Charles Jacob Cohen (charles@zip.eecs.umich.edu) posted this to rec.games.frp.misc on 10/27/93. The following is a GURPS variety magic adjustment system that was inspried by the Mercedes Lackey fantasy novels (the Heralds series and the Tarma & Kethry novels). I say *inspired* by them because the node and ley line magic concepts are not unique to Ms. Lackey's books, and are therefore considered public domain. Also attacked is a Clerical system that ties in perfectly (IMHO) to the GURPS system of Magical Aptitude. These concepts are Copyright 1993 by Charles J. Cohen and Kevin Janka, but please, use them, play test them, and respond to this article, hacking them to pieces. All feedback is not only requested, but quite welcome ad appreciated. So, without any further ado: Definitions: Powerstone: A gem or other item that can store 'mana'. Node: A large font or sink of power of a specific constant size. The size determines how much 'mana' can be drawn at any given instance (one second) of time. Ley Line: The line between two nodes, much weaker than nodes themselves, but like them has a constant source of 'mana' that can be tapped. Note: Like powerstones, nodes and ley lines can have quirks, if the GM so desires. Advantages Magical Aptitude (Magery) There are four levels of Magery, costing 15 points for each level. Magical aptitude functions as normal, adding to intelligence for the purpose of learning spells. In addition, each level corresponds to a power level of mage. The levels are apprentice, journeyman, master, and adept. As long as at least one level of magical aptitude is purchased at character creation, addition levels may be gained with later experience. The individual classes of mage are as follows: Apprentice: must have one level of Magery and 15 points spent in spells; can only use personal fatigue to power spells. Journeyman: must have two levels of Magery and 45 points in spells; can draw either from personal fatigue, or from a powerstone, using the tap powerstone skill. Master: must have three levels of Magery and 90 points in spells; can draw from ley lines as well as fatigue and powerstones. Adept: must have four levels of Magery and 150 points in spells; can draw from all of the above power sources and also tap nodes. A Note on gaining magical levels. When the mage has amassed the experience points in magery and skill points in spells requisite, the mage must make a skill roll of 15 or less to advance to the next level. The mage may try, at the Game Master's option, to advance in magery level with them than the appropriate experience points in magical aptitude or spells, but with the appropriate penalties. As can be observed from the class explanations, it takes 15 points per mage level and 15*(mage level) of spell points before one is allowed to advance with a successfull roll of 15. If any of these points is deficient, then the roll is made on the lower of the two experience point levels. As some examples: A journeyman now has 28 poins in magery and 48 poins in spells. She has enough in spells but is lacking 2 poins in magery. Therefore she has to roll a (15-2 =) 13 or less to succeed in becoming a master Mage. A Master mage has 43 points in Magery and 76 points in spells. He is lacking 2 points in Magery and an effective (90-76 = 14, divided by the magical level trying for, in this case 3, rounded up, yields) 5 points lacking in spells. Therefore, the Master must roll a 10 or less to become an Adept. Perhaps the Master should study some more. The results of failing an advancement roll usually means that the mage can't try to advance until more training has occured. During a critical failure, some, if not all of the advanced magery skill points could be lost. If the mage is from some Dark School of magic, the results could be far worse. This, of course, is up to the Game Master. Skills Tap Powerstone (M/H)(requires Magery 2) This skill allows a mage to draw power from a powerstone. Like spells, the character's Magical Aptitude adds to effective intelligence for using this skill. The amount of power that can be drawn is a function of the user's level of Magery and his personal fatigue. A journeyman can only draw power from any one stone equal to his own fatigue. A master can draw up to double that, and an adept can draw as much as the stone has available. It is possible to draw from more than one stone at a time, but both skill rolls are at -2 for each additional stone the mage is tapping. If the mage is not in physical contact with the stone while attempting this skill, the long distance modifiers for seek spells should be used as a penalty to the skill roll. [Note: This has nothing to do with the Mercedey Lackey novels, but it fits in well with GURPS and what follows.] Tap Ley Line (M/H)(requires Tap Powerstone, Magery 3) This skill is similar to to Tap Powerstone, except that it allows a master or adept mage to draw power from a ley line. Unlike a powerstone, drawing energy in this manner does not reduce the energy of the ley line, and this power can be used again the next time a spell is cast. Again, a master mage can draw no more energy than double his personal fatigue for each spell, while an adept is limited only by the strength of the ley line. As with powerstones, more than one ley line can be tapped, but must roll separately for each at a -2 to all skill rolls for each ley line beyond the first. Also, the same long distance penalties apply for attempting to tap a ley line at range. Tap Node (M/VH)(requires Tap Ley Line, Magery 4) This skill is similar to to Tap Ley Line and Tap Powerstone. It allows an adept to draw power from a junction of ley lines, called a node. The only limit the adept has on the amount of energy available for each spell is the power of the node. The same penalties apply for attempting to draw from more than one node, or attempting to tap power at range as for ley lines and powerstones. Detect Energy Use (M/H) This skill allows a mage to sense when someone is drawing magical energy from a power source other than that mage's personal fatigue. As with the tapping skills, the mage's Magical Aptitude is added to intelligence for this skill, and all the long distance penalties for seek spells are applied. Also, if the other mage is drawing from a ley line, the skill is at +2, and at +4 if the opposing mage is drawing from a node. Spells Seek Powerstone(Information) This spell allows the caster to detect a powerstone. The standard long range penalties for seek spells apply. Prerequisites: Detect Magic, Magery 2 Time to Cast: 3 sec Energy Cost: 3 Seek Ley Line(Information) This spell is similar to Seek Powerstone, except that it allows the caster to detect a ley line. The standard long range penalties for seek spells apply. Prerequisites: Seek Powerstone, Magery 3 Time to Cast: 3 sec Energy Cost: 4 Seek Node(Information) This spell is similar to Seek Ley Line, except that it allows the caster to detect a node. The standard long range penalties for seek spells apply. Prerequisites: Seek Ley Line, Magery 4 Time to Cast: 3 sec Energy Cost: 5 Break Powerstone Tap (VH)(Regular, resisted by Tap Powerstone skill) This spell allows the caster to prevent someone else from using a powerstone. As with all power source manipulation spells and skills, the long range modifiers for seek spells should be used as a penalty if the caster is not physically touching the powerstone. If the mage the caster is trying to block fails the resistance roll, he can try to roll his Tap Powerstone skill vs. the caster's Breakpowerstone Tap skill to reestablish contact. The caster can choose to block any or all opposing mages from using the source while freely permitting others to use it, but each opposing mage resists separately. Prerequisites: Seek Powerstone, Magery 2, Tap Powerstone Duration: 1 min Energy Cost: 4 Cost to Maintain: 2 Break Ley Line Tap (VH)(Regular, resisted by Tap Ley Line skill) This spell functions identically to Break Powerstone Tap, except that it allows the caster to prevent another mage from using a ley line. Prerequisites: Seek Ley Line, Break Powerstone Tap, Magery 3, Tap Ley Line Duration: 1 min Energy Cost: 6 Cost to Maintain: 3 Break Node Tap (VH)(Regular, resisted by Tap Node skill) This spell functions identically to Break Ley Line Tap, except that it allows the caster to prevent another mage from using a node. Prerequisites: Seek Node, Break Ley Line Tap, Magery 4, Tap Node Duration: 1 min Energy Cost: 8 Cost to Maintain: 4 Clerical Abilities. Clerics derive power from their gods, as opposed to mana. Therefore, a character who uses clerical power can not tap into powerstones, nodes, or ley lines. However, their are equivalents sources. Clerical Aptitude, for experience point purposes, has the same costs and affect on spells as Magical Aptitude. The four clerical levels are: Aspirant: Equivalent to Apprentice, can tap only into personal faith (fatigue) for spell casting. Acolyte: Equivalent to Journeyman, can tap into holy relics, which function equivalently as powerstones. Priest/Priestess: Equivalent to Master, can also tap into a large congregation of faithfull (for example, a small town), which is equivalent to ley lines in power and frequency of apperience. High Priest/Priestess: Equivalent to Adept, can also tap into fonts of holy ground, such as a temple or Cathedral... Gaining or Advancing in Clerical Aptitude is equivalent to gaining magery. This represents the cleric becoming more aligned with their chosen diety, and thus able to tap into more of the powers. There is another major difference between Clerics and Mages (aside from the power source) is the adjustment to spell casting from holy and unholy ground. This bonus/penalty varies from +7/-7. For example, in a small temple of your diety, you would get a +3 bonus to spells, while enemies attacking would get a -3. If you were in the head cathedral, the bonus would be +5 to +7, depending on the strength of the diety. In a like aligned diety's small temple, you would still get a +1 bonus or so. This bonuses and penalties are up to the game master, but should be consistent. Be careful when you march into hell on a heavenly cause!! However, this also means that hard to cast spells, or important ones that had *better* work correctly, should be cast on holy ground for their bonuses. Clerics also have spells and skills equivalent to mages. Skills Tap Holy Relic (M/H)(requires Clerical Aptitude 2) This skill allows a mage to draw power from a holy relic. Like spells, the character's Clerical Aptitude adds to effective intelligence for using this skill. The amount of power that can be drawn is a function of the user's level of Clerical Aptitude and his personal fatigue. An apprentice can only draw power from any one relic equal to his own fatigue. A Priest/Priestess can draw up to double that, and an High Priest/Priestess can draw as much as the relic has available. It is possible to draw from more than one relic at a time, but both skill rolls are at -2 for each additional relic the cleric is tapping. If the cleric is not in physical contact with the relic while attempting this skill, the long distance modifiers for seek spells should be used as a penalty to the skill roll. Tap Faithfull (M/H)(requires Tap Holy Relic, Clerical Aptitude 3) This skill is similar to to Tap Holy Relic, except that it allows a Priest or Priestess or above to draw power from the followers of their diety. Unlike a holy relic, drawing energy in this manner does not reduce the energy of the congregation (obviously!), and this power can be used again the next time a spell is cast. Again, a priest can draw no more energy than double his personal fatigue for each spell, while a high priest is limited only by the strength of the congregation. As with holy relics, more than one congregation can be tapped, but must roll separately for each at a -2 to all skill rolls for each congregation beyond the first. Also, the same long distance penalties apply for attempting to tap a congregation at range. In this manner, with enough skill and a group of clerics, a whole city (or larger?) of faithfull could be tapped! Bring on the holy wars.... Tap Holy Ground (M/VH)(requires Tap Faithfull, Clerical Aptitude 4) This skill is similar to to Tap Faithfull and Tap Holy Relic. It allows a High Priest to draw power from a holy area, such as a temple or sacred ground. The only limit the high priest has on the amount of energy available for each spell is the power of the area. The same penalties apply for attempting to draw from more than one area, or attempting to tap power at range as for a congreation or holy relic. Detect Energy Use (M/H) This skill allows a cleric to sense when someone is calling on the power of their diety through a power source other that the cleric's s personal fatigue. As with the tapping skills, the cleric's Clerical Aptitude is added to intelligence for this skill, and all the long distance penalties for seek spells are applied. Also, if the other aligned cleric is drawing from a power source, then the knowledge *automatic*. Spells Seek Holy Relic (Information) This spell allows the caster to detect a Holy Relic. The standard long range penalties for seek spells apply. The spell is at +4 if the relic is aligned to the cleric, +2 if the relic is aligned to a friendly diety, -2 if aligned with an hostile diety, and -4 if aligned with a directly apposed diety. Prerequisites: Detect Blessing (just like Detect Magic, but detects blessed items or items created by clerical magics), Clerical Aptitude 2 Time to Cast: 3 sec Energy Cost: 3 Seek Faithful(Information) This spell is similar to Seek Holy Relic, except that it allows the caster to detect those faithfull to their diety. The standard long range penalties for seek spells apply. This spell will also tell you if a person is really of the cleric's faith or not. Prerequisites: Seek Holy Relic, Clerical Aptitude 3 Time to Cast: 3 sec Energy Cost: 4 Seek Holy Ground(Information) This spell is similar to Seek Ley Line, except that it allows the caster to detect a node. The standard long range penalties for seek spells apply. Prerequisites: Seek Ley Line, Clerical Aptitude 4 Time to Cast: 3 sec Energy Cost: 5 Break Holy Relic Tap (VH)(Regular, resisted by Tap Holy Relic skill) This spell allows the caster to prevent someone else from using a holy relic. As with all power source manipulation spells and skills, the long range modifiers for seek spells should be used as a penalty if the caster is not physically touching the powerstone. If the cleric the caster is trying to block fails the resistance roll, he can try to roll his Tap Holy Relic skill vs. the caster's Break Holy Relic Tap skill to reestablish contact. The caster can choose to block any or all opposing cleric from using the source while freely permitting others to use it, but each opposing cleric resists separately. Be sure to include the various penalties when casting this spell against clerics not aligned with their diety (breaking a hold against an opposing diety's cleric on a (to you) unholy relic shouldn't be easy). See Seek Holy Relic for modifiers. Prerequisites: Seek Holy Relic, Clerical Aptitude 2, Tap Holy Relic Duration: 1 min Energy Cost: 4 Cost to Maintain: 2 Break Faithfull Tap (VH)(Regular, resisted by Tap Faithfull skill) This spell functions identically to Break Holy Relic Tap, except that it allows the caster to prevent another cleric from using their faithfull as a source of power. Standard penalties vs opposing dieties apply. Prerequisites: Seek Faithfull, Break Holy Relic Tap, Clerical Aptitude 3, Tap Faithfull Duration: 1 min Energy Cost: 6 Cost to Maintain: 3 Break Holy Ground Tap (VH)(Regular, resisted by Tap Hole Ground skill) This spell functions identically to Break Faithfull Tap, except that it allows the caster to prevent another cleric from using holy ground as a power source. Combined with the Seek Holy Relic penalties and the inherit penalties for working against opposing holy areas, this spell has a very low chance of succeeding! Prerequisites: Seek Holy Ground, Break Faithfull Tap, Clerical Aptitude 4, Tap Faithfull Duration: 1 min Energy Cost: 8 Cost to Maintain: 4 In addition to Clerical Aptitude, an aspiring cleric must also take the Clerical Investiment advantage at 5, 10, or 15 points, depending on the strength of the diety. This allows Clerics to draw power from their gods (in the form of Clerical Aptitude) and in their chance of receiving "aid from Beyond" as per page 19 of the GURPS Basic book. In addition, Clerics of a weaker diety should have the number os spells available (colleges) limited. Although, on their home turf, even a strong cleric of a very weak diety will still wield formatible powers. One final note. Clerial power and Magical (mana) power are totally different. A cleric can not detect a magical item and vica verca, except in the most basic sense (i.e. detect magic/blessing will show the caster that item, relic, node, font, whatever, is either clerical or magical in nature). Therefore, even if the spells are the same, a cleric cannot 'ward' against a magical casting of spell, and vica versa. [Should this be changed, done at a penalty, for example?]