Hi,

I master a campaign with player characters that started with 50 CP and earn their further CPs by attending to the lessons in their magic school. I decided that their school time would be 3 years before they have to start a wandering year (it's a
fantasy campaign where magicians are much like medieval craftsmen).

We only play 3rd edition GURPS in a Harn Campaign Setting.

Because I wanted that my players "learn" the magic sysstem by adding spell for spell to their characters' repertoire, they got about 1 or 2 CP per month because of their intense lessons and freetime exercises, plus CPs for the adventures they
had.

Except of a division into certain magical colleges (fire, water, mind, healing etc.) the players could choose their wanted spells out of the grimoire freely. They only have to learn the prerequisite spells first. This was very fine, because in my earlier campaigns the magicians learned many spells and took the prereq-spells just because of the rules, but they mostly used their most powerful and advanced spells, while
the seemingly "basic spells" where seldom thought about.

Because the characters had to work with their basic spells in their first adventures, the players had to look for clever usages for some seemingly simple and unpowerful
spells. I liked that, and the players too.

In the second year the apprentices would have to learn some spells that would be on the "standards"-list of any organized teaching: "share strength" to help other magicians to accomplish some difficult spells, "restore strength" to regenerate ones own power. Because of the campaign setting, in a fantasy world with several dangers from commoners with no magic talents but maybe big forks and torches to burn "witches" under certain circumstances, they should learn some spells to protect themselves and to escape from
dangers.

In the third year there would be some teaching about fighting and protecting against other magic users (counterspell etc.) and howto create enchanted items. However, I created some house rules to lower the requirements to be able to enchant item with a limited lifetime and the need to maintain simple
enchanted items (or the magic will fade away after some time).

hope this helps a bit,

Oliver


Mike Ruggles schrieb:

My son wants me to put together a Harry Potter type game for a group of his
friends. I have decided to use the 'Technomancer' world as a base and have
them attending a private prep school for wizards (grades 7-12) in the El
Paso area. Obviously they would have to take all of the regular school
courses as any other kid in America, but beyond a basic Thaumatology course,
what magically based classes would they most logically need? The first
spells would obviously be all the basic ones that form the prerequisites for
the other spells, but which ones would be considered 'most important' for a
general magical education? There are so many directions one can go with
GURPS Magic that I am having a hard time nailing this one down. A little
general advice and discussion would be most appreciated. Also, if someone
else has already done something like this, it would be a great time-saver to
see what you have done.



My son and his friends are all 12-14 years old, so any advice on the kinds
of adventures suitable for that age group would be appreciated. I don't want
to bore them, but I also don't want to go over their heads.even though 13
year olds seem a lot sharper than I remember being at that age, but that may
just have been me and my gamer geek friends. :-)



--Mike

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