GURPS Thaumatology: Ritual Path Magic is a complete, stand-alone, and self-contained magic system for GURPS.
Learning Magic[]
- Advantages: Higher Purpose (Tradition), Magery (Ritual Path), Magic Resistance, Energy Reserve, Ritual Adept, Ritual Mastery (Perk)
- Skill: Core Skill (Thaumatology), Path Skills
- Variations: Alternative Core Skills, Alternative Paths, Alternative Greater Effects
Performing Magic[]
- Define the Ritual: Spell Effects, Greater Effects Multiplier, Traditional Trappings, Specific Definition
- Choose the Skill: Non-Adepts and Magic
- Aquire the Energy: Gathering Ambient Energy, Tapping Energy Sources
- Cast the Spell
Advanced Magic[]
- Additional Detail: ”Blocking” Spells, Divinations, Magic vs. Magic, Wards, Familiars, Working Together
- Conditional Rituals: Trigger
- Charms
- Alchemical Elixirs
- Grimoires
- Places of Power
- Enchanted Items
- The Sephiroth and Decans
The Grimoire[]
- Mixing Magic Systems, The “Right” Way