Showing posts with label Book/Path Magic. Show all posts
Showing posts with label Book/Path Magic. Show all posts

Monday, January 30, 2023

Spirit Contracts and Magic

 

Spirit Contracts and Magic

On the Steve Jackson Games Discord server, a question came up. A poster wanted a magic system that represented negating with spirits for various effects. GURPS has Spirit Assisted Magery and other options, mostly in GURPS Thaumatology but these did not quite meet his expressed need.

So here is an initial run at addressing that. Note that there are many ways to handle things in GURPS and it gives GMs a good foundation to work out options and come up with specific things to address their needs for their campaigns. So this is just one way to do it and by no means the only way and has not been play tested by me. But it’s a fun exercise and interesting idea, so here goes.

 

What System?

Book/Path Magic, Divine Favor, GURPS Magic, Realm Magic, Ritual Path Magic, Sorcery, Syntactic Magic and more exist. I think Book/Path is the best fit here. Default spells take longer to cast which can represent negotiating time. Divine Favor would be good if each spirit was a Patron or if they were taken collectively as a single Patron but this implies an existing good relationship.

 

Book/Path as Spirit Bargains

I think the Effect Shaping variation is best here, though Energy Accumulation could work too.

Effect Shaping means the result of the negotiation is from a single die roll. Energy Accumulation provides “energy” over a period of time and repeated rolls so could be more of a :slowly winning the spirit over” approach. I just recommend Effect Shaping as a cleaner and less convoluted method.

Ritual Magic represents a knowledge of spirits and rituals for entreating them for power. So we keep the core skill, perhaps elaborating on it for the setting and different cultures may have different specialties representing the difference between kinds of spirits.

 

What I would change though is the Paths or Books. Each Book/Path should represent either a specific powerful spirit (say a book for a named demon outlining common deals it is known to make) or a Path for a collection of related spirits (Fire spirits, ghosts, Djinn, Nature spirits, Fairie, etc.).

Assign and create new rituals to appropriate Book/Paths, many rituals will be in multiple paths as is the current case. In this case each ritual is pretty much a boilerplate contract for specific services rendered. The ritual may be all that is required of one or both parties or it may involve something more from one, especially the magician. Perhaps a sacrifice or promise to do something in exchange for the service provided by the spirit. This could lead to some interesting spells, though each spell would need some work by the GM to come u0p with just what the magician has to do to honor their side of the deal.

I would put the Fetish ritual into every Path and many Books though. Or rather a variation on it that only applies to the appropriate spirit. This represents a prearranged deal and allows casters to have some effects be very quick because the deal was already made.

Alternatively create a new ritual for this and charms are effectively tokens that trigger the already bargained for effects.

 

Using this in a Setting

I could see using this in a setting, though I would want to make up new rituals and outline spirits to help me formulate the Paths. My upcoming supplement GURPS Template Toolkit: Spirits as lenses for various types of spirits with a vey brief description of personality and other traits so that would help a GM using this system but ideally that GM would come up with more detail.

Monday, November 28, 2022

Review of GURPS Thaumatology: Age of Gold

 This is a small setting supplement. Set in 1930s earth it is described as a showcase for some rules in GURPS Thaumatology - specifically Book/Path magic.

I am not a fan of the title as it really is a setting and I think those looking for a setting could easily overlook it. And those looking for a new magic system will be disappointed as its mostly a showcase for a system in GURPS Thaumatology. It has some nice tweeks but no new rituals or rules. I think the reason for the title was that you need GURPS Thaumatology to use it. Besides Book/Path it uses Spirit Assisted magic, Alchemy, and includes pulp type supers with magic as the primary origin.

The emphasis is on alchemy but Book/Path magic is treated well and both are important to what is mostly a secret magic setting. This us a classic pulp genre setting, it can be played locally or with world travel to exotic locations. GURPS Mysteries, GURPS Places of Mystery, and GURPS Cliffhangers would all be great companions to GMs of this setting.

I really found this a fun read and a good pulp setting.

Monday, November 21, 2022

Book/Path Magic

Book/Path Magic is a system that first appeared in GURPS Third Edition. It appeared in GURPS Spirits, GURPS Voodoo, GURPS Castle Falkinstein, and possibly others. In Fourth Edition it was updated and published in GURPS Thaumatology.

It forms the basis of the GURPS Settings: GURPS Thaumatology: Alchemical Baroque and GURPS Thaumatology Age of Gold

The system has two major methods of working, Effect Shaping and Energy Accumulation and variations have been posted in some Pyramid articles as well as fan blogs.

As described it is based on spirit magic but it can be used in other ways.

Naruto is an anime that has shinobi who use various forms of "Ninjitsu" that can be replicated using Book/Path magic.

The Valdemar setting by Mercedes Lackey uses ley lines and is probably best modeled in GURPS using Book/Path Magic with the Energy Accumulation method.

Imperial Magic from Steve Brusts Vlad Taltos series could be modeled using Book/Path with the Effect Shaping version, its Witchcraft would likely use the Energy Accumulation model.