Thaumatology: Ritual Path Magic

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
==Related Material==
*GURPS Thaumatology
Category:Thaumatology