I'm going through the magic system of my Malazan GURPS world for a dice and paper RPG.
I use the system of modular abilities as shown in Bane Roots' reply in this link http://forums.sjgame...ead.php?t=13376
Basically it lets you build spells off advantages, limited to the aspected warren.
My concerns are:
- Which spells do I assign to warrens such as Denul or Ruse or Tennes which we barely see in the books?
- How do I workout Fortress Magic and Spirit Magic such as those of Letherii,Edur and Wickan/Rhivi/Samar Dev?
- Can you help me adding new spells to the warrens?
The High King