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Old 04-25-2014, 08:34 AM   #21
Michael Cule
 
Join Date: Jul 2005
Default Re: Magic systems on Yrth

I was assuming it was there to cover the Sahudese spirit magicians.

Who are definitely mentioned as existing and strongly implied to have real power so if and when MAGICAL STYLES: YRTH ever comes out they're going to have to be covered. (Dr Kromm, take note!)

(Me I don't worry so much and mix and match just about everything in my version of Yrth, including secret psionic conspiracies working with the Underground Engineers and a Cabal Flying Saucer base on the Moon.)
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Old 04-25-2014, 11:16 AM   #22
Fred Brackin
 
Join Date: Aug 2007
Default Re: Magic systems on Yrth

Quote:
Originally Posted by Michael Cule View Post
I
and a Cabal Flying Saucer base on the Moon.)
Surely that's Raven Division? Nazi Flying Saucers on the Moon are traditional.
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Old 04-25-2014, 12:17 PM   #23
SCAR
 
Join Date: Oct 2004
Location: Yorkshire, UK
Default Re: Magic systems on Yrth

I own a copy of 1st edition 1st printing GURPS Fantasy, and both Yrth and Standard Magic feature, so they both come from the same start. Also Banestorm was released before any of the other newer magic systems released, so it's not really much of a surprise that it uses the standard magic system.
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Old 04-25-2014, 01:00 PM   #24
Prince Charon
 
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Join Date: Dec 2012
Default Re: Magic systems on Yrth

Quote:
Originally Posted by Michael Cule View Post
I was assuming it was there to cover the Sahudese spirit magicians.

Who are definitely mentioned as existing and strongly implied to have real power so if and when MAGICAL STYLES: YRTH ever comes out they're going to have to be covered. (Dr Kromm, take note!)

(Me I don't worry so much and mix and match just about everything in my version of Yrth, including secret psionic conspiracies working with the Underground Engineers and a Cabal Flying Saucer base on the Moon.)
My own ideas for a Yrth setting (new lands, far to the east of Ytarria) does something sort of similar, though without the Cabal base - in fact, the flying saucers can't make orbit. If I manage to get enough Pyramid articles published (I've none, as yet), I'm likely to submit it.
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Old 04-25-2014, 06:43 PM   #25
Not another shrubbery
 
Join Date: Aug 2004
Default Re: Magic systems on Yrth

Quote:
Originally Posted by Michael Cule View Post
I was assuming it was there to cover the Sahudese spirit magicians.

Who are definitely mentioned as existing and strongly implied to have real power so if and when MAGICAL STYLES: YRTH ever comes out they're going to have to be covered. (Dr Kromm, take note!)

(Me I don't worry so much and mix and match just about everything in my version of Yrth, including secret psionic conspiracies working with the Underground Engineers and a Cabal Flying Saucer base on the Moon.)
The Sahudese spirits seem to respond to ritualistic requests to perform certain 'favors' for the petitioner. I gather that their (the spirits) abilities would be recognized as powers, in a mechanical sense, at least in many cases.

Last edited by Not another shrubbery; 04-26-2014 at 07:29 AM. Reason: clean up syntax
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Old 04-25-2014, 08:03 PM   #26
knarf
 
Join Date: Aug 2004
Default Re: Magic systems on Yrth

GURPS Banestorm mentions spirit being on page 8, so spirit mediated magic would not be out of the question. Also, the abilities described on page 213 could represent a Powers-based magic system.
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