GURPS 4th edition. Thaumatology: Ritual Path Magic

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English Pages 55 [56] Year 2013

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GURPS 4th edition. Thaumatology: Ritual Path Magic

Table of contents :
Contents
Introduction
Publication History
Recommended Books
About the Author
1. Learning Magic
Words of Magic
Advantages
Energy Reserve
New Perk: Ritual Mastery
Skills
Core Skill
Path Skills
Visualizing the World
Weather-Working
Talent
Variations
Alternative Core Skills
Alternative Paths
Alternative Greater Effects
2. Performing Magic
Define the Ritual
Spell Effects
Stacking Spells
Spell Effect Summary Table
Spell Modifiers
Spell Modifiers Table
Greater Effects Multiplier
Traditional Trappings
Specific Definition
Choose the Skill
Non-Adepts and Magic
Acquire the Energy
Gathering Ambient Energy
Tapping Energy Sources
30 Energy?
Cast the Spell
After Casting
Sample Castings
3. Advanced Magic
Additional Detail
”Blocking” Spells
The Golden Rule
Divinations
Magic vs. Magic
Wards
Familiars
Working Together
Conditional Rituals
The Trigger
Quick-and-Dirty Rituals and Charms
Charms
Gizmos and Charms
Buying Charms
Champions on a Budget
Workspace Kits
Alchemical Elixirs
Creating Elixirs
Ingredients
Using Elixirs
Elixir Example
Limits on Elixirs
Grimoires
Buying Grimoires
Creating a Grimoire
Places of Power
Finding a Place
Enchanted Items
Enchantment Limitations
Acquiring Enchanted Items
Beverage Selection
The Sephiroth and Decans
Decanic Trappings
Daath
4. The Grimoire
A Weighty Matter
Mana Level
Mixing Magic Systems
The “Right” Way
Appendix: Botches and Quirks
Index

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