Continuing last month’s offering—here are several new spells for your ritual path tellurgist. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
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Boil and Bubble: Ritual Path Magic Miscellany
Today’s post is a small collection of random rules add-ons for ritual path magic designed to change the system’s dynamic and give it a bit of extra flavor. Curses! External Afflictions and RPM Damaging spells can be “external” based spells meaning the caster must succeed on a skill roll such as Brawling or Innate Attack […]
Continue readingBoil and Bubble: Ritual Path Magic Tellurgy III
Continuing last month’s offering—here are several new spells for your ritual path tellurgist. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingBoil and Bubble: Ritual Path Magic Miscellany IV
Here’s another installment of Ritual Path Magic Miscellany – today I’m talking about area buff/debuffs, alternate spell modifiers, draining spells, and suspendable spells. Area Buff/Debuff Spells Having a spell that allies you to enhance your allies and weaken your enemies is a classic sort of magic – but RPM cannot natively handle it. You cannot with […]
Continue readingBoil and Bubble: Ritual Path Magic Miscellany III
Here’s another installment of Ritual Path Magic Miscellany – today I’m talking about spell requirements, renewable charms, and techbane magic. Requirements for Spells Some spells might require specific ingredients, components, gestures, or motions to even cast. To simulate this, use the following rule: If a spell requires a series of complex hand gestures or foot motions […]
Continue readingBoil and Bubble: Ritual Path Magic Tellurgy II
Continuing last month’s offering—here are several new spells for your ritual path tellurgist. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingBoil and Bubble: Ritual Path Magic Tellurgy
A few new spells and a new trait for ritual path magic casters who utilize places of power, ley lines, etc. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingBoil and Bubble: More Combat Magic Part I
GURPS Magic: Artillery Spells gives combat casters more options to choose from for area spells and deadly magic. The following three new spells gives a couple more options . . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingBoil and Bubble: Quick and Dirty Travel Spells for DFRPG
Guest Post by Kalzazz The Dungeon Fantasy Roleplaying Game has some rather elaborate rules for overland travel, including uses for Survival, Navigation, Weather Sense, and many other skills, oh my. It does not however include particularly convenient rules for the use of spells during said travel, despite including spells such as Quick March, Create Food, and […]
Continue readingBoil and Bubble: Warcaster
Damage-dealing spellcasters using standard magic need all the help they can get. Sure, highskill can make tossing 3d Fireballs a breeze, but when compared with warriors or archers who can fight all day long and don’t really spend FP, things get . . . annoying. Suddenly, semiphenomenal cosmic power really does come with itty-bitty living […]
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