This page lists fan-created spells, using the GURPS Ritual Path Magic system from the supplement of the same name. To submit your own. Over the last night and this morning, I made a cheat sheet for ritual path magic. It uses a lot of tables from the GURPS Basic Set and from Ritual. I’ve done subjective comparisons of the Ritual Path Magic system before, but I haven’t ever spoken directly to the book in which it is contained.

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So I’m running a lower magic setting game, but we’re trying to use RPM as the standard magic system because everyone really likes it. The problem we’re running into is its just too powerful as written. Seriously, I don’t see how anyone thinks its even remotely balanced vs.

The Nerf we’ve started with is that no one can spend more energy on effects in the Spell Modifiers Table pg 18 than they have levels in Magery. So someone with Magery 5 can only achieve durations of 6 hours, paty with Magery 10 could manage 2 weeks, etc.

We’ve thought about just rewriting the Spell Modifiers Table from scratch cause even with my nerf, its still only 7 energy to lift 15 tons, or 10 energy for tons! Anyone else modified the standard RPM system to sort of tone it down?

[RPM] Nerfing Ritual Path Magic – Steve Jackson Games Forums

I’m no huge fan of RPM, but it seems you could just declare that more effects such as doing more than X damage or lifting more than X pounds as Greater Effects, which effectively triples the ritual cost or more. That’s gups pretty straightforward way to tone it down.


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RPM energy does exponential things and sacrificial energy doesn’t. A quirk is ‘this spell failed, but we’re going to let you do it anyway’.

The sample quirks lists as ritua, sample triple quirk gaining a lasting 10 point disadvantage. I prefer to warp the spell, but a triple quirk should cramp your style.

You can’t gather ambient magic. If it isn’t subtle, its a greater effect. What can’t it do? Take advantage of that and pressure players. This is recommended in Thaumatology: At Skill, they will get at least one quirk every 4 rolls, and quirks are ditual – not merely annoying. This doesn’t have to make sense; it’s magic.

Maybe it sucks at area effects or exerting physical forces lifting stuff, inflicting external damage, etc. I do think the idea of using Magery as a cap to points spent in modifiers is unteresting but I would have to give thought to its implications, since each level gives you 3 energy in your reserve, but each level only boosts your ability to spend those points by 1. There will eventually be limited returns once you can cover the initial cost of the spell.

But you could cast more spells.

Needs more thought on this. Totem Spirits My Blog: Try adding ritual familiarity in. This follows the idea of skill familiarity but each ritual would count as a magicc. You’ve never tried that ritual before so it’s difficult to work at first. Maybe the defaults of the Ritual Skills are harsher? Maybe more points are needed in mavic Could you not just bar Magery, remove the magery-cap on path skills, and bar Ritual Adept? Then all prospective spellcasters have to perform the magic for non-mages version, which is much slower and harder.

The natural limit on RPM is time. Gathering energy takes time, so a caster in the midst of action is pretty limited. The caster can use downtime to hurps, but the stockpile of conditional spells is limited and set beforehand.


GURPS Thaumatology: Ritual Path Magic

So, a savvy GM can create time pressure or unanticipated twists in order to lessen msgic caster’s impact. Can you elaborate on why you feel RPM is overpowering? If you can give some examples, we might be able to better brainstorm options for mitigating those issues. I’ve made a few threads concerning this subject and though I haven’t actually been able to test any of this I’ve come up with a few tweaks. Require thaumatology to be specialized by path.

Require each path to be dual specialized by both a subcategory and effect like Path of energy create heat. Rule that any level of magery above 0 only effects spells for which you have either Ritual Mastery or a grimoire for. No Ritual Adept or if you must make it bound to a expensive and easily stolen item the wizard must have on hand to utilize Ritual Adept. Remember to keep everything at full price.

Go heavy on the Greater Effects. You consider moving 15 tons of something that isn’t on wheels absurd? Make it count as a Greater Effect, and now it costs 21 energy, not 7.

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