"Paths and Books" is chapter 5 of GURPS Thaumatology and is a broad variant of Ritual Magic system.
Definitions[]
- Book: A collection of rituals linked conceptually or by tradition and presented in a single source– often (but not always) an actual, physical book.
- Path: Branch of ritual magic focused on a particular type of effect, encompassing a collection of closely related rituals.
Books versus Paths[]
T122 under "Paths vs. Books" describes how they are alternative organizations. Books are called more arbitrary/eccentric.
It mentions "A setting can even feature both Paths and Books".
For settings that only feature one, relevant advantages could be simplified:
- "Path/Book Magery" to "Path Magery" or "Book Magery"
- "Path/Book Adept" to "Path Adept" or "Book Adept"
Optional Rules Regarding Magery (Path/Book)[]
Optional baselines (one must be chosen)
- Mandatory Magery: Only individuals with at least Magery 0 can influence the magical forces needed to perform Path/Book magic.
- Limited Non-Mage Ceremonies: Non-mages are at -5 on all ritual rolls.
- “Fractional” Magery 0 (1 point/level; max 5): each point eliminates a -1 to skill. Only at 5 points are the other benefits (such as magic item detection) available.[1]
Optional alterations
- Magery Adds to Rituals: Magery level serves as a bonus to skill rolls for rituals but does not add directly to Ritual Magic/ Path or Book skills
- Magery Caps Skills: sets an upper limit (10 + (2 x Magery) on Ritual Magic skill and on all Path or Book skills.
Elements[]
"Rituals have three basic elements: time to conduct the ceremony, ritual space attuned to the spirits or forces involved, and material and symbolic components."
Other Aspects[]
- If Path/Book and spell-based magic are closely related, then the local mana level can determine modifiers for rituals, probably replacing the requirement for ritual space[2]
Effect Shaping Magic[]
Effect Shaping Magic is the default for Path and Book magic. It means ceremonies work because they shape the desired result, either by manipulating reality directly or by invoking and binding or persuading spirits to perform the task. The ritual involves one skill check.
Energy generally comes from the ambient environment or is provided by conjured spirits with little, if anything, coming from the magician. As a general rule of thumb each 10 points of energy translates over to a -1 to skill.
Energy Accumulating Magic[]
In Energy Accumulating Magic a ritual may be relatively easy, taking only moments and a word or a thought but the energy required is not provided by FP but by spirits. The roll represents the binding or success of going through the hierarchy of spirits. Critical failures are the same as for the default magic system but skill rolls are for each state of the ritual rather then for the whole ritual.
GURPS Thaumatology: Age of Gold Themes[]
These are actually themes rather then normal Books and Paths. If all, or the majority of, books in a theme are grouped into one volume it is known as a Bibliotheca (Greek for "The Books"). Bibliothecas are extremely rare and if they exist at all they are highly prized and sought after.
- Ritual Witchcraft - Low Magic Path-based magic.
- Invocationism - a highly formalized Path-based tradition that treats energy as strongly aspected.
- Diabolism - Book-based magic leaning heavily on the conjuration of very dubious spirits.
Example - Slayers magic system[]
The magic in the Slayers anime can be handled via Path/Book Magic though modifiers beyond the standard -6 for each spell is up to the GM. Given the way some spells work variant of Spirit Assisted Magic with the Completely Free Spells option with Unlimited Mana for the Giga slave may apply.
See also[]
- Various Books and Paths of Magic
- Glossary of Magic
- GURPS Fantasy
- Ritual Path Magic
- Technique Mastery
- Analysis of a real-life spell (path magic) - Hispanic Brujeria. The Spanish Onion Spell / Hechizo De la Cebolla
References[]
- ↑ Classic: Technomancer pg 123
- ↑ GURPS Thaumatology 126
- GURPS Thaumatology p. 134-135
- Monster Hunters 1 p 35