Magic (Dark Jazz)

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Revision as of 05:10, 19 October 2013 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.

Options:

  • 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

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

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 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.)

  • 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.

Extra Time

Extra time (and Extra effort) bonuses are not allowed with Ritual Magery.

See also