Mixing kinds of Magic
I was thinking about having different kinds of magic in the world and yet having some sort of common basis.
I was also thinking of using Ritual Path Magic in a GURPS Deryni game and yet allow the sort of quick cast magic that the Deryni are depicted as using as well as as the complex ritual stuff.
I had already decided in my own campaigns that Mage-O is a physical trait and can be inherited but Mage 1+ is a spiritual trait.
So how would it be if there were separate Magery advantages but only at the higher levels. That Magery 0 allows you to cast the base levels of any discipline but the higher levels are distinct advantages: Magery (RPM) Magery (Standard Magic), Magery (Threshold Magic).
Perhaps you only gain access to the higher types after training/initiation and then it's fixed.
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Michael Cule,
Genius for Hire,
Gaming Dinosaur Second Class
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