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Old 10-05-2020, 07:01 PM   #5
Prince Charon
 
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Default Re: [Dungeon Fantasy, Path/Book Magic] Path/Book Magic in GURPS Dungeon Fantasy

The professions from GURPS DF9: Summoners, as mentioned earlier. In all cases, the Summon ritual is key, whether part of a Path (usually Spirit, Elements, or one of the Elemental Paths), or part of a Book; Bind is often just as important, and Embody is a vital ritual for some necromancers, and is quite useful for any summoning caster that wants a familiar, or a few disposable minions with more solidity to them than typical spirits (some summoners might only know those three rituals above the default). Before creating a Summoner, check with you GM to see if Summon is a single ritual with a variable skill penalty, or is divided into multiple specializations (and in the latter case, what specializations are available).

* Demonologist
There is some overlap between demonologists and the clerics of certain deities, and in that case they should be treated largely the same, just with a lot more points in Summon and Bind, and likely some demonic Allies. Otherwise, demonologists tend to be Book stylists, or have a very limited range of Paths, with more points spent on Path of Spirit than any other Path skill (or in most cases, any skill other than the core skill of their style). Ritual Magic (Diabolism) or Thaumatology (Demonology) are very common core skills.

While some demonologists have demonic familiars that grant them Path/Book Adept and other powers (common with the starter megalomaniac, on Summoners p7), more sensible ones tend to use mystic symbols in the form of their preferred bladed weapon (particularly favored by the methodical evil-slayer), their shield or buckler (ditto), or their Book if they use a single-Book style. Those of a more clerical bent prefer the symbol of their faith for this purpose.


* Elementalist
An elementalist will typically know Path of Spirit plus one or more Elemental Paths. A specialist might only know their preferred Path and maybe Spirit above the default, but wiser ones know at least a little about each element, especially the opposing element if their style has those. Some elementalists are nearly as versatile as wizards, having styles that include anything metaphorically associated with an element (such as healing rituals being found in the Path of the Waves, or illusions in the Path of Smoke and Flame), rather than merely everything clearly related to it. The devotee of primal power (Summoners p10) is basically a cleric or druid that happens to be very focused on elemental spirits, and should be mostly treated as such. Common core skills include Thaumatology (Wizardry), Thaumatology (Elementalism), and Ritual Magic (the Elements).

Many elementalists have familiars, though others prefer some symbol of the elements or of their preferred element, or perhaps a weapon or tool associated with it.


* Necromancer
Necromancers are sometimes Book stylists, and sometimes Path magicians that specialize in the Path of Spirit, or in a couple of related variant paths, such as the Path of Ghosts and the Path of Undeath. Like other summoners, some necromancers overlap with clerics to various degrees. Typical core skills include Thaumatology (Wizardry) and Ritual Magic (Necromancy).

A monster slayer (Summoners p14) will often use a preferred weapon as a mystic symbol, and many necromancers, even the less clerical, use a symbol of faith for that purpose. Others will use a Book, or with have an undead familiar of some variety. It is rare for a lich to use their phylactery as a mystic symbol, but not unheard of (when it does happen, it's often the result if the phylactery having already been a mystic symbol when the lich was alive); of course, some liches no-longer need any outside item to apply Path/Book Adept to them, especially within their own sanctum.


* Shaman
While Spirit is the most important Path for a shaman, many also know Dreams, Health, Luck, and Nature, and sometimes the Elements or Form; others memorize oral Book styles that take rituals from those Paths. A shaman's usual core skill would be Ritual Magic (Shamanism), though the specific style varies from tribe to tribe, sometimes quite widely (defaulting between shamanistic styles could be as low as -1, or so divergent that no default is possible).

Many shamans have familiars, though mystic symbols are also common, in a wide variety of forms.


Thoughts?
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Last edited by Prince Charon; 10-12-2020 at 07:48 PM.
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