Standard GURPS magic can leave a lot to be desired, but it has places where it just works perfectly. I decided to come up with a few new spells for enchantments for my own games and thought I’d share them. You’ll need GURPS Magic, of course. . . . . . if you’d like to […]
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Boil and Bubble: Trained by an Arch-Caster
GURPS Dungeon Fantasy has a lot to offer– even (or especially) to those who don’t play it. The power-ups framework shows quite well how to do or build a myriad number of things. The following new caster power-up helps to differentiate casters who’ve had special training or genius teachers/mentors… . . if you’d like to […]
Continue readingBoil and Bubble: Ritual Path Magic Perks Part I
Due to my rules-tinkering nature I always have an abundance of material that’s either seen some use in game or at least has been vetting by someone other than myself. Today I’m going to post a couple of perks for Ritual Path Magic users . . . . . . if you’d like to read […]
Continue readingBoil and Bubble: Weird Ritual Path Magic
It’s no secret that I like Ritual Path magic, I’ve talked about it before so I won’t go into it again. If you are even remotely familiar with my blog (and I’ll assume you are) you know that this is a subject near and dear to my heart – like most magic systems. So what do […]
Continue readingBoil and Bubble: Druidic Ritual Path Magic
Dungeons and Dragons, video games, movies . . . all of these things have thrust the ancient religion of the Celts into the modern limelight. It’s become fashionable, even vogue, to include some sort of nature-loving magical hippy into this or that pop culture “thing” (and that’s not a complaint! Druids ARE cool). This material […]
Continue readingBoil and Bubble: Ritual Path Magic Spells – Path of Chance I
GURPS Thaumatology: Ritual Path Magic is one of my favorite magic systems that GURPS has yet to produce. The flexibility of the system lets you do darn near anything. One of my favorite spell types is “luck manipulation” and here are a few spells I’ve made for my own games… …if you’d like to read […]
Continue readingBoil and Bubble: Quick and Quirky Charms
Guest Post by Kalzazz One of the things that has always seemed a bit peculiar to me is that the Quick and Dirty rules for Charms make it rather difficult to have quirks, and especially, much more difficult to quirk a spell than to botch it entirely. Further discussion on that here. Now, for those […]
Continue readingBoil and Bubble: Utility Spells for Sorcery II
GURPS Thaumatology: Sorcery is one of the newer magic systems for GURPS, but it makes use of one of the oldest of GURPS rules systems: modified advantages. Anyways, this is a follow-up to a previous post – here are a couple more “utility” spells for Sorcery… …if you’d like to read more, consider becoming a patron! […]
Continue readingBoil and Bubble: Sorcerous Video Game Spells I
Ohhhhh, yeah. It’s that time again. The time for me to scavenge treasures from the past and turn them into Sorcery spells for GURPS. So what’s up first? Well, I asked three random folks what spell they’d like to see for Sorcery and these were the things that popped up (and interested me). Cureja – Final FantasyKeywords: Area […]
Continue readingBoil and Bubble: Utility Spells for Sorcery Part I
GURPS Thaumatology: Sorcery is one of those magic systems that looks simple on the outside, but hides a deep well within. Since at its core it basically is what makes GURPS great – the ability to modify a trait to suit the needs of the designer… …if you’d like to read more, consider becoming a patron! Note: […]
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