Powers: Ritual Casting
All right, I have been meaning to write
something like this for a long time, but have never gotten around to it. And
this is a requested topic as well! So I should stop being lazy, and do it. You
probably know that I am an advocate of magic-as-powers, but one of the things
magic-as-powers struggles with is powerful rituals that require a lot of
preparations. Sure, it is possible to stat up most of them, but they will
probably be prohibitively expensive for purchase (or even hardcore
improvisation, if you are using Sorcery). GUPRS
Supers has rules for one-use powers spread out across the supplement. Those
require the Ultrapower advantage that is something akin to Quick Gadgeteer, but
for abilities. That is close to what I am looking for – one-use rituals, every
one of which must be invented from scratch. However, Ultrapower and GURPS Supers assume an adaptation of the
Quick Gadgeteering rules. Let us try to downgrade them to non-Gadgeteering one-use
powers and see if the result is satisfactory. The aim is to emulate things like
ritual magic from Dominions or elven
high magic from Forgotten Realms.
We are going to use the New Invention rules as
the base (p. B472). If you do not want everyone to be able to use these,
consider the Extra Option (Ritual Casting) perk or something like Unusual
Background (Elven High Mage) [10].
Required Skills
For most arcane spells, this is Thaumatology.
For divine spells, this is Religious Ritual. For blood spells, this is Ritual
Magic (Blood Magic), and so on.
Complexity
This is difficult. My suggestion would be to
stat up the ritual as an ability, then look at its point cost and compare it to
the cost of your Sorcerous Empowerment (or your most expensive ability of that
power, if you are not using Sorcery). The ritual must fit thematically (and be
within the scope limitations of Sorcerous Empowerment, if there are any).
Simple – up to 100% of the most expensive
ability’s full cost.
Average – up to 200% of the most expensive
ability’s full cost.
Complex – up to 300% of the most expensive
ability’s full cost.
Amazing – up to 400% of the most expensive
ability’s full cost.
This is all a guesstimate, but I can see
spellcasters combining their powers to produce more powerful effects.
Concept
No changes at all.
Prototype
Since this is a one-use power, the prototype is
the end result, there is no testing, debugging, and production. This requires
another roll against the Required Skill with all the listed modifiers. The roll
requires 1d-2 days if the ritual is Simple, 2d days if Average, 1d months if Complex,
or 3d months if Amazing. Divide time required by the number of skilled people
(20+ in one of the required skills) working on the ritual. Minimum time is
always one day.
The
facilities required to perform the ritual cost $50,000 if the ritual is Simple,
$100,000 if Average, $250,000 if Complex, or $500,000 if Amazing. Usually this
is a laboratory or a specially attuned place of power. Collecting material
components that might be used up in the ritual often calls for a quest! Divide
costs by 10 if the caster has appropriate facilities left over from a related ritual
of equal or higher complexity.
Ordinary success means that the feat
is accomplished, but costs additional
Fatigue Points equal to the character’s FP score, leaving him at 0 FP or less.
Success by two or less means that the character’s power may be crippled, as
discussed on p. 156 of GURPS Powers.
On a critical success, the attempt costs an additional
1 FP for a Simple ritual, 2 for an Average ritual, 4 for a Complex ritual, or 8
for an Amazing ritual. On a failure, the ritual falls short of the desired
effect. On a critical failure, it has disruptive side effects. Use the appropriate
critical failure table, either rolling or picking an effect that fits the
situation.
Most rituals will have flaws. Critical
success on the roll means there are no flaws; success by three or more gives
1d/2 minor flaws; and any other success gives 1d/2 major flaws and 1d minor flaws.
Minor flaws are annoying, but not critical. Major flaws are catastrophic to the
function of the ritual – and sometimes to the user as well! Quite often the flaws
can be exploited to reverse or dispel the ritual.
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