Magic
PowerPowers · p.131
Open source p.131Source: Magical. Focus: Casting “spells.” Wizards normally work magic using specialized skills called “spells,” as described on pp. B234-253. If the GM prefers, though, magic can instead operate through advantages – which can, if desired, be the abilities of a power. To represent a specific “college” of magic, apply the Magical modifier to the most suitable power on this list (e.g., Heat/Fire power for Fire spells). Use the “generic” power below to accompany or replace the spells of all magical colleges. Magery 5 points for Magery 0, +10 points/level At the GM’s option, the Magery advantage (p. B66) gives +1 per level to standard spells and Magical abilities. If so, Magery 0 is a prerequisite for all Magical abilities as well as for Magery 1+, and those with Magery can spend earned points to acquire new Magical abilities, even if they didn’t start with them. Magical Abilities The basic abilities of Magic power are: Detect, for magical creatures, spells, wizards, etc.; Mana Enhancer; Modular Abilities (Super-MemoriSpecial zation), with Limited, Spells Only (-20%); Regeneration, with Fatigue Only; and Wild Talent, with Focused, Magical (-20%). With the GM’s permission, those with Magic power can also buy abilities that simulate pp. B242-253 or GURPS Magic – and and conceivably even variants or entirely new spells. The GM should strictly forbid any ability that doesn’t fit his vision of magic in his game world; thus, this power isn’t truly “open ended.” Power Modifier: Magical (-10%).