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Old 06-16-2017, 07:04 AM   #9
ericthered
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Default Re: Need help with some stuff with Ritual/Path magic.

Quote:
Originally Posted by Jaware View Post
My next question, is how does one raise their effective path skill with the limit above 12? I know Margery and such raises it. But how does one cast at say a 14 or a 15 without investing 100+cp into the various base skill+Margery?
Quote:
Originally Posted by DeathDaisy View Post
I don't think you can get a default over 12 without investing the points. Without training and advantages, you won't be throwing any fireballs without considerable risk and time investment to create charms, what with all the penalties. An effective mage needs the skills and advantages, probably for balance reasons. Grimoires and such can sometimes act as "batteries", but can't be a substitute for real training and talent, I'd say.
There is a LOT you can do to get around climbing up the RPM ladder 18 points at a time.

Higher Purpose (Tradition) is in the RPM main book, and its expanded even further in pyramid 66. This allows you to cut through level caps for a category of spells, up to a maximum of 3. Very nice.

Ritual mastery can give +2 to any ritual.

If you have safe access to a place of power, that's a huge boost to what you can cast.

Pyramid 66 has specialist talents that raise the cap on paths only for that talent.

Finally, Grimoires CAN be a substitute for skill and training. They make you less than flexible, but in some settings its much easier to find a good book than a good caster. I've actually designed a setting where grimoires are considered indispensable tools and every single mage has them.
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magic, monster hunters, path, ritual, ritual path magic


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