Re: Sorcery and Alternate Form
You end up with a 10 second delay between whichever group of spells you need access to, because that is how long an unmodified Alternate Form requires for a transformation, which can be deadly in GURPS combat since you need to concentrate for that long to change forms. You would have to have twenty spells before you broke even (four forms), and the one CP that you would save per spell really would not be worth the 10 second delay between forms. Of course, I would not allow it anyway as a GM, since it is just needlessly complex.
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