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.