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Old 12-20-2018, 01:19 AM   #19
Icelander
 
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Default Re: Can a Ritual Give a Bonus to Symbol Drawing or Alchemy?

Quote:
Originally Posted by Christopher R. Rice View Post
It seems like it's bordering on a broad scope Higher Purpose. I would probably charge 8/level for it. Elder Signs and Rituals is one Higher Purpose all on its own IME. The water magic and such would be another one. So charging for a Broad Higher Purpose and slipping in some extras seems fine to me.
Done.

Edward Alvin Smith (PC) can only make Charms and Elixirs, he can't cast rituals on the fly, but I suspect that the broadness of the Nommo tradition will still help him. After all, when PCs don't have access to Ritual Adept, magic is primarily useful as Conditional Spells anyway.

Quote:
Originally Posted by Christopher R. Rice View Post
No. Magic cannot help with magic. The only thing I would (and have in the past allowed) is the enhancement of Places of Power to temporarily focus the energy giving a larger bonusd than normal.
Right.

I thought I had seen it somewhere, but can't find it now. Are there rules for a character starting play with access to a Place of Power? Is it a Perk? An Advantage?

Quote:
Originally Posted by Christopher R. Rice View Post
You can use the rules for Traditional Trappings (GURPS Thaumatology: Ritual Path Magic, p. 19) for things like that though. Perhaps even using Decanic Trappings (GURPS Thaumatology: Ritual Path Magic, p. 36)
I shall use both.

Quote:
Originally Posted by Christopher R. Rice View Post
I also wrote up "magic foci" in Pyramid #3/82: Magical Creations (p. 24). That allows you to spend cash on items to increase your magic skill. From a single spell to all spells, they are pretty customizable. You can even get foci that give you ritual adept for the magic it covers.
Right. Off to purchase that, I am, then.

Funny, when I read over the preview, I didn't find anything I thought was relevant to my game, as I'm specifically avoiding any hint of powers that indicate that one religion or another is true. So, magic items that are venerated as relics are fine, but relics that have holy power, as a power source separate from magic, are not allowed.
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monstrum, ritual path magic, rpm, thaumatology, vile vortices


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