Glasstown has a few different sources of supernatural ability available to player characters. Two of them both use GURPS Thaumatology Ritual Path Magic.
Ritual Magic
Ritual magic is spirit mediated: casters invoke spirits which
then carry out tasks. This is true both for settler thaumaturgy and nimerigar
shamanism. These traditions differ in that thaumaturgy binds and commands
spirits and shamanism negotiates with them.
Common Features:
·
Energy-gathering ritual path magic
·
Fairer bonuses and penalties (How to be
GURPS GM Ritual Path Magic p. 4)
·
Buffing Spells Stacking Limit (How to be
GURPS GM Ritual Path Magic p. 7)
·
Spell Familiarity (How to be GURPS GM
Ritual Path Magic p. 7)
· Magic is a well-known established technology. Safeguards and countermeasures against magic are ubiquitous
·
Enchanted Items use the rules in GURPS
Thaumatology Ritual Path Magic, for protected and unprotected items.
However, there is a market for items, sold unprotected. Such items are
priced using GURPS Meta-Tech (but still cost points for
attunement). Additionally,
casters can produce spirit-fetishes which have the advantage of not
requiring attunement but with the drawback of being somewhat willful (also priced using
· In addition to desecrated areas there are also insulated
areas. Rolls to gather ambient energy are at -5. This does not
affect tapping into energy sources or the final casting roll. Places of power cannot
exist in an insulated area.
· Iron (including mixtures like steels) is a spiritual insulator. Iron resists all magic (despite being inanimate) and iron objects cannot be enchanted. Areas completely surrounded by iron are desecrated and areas mostly surrounded by iron with gaps are insulated. This is why the expansion of the railroads has rendered much of the East insulated.
· Orichalcum and living things are spiritual conductors (as is the obsidian of the Black City). A forest grove or an orichalcum ring inside an insulated zone creates a space that can be then consecrated or become a place of power. Orichalcum (and Black City Glass) objects also get resistance rolls against hostile magic and can be enchanted.
Thaumaturgy
The magical tradition brought out of Doomed Lantis by the
colonists, thaumaturgy largely uses ritual path magic as written. Thaumaturges use Thaumatology as their core skill. The path
names are based on those of the old gods (a remnant of the religious origins of
secular magic):
Paths of Magic:
·
Path of Body (Apollo)
·
Path of Chance (Tyche)
·
Path of Crossroads (Hermes)
·
Path of Energy (Zeus)
·
Path of Magic (Hecate)
·
Path of Matter (Poseidon)
·
Path of Mind (Athena)
·
Path of Spirit (Psyche)
· Path of Undead (Hades)
When thaumaturgy botches, the spirits escape control and wreak havoc. Spirits released by a thaumaturgical botch are commonly called “demons”.
Thaumaturges that are also invested by the Black Pharaoh can use the rules for Divine Favor (“Alternative Ritual Path Magic”, Pyramid #3/66: The Laws of Magic p. 5).
Shamanism
The native magical tradition of the nimerigar works by
negotiation and bargaining. This results in the typical shaman bound into a
system of ritualistic behavior to appease spirits in exchange for safer
critical failures. Practicing nimerigar shamanism is one of the cultural
practices that eventually will transform the practitioner into a nimerigar. Shamans use Ritual Magic as the core skill.
On a critical failure that would
normally result in a botch, the magician makes a reaction roll for the spirits
(or an Influence Roll if they have Medium and Spirit Empathy).
·
Disastrous The botch occurs with triple
(rather than double) the energy gathered. The shaman loses the use of both
Magery and Ritual Adept for at least 1d days. After this period they may
attempt a purification ritual. This requires a successful Ritual Magic roll at
-10 and 1 hour. The shaman can improve their odds by taking extra time (B346),
bribery by permanently sacrificing valuables (use the modifiers for Money
Talks p. B44), and by swearing elaborate oaths (each -5 in new Vows gives +3
to the roll). On a failure the shaman must wait another 1d days before trying
again and on a critical failure they suffer another botch of equal magnitude!
·
Very Bad The botch occurs with triple the
energy gathered and the shaman loses the use of Magery and Ritual Adept for 24
hours.
·
Bad The botch occurs normally and the
shaman loses Magery and Ritual Adept for 24 hours.
·
Poor The botch occurs normally.
·
Neutral The ritual fails without
botching. All energy gathered is lost.
·
Good: The shaman accumulates 1 point of
energy and the spell is quirked, just as if the roll had failed.
·
Very Good The shaman accumulates 1 point
of energy as though the roll had succeeded by 0
·
Excellent The shaman accumulates 1 point
of energy (as if a success by 0) and the next gathering attempt takes only 1
second (as for a critical success).
Shamans must take Stable Casting, Fickle +30%, and Pact,
Disciplines of Faith (Ritualism) -5% on both Magery and Ritual Adept.
Nimerigar cosmology divides the universe
differently from thaumaturgy, with six path skills.
Shamanistic Paths
·
The Manitou Path: Magic, incorporeal
spirits.
·
The Between Path: travel, gates, and
corporeal spirits (like themselves), foreign faeries (including tommyknockers).
·
The Vision Path: past, future, chance,
dreams, divination, knowledge
·
The Lower Path death, decay, ancestor
spirits, the undead
·
The Middle Path cycles, matter, nature,
plants, animals, humans and other non-fae colonizers
· The Upper Path creation, energy, mind and consciousness.
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