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("http://www.sjgames.com/gurps/faq/FAQ4-1.1-4.html")4.1.1 How should clerical magic be handled?In its simplest form, it works just like regular magic, except Power Investiture replaces Magery, sanctity level replaces mana level and holy items replace magic items.Another way to go is to represent clerical powers via a series of advantages and powers related to Gods. Appropriate ones include Clerical Investment (p. B43), Blessed (p. B40), Patron (God; p. B72), Healing (p. B59), Oracle (p. B72), Power Investiture (p. B77), and True Faith (p. B97). Appropriate disadvantages include Fanaticism (p. B136), Intolerance (other religions; p. B140), and Disciplines of Faith (p. B132).Finally, the magic system in GURPS Voodoo and GURPS Spirits works very well for priestly magic, although they are still using 3rd Edition rules. The basic idea is that the caster is calling upon a willful, self-aware power to grant him or her the magical effect asked for. Extended rituals, mystical symbols, and sacrifices can increase the effectiveness, but usually aren't necessary. The spells can be much more far-reaching than standard GURPS magic, but they are more subtle, and usually take long enough to cast that they are not usable in combat except by extremely powerful casters.
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