Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-29-2019, 11:34 AM   #1
Michael Cule
 
Join Date: Jul 2005
Default Mixing kinds of Magic

I was thinking about having different kinds of magic in the world and yet having some sort of common basis.

I was also thinking of using Ritual Path Magic in a GURPS Deryni game and yet allow the sort of quick cast magic that the Deryni are depicted as using as well as as the complex ritual stuff.

I had already decided in my own campaigns that Mage-O is a physical trait and can be inherited but Mage 1+ is a spiritual trait.

So how would it be if there were separate Magery advantages but only at the higher levels. That Magery 0 allows you to cast the base levels of any discipline but the higher levels are distinct advantages: Magery (RPM) Magery (Standard Magic), Magery (Threshold Magic).

Perhaps you only gain access to the higher types after training/initiation and then it's fixed.
__________________
Michael Cule,
Genius for Hire,
Gaming Dinosaur Second Class
Michael Cule is offline   Reply With Quote
 

Tags
magery, magic, variant rules


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:50 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.