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Beyond that, you can simply apply a basic approach. Sit down with a copy of 3rd edition GURPS Magic, and ignore Grimoire. Just spend a half hour going through it with your buddies. Skip over whole colleges that aren't likely to be applicable; Knowledge, for instance.
Any spell you unanimously agree is combat-applicable is fair game. Any spell to which any of you object (or which you think is too powerful; I wouldn't allow Area mass damage spells, myself), draw a pencil mark through it. Keep the book costs for M/H M/VH spells, as well as for Magery, and there you go. Just ditch the notion of prerequisites altogether, and let people take whatever spells they like.
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That's exactley what we will do....
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S John Ross's Blue Room had some rules for using 3e GURPS magic in a gladiatorial type game. You can find them archived here - that might be of some use in adding magic to Man to Man.
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