
However, depending upon how the GM wishes to use ritual magic in his campaign, other VH skills are possible. Ritual magic is dependent upon a single "core skill." This skill must be Very Hard, and is usually Ritual Magic (p. However, both are considered magic for the purpose of spells and other effects, so a Pentagram inscribed by an adept would guard against a demon summoned by a wizard, and a wizard could use Remove Curse to restore someone turned to ice by an adept. If they do, then they are learned completely independently of each other, so, for example, normal Magery does not add to path scores, and levels in ritual spells cannot be used as prerequisites for wizardry spells. It is up to the GM to decide if wizardry and ritual magic exist together in his campaign. As with wizardry, no one who possesses Magic Resistance or Mana Damper may perform ritual magic. It is affected by mana levels, as well as advantages such as Magic Resistance, Mana Damper, and Mana Enhancer.

The default assumption in this article is that ritual magic derives from mana just as wizardry does. Any magic rule not discussed here functions as described in Magic (such as how distraction affects spell-casting). This section discusses all the changes between Ritual Magic and the "wizardry" of the normal GURPS magic system. It was inspired by the ritual magic rules from Spirits, but treats ritual magic as a modification to the system in the Basic Set and Magic instead of as a completely new set of rules. This article explores the principles and techniques of the ritual spell-caster (who is called an "adept" in order to differentiate him from the wizard of the core magic rules). It mentions "ritual magic," though only in describing how "ritual wizards" learn their spells in a different manner than normal wizards, not going into any detail about how performing these rituals is different from high fantasy wizardry.

Magic gives detailed information on a magic system appropriate for high fantasy campaigns where wizards throw fireballs and shatter castle walls, performing miracles by saying a couple of words of power and making a few cryptic gestures.

Ritual Magic for GURPS Fourth Edition by Bevan Thomas
