01-24-2017, 08:43 AM | #1 |
Join Date: Dec 2013
Location: Piscataway, NJ
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GURPS Clerical magic
Hey guys. I haven't ran a GURPS game using magic in some years now but have one starting soon. I reread the rules on magic but have a few questions that need clarification.
1. Since clerics use PI not Margery is there a skill role needed for them casting magic? 2. When "learning" new spells ( I know they pray for them and are granted by their deities) do they still need to make a check using INT+PI? 3. Casting cost.. In the characters book it says (I'd quote it but don't have it in front of me at the moment) something about having at least 1 point. So does that mean all their spells cost 1 HP or FP to cast? Any clarification would help. Thanks.
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01-24-2017, 08:58 AM | #2 | |
Join Date: Aug 2007
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Re: GURPS Clerical magic
Quote:
2.I don't remember ever hearing of this one. The cleric just gives his GM a CP and his god gives him a new Spell. 3. Cost to learn is minimum of 1 cp. Cost to cast can be lowered to zero by high skill level.
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Fred Brackin |
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01-24-2017, 09:13 AM | #3 |
Join Date: Dec 2013
Location: Piscataway, NJ
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Re: GURPS Clerical magic
Thanks for the tip. Still a little confused about PI. It says that you add your level of PI to your intelligence when learning new spells (similar to Margery I guess). If the spells are granted to you by a deity why would you need to "learn" it.?
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01-24-2017, 09:21 AM | #4 |
Join Date: Aug 2007
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Re: GURPS Clerical magic
Two different things. You've "learned" a Spell when you've spent the CP. What you're doing when you roll IQ + Power investiture is _casting_ it. If your IQ + PI don't add up to very much you can know spells that you're not very good at casting.
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Fred Brackin |
01-24-2017, 09:21 AM | #5 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Clerical magic
Quote:
Think of it as learning a specific prayer ritual.
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01-24-2017, 09:26 AM | #6 |
Join Date: Dec 2013
Location: Piscataway, NJ
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Re: GURPS Clerical magic
Still use the same casting cost as listed in the particular spell?
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~~The Illuminati is your friend~~ Last edited by MiB1213; 01-24-2017 at 09:27 AM. Reason: Edit |
01-24-2017, 09:28 AM | #7 |
Join Date: Aug 2007
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Re: GURPS Clerical magic
Yes. That doesn't change.
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Fred Brackin |
01-24-2017, 09:29 AM | #8 | |||
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: GURPS Clerical magic
Quote:
As an optional rule you can cap a character's skill in a given spell at their skill level in a specific core skill. For example, a wizard with Thaumatology-12 would not be able to learn any spells above skill level 12 if you chose Thaumatology as the core skill. Religious Ritual and Theology would be logical choices for a cleric. Quote:
While this isn't stated clearly in the Magic chapter, Magery and PI are basically glorified talents. One effect of talents is that you add their level to your relative skill. So, say I have IQ 13 and Magery 4, and decide to spend 1 point on Fireball. Fireball is a Hard skill, so for 1 point I'd normally know it at IQ - 2 = (13) - 2 = 11 level. However, since I have Magery, I would know it at IQ - 2 + Magery = (13) - 2 + (4) = 15 skill level. Quote:
I'd recommend checking out Divine Favor for a different take on clerical magic. Divine Favor is a magic as powers treatment of clerical magic. In my opinion, Divine Favor matches the feel of a divine caster better than the standard magic system. |
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01-24-2017, 09:40 AM | #9 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS Clerical magic
You could only Use Quick Learning under pressure with spells if your magic system allows casting by default; the normal spell magic system doesn't.
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01-24-2017, 09:42 AM | #10 |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: GURPS Clerical magic
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Tags |
clerical magic, gurps 4th edition |
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