Going unrestricted GURPS Magic. What about errata, house rules, recommended books?
In our next campaign, PCs are from modern-day Earth and discover a way to travel back and forth to a Medieval Fantasy world, fueled by GURPS Fantasy: Portal Realms ideas. They'll then be able to develop Magery and learn spells - which may possibly also work back on Earth.
We will be using GURPS Magic basic spell system, plus Alchemy. Not sure about other sub-systems yet - but I am open to suggestions!
I think I'll be removing any spells from the game, and I am well aware some of them could create huge problems to my sanity as a GM, such as infinite money and recursive time travel. Which is where I am looking for some help.
Are there any current errata or recommended house rules on handling GURPS Magic spells? Any recommended books other than Magic - including specific Pyramid issues? Any problematic spells or spell-combos I should be aware and prepared for? Any other advice?
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English is not my first language. Feel free to correct me.
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