Dragon Age: Difference between revisions
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=Magic= | =Magic= | ||
==The Basics== | ==The Basics== | ||
Magic is not based on fatigue. Instead, it is based on an internal reserve of magical ability. Every person starts with a reserve of 10 for free. To buy up or down the reserve costs or gives 2 points per point, but cannot be raised more than 10+(MageryX5). | *Magic is not based on fatigue. Instead, it is based on an internal reserve of magical ability. Every person starts with a reserve of 10 for free. To buy up or down the reserve costs or gives 2 points per point, but cannot be raised more than 10+(MageryX5). | ||
*Magery 0 to 1 is available to the average person, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith). To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to "sap" the magical energy from such a source. | |||
*To cast spells, do not use GURPS Magic. Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific spells that you specialize in. | |||
==God Magic== | ==God Magic== |
Revision as of 16:01, 29 January 2008
Dragon Age
Introduction
This is a setting that is being created tentatively by Lonewulf. It is intended to be used with the GURPS 4e rules, but redesigns certain assumptions about GURPS, including the Magic System.
Magic
The Basics
- Magic is not based on fatigue. Instead, it is based on an internal reserve of magical ability. Every person starts with a reserve of 10 for free. To buy up or down the reserve costs or gives 2 points per point, but cannot be raised more than 10+(MageryX5).
- Magery 0 to 1 is available to the average person, and MUST be picked as God Magic, Dragon Magic, or Undermagic; either they were born gifted with magic, or have developed magical talents through their adventures (or their faith). To grow any more powerful in magical ability, one must serve the gods of that particular group, or find a way to "sap" the magical energy from such a source.
- To cast spells, do not use GURPS Magic. Instead, you would buy a skill to be able to harness magic, with the potential to use Powers for very specific spells that you specialize in.
God Magic
Replenished by Godstones, dark blue stones filled with divine power.
Undermagic
Replenished by Darkstones, pale gray stones filled with dark power.
Dragon Magic
Replenished by Dragonstones, dark red stones filled with draconic power.