Ritual Path Magic is magic that can accomplish almost anything, with no fixed spell lists and no hard limits. Because of this "every spell is an agreement between the spellcaster and the GM. Casters can combine various spell effects and modifiers for an infinite number of results"[1]
While its own unique system it pulls various components from other systems some of which are:
- Concept of adepts and gathering ambient energy was drawn from Energy-Accumulating Path/Book magic[2]
- Combination of effect and Path is similar to verb-noun magic[3]
- Division of Paths and the way effects are tiered by power level resembles Realm magic [4]
Effect Shaping[]
With Effect Shaping, spells do not have an energy cost, but have a skill penalty based on their complexity. This is contrasted with Energy Accumulation, which is a slower method (both in-universe and for players) but allows one to offset penalties with rituals.
See Also[]
- Magery (Ritual Path)
- Many notes on RPM from Alternative Ritual Path Magic
References[]
- ↑ GURPS Thaumatology: Ritual Path Magic 3
- ↑ GURPS Thaumatology 121-137
- ↑ GURPS Thaumatology 184-187
- ↑ GURPS Thaumatology pp. 188-192)