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


== Ritual Magery ==
== Magic System ==
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).
== Core Skill ==
'''Thaumatology'''. This is the academic study of magical theory and the “physics” of mana.


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


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


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


'''Ritual Magery (Qabala)'''. Devoted study of the sephiroth is one of the oldest methods of achieving magical power.
== Paths/Colleges ==
All paths and colleges, along with corresponding spells and their effects, are available.


'''Ritual Magery (Tibetan)'''. Deep in the Himalayas lie forgotten temples where wizened wise men teach the left-hand path of Tibetan sorcery.
== Prerequisite Counts ==
The spell list included in ''GURPS 4th edition Thaumatology'' will be considered final for all prerequisite counts.


'''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.
== 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.)


== Magic 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: New Prometheans]]
[[Category: GURPS Dark Jazz]]

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.