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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).


=== Advantages ===
== Core Skill ==
 
'''Thaumatology'''. This is the academic study of magical theory and the “physics” of mana.
'''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 ==
== Advantages ==


'''Thaumatology'''. Required of all magic users.
'''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 Magic Traditions ===
'''Ritual Magery 1-4''' (10 points/level). Represents ability achieved through training in a ritual tradition. Limitations on Magery are not allowed.


Magic users are required to select one of the following ritual magic specializations:
Ritual Magery may not be modified, limited, or aspected.


'''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.
== Paths/Colleges ==
All paths and colleges, along with corresponding spells and their effects, are available.


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


'''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.
== 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.)


'''Ritual Magery (Tibetan)'''. Deep in the Himalayas lie hidden monasteries 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.
== Critical Failures ==
Critical failures in spellcasting will use the ''Diabolic/Horrific'' alternate critical failure tables found in ''GURPS 4th edition Thaumatology''.


'''Ritual Magery (Vodou)'''. 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).
== Extra  Time ==
Extra time (and Extra effort) bonuses are not allowed with spellcasting.


'''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.
== Additional Modifiers ==


'''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).
* 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.


== 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.