Thursday, July 12, 2018

Review of GURPS Ritual Path Magic

GURPS Thaumatology Ritual Path Magic
Originally appearing in GURPS Monster Hunters this system is based off a couple of alternate ideas in GURPS Thaumatology. It is a very flexible system so spells can be created on the fly.
It is pretty powerful but can bog the game down as players improvise new spells. The system has a simple set of guidelines for new spells and it relies on charms (precast spells) for typical combat; both help alleviate the "Wait while I try to invent a new spell!" from the party mage.
Compared to GURPS Magic its slower (except for a handful of charms) but more powerful for many effects, especially regarding range and area affected. Also as noted its more versatile.
Dungeon Fantasy 19: Incantation Magic converts it to Effect Shaping and has worked examples suitable for the DF genre. Effect Shaping relies on high skill whereas Energy Accumulation (the default for RPM) gets by with lower skills but take longer to cast.
This is another system that can become extremely powerful once you get past cinematic levels and start treading on the low end supers range (500 points). It can have a pretty steep buy in as well so is best for a cinematic (250 to 400) level campaign.

It has become something of a fan favorite, especially for those wanting something with a lot of flexibility.

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