Quote:
Originally Posted by b-dog
now we will need some revisions on other spell casting classes like (. . .) druids
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Thaumatology already addressed "druidic magic", updating to
GURPS 4e the rules from
GURPS Celtic Myth.
On the other hand, mythological druids in the Irish texts sometimes were so powerful that their magic could be handled with magic as powers, too. But under that angle, they weren't very different than gods (some Celtic gods were druids), demigods, and in some way such approach isn't really absent in
Celtic Myth -remember the relations of this book with
GURPS Supers.
Quote:
Originally Posted by b-dog
(. . .) we will need some revisions on other spell casting classes like witches, (. . .) and different types of wizards.
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Isn't that already covered? Pick Middle Ages remnants of real world
grimoires and you'll see formulas for specific effects, conjurations and ceremonies, which to my mind are in line with the "standard"
GURPS Magic approach of spells as skills.
Thaumatology updated even the magic system of
GURPS Cabal, for those who want a more modern and recognizable occultist flavour.
Quote:
Originally Posted by dataweaver
"Started"? (. . .)
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I agree. Good point.
Quote:
Originally Posted by dataweaver
"Started"? (. . .) I'm still hoping for a Thaumatology supplement that does for Path/Book Magic what Martial Arts did for personal combat.
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For different approaches, definitely
Path/Book magic could be further developed.