Ritual Path Magic is probably my favorite of all the current magic systems. It’s flexible, it’s flavorful, and it’s fun. It can be hard to get into – especially as a GM. But don’t let that stop you! There are tons of resources out there to help and if you stop by the GURPS Discord or […]
Continue readingGURPS101: Designing New Imbuements
GURPS Power-Ups 1: Imbuements introduces a new system to turn your weapon into fire or make your weapon more capable of striking through armor. It’s been quite popular spawning multiple Pyramid articles (with at least two by Y.T.) and is used by many gamers. It’s a bit of a whole cloth system instead of one you can […]
Continue readingCarpe Blogiem: A Call for Players
And I’m back again looking for players. For a while now my groups were steady, but life and withdrawals to do other things have hit me hard on the gaming front. I’m specifically looking for 2-3 players for my Monday night B-Team. We play every week at 1930 hours EST to 2330 hours EST. The […]
Continue readingGURPS101: More Blessed Options II
A new ideas for the Blessed advantage: Blessed (Dominion) Varies You have claimed a location as your own. The maximum amount of space you can claim as your own depends on your IQ. Look up your IQ+7 in the Size column of the Size and Speed/Range Table (p. B550), read across to the Linear Measurement […]
Continue readingBoil and Bubble: Ritual Path Magic Miscellany V
Like my previous four installments, today’s post are compact little rules to help spice up your Ritual Path Magic game. Better Rules for Working Together in Effect-Shaping Ritual Path Magic Working together for standard energy-gathering Ritual Path Magic is straightforward: all assisting mages roll their skill and pool the energy. In Effect-Shaping RPM it’s simply […]
Continue readingCarpe Blogiem: 2019 – A Year In Review
Here are how things went for me in 2019: The Good (What I did well or that went well) GURPS Realm Management (aka “SNO-51”) was written, revised, and is currently in playtest. The playtest is likely to be extended and as of this writing there have been over 1,000 emails traded back and forth between […]
Continue readingCarpe Blogiem: Author, Patreon, and Blog Highlights – December 2019
Authorial Highlights Marl Ankh-3’s first draft is done. I will still do a final once over before submission but I still have about a month of time left so there is plenty of room for that. GURPS Realm Management aka SNO-51 is in playtest. I handpicked about 21 applicants (originally 20, but Peter Dell’Orto wanted in […]
Continue readingBoil and Bubble: Ritual Path Magic Defense Spells
A couple of quick defensive magic spells for GURPSDay. Ground Energy Spell Effects: Lesser Destroy Energy. Inherent Modifiers: Altered Traits, Damage Resistance (Limited, Energy Attacks). Greater Effects: 0 (x1). This spell is usually cast as a charm and gives DR 20 against energy-based attacks as soon as the bearer of the charm is attacked with […]
Continue readingBoil and Bubble: Christmas Ritual Path Magic
It’s the season and I thought it might be fun to create some Ritual Path Magic spells for Santa Claus and his minions. I mean if elves don’t have magic who does? Arose Such a Clatter Spell Effects: Greater Destroy Energy. Inherent Modifiers: Bestows a Bonus, Stealth rolls. Greater Effects Multiplier: 1 (x3). This spell […]
Continue readingBoil and Bubble: Ritual Path Magic Anti-Magic Spells
A few new spells for casters looking to neutralize other casters or defend themselves from hostile magic. Arcane Ruse Spell Effects: Greater Create Magic. Inherent Modifiers: Area of Effect + Bestows a Modifier, Rolls to discern the spells true nature + Meta-Magic, Illusory. Greater Effects: 1 (x3). This spell causes every spellcaster within its area […]
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