On Wed, Jul 14, 2010 at 07:37:47AM -0500, Bret Indrelee wrote:
>I am somewhat concerned that the standard GURPS Magic doesn't really fit in 
>the campaign. All of the girls want some magic, but I'm not sure if any would 
>be interested in the prerequisite track and rather formal style of the 
>standard GURPS Magic.

I'm not familiar with the setting, but THAUMATOLOGY is probably your
first port of call - and AGE OF GOLD for some worked examples.

Want "magical people" who have just one or two fairly specific
abilities? Use the Powers mechanics, with appropriate amounts of Costs
Fatigue and Preparation Time.

Want mages who can do _anything_? Syntactic Magic, Realms and Power.

Want a more subtle set of spells? Path/Book Magic (something I tend to
use quite a lot).

Many things are doable.

R
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