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Old 07-18-2018, 10:10 PM   #1
Join Date: Jul 2013
Default Skill and Techniques for a magic system

I'd like to create a magic system that relies on a single skill called "Sorcery" and have the spells treated as Techniques of this skill at either Hard or Very Hard as they would normally be.

I already found a file that removes the prerequisites for the spells (and leaves Magery), which I'd like to use as a base.

I just have no idea how to start.
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Old 07-19-2018, 04:09 AM   #2
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: Skill and Techniques for a magic system

What you are describing is basically Ritual Magic from the Basic Set p. 242. There is already a Data File for Ritual Magic which allows you to choose from a range of core skills.

The other option, if you don't lime the Core+Path setup for some reason, is to modify every spell using the following code as an example:

#ReplaceTags in SP:Fireball with "type(Tech/H), default(SK:Sorcery - 6), needs(SK:Sorcery), upto(prereq)"
Eric B. Smith GURPS Data File Coordinator
The future keeps telling us what the past was about. You make the past mean different things by what you do with the time that comes after.

Last edited by ericbsmith; 07-19-2018 at 04:14 AM.
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magic, skill, spells, technique

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