Discussion:
Adding a second magic system to an existing campaign
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c***@yahoo.com
2012-03-17 20:00:08 UTC
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My Weird WWII campaign has only used ritual magic (book/path for you
4e folks). After the PCs recovered a couple of spell books from the
"Ravenloft part" of the spirit realm. These use the standard spell-
magic system with a few of the optional rules*.

I have not yet decided how (or if) I want spell magic to be used on
earth. My initial ideas are:

(1) Earth is low mana, so there is a -5 penalty to spells. Mana levels
don't affect ritual magic, so this has no effect on the existing magic
system.

(2) Those with Ritual Adept +5 can learn and cast and spells that
don't require Magery 2+.

Any comments?

* No automatic reductions for cost/time due to high skill being the
most notable.

Brandon
Roger Burton West
2012-03-27 14:43:17 UTC
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Post by c***@yahoo.com
My Weird WWII campaign has only used ritual magic (book/path for you
4e folks). After the PCs recovered a couple of spell books from the
"Ravenloft part" of the spirit realm. These use the standard spell-
magic system with a few of the optional rules*.
My feeling on the standard GURPS spell-magic system is that it's well
suited to a dungeon bash or a stock fantasy mediaeval society, but there
are things in it that will break worlds in a way that the system
originating in Voodoo (-> Spirits -> ritual magic -> path/book) won't.

What we've ended up with in my own Weird War II campaign
(http://tekeli.li/wwii/) is that one player is happy to do all the faff
that goes with path magic (and indeed it's a nontrivial part of his
characterisation that he does have to haul out the owl feathers and
amethists and copper rods), while the others have gone for simpler
powers-based effects: invisibility, medium, healing, etc.
David Hartl
2012-04-20 17:52:21 UTC
Permalink
Post by c***@yahoo.com
My Weird WWII campaign has only used ritual magic (book/path for you
4e folks). After the PCs recovered a couple of spell books from the
"Ravenloft part" of the spirit realm. These use the standard spell-
magic system with a few of the optional rules*.
I have not yet decided how (or if) I want spell magic to be used on
(1) Earth is low mana, so there is a -5 penalty to spells. Mana levels
don't affect ritual magic, so this has no effect on the existing magic
system.
(2) Those with Ritual Adept +5 can learn and cast and spells that
don't require Magery 2+.
Any comments?
* No automatic reductions for cost/time due to high skill being the
most notable.
Brandon
You should decide if there is any default to similar books for paths.
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