With an Open ended spell skill level, GURPS Spells should not be bench marked against skills. When skills have so much gains and rarity as you move from Skill-12 to 15, GURPS Spells have many requirements hinged on Spell Skill-15. Note that there are Range and Long Range penalties that come with
What if you calibrated spells more like Skills, where 12 is a professional and 15 is an expert. So basically as a general rule what was 15 is now 12.
Magic Rituals (B237)
Skill 9 or Less – Ritual: both hands and feet free for an elaborate ritual, and speaking at a normal conversational level. Time: Doubled. Cost: Same.
Skill 10-11- Ritual: some verbal and somatic components. Energy Cost: Same
Skill 12-13 – Ritual: a couple of verbal and slight somatic components. Energy Cost: -1.
Skill 14-15 – Ritual: none! Just stare inwardly and magic happens. Time: Half. Energy Cost: -2
Skill 16-17 – Ritual: none. Time: Quarter. Energy Cost: -3
Skill 18-19 – Ritual: none. Time: One-Eighth. Energy Cost: -4
Skill 20+ – Like above and every two levels (22, 24, 26, 28… etc) Energy Cost: -1 and Half casting time.
Ceremonial Magic (B238)
Mage must have Skill-12
Each Mage with Skill-12+ can spend any amount of FP.
Each non Mage with Skill-12+ can spend up to 3FP
Each mage with skill-11 or below can spend up to 3FP
Magic Item Power (B481)
Instead of 15, it can now cast at 12.
Mana Levels (B235)
Low Mana, reduces Skill by 2 instead of 5.
Recover Energy, Healing Spell (B248)
Skill 12-13, 5 mins per 1FP
Skill 14-15, 2 mins per 1FP.
Spell Skill penalties.
Keep them, but allow Hard Techniques to buy them off.
Consequences.
- Simpler because you don’t have to get tons of magery and taking on a lot of to be effective and the cost of magic.
- The impact of Maintaining additional spells are more detrimental, every 1 point counts by a lot!
- Both Normal or Standard Magic System and Ritual Magic System skill levels appear like all the other skills.
- More Average Intelligence but Talented Mages (Magery 3).
- In games like Dungeon Fantasy mages will be more powerful but it really depends on the GM in how he treats spells and magic in the game.
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