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Old 02-09-2013, 07:47 PM   #1
Refplace
 
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Join Date: Nov 2008
Location: Yukon, OK
Default Atunement Magic (Redoing Ritual magic)

Attunement Magic
Attunement magic is based on mastering a skill or specialty of magic so well that you can improvise magical effects and spells.
Casters can achieve a variety of effects and this system is inspired by the Ritual magic system described in GURPS Basic and GURPS Magic.
The core skill is based off a profession or college or other specialty. This is a Wild Card skill but typically only one normal skill is gained and the rest of the ability is focused on enhancements of that skill using magic. Optionally Wild Card points can also be aquired and used.
You cast individual spells as Techniques.
You can start with the prerequisite count for normal spells for a ready to go approach. However I am attempting to create a cost based system to replace that based off suggestions from GURPS Thaumatology. The basic casting time is 1 turn per skill penalty which can be reduced by taking another -3 skill (doesn't count towards base time figure) for half the time.
FP cost may be reduced by also taking a -3 penalty per point of FP reduction.
Magery is a prerequisite and probably a cap on any leveled traits or spells.
Spell types are the same and have the same rules as in Basic except where noted.
Regular, Missile, Area, Information, Blocking, Special, etc.
Missile spells have a cap of 1 damage per level of magery but can be charged up for multiple turns. Each turn raises the cap to another level of Magery and they can be charged up to Magery turns. So Magery 3 allows 3 turns of charging for up to 3d each for a cap of 9d.


Basic Sense; -1 skill and 1 FP
Precise Sense; -2 skill and 1 FP
Simple Manipulation (such as Shape spells); -2 skill and 2 FP
Advanced Manipulation (Such as Purify or filtering); -3 skill and 2 FP
Destruction of Element; -5 skill and 3 FP
Transformation; -10 Skill and -10 FP; May trun something into your element or use with another skill. If changing somethign into a higher point value -1/-1 per additional 10 points in difference.
Communication; -1 Skill and 1 FP
Command (Mind Control); - 5 Skill and 2 FP; Note that such spells are resisted

Damage, 1d; -1 skill and 1 FP; -3 skill and -1 FP per extra die
Range is as per Basic and Magic but you can extend it up 1 class per -5 skill.
Duration, 1 turn base for combat and most effects, 1 minute base for buffs, 1 hour for sentry or ward type spells.; +1 FP per step up on the time table, see Thaumatology
Area; -1 skill and 1 FP per 2y radius. Subtle spells and "Natural Phenoma" may get a multiplier of *10 or *50 based on GMs ruling.
Enchantment is *150 to cost for a Mage only item or *250 for one anyone can use.
Enhancements typically are -1 skill per +10% and may increase FP cost a well.

Sample core skills.
Magic/Element
Geomancy (Earth, uses Geology or mining most often)
Hydromancy (Water)
Pyromancy (Fire)

Professions or exotic skills.
Blacksmith; Blacksmith and typically enchantment or making and breaking type magic.
Cobbler (Shoe making); Cobbler and
Weather Sense; Weather spells and Weather Sense skill
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My GURPS Wiki entries

Last edited by Refplace; 02-13-2013 at 07:37 AM.
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