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Thursday, 25 December 2014

Off Topic: More RPM Rituals

Here are some more write-ups of Ritual Path Magic spells - a sequel to this post.

Some have been critiqued on the official GURPS forums, edited and smartened up, sometimes by Christopher R. Rice of the Ravens 'n' Pennies blog. Some, however, have not - so you may approach these write-ups with caution.

Reveal Cosmic Truth
Spell Effects: Greater Destroy Mind.
Inherent Modifiers: Altered Trait, Chronic Depression.
Greater Effects: 1 (x3).

This spell crushes the will to live of the subject and makes her constantly miserable (the name is a rather cynical and creepy choice by a master adept). For the duration of the spell (one week, by default), the subject suffers the Chronic Depression disadvantage (B126) with a Self-Control number of 12. By default, the subject must within 10 yards of the caster for this spell.

Typical Casting: Duration, 1 week (9) + Altered Trait, Chronic Depression (12) (3) + Greater Destroy Mind (5) + Range, 10 yards (4). 63 energy (21x3).

Cleanse Ignorance
Spell Effects:
Lesser Strengthen Mind.
Inherent Modifiers: Bestows a Bonus, +5 to a single mental skill.
Greater Effects: 0 (x1).

For the duration of the spell (a hour, by default), the subject (either the caster herself or touched by the caster, by default) receives a +5 bonus to a single mental skill chosen by the caster at the moment of casting (although as per the limits on Stacking Spells (Thaumatology: Ritual Path Magic page 15), this skill cannot be Thaumatology or a Path Skill).

Typical Casting: Lesser Strengthen Mind (3) + Bestows a Bonus, +5 to a single mental skill (16) + Duration, 1 hour (3). 22 energy (22x1).

Enchant Army of Hell
Spell Effects:
Greater Transform Body.
Inherent Modifiers: Altered Traits, increased ST, increased DX, DR and Terror (Always On).
Greater Effects: 1 (x3).

This horrid spell (said to be discovered or invented in medieval Japan) allows a bunch of fighting men to temporary become demonic parodies of themselves and gain gruesome combat prowess. It requires a katana that has been bathed in human blood for 24 hours to be wielded by the caster, who will suffer backlash in the form of -2 IQ penalty for a minute and may roll Will once per minute after that to recover. Both the caster and the subjects will suffer a Fright Check when this spell is casted (and if the rules for Stress and Derangement from GURPS Horror are being used, this is a Sanity-Blasting Fright Check).
The subjects within the area of effect (10 yards here) will, for the duration of the spell (10 minutes here), be transformed into twisted and powerful semi-demonic warriors, granting them +5 ST, +2 DX, DR 8 and the Terror (B93) advantage (on sight) with the Always On limitation.

Typical Casting: Area of Effect, 10 yards (8) + Duration, 10 minutes (1) + Altered Traits, +5 ST, +2 DX, Terror (Always On, -20%) and DR 8 (154) + Subject Weight, 300 lbs. (3) + Greater Transform Body (8). 522 energy (174x3).
Note: Non-resistable -2 IQ damage backlash to the caster (-10%), required materials of a katana bathed in human blood for 24 hours (-22%) and a non-resistable Fright Check (-20%) backlash for both the caster and the subjects makes for a total energy reduction of -52%, to 251 energy.

Ether Purge/Power Drain
Spell Effects:
Greater Destroy Magic.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

The subject of this spell must resist or have her mana reserve emptied - the subject must be within range of the caster (by default, 10 yards).

Typical Casting: Greater Destroy Magic (5) + Range, 10 yards (4). 27 energy (9x3).

Escape the Grasp of the Reaper
Spell Effects:
Lesser Strengthen Body.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

For the duration (by default, 6 months) of the spell, the target does not age.

Typical Casting: Lesser Strengthen Body (3) + Duration, 6 months (16) + Subject Weight, 300 lbs. (3). 22 energy (22x1).

Dormant Undeath
Spell Effects:
Lesser Create Undead.
Inherent Modifiers: Duration + Duration + Subject Weight.
Greater Effects: 0 (x1).

The subject of this curse, if not resisted, will be doomed to rise again as an undead creature (a zombie, by default) once killed if within the duration of the spell (12 hours, by default). Once animated, the zombie lasts for a secondary duration (1 day, by default). The spell itself does not cause any damage to the subject, nor will it control the resulting undead creature - but that is good enough to make a deployable monster out of an easily killed enemy to create chaos in the opposition ranks. A Greater Create Undead effect would work for a Wight, Crimson Head or Vampire.

Typical Casting: Lesser Create Undead (6) + Duration, 12 hours (6) + Duration, 1 day (7) + Subject Weight, 300 lbs. (3) + Range, 10 yards (4). 26 energy (26x1).

Find the Heart
Spell Effects:
Greater Strengthen Matter.
Inherent Modifiers: Bestows a Bonus, all attack and damage rolls with the melee weapon.
Greater Effects: 1 (x3).

This spell is cast upon a melee weapon. It provides a bonus of +3 to all attack and damage rolls with the ensorcelled melee weapon for the duration of the spell.

Typical Casting: Greater Strengthen Matter (3) + Subject Weight, 30 lbs. (1) + Bestows a Bonus, +3 to attack and damage rolls with the melee weapon (20) + Duration, 10 minutes (1). 75 energy (25x3).

Disable Firearms
Spell Effects:
Lesser Destroy Matter.
Inherent Modifiers: Area of Effect.
Greater Effects: 0 (x1).

All ammunition loaded into any sort of firearm is rendered inert by this area effect (20 yards radius, by default) spell - including the caster's own loaded firearm, if an exception is not made (a caster could simply not load the gun before casting, or attach a charm to the gun that undoes the spell). Loading the gun with new ammo would fix the problem, but NOT immediate action, as the problem is not a jam but a bullet defect. This is a great spell for a charm or conditional trigger, set to go off if the caster is threatened with a gun.

Typical Casting: Lesser Destroy Matter (5) + Subject Weight, 10 lbs. (0) + Area of Effect, 20 yards radius (12). 17 energy (17x1).

Recall to Arms
Spell Effects:
Lesser Sense Matter + Lesser Control Magic + Greater Create Crossroads.
Inherent Modifiers: Speed.
Greater Effects: 1 (x3).

This conditional spell marks a weapon, typically an one-handed one like a pistol or fencing sword, so it may be teleported to the caster's hand, ready to use (one-handed, remember?), when the command phrase is spoken within 100 yards of the weapon. This teleportation takes two seconds - one to form the gate and another to transport the weapon.

Typical Casting: Lesser Sense Matter (2) + Lesser Control Magic (5) + Greater Create Crossroads (6) + Subject Weight, 10 lbs. (0) + Range, 100 yards (10) + Speed, 100 yards/second (10). 99 energy (33x3).

Tuesday, 25 November 2014

Bonus Content: Hidden Blades Lieutenants

The third level of the Hidden Blades leadership is called the Lieutenants - they are all veteran agents, typically recruited into the organisation during the first year of its existence and trained in the signature magical style and their standard combat doctrine. Each one answers directly to the Masters and the Grandmaster, offering their advice to them when relevant and taking orders from them in turn. They sometimes undertake solo operations, but usually handle teams of lower ranked agents. Otherwise they are assigned to the duties of training agents, recruiting, and making reports.

Below them on the totem pole are less experienced agents and fresh recruits, each technically sharing the same minimal status and none of which have any formal clout with the official commanders (although individual reputations of an agent certainly factor in).

While any one Lieutenant makes for a decent PC, Patron or Enemy in your campaign, I have described several below for the purpose of giving the GM a better look at the guts of the organisation. Many of them are Korean or Greek women, of a military or criminal background. Plenty were already skilled in combat before being recruited.

Notable Traits All Lieutenants Have

General Power Level: 250-350 points.
Attributes: DX 12; HT 11.
Advantages: Social Regard (Feared); Magery 3; Combat Reflexes; 30 points spread across levels of Rapid Magical Recovery, Increased Threshold and Safer Magical Excess; Wealth (Comfortable).
Perks: Hidden Status (Hidden Blades) 1; Magical Style Familiarity (Hidden Blade of the White Adversary); Fighting Style Familiarity (Dagger Fighting).
Disadvantages: Secret (Assassin); Duty (Watchtower, Extremely Hazardous, 6 or less).
Skills: Knife-15; Stealth-15; Holdout-14; Thaumatology-14; Thrown Knife-14; Innate Attack (Projectile)-15; Tactics-13; Fast-Draw (Knife)-15.
Spells: All required spells of the magical style at the 1 point level, and another 25 spells of the style at the 1 point level.

Other notable traits will be noted per description, although it should be noted that plenty of other important traits will not be explicitly spelt out. For example, most of the character's combat skills, knowledge skills, spells and so on. The GM will fill these out if the NPC becomes important to the campaign - especially if actually fighting the PCs.

Lt. Bridge

The promise of full healthcare supplied directly to her sick family provided her with a good motivation for hitching her wagon to the Hidden Blades. Her solid belief in Watchtower ideology also 'softened the blow' of her harsh and depressing duties. Today's Lieutenant Bridge, however, has quietly embraced the perks of the job - respect, fear, a swanky penthouse apartment, 'gifts' of stylish clothing from upper class boutiques, free meals - as another motivating factor for serving the order. She doesn't like the violence, but that's ALL she really doesn't like about the job. She has respect for her superiors in the order - with no clue about the Masters' treacherous thoughts or the Grand Master's flaws. She thinks they are all patriotic and skilled professionals, doing their duty for the Tribe without fear or malice.

Notable Traits: Dependants (Family); Sense of Duty (Hidden Blades); Selfish (15); Debt 7; Greed (15); Carousing-14; Guns (Rifle)-14; First Aid-14.

Lt. Crest

Despite a relatively happy 5-year marriage to a honest man and hitting the age of 46 just last month, she still indulges her lust on a casual basis with strange men who are impressed/intimidated by her Hidden Blade connections - a bad habit that refuses to die, or make her die. She fully supports the idea of turning the Hidden Blades towards pure espionage and away from assassination (she believes the current political situation is better suited to intelligence gathering rather than targeted killings), when it gets discussed - just one of many reasons why she feels the Masters are inept leaders compared to the Grand Master. She knows little about any of her superiors as people - 'just that' the Grand Master is a badass and the Masters are bossy weirdoes who lack focus.

Notable Traits: Appearance (Very Beautiful); High Pain Threshold; Lecherousness (12); Dependants (Family); Streetwise-14; Sex Appeal-18; Karate-14; Pickpocket-14; Sleight of Hand-15; Throwing-14; Poisons-14.

Lt. Vertigo and Lt. Air Raid

Vertigo'll be in a wheelchair for some months until finally healed by the appropriate healing spell, so her fellow Lieutenant is tasked with her care - both are effectively 'on the bench' when they aren't attending the usual meetings with the Master and Grand Master.
Vertigo privately feels resentment towards the Grand Master - in her opinion, her current condition is an indirect result of his substandard leadership and he does not afford his subordinates enough respect and agency in the field, undermining the effectiveness of all operatives. If she ever found out about the Masters' plans to replace him, she'd quietly sit back and hope that such efforts would succeed, waiting to toss full support behind it only once it was clear that it could probably work out.
Air Raid, meanwhile, thinks neither the Masters or the Grand Master is cut out for the top job - she's got one foot out the door and her plane tickets are kept current. Although loyal enough to do her job properly and serve the First Citizen faithfully, she still feels cynical, bitter and burnt-out at times, thanks to bad experiences with past operations.

Notable Traits (Vertigo): Appearance (Ugly); Jealousy; Paraplegic; Guns (Rifle)-15; Intimidation-17; Camouflage-14.
Notable Traits (Air Raid): Appearance (Attractive); Paranoia; Guns (Pistol)-16; Traps-14; Wrestling-14; ST 13.
Notable Traits (both): Bad Temper (12); Callous; Poisons-13; Observation-14.

Lt. Pinnacle

She is a die-hard hero worshipper of the Grand Master, and feels the Masters are cool enough on their own. As a company woman, she is against the proposal of having the Hidden Blades focus more on peaceful espionage rather than assassination - it would betray their principles, embolden their enemies and dishonour their sacrifices! Worse of all, it would costly, ineffective and expose agents to more unnecessary danger.
Perhaps not surprisingly, she is considered the least reasonable and most disliked of all the lieutenants in the order - she has a reputation for high body counts in the field and being generally quick to anger.

Notable Traits: Appearance (Attractive); Bloodlust (9); Callous; Bad Temper (9); Sense of Duty (Hidden Blades); Guns (Pistol)-14; Fast-Draw (Pistol)-15.

Lt. Quattro

He's a bit of dandy, always trying on flashy and expensive outfits when he can get away with it. The youngest of the Hidden Blade Lieutenants wears his smile the same way he wears his clothes - as a bright distraction from his true nature as a born backstabber. Outwardly cocky, vain and boyishly snarky, the inner workings of his mind make for a complex machine of intuition, one that is capable of computing lateral solutions to delicate problems with brutal speed. Many have thought him a childish fool, and died surprised.
He is, of course, quite aware of the Masters' growing distrust of the Grand Master and their fantasies of mutiny - not to mention most of the Grand Master's personal issues. Quattro simply plays dumb and ignores these...variables as best he can - he figures that nothing too bad will come of it and bringing it to light will probably just backfire (on him, most of all...), so why rock the boat? He has no personal loyalty to the brass, just Watchtower, the mission of the Hidden Blades and the First Citizen.

Notable Traits: IQ 14; Intelligence Analysis-14; Psychology-15; Detect Lies-15; Fast-Talk-14; Acting-14; Appearance (Handsome); Odious Personal Habit (Gaudy Fashion Sense); Overconfidence (9).

Sunday, 26 October 2014

Bonus Content: Stess and Derangement

If the GM wishes to focus the campaign on grim moral compromises, the fragile state of a mage's grip on reality and the brutally gruesome elements of both the occult underground and the Dreamlands, perhaps the best way is introduce the character's mechanics representing their mental health.

See GURPS Horror pages 141-142 for details on Stress and Derangement.

Living on the fast track to power through magic or maintaining the Masquerade could require a Mage to do awful things - crime, deception, coercion and self-degradation. Committing immoral acts may require Will rolls, with bigger penalties to this roll the more awful the act is. -1 for deliberately verbally abusing an loved one or burning down a house to get rid of some evidence, -3 for mind controlling someone into badly hurting themselves or cannibalising the dead, -5 for deliberately summoning a demon or murdering a police officer, for instance. Failing the Will roll will cause the PC to gain Stress (although they may still perform the action); -1 Stress on a normal failure and -3 Stress on a Critical Failure.

Sanity-Blasting Fright Checks should generally be used for magical or otherwise unnatural stimuli - monsters are an obvious example. Mundane causes of Sanity-Blasting Fright Checks would have to be especially gory (a huge explosion reducing your entire extended family into red mist) or a severe personal violation (being raped by someone you trust with your life). Certain types of magic - Necromancy and Gate stuff, mostly - could also be harsh enough to behold, for the first time, at least. Learning of the existence of magic and the Dreamlands might also count as a particularly traumatic revelation, shocking the character's view of reality to its core. A punishing GM may judge that Mania checks, suffered by Cabalists coming into contact with alien spell doctrines, are ALWAYS Sanity-Blasting Fright Checks.

The GM may require Arch-Mage PCs (Magery 4+) to start the campaign with Derangement scores already increased, reflecting the inherently risky nature of magical power and the turbulent lifestyle of the powerful and politically active adept. A good rule of thumb is -1 Derangement for every level of Magery above 3 and for every 20 points spent on spells and magical powers (not including Magery, Increased Threshold, Rapid Magical Recovery and other indirect 'magical' traits). Raw insight into the complexities of mana often corrodes psychic well-being, you see.

Sidebar: Why Go Crazy When You Already Live There?

Plenty of the NPCs detailed in Chapter Four may have already accumulated Derangement during the course of their lives (those not mentioned here have no Derangement currently - or weren't given a full write-up). The GM should judge them to have variable levels of Stress, and - as of the start of their campaign - to have the following Derangement scores (barring predetermined plot events the GM has judged to have happened, which would have raised or lowered Derangement);

The Destroyer: -7/-14
Agrippina: -1/-14
Zero Hour: -9/-13
Gilgamesh: -2/-13
The Undying: -2/-13
The Unholy: -4/-14
Legion: -1/-14
Strider: -3/-13
Nemesis: -5/-15
Panopticon: -2/-16
Face: -4/-14
Heresy: -6/-16
Deep Breath: -4/-14
Laughing Midnight: -4/-13
THX-1138: -2/-14
BFG-4444: -2/-13
NJY-2807: -1/-13
MJ-05: -7/-15
MJ-09: -5/-14
MJ-11: -1/-14
MJ-03: -3/-13
Megumi Saiga: -3/-13
Boudicea: -1/-11
Agent IRVING: -8/-11
Texas: -2/-11

Thursday, 16 October 2014

Bonus Content: More Public Service Announcements from the Panopticon

This Bonus Content post is pure background fluff - a bunch of in-setting monologues delivered by a NPC. The NPC in question is the First Citizen of Tribe Watchtower giving speeches and announcements over the public intercom of the Watchtower Administration. It's meant to be used by GMs as an example of setting flavour; the background noise of Tribe Watchtower's capital city that gives the players some idea of The Panopticon's personal style (a Chekhov's Gun for when the PCs are visiting that city, or are there as residents and citizens). Note that most of these announcements would be in Greek (her native language and a common language in Watchtower territory) or Korean (another common Watchtower language) originally, with translations into other languages (i.e. English) by assistants following the original. Watchtower territory that is not the capital would not be receiving as many announcements from the First Citizen per day - and the announcements they do recieve would be considerably more formal and urgent (i.e. mana storm warnings). CONTENT WARNING: Language, some violent imagery, comic mischief.

"Citizens of Watchtower, today is the birthday of 349 citizens! Congratulations for surviving another year and we look forward to many more! Just another reminder that my administration, my people and I care deeply for your health, safety and prosperity - in a strictly platonic sense, of course. Mostly."

"I'd like to publicly ask any Citizens of Watchtower who are living in the buildings opposite my office to please exercise discretion while going about your daily business. I can see right into several rooms through their open windows. Getting...kind of sick of inadvertently spying on your extremely unimpressive lives. Especially you, chick with the green headband. Put some clothes on for an evening, or close your damn curtains. Thanks."

"Citizens of Watchtower, please let me remind of some regulations regarding your automobiles. Please do not park in the red zone. We will tow your car, and send you the parts in a box."

"A lost child - a 9 year old boy - has been found and is awaiting his mother at the front desk for pick-up. He's looking right at me right now...staring at me...Please come and pick him up now, I'm feeling a little creeped out by him right now...He's smiling at me now. Why is he smiling...?"

"For the vandal who used a green marker to scrawl a poem on the right wall of the ground floor female toilets, I'd like to remind you that accusing your First Citizen of engaging in bestiality is technically a seditious act. However, I will overlook your crime this time, if you'd just take a fucking poetry class and learn what iambic pentameter is. Fucking tool..."

"Citizens of Watchtower, please cut it out with wiping your nose on official documents. Ditto the origami."

"Citizens of Watchtower, a woman sitting in the second floor Italian cafe has just asked herself a very important question about the direction her life has taken. The answer to that question is yes."

"Hacking the Tempest District vending machines for free drinks is a waste of your time, Citizens of Watchtower. Those drinks shorten the average lifespan of an adult by about five minutes for every bottle consumed. Save your threshold, okay?"

"Citizens of Watchtower, please be aware that you should avoid littering, get 30 minutes of exercise every day, and fear the savage wrath of my unblinking gaze which shall pierce all deceptions from now until the end of time. Love ya lots!"

"Citizens of Watchtower, were you aware that I have, in my hands, a readied rifle with a high powered scope aimed squarely upon the heart of the man trying to break into my office, right now? Did you know it would be trivially easy to simply squeeze the trigger and end his life in a flash of brutal precision, in less than a goddamn second? Just something to think about."

"Citizens of Watchtower, please stop trying to block my mind-reading abilities by counting cards in your head, wearing tin-foil hats, focusing on several things at once, making the ward against the evil eye and all that other bullshit. It doesn't fucking work, and it just makes you look silly. I don't even read most of your surface thoughts anyway - it's mostly just about sex, money or cats, and I can spy on your criminal activities more effectively by just hacking your e-mail accounts."

Bonus Content: Amusing Trivia

This Bonus Content post will be dedicated to setting fluff that wasn't quite important enough to worth mentioning in the chapters proper, but is still evocative enough that a GM looking for more flavour details and scene setting could benefit from checking it out.

The Demispell and The Immortals
One odd superstition of many Dreamlands rogues and some Tribals is that of The Demispell.
Supposedly, the myth goes, it is possible for a sufficiently enlightened Mage to gain enough magical power and thaumatological knowledge of the true nature of the universe so as to transcend the bonds of natural existence - this is what it means to learn of the Demispell and to cast it.
Once transcendent, the magister may then merge symbiotically with the background mana patterns,
becoming an immortal, wise, diffuse spirit whose will manifests as "wild" magical effects and "errant" quirks in spell castings (I.e. able to 'veto' the casting of a spell, or make it target someone else).
According to legend, these 'Immortals' each have their presence spread out over
the mana zones of several countries' worth of space, affording them a degree of omniscience and invincibility. Some say The Internet is basically possessed by one such Immortal - usually, The Queen of Diamonds (one of the original magisteresses who formed The Virtues Cabal and the founder of the Temperance department). This is believed by some that critical failures and critical successes with casting spells are signs of disfavour and favour from these spirits. Outright worship of The Demispell and the Immortals is uncommon, and quite a few people from all walks of life are extremely skeptical of such legends. There has been no definite proof that they really exist, after all.

Shrine of the X
Dreamland rogues and Tribals have adopted the sign of an X as a good luck charm -
some refer to it as a cross, ten (in Roman numerals), a spot marker or the crossroad intersection.
Typically, ceremonial decorations of the X involve fingers crossed hand signs and shrines depicting the X on
a metal plate (how expensive and rare the metal is depends) surrounded on both sides with
lit candles, flowers, silver or gold fabrics, small bowls filled with water and some traditional occult symbols
(such as the pentagram, the hexagram or the ankh).
Although not technically a religion, some adepts do pray for good fortune at these shrines and
maintain them for formal gatherings.

The Summer of Love
Rumours amongst the Cabals whisper about a terrible creation, The Summer of Love.
Basically, it is a top secret magi-tek superweapon developed by The Virtues - think The Death Star, as made by witches. Of course, The Virtues deny it exists, and sane adepts treat the rumours the same way we treat "the who shot JFK?" conspiracy theories. It doesn't exist, never will exist, cannot exist, has never existed and only a crank would seriously say otherwise.

"Australian Rapist"
A magician's torture technique involving force-feeding the subject hostile elixirs, including Death and Fear, to an interrogated person, followed swiftly by a Healing potion to avoid killing the subject.
Used by the Virtues during the War of the Pentagram, hence the 'Australian' in the title.

Merlin's Smile
Dangerous alcohol beverage that was made using magic and alchemy, served to tough guys in the Dreamlands who like their drinks with some risk.
The most common ingredient is either some Essential Fluid (Magical Styles: Dungeon Magic page 8) or Essential Water that had Water to Wine cast on it.
From there, a diluted Death elixir is added (dealing 1d injury if not resisted with a HT roll when ingested), along with at least some amount of liquor (typically bourbon or whiskey).
A high class variant of this drink is named Merlin's Laughter - it uses Eszencia (Pyramid 3/43 page 8) in place of Essential Fluid or fortified Essential Liquid.
Deadlier versions of the drink use less diluted Death elixirs and change out "Merlin's" for "Thanatos'" in the name.

Monday, 6 October 2014

Bonus Content: Currency for the Dreamlands

This is a Bonus Content post - it's for stuff that goes with the D:TRE setting, but I either couldn't manage to fit it into the Chapters proper for some reason, or they weren't a high enough priority for it to go in the Chapters.

This post covers what currency is used amongst the Dreamlands adepts in the D:TRE setting.

Bills and Coins
Tribes and Cabals do NOT print their own money - it is a Masquerade breach. Instead, they simply adopt the currencies of mundane realm countries, with the same exchange rates. Cabals, of course, use whatever currency their home country uses (the Australian dollar for The Virtues, for instance), when they can get away with it.

Raw Mana Materials
Each sample of raw mana materials that gives 1 point of spell energy is worth $80, making it a fairly hot commodity and bartering good in the Dreamlands. Trading in these materials is very, very common in the Dreamlands, but far less so in the mundane realm. In fact, thanks to the Masquerade breach risk, putting raw mana materials on the market in the mundane realms may be either tightly controlled, illegal or out right not happening. Selling raw mana materials legally may require a Permit and buying them legally may require submitting to a background check by the proper authorities.

Spell Energy for Casting or Just Plain Spells Cast
The magical parallel to "move my couch or help me with the cooking, and I will give a meal in exchange". The standard cost for a casted spell is $6 per energy point (before reductions for high skill) per casting and maintained cycle - although the spell might fetch a higher price if the prerequisites of it are extensive. The price is marked up by the slow recovery rate of Threshold-Limited Magic.

Off Topic: RPM Rituals

This is an Off Topic post - it has nothing to do with the D:TRE setting, although GURPS stuff and general gaming stuff is often put here on this blog.

Here's some of the Rituals I've written up for use with the Ritual Path Magic system - I've had them validated on the official GURPS forums (sometimes by the Ravens 'n' Pennies author himself!). I think a few borrowed from other posters in that thread, too. Posters who disapprove of my posting their stuff here should comment on this post, or otherwise contact me, and request it removed. I'd be happy to accommodate you.

Sphere of Apparent Invulnerability
Spell Effects: Greater Control Crossroads + Greater Create Crossroads.
Inherent Modifiers: None.
Greater Effects: 2 (x5).

This spell allows you to "guide" an ranged attack against you into a open wormhole which then spits it out harmlessly in another direction. Every time you are attacked, make a roll against (Path / 2 + 3). Success means you've "gated" the projectile away from you and you are unharmed. Failure means you didn't interpose the gate in time and critical failure results in the spell ending and you getting hit! For the purposes of a Active Defense this counts as a Dodge even though you are not actually moving. This spell cannot affect a projectile weighing more than 10 lbs.

Typical Casting: Greater Control Crossroads (5) + Greater Create Crossroads (6) + Duration, 10 minutes (1). 60 energy (12×5).

Redirect Attack
Spell Effects: Lesser Create Crossroads x2.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This Blocking spell (GURPS Thaumatology: Ritual Path Magic, p. 24) allows the caster to create a temporary gate in front of him and another anywhere within 100 yards of him allowing to redirect any physical or energy attack that is not a cone or area-effect.

Typical Casting: Lesser Create Crossroads (6) + Lesser Create Crossroads (6) + Range, 100 yards (10). 22 energy (22x1).

Counsel of the High Sorcerer
Spell Effects: Lesser Sense Undead.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This variation of the Call Ghost spell will contact and summon the ghost of an ancient and powerful mage, who is interested in tutoring "the next generation" in the ways of Ritual Path Magic. The spell does not compel the ghost to do anything, so the ghost may insist on an "evaluation" or "favour" before it begins helping the caster with studying magic. The mental contact with the ghost remains for a day - a student would recast the spell with a longer duration once a "deal" has been worked out. The ghost has to be within the range of this spell - the GM decides where exactly in the world/twilight the ghost "hangs out" (typically his tomb, a place of power or a shrine to some pagan God.

Typical Casting: Lesser Sense Undead (2) + Duration, 1 day (7) + Range, 1 dimension and 10 miles (34). 43 energy (43x1).

The Assassination of Heracles
Spell Effects: Greater Control Mind.
Inherent Modifiers: Altered Traits, Bad Temper (no SC) and Berserk (no SC).
Greater Effects: 1 (x3).

This spell is cast on a subject within 20 yards of the caster, who must resist or suffer from uncontrollable Bad Temper (B124) and Berserk (B124) for a day. This means that the subject will become murderously violent immediately after any sort of provocation while the spell is in effect. Typically, this spell is used to covertly assassinate a target by provoking him into effectively committing 'suicide-by-cop', or in order to discredit the subject. It might also be used to turn a target's bodyguard into a 'Manchurian Agent'.

Typical Casting: Greater Control Mind (5) + Duration, 24 hours (7) + Range, 20 yards (6) + Altered Traits, Bad Temper (no SC, x2.5) and Berserk (no SC, x2.5) (10). 84 energy (28x3).

Basilisk Sigil
Spell Effects: Lesser Control Magic + Lesser Sense Mind + Greater Destroy Mind.
Inherent Modifiers: Affliction, Paralysis.
Greater Effects: 1 (x3).

This spell is cast as a charm on a piece of paper with a snake sigil on it, which is then usually folded up for safety reasons. When anyone looks at the sigil on the paper charm, it triggers the spell to paralyze the reader (B429) for 10 minutes.

Typical Casting: Lesser Control Magic (5) + Lesser Sense Mind (2) + Greater Destroy Mind (5) + Affliction, Paralysis (30) + Duration, 10 minutes (1). 129 energy (43x3).

Shining Judgement
Spell Effects: Greater Create Energy + Lesser Control Energy.
Inherent Modifiers: Altered Traits, Blindness and Remove Invisibility + Bestows a Bonus, Vision rolls to notice the subject.
Greater Effects: 1 (x3).

This spell affects an area of 20 yards that is within 10 yards of the caster and lasts 10 minutes. It coats subjects and invisible objects with an intensely bright light.
Targets within the area of effect who fail to resist become blinded (B124) for the duration of the spell, unless they have Bright Vision or similar protection against intense light sources. Any invisible creatures (who fail to resist) or objects within the area of effect are outlined by the light for the duration of the spell, which effectively cancels out their invisibility (although the outline effect wouldn't reveal, say, the colour of the revealed), and can be noticed at +4 to Vision rolls (thanks to the whole 'glowing extremely brightly' thing).

Typical Casting: Greater Create Energy (6) + Lesser Control Energy (5) + Altered Traits, Remove Invisibility and Blindness (18) + Area of Effect, 20 yards (6) + Range, 10 yards (4) + Duration, 10 minutes (1) + Bestows a Bonus, +4 for Vision rolls to see subject (8). 144 energy (48x3).

Meteor Barrage
Spell Effects: Greater Create Energy.
Inherent Modifiers: Damage, External Burning (Multiple Projectile, Guided).
Greater Effects: 1 (x3).

This creates a flaming magical missile in your hand that can be launched with Innate Attack (Projectile). The missile's stats are 6d burning, RoF 1x3, ignore range penalties, travels 10/yards per seconds, requires Concentrate each turn until it hits, miss if lose sight of target, 100 Max, Acc 3, Rcl 1. See B412 for info on Guided attacks.

Typical Casting: Greater Create Energy (6) + Damage, External Burning 6d (RoF 1x3 +50%, Guided +50%) (24). 90 energy (30x3).

Spectral Razor
Spell Effects: Lesser Destroy Body.
Inherent Modifiers: Damage, Internal Cutting (Selective Effect).
Greater Effects: 0 (x1).

If target within 5 yards fails to resist, he is slashed as if by an invisible blade for 2d+2 cutting damage that ignores DR and the caster may choose to target a hit location.

Typical Casting: Lesser Destroy Body (5) + Damage, Internal Cutting 2d+2 (Selective Effect, +20%) (13) + Range, 5 yards (2) + Subject Weight, 300 lbs. (3). 23 energy (23x1).

Atlas Flexed
Spell Effect: Greater Strengthen Body.
Inherent Modifiers: Altered Trait, increased ST.
Greater Effects: 1 (x3).

The subject of the spell (the caster or touched by the caster by default) has their ST increased by 5 for 10 minutes.

Typical Casting: Greater Strengthen Body (3) + Altered Trait, +5 ST (50) + Subject Weight, 300 lbs. (3) + Duration, 10 minutes (1). 171 energy (57x3).

I Prepared Explosive Runes Today (or "Uh-oh! Looks like you clicked the wrong square!")
Spell Effect: Greater Create Energy + Lesser Control Magic + Lesser Sense Mind.
Inherent Modifiers: Damage, External Explosive Burning.
Greater Effects: 1 (x3).

This spell is cast as a charm on a piece of paper with writing on it, which is then usually folded up for safety reasons. When anyone reads the writing on the paper charm, it triggers the spell to create an fiery explosion with the paper as its 'point of impact' (ground zero). The explosion's damage is 4d burning.
See B104 and B414 for rules on explosions.

Typical Casting: Greater Create Energy (6) + Damage, External Explosive Burning 4d (4) + Lesser Control Magic (5) + Lesser Sense Mind (2). 51 energy (17x3).

Kill Switch
Spell Effect: Lesser Destroy Magic.
Inherent Modifiers: Meta-Magic.
Greater Effects: 0 (x1).

This spell cancels one of your charms, elixirs and conditional rituals that has yet to be triggered/consumed/reach terminal condition/broken/whatever. The spell deactivates harmlessly, just like it was the oldest one 'hung' and you just made a new one when you were at your limit (see Ritual Path Magic page 25 and 30). This spell is resisted by the target spell's casting Path skill and requires extra energy equal to the targeted spell's cost (see Ritual Path Magic page 24).
Targeting another mage's conditional magic requires a resistance roll against the casting Path skill, and probably modifiers for Range to the caster.

Typical Casting: Lesser Destroy Magic (5) + Meta-Magic (X). 5+X energy (5+Xx1).

Review the Soul
Spell Effect: Greater Sense Magic.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This spell reminds you the details of all your currently 'hung' magic, including conditional rituals, charms and elixirs - including what triggers the conditional rituals have ("Snapping your fingers and saying this Latin phrase will trigger the Circle of Death spell..."), what general effects they all have ("This spell allows the caster to read a person's mind..."), in what order they were prepared ("The seventh conditional ritual is Great Healing...") and what each charm and elixir looks like ("The paper crane is for the Fireball spell..."). It does not tell you the physical location of a charm or elixir. It doesn't tell you the energy cost of each spell. It doesn't tell you when any of them were prepared. Casting this on another caster requires a resistance roll and probably modifiers like Range and Area of Effect.

Typical Casting: Greater Sense Magic (2). 6 energy (2x3).

Neck Breaker
Spell Effects: Lesser Destroy Body + Lesser Control Magic.
Inherent Modifiers: Damage, Internal Crushing (Selective Effect).
Greater Effects: 0 (x1).

This conditional ritual allows the caster to trigger with a word and a gesture, twisting the neck bones of the subject (within 10 yards, 3d+1 crushing damage, x1.5 wounding modifier for hit location, DR from rigid armour and natural advantages (not Tough Skin) protect against this damage normally) and breaking it if it's fatal. The ritual is resisted.

Typical Casting: Lesser Destroy Body (5) + Lesser Control Magic (5) + Damage, Internal Crushing 3d+1 (Selective Effect, +20%) (13) + Range, 10 yards (4) + Subject Weight, 300 lbs. (3). 30 energy (30x1).

Kentucky Windage
Spell Effects: Lesser Control Chance.
Inherent Modifiers: Bestows a Bonus, to-hit roll with a gunshot.
Greater Effects: 0 (x1).

When this conditional ritual is triggered, the subject's next Guns roll to shoot a target gets a +5 bonus.

Typical Casting: Lesser Control Chance (5) + Lesser Control Magic (5) + Bestows a Bonus, +5 to-hit roll with a single gunshot (16). 26 energy (26x1).