost 10 each, except level 3 which costs 15 points and grants the use of Threshold Based magic (TH p. 76) in addition to fatigue based casting.  At Magery 3, he begins with threshold 0 and recovery 2.
Staff Spell: Normally requires all living or once living material; can now be used with weapons made of mostly living or once living materials.  Specifically this adds dueling polearms, spears, and other similar weapons that mass much more wood to metal.  Most weapons under axe/mace do not qualify.
Ceremonial Magic:  (I reserve the right to throw these rules out if too unbalancing.)  Normally requires the leader to have a 15 skill.  In C&S you only need a 15 ''effective'' skill level.  Energy for skill can be used to buy the skill level needed, as well as conditional modifiers from Thaumotology.  Participants input is also changed.  15+ skill (NOT effective) can add as much as they can channel, 12-15 can add up to 1/2 of what they could channel, and below 12 can do 3.  Rules for energy input for those without magery is unchanged.  Ceremonail magic uses the long distance range modifiers and not the normal -1 per hex.


[[GURPS: Church and State]]
[[GURPS: Church and State]]

Revision as of 04:50, 3 August 2010

Discussion of Magic use and rules in Church and State.


Traditions

Styles and Schools

Alternate Rules

Using most of the rules from Chapter 2 of GURPS: Thaumatology (TH).

Characters can take Ritual Magery or Spell based Magery. The are different advantages. Either may learn symbol (rune) magic. In either case, Magery levels cost 10 each, except level 3 which costs 15 points and grants the use of Threshold Based magic (TH p. 76) in addition to fatigue based casting. At Magery 3, he begins with threshold 0 and recovery 2.

Staff Spell: Normally requires all living or once living material; can now be used with weapons made of mostly living or once living materials. Specifically this adds dueling polearms, spears, and other similar weapons that mass much more wood to metal. Most weapons under axe/mace do not qualify.

Ceremonial Magic: (I reserve the right to throw these rules out if too unbalancing.) Normally requires the leader to have a 15 skill. In C&S you only need a 15 effective skill level. Energy for skill can be used to buy the skill level needed, as well as conditional modifiers from Thaumotology. Participants input is also changed. 15+ skill (NOT effective) can add as much as they can channel, 12-15 can add up to 1/2 of what they could channel, and below 12 can do 3. Rules for energy input for those without magery is unchanged. Ceremonail magic uses the long distance range modifiers and not the normal -1 per hex.

GURPS: Church and State