If you'd want the character to be able to cast spells that have requirements of Magery 1+ but only have the same skills/understanding of a person with their IQ, that would be different. (Got no ideas how to cost such a thing, except it would *have* to be less than 10CP.)

Also consider the cost of one-college magery, 2/level (Thaum, p. 25).



There seem to be two themes to this problem discussed in the early parts of GURPS Thuamatology. Assuming a GM sets a "normal" cap for magery:

Any level beyond X requires a 10cp Unusual Background.


Pre-purchase the final magery, but it all has crippling limitations that must be trained out:


e.g., for -80%
-15%/-3 Easily Resisted
-10%/1 Extravagent Rituals
-15% Can't use external Energy
-40% Ceremonial only

Only training will "awaken" the battle mage within...

Thus a would-be archmage starting out buys

Magery 1 [15]

Magery +9 (-80%) [{90 x 0.2 = 18cp}) initially.

for a total of 33cp.

--
Eric Funk
Knowledge Brings Fear -- Motto of Mars University, Futurama

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