Magic (Dark Jazz): Difference between revisions

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:::'''''WORK IN PROGRESS'''''
== Introduction ==
== Introduction ==


'''Dark Jazz: The New Prometheans''' 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.
'''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 society (Dark Jazz) | 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.


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


Magic in comic books describes a wide variety of powers and forces wielded by diverse characters such as John Constantine, Doctor Fate, Doctor Strange, Promethea, and Zatanna. The only common thing that can be said of magic as depicted throughout comics is that it is a supernatural force. Its operation varies from character to character, often acting more as color than depicting any systematic usage. Zatanna performs magic by reciting the desired action backwards, while Doctor Strange operates actual spells and calls on spiritual forces for his magic. These methods may simply be different systems for accessing the same forces, but they also represent study of a particular type or path of magery.
== Core Skill ==
'''Thaumatology'''. This is the academic study of magical theory and the “physics” of mana.


== Ritual Magery ==
== Advantages ==


=== Paths ===
'''Ritual Magery 0''' (5 points). Required Represents the basic ability to do magic. Required of all magic users. Limitations on Magery are not allowed.


'''Ritual Magery (Qabala)'''.
'''Ritual Magery 1-4''' (10 points/level). Represents ability achieved through training in a ritual tradition. Limitations on Magery are not allowed.


'''Ritual Magery (Tibetan)'''.
Ritual Magery may not be modified, limited, or aspected.


'''Ritual Magery (Vodun)'''.
== Paths/Colleges ==
All paths and colleges, along with corresponding spells and their effects, are available.


''Pros:'' By far the most flexible and powerful method. Can utilize threshold-limited magery.
== Prerequisite Counts ==
The spell list included in ''GURPS 4th edition Thaumatology'' will be considered final for all prerequisite counts.


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


== Power Items ==
== Critical Failures ==
Critical failures in spellcasting will use the ''Diabolic/Horrific'' alternate critical failure tables found in ''GURPS 4th edition Thaumatology''.


''Pros:'' Powers and ability not dependent on concentration, learning, or special abilities. No fatigue costs.
== Extra  Time ==
Extra time (and Extra effort) bonuses are not allowed with spellcasting.


''Cons:'' Power is limited and recharging takes at least 24 hours.
== Additional Modifiers ==


== Alchemy ==
* Sympathy, Name, and Contagion (Thaum 243-246) are available to all Ritual Magery.


''Pros:'' Character could develop an arsenal of potions and compounds for use.
* Sacrifice (Thaum 246) is only allowed with Ceremonial Magic.  


''Cons:'' It is time-consuming and expensive to develop and mass produce alchemical solutions.
* Significant Dates may come into play, but the characters have no reliable manner of determining this, so you won't know for certain.


==See also ==
* [[GURPS Dark Jazz: The New Prometheans]]


[[Category: GURPS Dark Jazz]]
[[Category: GURPS Dark Jazz]]
[[Category: New Prometheans]]
[[Category: House Rules]]

Latest revision as of 19:24, 7 November 2013

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.

Magic System

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

Core Skill

Thaumatology. This is the academic study of magical theory and the “physics” of mana.

Advantages

Ritual Magery 0 (5 points). Required Represents the basic ability to do magic. Required of all magic users. Limitations on Magery are not allowed.

Ritual Magery 1-4 (10 points/level). Represents ability achieved through training in a ritual tradition. Limitations on Magery are not allowed.

Ritual Magery may not be modified, limited, or aspected.

Paths/Colleges

All paths and colleges, along with corresponding spells and their effects, are available.

Prerequisite Counts

The spell list included in GURPS 4th edition Thaumatology will be considered final for all prerequisite counts.

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 the Diabolic/Horrific alternate critical failure tables found in GURPS 4th edition Thaumatology.

Extra Time

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

Additional Modifiers

  • Sympathy, Name, and Contagion (Thaum 243-246) are available to all Ritual Magery.
  • Sacrifice (Thaum 246) is only allowed with Ceremonial Magic.
  • Significant Dates may come into play, but the characters have no reliable manner of determining this, so you won't know for certain.