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'''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.
'''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.


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


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


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


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


* '''Magery 1-3'''. 10 points/level. Represents ability achieved through training in a ritual tradition.
'''Ritual Magery 1-4''' (10 points/level). Represents ability achieved through training in a ritual tradition. Limitations on Magery are not allowed.


* '''Unusual Background'''. 10 points. Represents a life devoted to the study of magic. Required for Magery 1 or above.
Ritual Magery may not be modified, limited, or aspected.
 
== Ritual Magery ==
 
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.  
 
=== Paths/Colleges ===


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


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


=== Rule of 20 ===
== 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.)
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.)


* Note: this extended Rule of 20 is for the purpose of calculating ''defaults'' from ''core skill'' only. The Rule of 20 does not apply to individual spells or Paths. Thus, if you buy Thaumatology up to 23, Path of Knowledge up to 23, and a Knowledge spell up to 23, that spell is cast at 23. Other spells in Path of Knowledge are cast at 23 minus pre-requisite count. Spells outside the path are cast at 20 minus 5, then minus pre-requisites
== Critical Failures ==
Critical failures in spellcasting will use the ''Diabolic/Horrific'' alternate critical failure tables found in ''GURPS 4th edition Thaumatology''.


=== Critical Failures ===
== Extra  Time ==
Extra time (and Extra effort) bonuses are not allowed with spellcasting.


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


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


Extra time (and Extra effort) bonuses are not allowed with Ritual Magery.
* Sacrifice (Thaum 246) is only allowed with Ceremonial Magic.  


== See also ==
* Significant Dates may come into play, but the characters have no reliable manner of determining this, so you won't know for certain.


* [[GURPS Dark Jazz: The New Prometheans]] Campaign Planning Form


[[Category: GURPS Dark Jazz]]
[[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.