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Old 06-07-2022, 06:40 AM   #4
maximara
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Join Date: Aug 2004
Location: Sumter, SC
Default Re: Healing spells in GURPS MAGIC

The GURPSwiki Magery 0 Magic in World Building page lists (hopefully) all the spells that only require Magery 0 (or can be cast in high mana areas)

Classic: Ice Age throw a huge monkey wrench into things.

For example, take Enchantment: "Magic items in shamanistic magic are not tools manufactured by wizards. Rather, they have inherent magical or spiritual power, affecting anyone who touches or uses them. Such items are very rare, and always natural in origin, though they may have been reshaped by humans." (pg 35)

There are supposed to be 16 spells "available" in the Pleistocene Epoch (2,580,000 to c 11,700 years ago) but only 14 are actually listed: Aura, Banish, Bless, Banish, Curse, Death Vision, Divination, Exorcism, Healing, Pestilence, Remove Curse, Remove Pestilence Object, Spirit Trap, Summon Spirit. (pg 36-37)

IMHO something more akin to Path and Books Ritual Magic rather than the "standard" magic system which really messes things up as that is a totally different mechanic.

Classic: Egypt listed the following (numbers are the Prerequisite Count):
*Book of Coming Forth By Day (Egyptian Book of the Dead)
**Coming Forth By Day (1)
**Not Allowing The Heart To Speak The Truth (1)
**Ushabti (15)
*Amduat (That Which is in the Underworld)
*Book of Gates
*Book of Overthrowing Apep
*Book of the Divine Cow
*Litany of Re.
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