Pagan Solstice Rituals for Spiritual Growth and Renewal

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The solstice is a significant event celebrated by pagans, which marks the longest day or the shortest night of the year. It is a time when the power of the sun is at its peak. The solstice rituals performed by pagans vary depending on their specific traditions and beliefs. One commonly practiced solstice ritual is the lighting of bonfires. These fires are seen as symbols of the sun's power and are believed to bring purification and renewal. Pagan communities gather around the bonfires to celebrate and honor the energy of the sun, and to invoke its blessings for the upcoming season.


Then, reaching the higher levels (Maybe starting at 5, maybe even at Magery 1 for the weakest "verbs") Magery would stand in for Realm levels (Thaumatology p. 188). The cost for a Realm suggested there is 60, x5 if it's only a single realm, which would cost 300. In a 9 Realm setting (without weaknesses) it would be 9 times 1 for nine realms (without weaknesses) times the amount of levels (somewhere from 3 to 6 is suggested). Let's assume a 5 level realm (which IMO fits nicely with the 10 verbs of Syntactic Magic (although that's Verb-Noun)): (60/5 levels) = 12 points per level. So full power in all realms would be ~540 points. Total cost (above) for magery 10 would be 550 points. That'd fit nicely with the 9 colleges above, which would be treated as "Realms" at the higher levels.

Magery levels cost would be altered though Each level of magery would cost 10 CP more than the last one, Meaning 10 Points for level 1, 20 points for level 2 Total 30 , 30 points for level 3 Total 60 up to Magery 10 for 100 points Total cost 550 points. the points they paid above the standard cost for something akin to GURPS Thaumatology Sorcery , where the basic magery talent replaces Sorcery Talent.

Coud this he magic

Pagan communities gather around the bonfires to celebrate and honor the energy of the sun, and to invoke its blessings for the upcoming season. Another solstice ritual is the making of flower crowns or wreaths. Flowers and herbs are associated with fertility, growth, and the abundant energy of nature.

Coud this he magic

I've always wanted to have a Magic System that included "lesser" and "greater" magic. At the low end, there's "crude" magic - tiring, limited, can only affect small parts of the world, and so on. At the high end, there'd be the spells that can affect the population of a planet, where the mage coud make everyone on it forget one secret (except maybe Aunt May. oh, and. and Mary Jane!), put a super buff on the entire team, and so on.

Starting Mages would use the GURPS Standard (Ritual) Magic - no large effects possible, but fast and easily understandable from a (new) player's perspective: You roll against skill, pay energy, and the spell geos off (or not).

As the campaign (and maybe the players?) mature(s) wizards could increasingly cast more powerful spells (especially ones from other published GURPS Magic systems). And ideally, I'd want it to be tied to one advantage: Magery. This would preferably be a campaign that would ideally take years.

Here are may ideas so far:

Starting Magery would be based on GURPS Ritual Magic (Core skill - College skill - Technique as in GURPS Magic p. 200 and GURPS Thaumatology p. 72)

Magery levels cost would be altered though: Each level of magery would cost 10 CP more than the last one, Meaning 10 Points for level 1, 20 points for level 2 (Total: 30), 30 points for level 3 (Total: 60) up to Magery 10 for 100 points (Total cost: 550 points)

Magery would still add to the Core and College skill as usual. I'd alter the Colleges to something akin to Super Colleges - which gets important later -> "Dividing up the Universe" for Realm/Word-Noun Magic.

Starting at Magery 2-3, mages could get access to "Threshold limited magic" (Thaumatology p. 76) with "Variable Energy Access" - but with slight changes: If a mage wants to cast a standard spell he can pay for it using his threshold instead of fatigue/Energy Reserve, but this is ineffective - every time he pays for standard spells, he adds and additional1d6 (2d6? 3d6?) to the full spell cost to his tally, making this a bit of a gamble. He just doesn't understand the greater magical secrets yet.

Also, mages could use (some of?) the points they paid above the standard cost for something akin to GURPS Thaumatology: Sorcery, where the basic magery talent replaces Sorcery Talent. Especially for "Hardcore improvisations". (So a Mage with Magery 5 [150] could use 100 poits to improvise Sorcery "spells")

Then, reaching the higher levels (Maybe starting at 5, maybe even at Magery 1 for the weakest "verbs") Magery would stand in for Realm levels (Thaumatology p. 188). The cost for a Realm suggested there is 60, x5 if it's only a single realm, which would cost 300. In a 9 Realm setting (without weaknesses) it would be 9 times 1 for nine realms (without weaknesses) times the amount of levels (somewhere from 3 to 6 is suggested). Let's assume a 5 level realm (which IMO fits nicely with the 10 verbs of Syntactic Magic (although that's Verb-Noun)): (60/5 levels) = 12 points per level. So full power in all realms would be ~540 points. Total cost (above) for magery 10 would be 550 points. That'd fit nicely with the 9 colleges above, which would be treated as "Realms" at the higher levels.

Now, maybe with each level of magery, the mage also learns a verb - starting with "Sense" at Magery 1 (or starting with 2 verbs per level at Magery 5? Like "Sense" and "Communicate") and at Magery 9 and 10 they'd learn things like "Transform" and "Transcend" or so. So he'd use Syntactic Magic: somewhat based off Realms. Realm "Verbs" come from the Magery advantage, the "nouns" come from the colleges above.

When casting such "epic" syntactic spells though, Magery would not add to College skills, but cap them at 12+Magery, because additionally, at the higher levels (say 7+ or even 9+) "Extended Workings" (Thaumatology p. 184) become available with cumulative Margin of Success. The first casting roll would be "free", but every additional roll would add the working's full cost to the wizard's tally - he could not pay those spells from personal reserves, only with the running tally. So "working miracles" would be chancy, but potentially very (extremely!) powerful.

These "Epic Spells" often make the wizards in fiction somewhat "lesser" or "weaker" (they give something of themselves) - so maybe, depending on the duration the wizard rolled with his MoS (or even disregarding duration altogether) he adds these costs to his tally - but the amount he spent from his tally does not recover as long as he maintains it. He'd not pay additional energy, the spell just doesn't give back what he took from the mage, as long as he keeps it "on".

That way, he could create a "Champion" (which gives someone the Strength of Heracles, the Wisdom of Salomon, The Speed of Hermes. ) or create a huge floating fortress with a perpetually burning wall of fire around it, that could be in the world for thousands of years, turn a prince into a monster and his entire household into furniture and kitchenware, but he'd only recover the tally points spent if he (somehow?) ends the spell, or a condition is fulfilled. Maybe this even endures after the mage dies - he paid for this "dent" into reality. Of course, a wizard of equal power could use similar magic to end the effect.

Last edited by Silverblade; 04-23-2023 at 12:49 PM .
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I just took the example of some famous magic weapons to state my case. I also clearly understand the balance problems. Yet I find too, as [Blighted Wolf] that having a magic dealing weapon converts part of the physical damage would make more sense to me than the actual scheme.
Solstice rituald pagan

Pagan individuals often weave these crowns or wreaths to wear during solstice ceremonies, symbolizing their connection to the earth and their intention to harness the vitality of the sun. Dance and music are integral parts of solstice rituals. Pagans believe that movement and sound help to raise energy and connect with the spiritual forces of the solstice. People joyfully dance and play instruments, creating a vibrant atmosphere that enhances the celebratory nature of the occasion. In addition to the communal rituals, solstice ceremonies often involve personal introspection and reflection. Pagans use this time to connect with their inner selves and assess their spiritual growth. They may set intentions, make wishes, or perform divination to gain insight into their paths for the coming year. The solstice is also seen as a time of transition, as it marks the turning point from one season to another. As such, pagans may incorporate elements of letting go, releasing old patterns, and embracing new beginnings into their rituals. This can be done through symbolic gestures or through the sharing of words and intentions within the community. Overall, solstice rituals are deeply rooted in the pagan belief system and aim to honor the cycles of nature, celebrate the power of the sun, and promote personal growth and transformation. They serve as a reminder of the interconnectedness between humans and the natural world, and provide a sacred space for spiritual expression and community bonding..

Reviews for "The Magic of Solstice Rituals: Pagan Beliefs Explored"

1. Jack - 2 stars
I recently attended the Solstice Ritual Pagan and was extremely disappointed. The entire event felt disorganized and lacked the spiritual atmosphere that I was expecting. The participants seemed more interested in socializing and taking photos than actually engaging in any meaningful rituals. Additionally, the event was overcrowded, making it difficult to fully participate or connect with the energy of the solstice. Overall, I left feeling underwhelmed and unsatisfied with my experience.
2. Sarah - 1 star
The Solstice Ritual Pagan was a complete letdown. The organizers advertised it as a transformative and enlightening experience, but all I witnessed were a bunch of people dressed in costumes prancing around and chanting without any real purpose or meaning. The rituals felt disjointed and not well thought out, leaving me questioning the authenticity of the event. I was hoping to connect with like-minded individuals and deepen my spiritual practice, but instead, I left feeling like I wasted my time and money.
3. Paul - 2 stars
I attended the Solstice Ritual Pagan with high hopes, but unfortunately, it didn't live up to my expectations. The event was poorly structured, and it seemed like the organizers were more focused on aesthetics rather than creating a truly meaningful experience. The rituals felt forced and performed without much reverence or understanding of their significance. The lack of proper guidance left me feeling confused and disconnected throughout the entire event. I wouldn't recommend this event to anyone seeking a genuine spiritual experience.

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