Ritual Path Magic Grimoire

The Following Rituals have been used during play. They are recorded here so we don’t have to create them over and over and over.

Amplify Sounds

Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 0 (×1).

A modified version of Far-Hearing (GURPS: Magic). The caster and anyone within his or her area of effect can hear any conversation that he can see, even at a great distance, or hear through solid objects totaling no more than six feet of thickness. They automatically make all Hearing rolls.

This Casting: Greater Sense Energy (2) + Duration, 10 minutes (1) + Range, 0-200 yds (0) + Area Of Effect, 3 yards (2). 15 energy (5×3).


Greater Stealth

Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).

This is a fairly advanced veil that hides the caster from sight as well as muffling the natural sounds he or she makes. It grants the caster a +9 bonus to Stealth rolls for the duration. We chose “Greater” since it is essentially two Lesser Transform Energy – Light and Sound.

This Casting: Greater Transform Energy (8) + Duration, 30 minutes (2). 30 energy (10×3).

GM Notes: Should have went ahead and made this two Lesser Transform Energies. That would have been less expensive. So the proper way to do this should have been: Lesser Transform Energy (8) + Lesser Transform Energy (8) + Duration, 30 minutes (2). 18 energy (18×1).


Ice Slick

Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 0 (×1).

Covers the floor or ground with a quarter-inch sheet of clear ice. Footing on this ice slick is very precarious. All close combat and melee attacks, and all active defenses, are at -3 on an ice slick. Other physical skills, including missile and thrown weapon attacks, are at -2. Even walking across an ice slick is usually difficult – in general, anyone attempting to walk or run across an ice slick must roll against DX-2 for every yard of distance he covers. If he fails this roll, he falls to the ice. He may, with another DX-2 roll, attempt to stand on his next turn. Spiked footwear negates all penalties on ice.

Ice slicks are very difficult to see. Anyone not actively watching the ground for ice must make a roll against IQ-3 to notice an ice slick before stepping onto it.

An ice slick will extinguish an area of normal fire that it overlaps, and vice versa.

This Casting: Lesser Create Matter (6) + Lesser Control Magic (5) + Area Of Effect, 3 yards (2) + Duration, 10 minutes (1). 14 energy (14×1).


Kinetic Energy Sap

Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).

Intended as a sort of magical “pillow” to cushion the fall of allies through a portal, this ritual absorbs kinetic energy and then transforms it into light. So it served a dual purpose when used in a lightless pocket of the Nevernever.

This Casting: Greater Transform Energy (8) + Area Of Effect, 3 yards (2) + Duration, 30 minutes (2). 36 energy (12×3).


Mage Sight

Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).

Detect all magical items in your field of vision. Each such item will have a glow or “aura,” similar to the aura of a living being. This glow is visible through clothes, armor, or up to 1/2” of solid material. The aura of a permanently enchanted item will be stronger than that of something under a temporary spell. Enchanted (or magical) beings also glow, though mages themselves do not unless they actually have spells on them at the moment. The aura may also give a clue to an item’s nature. On a good roll, for instance, fire spells will have a distinctive red glow, and evil items will somehow seem to have a “black glow” in their auras. A critical success with this spell lets the caster fully identify every magic item he sees. Note that this ability is essentially a more reliable version of the magical sense that comes with Magery 0 (p. B66).

This Casting: Greater Sense Magic (2) + Lesser Strengthen Mind (3) + Altered Trait, Detect: Magical Items (5) + Duration, 10 minutes (1). 33 energy (11×3).


Obscurity

Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 0 (×1).

The effect generates a skill modifier. Locations shielded by Obscurity give a penalty to Area Knowledge and related skills, and to Sense rolls required to find or enter the place (e.g., people walk past the odd house on the corner with-out even noticing it’s there, and tend to forget it even when it’s pointed out to them). Victims don’t get a roll to resist the ritual, but do have a chance to see or remember the subject – just at this penalty. This is a fairly common ritual – a “go away, pay no attention to this place” ward – that is not mentally invasive and as such, is not considered a violation of the Third Law of Magic.

This Casting: Lesser Control Mind (5) + Duration, 6 months (16) + Area Of Effect, 10 yards (8). 29 energy (29×1).



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Ritual Path Magic Grimoire

GURPS: Red Sky RigilKent