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Mysticism in GURPS

Mysticism represents a wide variety of folk traditions and cultural practices around the manipulation of Astatorum that remain distinct from the gnostic tradition of thaumaturgy. In GURPS terms, mysticism uses the Path/Book magic, detailed starting on Thaumatology p.121. In storytelling terms, the actual practice of mysticism (and the terms used to describe it) can differ wildly between cultures, though it typically follows similar rules. Anyone is capable of learning a mystic tradition, though this requires significant investment of time and resources, as well as the availability of learning materials and/or instructors. In game terms, Magery cannot be purchased with bonus points; it can only be gained through study or practice. Magery(Mysticism) level is added to the effective skill for ritual rolls (per the "Magery Adds to Rituals" optional rule on Thaumatology p.123).   Mysticism uses the Effect-Shaping system, and traditions of mysticism are based on Paths, not Books. A mystic adept needs the Magery(Mysticism) advantage in order to gain any significant talent with the practice, though individuals without Magery can perform rituals at a -5 to their ritual skill rolls (per the "Limited Non-Mage Ceremonies" optional rule on Thaumatology p.123). Magery(Mysticism) represents a character's background in a mystic tradition and a deeper understanding and connection to its working.   All mystics require the Ritual Shaping skill (functionally the same as the "Ritual Magic" skill mentioned in Thaumatology p.125), with their tradition as a specialty. The tradition will depend on the character's culture and/or background, and it will determine the Paths and rituals that they have access to. This skill serves as a prerequisite to Path skills, as well as a cap to the levels of those skills (no Path skill can be higher than an adept's Ritual Shaping skill).

Ritual Elements

Rituals have three elements: time, ritual space, and material/symbolic components. Some mystics are capable of reducing one or more of these elements (perhaps with the Path Adept advantage), but most of the time, a Ritual cannot be performed successfully without all three. Penalties or bonuses are given to ritual skill rolls for the quality of these elements, as well as for the parameters of the ritual being performed. The total of all bonuses can not exceed +15, disregarding penalties (for example, if the sum of all bonuses for a ritual would be +20 and the sum of all penalties +8, the effective modifier would be +7).

Time

Rituals have a listed time that represents the usual amount of time to perform them, though this can vary. Most rituals fall between 10 minutes and an hour, though some particularly potent rituals might last much longer. There are several ways that the time a ritual takes can be changed by a mystic, detailed on Thaumatology p.127.

Space

Performing a ritual generally requires a space that has been prepared by the mystic, per their tradition.
  • An unprepared space or a space that is "unfriendly" to the mystic or their tradition (GM's discretion) gives a -5 to skill.
  • A hastily prepared space (1d minutes of prep and a relevant skill roll) gives a -1 to the next ritual (then reverts to unprepared).
  • A properly prepared space (1 hour ceremony per day for a week and a relevant skill roll) provides no penalty or bonus.
  • A space that is culturally or symbolically attuned to the mystic's tradition may give between +1 and +5 to skill.
  • A space where the Veil is particularly weak may give between a +1 and +5 to skill but can also make rituals more unpredictable and dangerous

Components

There are two types of ritual components: material and symbolic. Both are required for a ritual to function, and the quality and effort put into the components can provide bonuses to skill (or penalties, if the components are shoddy).   Material components are physical items needed to perform a ritual. These depend largely on a mystic's tradition, but they are generally relatively cheap. However, more powerful rituals may require more obscure and difficult to acquire materials. For example, a tradition might require all rituals to involve the burning of incense and the use of a particular symbolic focus, such as a wand. More appropriate and meaningful materials should provide a bonus but require some amount of effort to acquire. The bonus comes from the focused intention and belief of the mystic!   Symbolic components are representations of the intention and target of the ritual. They may be physical items or intangible concepts, such as a level of familiarity with the target or knowledge of a particular subject. For example, a ritual to cause rain might require that the mystic have a level of familiarity with the science of weather, but if they do not, the mystic could replace this with an object symbolic of rain. For rituals that require a resist roll, having a close degree of familiarity with the target or something symbolically linked to the target is incredibly important. A ritual can take hefty penalties if the symbolic components are insufficient, but particularly appropriate symbolic components can give strong bonuses. This generally follows the guidelines for sympathy and contagion on Thaumatology p.243-246.

Ritual Parameters

The intentions of a mystic when performing a ritual should be established as specifically as possible before beginning the ritual, so the GM can set the parameters. In many cases, the GM will apply secret modifiers when the mystic is not aware of one or more variables that could affect their ritual.

Multiple Targets

Rituals affecting multiple targets use the modifiers from the Multiple Targets Modifiers Table on Thaumatology p.243. It may be difficult to acquire symbolic components that sufficiently cover larger groups of people, giving additional penalties. Group defenses and resistance rolls follow the rules on Thaumatology p.130.

Area

Rituals affecting a specific area use the Area Effect Modifiers on Thaumatology p.242. Generally, "personal effects" such as curses and blessings should use multiple target rules, not area. This is up to GM discretion. The symbolic components for area rituals might be representative of the targeted area, as well as the intentions of the ritual.

Type of Target and Astatomatic Resistance

Some targets may have resistance to Astatomatic effects. These targets both apply their resistance as a penalty to the ritual skill roll and receive their resistance as a bonus to resist the ritual effect.

Duration

The duration of a ritual's effect applies modifiers based on the Duration Effect Modifiers Table on Thaumatology p.243. Mystics can also perform "conditional" rituals, where the effect only activates when a certain condition is met. The duration of the effect starts counting down at that point, rather than when the ritual is first performed. However, conditional rituals also require another ritual skill roll when the condition is met, with all the same modifiers, to determine the impact.

Range

Rituals cast over longer ranges apply modifiers based on the Long-Distance Modifiers on Basic Set p.241.

Damage

The damage dealt by a ritual is generally determined by the margin of success of the ritual skill roll.

Healing

The healing done by a ritual is generally determined by the margin of success. However, healing using Astatomatic energy is unreliable and is generally either temporary or carries dangerous side-effects.

Complexity

Rituals with a high level of compelxity or that require many different components and commands may apply a modifier based on the Multiple Constituent Modifiers Table on Thaumatology p.243. In some cases, mystics might need to split an effect between multiple rituals, if that would be kmore appropriate.

Other Rules

  • Critical failure on a ritual skill roll requires a roll on the Mysticism Critical Fail Table, rather than the normal spellcasting critical fail table.
  • Rituals are easier in areas where the Veil is weaker. Skill rolls related to shaping get bonuses from +1-5 in such areas. However, the results may be more unpredictable or dangerous.
  • Non-mystics can assist in rituals, using the rules for "Acolytes" on Thaumatology p.129.
  • Multiple mystics can collaborate on a ritual, using the "High-Powered Collaboration" rules on Thaumatology p.132-133.
  • The sacrifice of sapient beings is a powerful component of a ritual. Apply a bonus to the ritual skill roll equal to half the modifier from the Multiple Targets Modifier Table on Thaumatology p.243, with a minimum bonus of +1. This bonus does not count against the normal +15 maximum. The sacrificed individuals must be unaware, unresisting, or helpless for this bonus to apply. Sacrifice is incredibly powerful, but it comes at a high cost. Treat any ritual where sacrifice is performed as if the mystic got an 18 on the critical fail table, even if they succeed at the skill roll (the effect still proceeds as normal for whatever result they get). Extreme sacrifices may have even more dire consequences, at the GM's discretion. This practice is anathema to some traditions; a significant penalty may be applied in those cases, though the bonus is still applied.
  • Sacrifice of non-sapients may still provide bonuses, but this is based on the rules for material/symbolic components and depends on the mystic's tradition.

Example Traditions

Asa'ţūl

The Khalgeshi Asa'ţūl express their practice of the transcendental arts through communion with the spirits of their ancestors.
Paths:
  • CHOOSE


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