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Old 07-18-2018, 07:36 AM   #1
Kesendeja
 
Join Date: Jul 2013
Default Shadowrun Sorcery

I’ve been thinking about my Shadowrun game and have an idea for magic. It’s based loosely on the ritual spellcasting out of the Magic book.

All spells are techniques based of a single skill called Sorcery, which is an IQ/VH skill.

I’m not sure about removing prerequisites though.

This does have the potential to bring down the cost of spells, and a GURPS mage has to have a lot more than their Shadowrun counterparts.

Thoughts?
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Old 07-18-2018, 08:54 AM   #2
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Shadowrun Sorcery

Considering the power level of Shadowrun sorcery, that would be rather unbalancing, as beginning mages are capable of casting combat spells that are more powerful than sniper rifles. I would purchase each spell as a Magical ability, with the lower value spells possibly being alternative abilities of the most powerful spells.
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Old 07-18-2018, 08:57 AM   #3
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: Shadowrun Sorcery

The existing GURPS Thaumatology: Sorcery PDF presents an alternate magic system similar to what AlexanderHowl suggests, and it is a decent representation of Shadowrun magic.
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