Sorcery magic system

"Whereas most magic systems in GURPS are focused on an assortment of skills, sorcery is based entirely on advantages."Thaumatology: Sorcery p. 4
==Related components==
*Sorcerous Empowerment: 20 points for Sorcery 1, +10 points/level 
*Sorcery Talent: 10 points/level or 5 points/level
==Framework==
*Spells are built like powers and so spells are used not cast.
*Magic Resistance has no effect on the sorcerer because no rolls are made to cast spells.
*Full cost of a spell cannot exceed the cost of the caster’s Sorcerous Empowerment.
*A sorcerer pays only 1/5 of the full cost shown for that spell, rounded up
*A sorcerer can use only one spell at a time.
*Generally spells cost 1 FP
==Building Spells==
*Area (Fixed/Leveles/Special): if single-target only, add Area Effect enhancement
*Buff: beneficial Affliction without Cosmic (Irresistible attack), Cumulative, or Malediction.
*Information: anything that divines information
*Jet: any attack with the Jet enhancement
*Missle: anything built with Binding, Innate Attack, or a hostile Affliction without Malediction
*Obvious: does not have No Signature, is naturally Obvious or has Visible
*Resisted: Malediction for Afflictions and Innate Attacks that directly target a subject; built in to some advantages
*Weapon Buff: Accessibility, Weapons only (‑20%), Advantage (varies), Increased 1/2D, 10x (+15%), and No Signature (+20%).
== Comment ==
This system can be powerful but outside of the spells provided and abilities scattered across the books setting up spells can eat up a lot of the GM's time.
==References==
Category:Magic Systems
Category:Sorcery