Path of the Elements (GURPS Thaumatology)[]
| Ritual | Default; Casting time | Energy Accumulating | Page |
|---|---|---|---|
| Calm the Winds | Path of the Elements; 10 minutes; reduces wind force by levels equal to margin of success (minimum 1) | 2 points, +1 per level of reduction of wind strength | 143 |
| Command | Path of the Elements-4; 10 minutes; gives levels of effectiveness equal to margin of success (minimum 1) | 6 points, +1 per level of
effectiveness |
143 |
| Endure | Path of the Elements, Path of Nature, or Path of Protection; 10 minutes; grants levels of Temperature Tolerance equal to 10 x margin of success (minimum 10 levels). | 2 points, +1 per 10 levels of Temperature Tolerance | 143 |
| Firecalm | Path of the Elements-1; 10 minutes; gives levels of effectiveness equal to margin of success (minimum 1) | 3 points, +1 per level of effectiveness | 143 |
| Inexorable | Path of the Elements-1; 10 minutes; gives levels of effectiveness equal to margin of success
minimum 1) |
11 points, +1 per level of effectiveness | 143-144 |
| Mist | Shaping: Path of Cunning-4, Path of the Elements-2, or Path of Nature-3; 10 minutes | 5 points | 144 |
| Rockfall | Path of the Elements-6; 10 minutes | 8 points | 144 |
| Shake the Earth | Path of the Elements-7; 20 minutes; success by 0-4 gives level 0, success by 5-9 gives level 1, success by 10+ gives level 2 | 10 points for level 0, 15 for level 1,
20 for level 2 |
144 |
| Thunderbolt | Path of the Elements-6 or Path of Nature-7; 1 hour + 10 minutes (see below); gives dice of burning damage equal to margin of success (minimum 1d) | 12 points; use Damage Modifiers Tables to determine damage, which must be burning | 144 |
| Weatherworking | Path of the Elements-6 or Path of Nature-5; 1 hour | 10 points | 156-157 |