GURPS 4th edition. Thaumatology: Ritual Path Magic
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http://www.sjgames.com/gurps/books/ritualpathmagic/ Contents Introduction Publication History Recommended Books About the Author 1. Learning Magic Words of Magic Advantages Energy Reserve New Perk: Ritual Mastery Skills Core Skill Path Skills Visualizing the World Weather-Working Talent Variations Alternative Core Skills Alternative Paths Alternative Greater Effects 2. Performing Magic Define the Ritual Spell Effects Stacking Spells Spell Effect Summary Table Spell Modifiers Spell Modifiers Table Greater Effects Multiplier Traditional Trappings Specific Definition Choose the Skill Non-Adepts and Magic Acquire the Energy Gathering Ambient Energy Tapping Energy Sources 30 Energy? Cast the Spell After Casting Sample Castings 3. Advanced Magic Additional Detail ”Blocking” Spells The Golden Rule Divinations Magic vs. Magic Wards Familiars Working Together Conditional Rituals The Trigger Quick-and-Dirty Rituals and Charms Charms Gizmos and Charms Buying Charms Champions on a Budget Workspace Kits Alchemical Elixirs Creating Elixirs Ingredients Using Elixirs Elixir Example Limits on Elixirs Grimoires Buying Grimoires Creating a Grimoire Places of Power Finding a Place Enchanted Items Enchantment Limitations Acquiring Enchanted Items Beverage Selection The Sephiroth and Decans Decanic Trappings Daath 4. The Grimoire A Weighty Matter Mana Level Mixing Magic Systems The “Right” Way Appendix: Botches and Quirks Index
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