Magic (Dark Jazz)

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Revision as of 07:26, 8 September 2012 by Cal (talk | contribs)

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.

Advantages

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.

Options:

  • Magery 1-3. 10 points/level. Represents ability achieved through training in a ritual tradition.

Ritual Magery

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

Core Skill

Thaumatology.

Paths/Colleges

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

Prerequsite Counts

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

See also