Classic: Voodoo

Classic: Voodoo (1995) took the myths of the mystical religions known as Voudoun and Santeria and gave them a twist, placing the believers and practitioners of Voodoo in the middle of a cosmic struggle. 
It's main feature was it introduced another way to do magic in GURPS totally different from that in Magic, Religion, or Supers. Classic: Spirits created a more generic version of this Ritual Magic system and GURPS Thaumatology provided the tools to recreate the system in 4e.
==Important Notes==
The Ritual Magic system (Initiation) in this book is totally different from the default in 4e in that it is not dependent on either mana or sanctuary. This difference can cause problems with books like Classic: Technomancer.
==Related Material==
*In the Spirit of Things (8/18/2000)
*Classic: Faerie pg 109
*GURPS Monsters pg 9, 107
*Classic: Spirits pg 11
*Classic: Undead pg 9,14
Category:1995
Category:Religion
Category:Classic