07-18-2018, 07:36 AM | #1 |
Join Date: Jul 2013
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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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My GURPS Blog: https://omniversalmess.blogspot.com/ |
07-18-2018, 08:54 AM | #2 |
Join Date: Feb 2016
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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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07-18-2018, 08:57 AM | #3 |
Join Date: Aug 2004
Location: Austin, TX
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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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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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