Rituals

  • Suspend Ritual
  • Mage Armor
  • Observe Energy
  • Manipulate Energy

Suspend Ritual

Penalty -2 (occasional, medium, some restrictions)
Time 30 minutes
Material Components Salt, glass, pure alcohol
Restrictions No item, single instance allowed
Allows the suspension of any ongoing magical effect. The target magical is in 'suspended animation' and does not have any effect or consume its duration time. The spell could still theoretically be detected through magical means (as a ghostly residue).
  • Only one spell can be suspended at any time
    • High skill may allow this to be overcome
  • Penalties for anything other than the mage's own rituals
    • Other mage's spells: -5 & resisted by target spell
    • Complex magical construct (golem): additional penalty -1 to -5 based on complexity
    • Permanent magic: -1 to -3
    • Pure magical sentient creature (elemental?): -5+ & resisted by will
    • Semi-magical sentient creature (vampire): impossible
  • May suspend other mage's spells, but at a -5 penalty and resisted by the target spell
  • Range penalties apply for the distance between the caster and the spell's area of effect
  • May include a condition to re-activate
  • May integrate into initial casting of a ritual, so that none of the target ritual's duration is consumed (add casting time)Suspend Ritual

Mage Armor

Penalty -2 (occasional, medium, no restrictions)
Time 20 minutes
Material Components Salt, iron, [group specific?]
Restrictions none
General defensive spell that resists hostile magic. Can be used to mask it's subject from detection spells as well. Effect varies, but usually acts as a penalty for spells directed against the protected subject or a bonus to resist (or both). The bonus/penalty is usually from the standard bonus table.

Typical Modes:
  • Standard: pick one of each group:
    • Detection, Hostile
    • Ritual Magic, Standard Magic, (un)Natural Magic
  • General (-2)
  • Specific (-2, Bonus = MOS+1)

Observe Energy

Penalty -2 (often, medium, many restrictions)
Time 20 minutes
Material Components Myrrh, prism, magnet
Restrictions Self only, no item
An extremely useful power. Allows the caster to see into the realm of energy, viewing all things magical. Allows detailed analysis of (with proper skill roll to interpret what's seen): magical spells, items, creatures, auras of creatures with magical potential, and anything related to magic.

Manipulate Energy

Penalty -4 (occasionally, high, no restrictions)
Time 30 minutes
Material Components Iron, crystal, magnet ($25)
A very powerful spell, this allows the caster to manipulate the energy realm, disrupting, modifying, and potentially controlling magical creations. Requires the caster to know the detailed structure of what he is manipulating, most likely through the observe energy ritual. If the caster knows the spell being manipulated, as well as the approximate parameters that it was cast with, then he may be able to work 'blind'. More complicated workings come with additional penalties: dispelling is the easiest, followed by very minor one-time changes, then progressing through complicated changes, and finally most difficult are dynamic changes (real-time control of a magical construct). Spells usually get a resistance roll against this ritual.

Magical Items: Items are a bit complicated with this spell, due to the interaction required by the mage. Items are usually mage-only for this reason, and have the normal observation requirement. The main utility of an item is quick casting. The basic operation (destroy/modify/control) must be determined at the time of item creation. All-purpose dispel items are theoretically possible: they are the equivalent of a magical black hole, and are very difficult to create in practice.

This topic: GURPS > WebHome > RitualMagicSystem > MetamagicPath
Topic revision: 26 Nov 2011, DamianSmall
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