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Old 10-04-2013, 05:49 AM   #27
Langy
 
Join Date: May 2008
Location: CA
Default Re: GURPS Thaumatology: Ritual Path Magic

Quote:
Originally Posted by vierasmarius View Post
That might be part of a Tradition. For example, RPM mentions Divination as an example Tradition, which would mostly involve Sense effects.

Another thought would be to treat a single effect as an optional specialization of a Path skill. You'd improve the skill more cheaply, but all other uses of it would be at a penalty. It would still be subject to the usual IQ+Magery cap of course.
Optional specializations don't significantly reduce the point cost, unfortunately. Still, that helps.

Making it a Tradition makes sense. Maybe it could have a higher cap than just the normal +3, to make up for the fact that it's less broad.

Would make it so a Knack in both a specific effect and path is 10 points for IQ+0 (assuming IQ+Talent is 12 or less; figured as Thaumatology and Path skill both bought as Specializations for 4 points each plus Magery 0 bought with -60% in limitations for 2 points or Magery 0 with -80% in limitations plus a 1 point perk) plus 5 points per +1. Add 10 points or so to cost if they cast as if they are a Ritual Adept.
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