Path of Protection

The Path of Protection keeps spiritual or physical threats away from the subject.
==Path of Protection (Hellboy)==
*Chaperone (Path of Protection-5; Path of Luck-3) - cast into a Charm
*Cleansing (Path of Protection-4)
*Curse Sanctum (Path of Protection)
*Dispel (Path of Protection-6)
*Endure Elements (Path of Protection)
*Exorcise (Path of Protection-5; Path of Spirit-2) Resisted by Will-5
*Ghost Shirt (Path of Protection-7)
*Veil (Path of Protection-4; Path of Cunning-4; Path of Knowledge-3)
*Ward (Path of Protection-4)
==Path of Protection (GURPS Thaumatology)==
This path is entirely Effect Shaping. It is part of the Invocationism Path-based tradition
Ritual 	Default; Casting time 	Energy Accumulating 	Page
Chaperone 	Path of Luck-3 or Path of Protection-5; 1 hour 	8 points 	152
Charm Against Dark Beasts	Path of Protection-6; 1 hour. 	11 points 	157
Cleansing 	Effect Shaping: Path of Protection-4; 20 minutes. 	7 points 	157
Curse Mirror 	Path of Protection-3; 20 minutes on an individual, 1 hour to create a charm	6 points on an individual, 8 points to create a charm	157
Curse Sanctum 	Path of Protection; 1 hour 	5 points 	157
Dispel Ritual 	Path of Protection-6; 1 hour 	11 points 	157
Dream Sanctum 	Path of Dreams-3 or Path of Protection-6; 20 minutes. 	6 points 	142
Endure Elements 	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 	142
Exorcise 	Path of Protection-5 or Path of Spirit-2; 1 hour. 	8 points 	161
Ghost Shirt 	Path of Protection-7; 1 hour 	12 points 	158
Veil 	Path of Cunning-4, Path of Knowledge-3, or Path of Protection-4; 20 minutes	7 points 	152
Vitality 	Path of Health-3 or Path of Protection-4;
1 hour 	8 points 	150
==References==
*Hellboy Sourcebook and Roleplaying Game
*GURPS Thaumatology
Category:Books and Paths