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Old 05-25-2021, 12:07 PM   #1
Shuckster
 
Join Date: Nov 2014
Location: Near Chicago
Default Re: Very variant spell magic

Since Ritual Magery is sometimes a separate advantage, maybe Magery limited with (accessibility, using magical items only) to get around magic items that require magery to use, which is nearly all of them
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Old 05-25-2021, 01:14 PM   #2
David Johnston2
 
Join Date: Dec 2007
Default Re: Very variant spell magic

Quote:
Originally Posted by Whitewings View Post
The standard spell magic system in GURPS assumes that spell casting is relatively common and magic items rare in the extreme. This is a perfectly valid setting assumption; I do not speak against it generally. But I have a setting in mind that's almost the opposite: magical power objects are by far the most common method of performing magical feats, and simple casting is uncommon at best. So what would be the least change needed to the spell magic system to express this element? I keep specifying spell magic because I like its structure and I know it best, and because the other systems, other than Magic as Powers, seem to be based on the same "casting common, items rare" assumption.
Allow power stones only as components of magic items. Don't allow any discounts for skill. Thus, spell casting without a tool becomes fatiguing, and something only to be done if you can't get your hands on a useful tool or your tool is temporarily discharged. If you want to go further, then increase the basic fatigue cost for spells.
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Old 05-25-2021, 01:48 PM   #3
Donny Brook
 
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Join Date: Aug 2014
Location: Snoopy's basement
Default Re: Very variant spell magic

There are two things you could do that would help this:

1) Make Enchantment magic a prerequisite for all other magic; and
2) Raise the FP costs of 'live' casting.
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enchanting, enchantment-only magery, magic, oco (enchantment), spell, spell casting, variant rules


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