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Magery Variants
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Magery is the fundemental component of spell-casting in GURPS but the basic form is very generic, lacking a bit of flair. These are some predefined packages of magery for you to use for your characters.

Staff Magery

Some mages require their staves for spell casting, represented, as suggested in GURPS Fantasy, by Gadget limitations on the Magery advantage. In this case, the limitations represent a quarterstaff with the Essential Wood and Staff spells on it, giving a DR of 6, not the usual 2. The Signature Gear advantage, at the 2 point level in this case, represents the enchantments. Each point counts for 25 points of energy in the enchantments. Different campaigns will have a different value for this, of course. The staff mage gains some compensation for his limits, of course. His spells are more stable and easier to control at range, represented by the Accurate, Low Signature, and 2x Range enchnacements. He must make some sort of gesture and have the staff in hand while casting, though.

Staff Magery: Level 0 costs 7 points, not 5, thanks to the Signature Gear (Staff) advantage. Levels above 0 are 2 points per level. Modifiers: Accurate (+1) +5%, Low Signature +10%, Range (x2) +10%, Breakable, -10%, SM 0 -25%, Can Be Stolen -30%, Dance Mage -40%

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