Quote:
Originally Posted by Edeldhur
but as I am told by my more GURPS experienced playing companions, as the character points start to grow the classical magic system just does not cut it, creating extremely unbalanced situations so....
If i understand correctly the idea is to make each spell a separate power, but i am struggling with that for a couple of reasons:
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First, talk to your GM. GURPS has a big toolkit of magic systems and options for them. They are not all balanced against each other, and the idea that you can insist on using one because "it's in the book" will not wash with a GM who doesn't like it. See what he is happy for you to use.
Second, the spell-based magic system is the subject of disagreements. Some people strongly advocate "magic built from powers", but it's a load of work, and regular attempts to crowdsource it don't appear to have succeeded. There's a fairly big list of spells built that way
here.
It also seems that you can give the spell-based system more oomph by simply spending more on IQ and Margery. IQ 15 plus Magery 7 gives you a skill of 20 in most spells for one point each, making them quicker to cast and use less energy. You'll also want an energy reserve that recharges very fast so that you can keep casting: use Regeneration for this.
The book of advanced magic systems is
GURPS: Thaumatology. There are a lot of systems and options in there; syntactic magic is generally the most powerful, but definitely get GM approval before starting to build a character that uses it.