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Rule suggestions by Rick Gerdes
Two things done to model magic from Shadow World in GURPS.
1- changed learning method for magic:
Magic is learned as a College (MVH) with all
individual spells defaulting at a -4 to skill. Each Spell can be developed at a
+1 / 1/2 character point spent.
2- Power:
Priests
Priests purchase the Clerical Investment and Divine Favor advantages. Clerical Invest ment cost +15 and includes one level of Divine Favor. Divine Favor costs 5/level. Channelers can draw power from the gods at a rate of Divine Favor points per second. Every second after the first requires a Will+Divine Favor-seconds drawn roll. So Will 12, three levels of Divine favor and it goes:
| Second | Power | Roll against |
| 1 | 3 | -- |
| 2 | 6 | 13 |
| 3 | 9 | 12 |
| 4 | 12 | 11 |
| 5 | 15 | 10 |
Failure causes burnout. Roll once more against Will. On a Critical Success,
power is lost, and priest must start over. On a failure, burnout causes a loss
of ability to draw power for the number of hours equal to the number of seconds
over for the attempt. Critical failure means loss of ability for a number of
DAYS equal to the number of seconds over.
Magi
Magi buy Magery for 15 character points. Magi
can reduce casting time by taking a –3 to skill / second reduced from the time
to cast. Magi who double their time can also take a +1 to skill or a –1 to
cost. For every +1d damage with an attack spell, after the first, add 1 second
(this represents the Mage "charging up" or "building" the
attack).
Fatigue
Magi can draw on the environment for their
magical effects, each doubling of the casting time reducing cost to cast and
maintain by one. Magi who do not reduce the cost must pay in either fatigue, hit
points, or draw power from a Powerstone or Manastone. An Average maneuver in the
Enchantment College is Manastone. 5 points of fatigue and 1 second to cast
allows the mage to store 1 point of power in an inanimate object.
Duration
The normal spell duration listed in Magic and
Grimoire are fine with the following addition. A spell that can be maintained
for 0 cost lasts as long as the mage is awake, providing a –1 per spell
active. A spell that is cast for 0 cost has a PERMANENT duration. It does not
count as a spell “on”. Such a spell must be dispelled with the appropriate
magic. For spells that cannot be maintained, items that cast the spell must be
created with the appropriate Enchantments.
Failure
If the mage cast the spell for 0 cost, there
is no result on a failed roll. If any power is provided from a Manastone, the
mage takes that much fatigue loss. Any fatigue spent by the mage will result in
the mage taking DAMAGE equal to the fatigue spent.
Critical Failure
The spell goes off, usually with greater than normal effect. The mage attracts the attention of the “forces of darkness” and every magical effect attempted for the next day, for each point in the original casting, will have a demonic aura, easily noticeable!
Mentalists
Mentalists have a 10 pont advantage. This advantage allows a character to have a
pool of power equal to Will/X where X varies by range. Self=1, Touch=3,
Ranged=5. This Pool isn’t reduced by casting spells, but is “bound up” or
allocated to each spell. Example: A Mentalist with Will 14 casts Steelwraith on
himself (Costs 7 to cast, 4 to maintain, Duration 1 minute). He now has 7 points
to spend on other spells for 1 minute. After 1 minute, if he chooses to
maintain, he will have 10 points to spend on another effect. If he needs more
than that, he can draw on the power in the Steelwraith spell, but then the spell
will collapse. Spells
may be maintained automatically, but the power must be available. Additional
Spells are at a -1 for each spell active.