Magic (Dark Jazz)

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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).

Schools

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 (Qabala). Devoted study of the sephiroth is one of the oldest methods of achieving magical power.

Ritual Magery (Tibetan). Deep in the Himalayas lie forgotten temples where wizened wise men teach the left-hand path of Tibetan sorcery.

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.

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

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

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