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Old 06-18-2019, 07:24 PM   #33
maximara
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Join Date: Aug 2004
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Default Re: Supermages [Powers/Supers]

Quote:
Originally Posted by whswhs View Post
It does appear that Supers came out about a year earlier than Thaumatology.

I would find it difficult to do a treatment based on Ritual Path Magic, because I have never yet been able to understand it; it seems to be assuming things that are unintuitive for me. Realm magic makes better sense—it's basically a lot like GURPS Mage: The Ascension.
There are things that are very unintuitive about it. It doesn't help that there are conflicting rules regarding Wildcard Magery than make me go "huh?' with both that and Magery (Ritual Path)

IMHO Magery (Ritual Path) differs so much from any other version of Magery it should have been called something else. More over it doesn't seem to follow the "rules" regarding magery.

It states "Magery 0 allows you to cast spells at full skill; without it, you are at -5 to work rituals. See Non-Adepts and Magic (pp. 19-20) for more. Magery 0 grants no other benefits – it cannot detect magic, etc."

But No Magic Item Sensitivity is a -20% limitation ergo Magery (Ritual Path) 0 should cost 4 points not 5 but nothing about this price difference is mentioned.

Furthermore IMHO you should be able to sit down with normal magery and via enhancements and limitations "build" Magery (Ritual Path) which is true of Power Investiture:

Power Investiture is effectively Magery (Functions as a Different Talent +0%; Sanctity Replaces Mana: +-0%; Inspired Learning +20%; No Spell Prerequisites +30%; No Zero-Level Requirement +10%; -10% for Magery with Pact limitation; No Magic Item Sensitivity -20%; Limited spell list -30% (for access to the equivalent of two collages)

Yet where do you even start with all the special rules? It reminds me of Magic Power which was such a bad idea that it was quickly forgotten.
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