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#1 |
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Join Date: Mar 2005
Location: The deep dark haunted woods
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And GURPS Cthulhupunk contains the conversion rules for CoC to 3rd Edition GURPS, if that's of any assistance.
Personally, I'd also get the Thaumatology - Sorcery supplement. Most of the CoC spells are closer to that in feel than the default magic system or Path Magic.
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"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power." - Sam Starfall from the webcomic Freefall |
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#2 |
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Join Date: Oct 2015
Location: New England
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Welcome to GURPS, Ezra. GURPS is a great system for cosmic horror, and it can absolutely accommodate CoC-Style magic. Since the genre depends heavily on various forbidden tomes, I'd recommend you use Ritual Path Magic (detailed in the booklet of same name), and only allow rituals that you, the GM, have defined in advance and associated with individual grimoires. It is a very versatile system, and the PDF book is inexpensive. And, characters who dabble in magic without knowing what they are doing can wind up having their ritual blow up catastrophically. OR, use Path/Book Magic from Thaumatology. Either way, give each casting a cost in terms of stability (GURPS Horror), and you ar close enough in feel.
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#3 |
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Join Date: Feb 2016
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Another possible solution would be to use Energy Accumulation Path/Book Magic with threshold replacing energy (the rules for both are in Thaumotology). In effect, you create a slow and subtle form of magic that strains the fabric of reality. The spells from CoC could form their own Books and the relevant core skill would be Ritual Magic (Mythos).
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#4 | |
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Join Date: Dec 2018
Location: Hirakata, Osaka, Japan
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Quote:
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#5 |
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Join Date: Dec 2018
Location: Hirakata, Osaka, Japan
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So it sounds like the resources for this style of magic are the following:
Thanks for the help everyone! :-) |
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| Tags |
| magic, rules question, variant rules |
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