Magic (Dark Jazz): Difference between revisions

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Spellcasting magic in ''Dark Jazz'' uses '''Ritual Magic''' rules (''GURPS 4th edition Thaumatology'', p. 72-76).
Spellcasting magic in ''Dark Jazz'' uses '''Ritual Magic''' rules (''GURPS 4th edition Thaumatology'', p. 72-76).


''Pros:'' By far the most flexible and powerful method. Can utilize threshold-limited magery.
=== Advantages ===


''Cons:'' Learning new spells (techniques) takes time. Spellcasting costs fatigue.
'''Required:'''


=== Advantages ===
'''Magery 0'''. 5 points. Represents the basic ability to do magic. Required of all magic users.


'''Magery 0'''. 5 points.
'''Unusual Background'''. 10 points. Represents a life devoted to the study of magic.


'''Magery 1-3'''. 10 points/level.
'''Ritual Magery 1-3'''. 5 points/level. Represents ability achieved through training in a ritual tradition.


'''Unusual Background'''. 10 points. Represents a life devoted to the study of magic.
'''Optional:'''


'''Power Investiture 1-3". Available only to followers of the Vodun or Chaos ritual magic traditions. Represents a pact with a spirit, demon, or other supernatural being who bestows power in exchange for devotion and service. Requires one level (-5 points) of Discipline of Faith per level of Power Investiture.
'''Power Investiture 1-3'''. Available only to followers of the Vodun or Chaos ritual magic traditions. Represents a pact with a spirit, demon, or other supernatural being who bestows power in exchange for devotion and service. Requires one level (-5 points) of Discipline of Faith per level of Power Investiture.


=== Core Skills ===
=== Core Skills ===
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'''Thaumatology'''. Required of all magic users.
'''Thaumatology'''. Required of all magic users.


Characters are also required to select one of the following ritual magic specializations:
==== Ritual Magic Traditions ====
 
Magic users are required to select one of the following ritual magic specializations:


'''Ritual Magery (Ceremonial)'''. A system of magery taught and practiced by magical societies such as the Golden Dawn and OTO. It is based on a tradition extending from King Solomon to Aleister Crowley. Practitioners get +1 to all Information spells (including Divination) and alchemy magic.
'''Ritual Magery (Ceremonial)'''. A system of magery taught and practiced by magical societies such as the Golden Dawn and OTO. It is based on a tradition extending from King Solomon to Aleister Crowley. Practitioners get +1 to all Information spells (including Divination) and alchemy magic.

Revision as of 02:26, 16 July 2012


WORK IN PROGRESS

Introduction

Dark Jazz is a secret magic campaign, where the truth of magic is known to few and the operations of magic known even to fewer. For the most part the practical study of magic is limited to those who are members of secret societies that have guarded the secrets of magic for many generations. However some individuals have managed to develop magical abilities through independent study or the use of powerful magical objects. Others may even have developed alchemical solutions for achieving powerful magical results.

Ritual Magery

Spellcasting magic in Dark Jazz uses Ritual Magic rules (GURPS 4th edition Thaumatology, p. 72-76).

Advantages

Required:

Magery 0. 5 points. Represents the basic ability to do magic. Required of all magic users.

Unusual Background. 10 points. Represents a life devoted to the study of magic.

Ritual Magery 1-3. 5 points/level. Represents ability achieved through training in a ritual tradition.

Optional:

Power Investiture 1-3. Available only to followers of the Vodun or Chaos ritual magic traditions. Represents a pact with a spirit, demon, or other supernatural being who bestows power in exchange for devotion and service. Requires one level (-5 points) of Discipline of Faith per level of Power Investiture.

Core Skills

Thaumatology. Required of all magic users.

Ritual Magic Traditions

Magic users are required to select one of the following ritual magic specializations:

Ritual Magery (Ceremonial). A system of magery taught and practiced by magical societies such as the Golden Dawn and OTO. It is based on a tradition extending from King Solomon to Aleister Crowley. Practitioners get +1 to all Information spells (including Divination) and alchemy magic.

Ritual Magery (Druid). Prior to the arrival of Romans and later Christianity, the British Isles had developed a rich magical tradition. Modern adherents attempt to revive these practices and traditions. Practitioners get +1 to all Animal and Plant spells.

Ritual Magery (Qabala). Devoted study of the sephiroth is one of the oldest methods of achieving magical power. Practitioners get +1 to all Healing spells, healing magic, and healing-related rolls (including traditional and esoteric medicine). Followers also get +1 to all disease-resistance rolls.

Ritual Magery (Tibetan). Deep in the Himalayas lie forgotten temples where wizened wise men teach the left-hand path of Tibetan sorcery. Practitioners get +1 to all Body spells, body magic, and body-related rolls. Followers also get +1 to all disease-resistance rolls.

Ritual Magery (Vodun). The mysteries of the Caribbean nation of Haiti are widely known, where centuries-old pacts with the spirit world make magic available to all those who follow the path of Vodun. Practitioners get +1 to all Necromantic spells and herbal magic. Followers may also make a pact with a spirit for additional power (see Power Investiture above).

Ritual Magery (Witchcraft). The practices of witchcraft are believed by followers to extend as far back as the stone age. Others place the origin in pre-Christian European society. Practitioners get +1 to all Animal and Plant spells.

Ritual Magery (Chaos). The outcast who has studied a little of every school, who dabbles a bit in every path. Followers of this recently-devised system may also make a pact with a demon or other entity for additional power (see Power Investiture above).

Magic Items

Pros: Powers and ability not dependent on concentration, learning, or special abilities. No fatigue costs.

Cons: Power is limited and recharging takes at least 24 hours.

Alchemy

Pros: Character could develop an arsenal of potions and compounds for use.

Cons: It is time-consuming and expensive to develop and mass produce alchemical solutions.

See also