I’ve been thinking about my Shadowrun inspired GURPS game and have an idea for magic. It’s based loosely on the ritual spellcasting out of the Magic book.
All spells are techniques based of a single skill called Sorcery, which is an IQ/VH skill.
Prerequisites, except Magery, are removed to make spells stand alone.
The techniques are Hard or Very Hard as they were originally.
This does have the potential to bring down the cost of spells, and a GURPS mage has to have a lot more than their Shadowrun counterparts. Under normal cercumstances they tend to be the most expensive template option, but this brings them down to the level of the cyber and skill based characters.
Wednesday, July 18, 2018
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