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#1 |
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Join Date: May 2009
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"...known well enough to use without ritual and energy." (MH1, p. 21.)
In GURPS mechanical terms, magic-as-powers. Aside from the specific example given in the cited text, what other "simple spells" might be appropriate? |
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#2 |
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Join Date: Nov 2009
Location: Oregon
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Visualization could represent a suite of minor charms for increasing focus or manipulating chance. Intuition could be getting hints from spirits, the future, etc. Mind magic could unlock traits like Absolute Timing, Eidetic Memory and Lightning Calculator. Talents could come from many of the magic Paths. Really, any purely mental traits are easy to justify with the subtle magic of MH.
I'd keep these pretty low-value, though. Probably nothing above 10-20 points. And certainly nothing that would be considered "blatant" magic - firebolts, teleportation, altered time rate, shapechanging... Healing or Afflictions would be at the upper limit of what I'd allow. |
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#3 |
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Join Date: Jun 2007
Location: USA, Arizona, Mesa
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I gave my witch the perks Illumination and Ignition, representing a simple 'magelight' and the ability to will candles alight.
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| Tags |
| magic powers, monster hunters, ritual path magic |
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