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Old 04-23-2021, 04:08 PM   #16
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Join Date: Aug 2004
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Default Re: Discussing Yrth History & Evolution of GURPS MAGIC

Originally Posted by David Johnston2 View Post
There was of course no such thing as Magery 0.
Other then a house rule that came out in 1997 pretty much.

Originally Posted by David Johnston2 View Post
And yeah "use" and "case" aren't the same thing as "learn". But clerics don't learn the spells in the first place any more than a knack user or someone with a racial spell. The only thing they learn is the correct prayer to ask their gods to help them in a spell-like manner.

That's why the next clerical magic system dispensed with prerequisite spell chains. Because clerics may cast magic, but they don't [I]know[I] magic. They leave knowing it to the gods and possibly reluctantly to the mages. In that particular proto-system for clerical magic , they would spend 10 points for access to just one magical college but they were getting access to the entire college for the ten points.
Not exactly:
"The GM may also “customize” a spell list for a religion, as he deems fitting for the Power served, removing inappropriate spells from the college(s) and adding appropriate ones from other colleges. He may even create spells that are available only to certain clerics. The cost should be based on the number and power of spells available; 40 spells, for 15 points, is about the maximum." - Classic Magic 2e pg 95

Regarding Religion you can see the pro-version of Power Investiture in Classic Magic 2e on pg 95: "A Power may grant its clerics a bonus to effective spell skill. Increase the cost of the advantage by 5 points for each +1 bonus, up to a maximum of +3. Bonuses for healing skills cost 2 points for each +1, up to a maximum of +3. Other sorts of bonus may be allowed."

Religion also fixed a problem with Magic's version of Clerics: their spells casting was still dependent on mana. So they were in the same boat as the mages in a no mana area even if that place was a temple dedicated to the very deity they served.
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