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Old 03-13-2020, 03:47 PM   #11
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Default Re: Spell Prerequisite question

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Taboo Trait (cannot learn non-racial spells) [0].
That rules them out as learning other magic, though. I really think an Accessibility limitation is the way to go here, and if the rules say you can't, you change the rules.
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Old 03-13-2020, 04:02 PM   #12
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Default Re: Spell Prerequisite question

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That rules them out as learning other magic, though.
That was the point? If you are fine with them learning other magic, just don't put a limit on magery 0 and the ones who don't learn other magic just don't put any points in other spells.
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Old 03-14-2020, 06:15 PM   #13
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Default Re: Spell Prerequisite question

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This is one place I think the rules are wrong.
Not wrong per say but a fragmented mess as things are broken up between the Basic Set and GURPS Thaumatology.

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Either:

A: applying a limitation to Magery 1+ means you can't cast spells except within the grounds of the limitation, which means there is no way to build a mage who can cast any spell but only gets +1 with Fire spells (or while dancing, etc.), and buying Magery 1 with a limitation can be a big loss of ability.

B: applying a limitation to Magery 1+ does not prevent you from casting spells outside the grounds of the limitation, which means there is no way to make a mage that can only cast Fire spells (or while dancing, etc.).

And in either event, there is no way to make a mage that can only cast Fire spells without also giving him Magery 1+.
Actually, as I pointed out there is the split magery option (GURPS Thaumatology)

Magery 0 [5] + Magery 1+ (-40% Accessibility limitation) [6] or [11], [17], and [24]

To work as the Basic set wants it should be Magery (-40% Accessibility limitation) or [3], [9], [15], and [21] for Racial Limited Magery 0, 1, 2, and 3 respectively. Unless you want every member of that race being a Mage able to learn and cast every spell not requiring magery 1+ in the game world

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That was the point? If you are fine with them learning other magic, just don't put a limit on magery 0 and the ones who don't learn other magic just don't put any points in other spells.
As is shown by Magic in Worldbuilding there are a lot of Magery 0 spells that can play total havoc with the Equivalent TL and/or cultures of a game world.
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Old 03-14-2020, 06:52 PM   #14
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Default Re: Spell Prerequisite question

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As is shown by Magic in Worldbuilding there are a lot of Magery 0 spells that can play total havoc with the Equivalent TL and/or cultures of a game world.
If, that is, everyone's fine with demons being an endemic problem.
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Old 03-14-2020, 07:48 PM   #15
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If, that is, everyone's fine with demons being an endemic problem.
Alternatively, a GM may have a Routine Spellcasting houserule that includes demons not being summoned if you aren't casting under stress.
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Old 03-14-2020, 08:43 PM   #16
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Alternatively, a GM may have a Routine Spellcasting houserule that includes demons not being summoned if you aren't casting under stress.
Sure but then you're deliberately rigging things so you'll have an industrial revolution fueled by magic.
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Old 03-14-2020, 09:11 PM   #17
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Default Re: Spell Prerequisite question

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Which comes from GURPS Thaumatology. I had to go looking for it.
Actually it comes from GURPS Fantasy as part of the Fixed Magic replacement from Knacks, it was reprinted in GURPS Thaumatology..
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Old 03-15-2020, 04:20 AM   #18
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Default Re: Spell Prerequisite question

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Alternatively, a GM may have a Routine Spellcasting houserule that includes demons not being summoned if you aren't casting under stress.

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Sure but then you're deliberately rigging things so you'll have an industrial revolution fueled by magic.
You don't need a special houserule; just apply the Task Difficulty Modifier rules from the basic set to spells.

In fact, it could be argued that is the reason Marlin-1's United States isn't filled to the brim with Demons. Similarly Merlin-3 is in much the same boat and there is nothing to show Europe under the Third Reich is a demon infested nightmare...of course with the Third Reich running things for certain peoples a demon infested nightmare might be an improvement. ;-)

Moreover, thanks to GURPS Thaumatology there are the Stable Casting enhancement (+40%) and Stabilizing Skill perk options.

As I said before magic is kind of a fragmented mess as we have options for it scattered across several books.
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Old 03-15-2020, 05:52 PM   #19
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Default Re: Spell Prerequisite question

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You don't need a special houserule; just apply the Task Difficulty Modifier rules from the basic set to spells.
I called it a houserule because some people get up in arms about it if someone says to apply that to spellcasting.
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Old 03-15-2020, 09:58 PM   #20
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Default Re: Spell Prerequisite question

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I called it a houserule because some people get up in arms about it if someone says to apply that to spellcasting.
Dispute Kromm pointing that spell do follow the rules for skills
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