Quote:
Originally Posted by hal
Nice Catch.
GURPS FANTASY 1st edition predates the invention (or conceptualization) of Magery 0 and a few other things.
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Did the pre-Religion way of Clerical magic exist in
GURPS Fantasy 1st edition as it did in Classic: Magic? If so by a strict RAW it was Magery 0 in all but name. It would go a long way on explaining why the Errata for GURPS Fantasy 1st edition is written the way the way it is.
"A simple clerical advantage is to allow
non-mage clerics to use spells of one (or a few) colleges as though they were mages.
So, even in normal and low-mana areas, a cleric of (for instance) a healing-oriented power can cast Healing spells."
Quote:
Originally Posted by hal
Now, some might talk about Magery levels 4+ - which is distinctly a GURPS 4e concept. Me? I don't generally ALLOW magery 4+ in my games for only ONE reason...
We have Magery 0 spells (by default, any spell not requiring magery 1+)
We have Magery 1 spells that require magery 1 as a requisite to learn
We have Magery 2 spells that require magery 2 as a requisite to learn
We have Magery 3 spells that require magery 3 as a requisite to learn
Where are the magery 4 spells that require magery 4 as a requisite?
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IIRC they only exist in Pyramid 3/76: Dungeon Fantasy IV. (2015) meaning they are a
very late comer to 4e and aimed at Dungeon Fantasy which is
not Yrth.
Quote:
Originally Posted by hal
Magery was not only the ability to cast spells in low/normal/high/very high mana regions, it was also, essentially a way of differentiating how so terribly complex a spell was so as to be incomprehensible to a mind to study.
Without Magery 3, no one can learn a magery 3 spell regardless of how much time and effort that goes into studying the spell.
Until there is a systemic method for denoting what spells are complexity 4, 5, 6, 7, etc - we really shouldn't have Magery 4+ in the campaign.
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I agree. As I stated a while back GURPS 4e Magic could have eliminated the need for things like Least of Spells by having "requires Magery 0" for some of the spells.
Quote:
Originally Posted by hal
The thing to keep in the back of your minds when discussing whether or not one can have a medieval TL 3 society with some of these spells is that not only do they violate genre conventions, but also in some instances, violate the basic framework of GURPS MAGIC 2nd edition.
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Well that "framework" includes non-magery/non-Power Investiture Clerical magic, Rune Magic, and Alchemy so there is still a lot on the table.
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