This is an attempt to redo the basic magic system for GURPS Dungeon Fantasy. I’m not a huge fan of the magic as presented in GURPS Magic, but I don’t want to use one of the alternative systems from GURPS Thaumatology—being what it is, I think that DFneeds a spell-based system. Thus, this level-based system was born. It is based, in large part, on the way that clerics cast spells in DF.
In order to cast spells as a cleric, one must first have the advantage Power Investiture, but the spells themselves do not have prerequisites. In Dungeon Fantasy, they modified this somewhat by also requiring the cleric to have a certain level of Power Investiture first: spells that only require a PI 0 or 1 are much weaker, obviously, than those that require PI 5 or 6. This is an attempt to adapt that that to arcane magic.
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