

Any changes to ritual or energy provide a modifier to skill. Regardless of skill, there is no reduction of energy cost, and the default casting ritual requires spoken words and gestures with at least 1 hand. These two effects combine if the spellcaster is subject to both of them.
GURPS 3RD EDITION SPELL TO PREVENT RUST PLUS
If the caster's base skill plus the grimoire bonus is greater than her Thaumatology skill, she doesn't fully understand the spellcasting process and any failure to cast the spell causes an immediate roll on the Catastrophe table at her current tally. If the grimoire bonus is greater than the spell's default penalty, casting the spell requires additional energy equal to net bonus. The prerequisite count, if the prerequisite count is 3 or less 2 + 1/2 the prerequisite count, if the prerequisite count is 4 or more a set default value, for spells that have themĪ spellcaster who owns a grimoire that improves a specific spell can reduce that spell's default penalty by the grimoire's bonus for that spell. Spells learned from colleges have an additional default penalty equal to the least Spells that are learned as part of a college are cast by taking the required Concentrate maneuvers and rolling under the effective skill based on the College. The energy cost of the spell is reduced by 1 for every 5 points of MoS on the spellcasting roll. The energy cost is not taken from the caster's HP or FP but is instead applied to their tally. Spells that were learned as individual skills are cast by taking the required Concentrate maneuvers and rolling under effective skill. For 10 points, the talent should apply to 6-7 college skills and 6-5 other related skills.Ī character must either have the 5 point Magery 0 advantage or be in a High or Very High mana zone if they actually want to cast a spell. As a guideline, for 5 points, the talent should apply to 2-3 college skills (and any individual spells in that college) and 4-3 other related skills. These talents should be created using the normal rules for talent creation. Some spellcasters may have a Talent with certain colleges and related skills. Each separate college is a Mental/Very Hard skill.īeyond level 0, the Magery or Magic Talent advantage does not exist. Serious practitioners prefer to learn a collection of spells as college, as defined in GURPS Magic. Spells learned individually have their normal prerequisites.

Unless otherwise stated, assume the rules from GURPS Magic apply.Īnyone can learn to cast a magic spell, and all spells are Mental/Easy skills. It can be used in any game that is willing to use the standard spell list and prefers that spell casters depend on grimoires to be effective.
