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Old 06-09-2022, 02:55 PM   #1
Plane
 
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Default Re: Healing spells in GURPS MAGIC

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Originally Posted by maximara View Post
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)
what about Least of Spells which can be cast w/o magery in Normal Mana?

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Originally Posted by maximara View Post
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.
Sounds like if these aren't made by wizards they'd be made via the options on Thaumatology 110 like "Enchantment Through Age" or "Enchantment Through Deeds" or "Traumatic Enchantment" or "Devotional Enchantment".
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Old 06-09-2022, 08:12 PM   #2
maximara
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Default Re: Healing spells in GURPS MAGIC

Quote:
Originally Posted by Plane View Post
what about Least of Spells which can be cast w/o magery in Normal Mana?
They are in the list thought I felt that simply shifting magery requirements around (Magery 0 didn't exist when the spell lists

Quote:
Originally Posted by Plane View Post
Sounds like if these aren't made by wizards they'd be made via the options on Thaumatology 110 like "Enchantment Through Age" or "Enchantment Through Deeds" or "Traumatic Enchantment" or "Devotional Enchantment".
It is hard to tell how in 4e they would be modeled as when Classic: Ice Age came out even Classic: Religion didn't exist and while Classic: Egypt post dated Religion it still used Mana based magic.

As I mentioned before in various threads Classic's had a really weird option for "Clerical" magic - non mages could casts spells as if they were mages (ie they used mana)

Mechanically I think Path and Books make the most sense for Classic: Egypt and perhaps for Ice Age too. With so few spells it is hard to figure out how they would be modeled in 4e.
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