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Old 02-22-2009, 04:11 PM   #51
Not another shrubbery
 
Join Date: Aug 2004
Default Re: GURPS Thaumatology: Magical Styles

Quote:
Originally Posted by Kromm
Argh . . . errata. The spell has prerequisites in my final draft and in fact in the PDF that I reviewed. Clearly, some last-minute layout change shoved them under the box:
...
Time to Cast: 3 seconds.
Prerequisites: Magery 3, Secret Spell (Rift to Hell), and eight Fifth Circle spells.
I've submitted these errata and asked for a revised upload.
Eh, if that's the worst of it, you're still doing OK. Thanks for the correct lines!
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Old 02-22-2009, 05:58 PM   #52
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Default Re: GURPS Thaumatology: Magical Styles

Quote:
Originally Posted by Unwitting Pawn
Argh, indeed!
I just printed out a colour hardcopy. Perhaps I should have waited a week before doing so :P
Consider doing errata the old-fashioned way, and glue/staple a little note to the page :D
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Old 02-23-2009, 04:24 PM   #53
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Default Re: GURPS Thaumatology: Magical Styles

Any chance of more of these styles coming out? Say, in an open submission style of collection?
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Old 02-24-2009, 05:58 PM   #54
Lupo
 
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Default Re: GURPS Thaumatology: Magical Styles

Quote:
Originally Posted by tetrahedron
These links are dead. Are they posted elsewhere on the net?
The Spell Variation rules can be found on:

http://www.angelfire.com/pq/Urhixidur/index.html

The links are the same I gave earlier but apparently you need to reach them through that page, or they won't work.

Other (3e) rules for modifying spells, by S. John Ross:
http://www.io.com/~sjohn/custom-spells.htm
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Old 03-01-2009, 01:24 PM   #55
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Default Re: GURPS Thaumatology: Magical Styles

I have a quick question about one of the perks. Adjustable Spell has three possible variations. Spell Enhancement allows you to add an enhancement to any spell, Spell Variation allows you to add any enhancement to a spell, but all Enhanced Spell seems to do is allow the use of a single enhancement to a single spell. Is there some benefit Enhanced Spell to it that I'm missing, or is it intended to be a weaker version of the other two, to be used only if the GM wants to make enhancements on spells more difficult to acquire?

edit: Oh, cool.

Last edited by NorphTehDwarf; 03-01-2009 at 02:19 PM.
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Old 03-01-2009, 02:16 PM   #56
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Default Re: GURPS Thaumatology: Magical Styles

Quote:
Originally Posted by NorphTehDwarf
or is it intended to be a weaker version of the other two, to be used only if the GM wants to make enhancements on spells more difficult to acquire?
I believe this is the correct answer.
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Old 03-01-2009, 05:51 PM   #57
Not another shrubbery
 
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Default Re: GURPS Thaumatology: Magical Styles

Quote:
Originally Posted by Akicita
I believe this is the correct answer.
That's probably the most likely approach, but as the last paragraph of p21 notes, it isn't necessarily a campaign-wide rule. It is possible for different styles to use different forms of the Perk, depending on their teaching methods.
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Old 10-13-2009, 06:39 AM   #58
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Default Re: GURPS Thaumatology: Magical Styles

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Originally Posted by Greg 1 View Post
Just the sort of toolkit supplement I love best.
That's feigned enthusiasm. I don't believe you!
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