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Old 10-03-2013, 05:53 PM   #1
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default GURPS Thaumatology: Ritual Path Magic

The trick with magic
Is that it isn't a trick
If you do it right
— Some hack
Have you ever felt that RPGs do magic a bit of a disservice? Most of them talk up mages as brilliant people whose inside knowledge of the universe lets them do almost anything. Then they hand you a list of spells that's considerably smaller than "almost anything," and you find that only a few of those are actually relevant. It soon becomes clear that the system pigeonholes spellcasters – whether as walking artillery, heal-bots, or trenchcoat-clad weirdos – and that your magic-user had better toe the line . . . or else.

It shouldn't be that way – least of all for a generic game like GURPS – and e23 has the answer: GURPS Thaumatology: Ritual Path Magic. Instead of fixed spell lists and scads of restrictions, this flexible system divides the universe into nine realms, sorts magical effects into seven broad categories, and lets you go nuts mixing and matching. There are no artificial limits on what you can accomplish! Even mages of modest talents can achieve great things if they make judicious use of grimoires, places of power, and magical trappings, and are patient enough to chip away at grand goals a bit at a time.

"But," you're thinking, "I'm still limited to chanting and wiggling my fingers. Or maybe this is one of those systems where it takes forever to accomplish anything, or where witnesses cause my magic to explode in my face?" Nope! In addition to picking what you're affecting and how, you choose your approach to the individual casting or even the entire art. With the right advantages, perks, and skills, you can battle swords with spells . . . or be a slow, sure ritualist who casts world-shattering magic only When The Stars Are Right . . . or become a purveyor of magical potions and charms . . . and much more.

"Then I can't really do 'almost anything.' I have to decide to be an alchemist or an enchanter or a battle-wizard." Again: Nope! You can specialize, but you never have to; by default, an adept can try to channel any effect, in any realm of Creation, with approaches ranging from speedy, modest castings to huge rituals that create charms of untold power. As with everything in GURPS, success is tied to spending enough points, and of course a narrower focus offers more power, but you aren't forced to walk a particular path. The only limit is your imagination – and if you get stuck, Ritual Path Magic includes a whole chapter of examples to help you.

Don't take my word for it, though – I could be casting a Greater Control Mind effect over here. You won't find a more flexible standalone magic system for just $9.99. (Naturally, we'd love to sell you GURPS Magic and GURPS Thaumatology, but you truly do not need them to use Ritual Path Magic in your campaign.)
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Sean "Dr. Kromm" Punch <kromm@sjgames.com>
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fantasy, magic, ritual path magic


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