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I am currently reading GURPS Magic. I want to use Thaumatology ritual path magic and have run into a problem. When using missile spells you have to roll against Innate Attack but how do I determine that value?

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  • \$\begingroup\$ @DennisChristian please don't answer in comments \$\endgroup\$ – Wibbs Mar 3 '16 at 9:18
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If you want to throw Missile Spells you use the Skill Innate Attack with the Missile specialization, likewise there is a Beam specialization for Beam Spells.

You find the Skill Description in the Basic Set.

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  • \$\begingroup\$ Comment deleted. \$\endgroup\$ – Zeiss Ikon Mar 3 '16 at 12:05
  • \$\begingroup\$ Well I tried looking in basic set but only found an advantage. Thanks though. \$\endgroup\$ – Tremere7 Mar 3 '16 at 12:35
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    \$\begingroup\$ Innate Attack is a skill (with multiple sub-entries). Don't have my books with me at work, but it's alphabetically located in the Skills section of Basic Set: Characters. \$\endgroup\$ – Zeiss Ikon Mar 3 '16 at 13:10
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    \$\begingroup\$ I found it by coincidence the other day thanks a lot. you really helped me out. :) \$\endgroup\$ – Tremere7 Mar 6 '16 at 17:26
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For spells like Fireball, Lightning, Ice Missile, and Stone Missile, which innate attack to use is explicit. If this isn't the case for your Ritual Path Magic (built like a Power, as I recall), double check with your GM -- though as a GM, I'd rule that it should use the innate attack that makes sense. If the ritual creates a missile, it'd use the "Innate Attack, Missile" skill; if it creates something that acts like a beam, you'd use "Innate Attack, Beam", etc. Note also that these might have an Acc bonus (the ones for the spells I listed do) that applies if you Aim

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