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Old 06-19-2023, 01:35 AM   #1
ajardoor
 
Join Date: Jun 2010
Default [Magic/Thaumatology] Gem Injection Ritual Magic

See Thaumatology pages 240-241 first off, to see the rules for this Magic system.
I’m going to expand on it a bit in this thread.

Now, my personal take is that, because it’s One College at a time, Gem Injection Ritual Magic does not have Enchantment spells or allow Gem/College skills defaulting from Ritual Magic (Gem Injection). On the plus side, we will rule that the first time a Gem Injection mage injects a new Gem/College, the mage immediately gains the skill for that Gem/College at the 1-point level, to balance out that lack of default. This may incur point debt, but that’s a small price to pay for getting to cast a new Gem/College right away.

Because it has a Trigger limitation that restricts it to 2dx3 minutes of spell-casting per dose, spells with casting times more than that are effectively unavailable to Gem Injection Ritual Magic - for example, Remove Curse has a casting time of 1 hour so it is out.

More generally, we can use this magic system in settings seperate from Mad Lands and/or Infinite Worlds as detailed in the Fantasy 2 and Thaumatology books. It works well as a “quick and dirty” Magic option, regarded as the unreliable, broad, shallow, faster(?) and dubious spell-casting. It’s users have a bad reputation for living fast and dying young, their addictions burning them out.

To add to the system presented in Thaumatology, I have thought up new Gems/Colleges that cover spells not covered by the Thaumatology entry. See below.
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