Guest Post by Anders Starmark This is a system for Sorcery but for druids in Dungeon Fantasy. The word briga (pl brigas) means roughly “power, might” and it is only taught by members of the Druidic Order. Under normal circumstances no outsider would learn the principles – they are not set down in writing […]
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Carpe Blogiem: Powers Systems I’ve Used, Adapted, or Changed in My Campaigns
This month’s theme for the Brotherhood of Bloggers Who Blog Too Much is all about powers systems we’ve used in our games. What we used “out of the box”, what we’ve adapted to suit the campaign, and what we changed because we didn’t like it. Instead of giving you specifics for what I did dear […]
Continue readingBoil and Bubble: Ritual Path Magic Miscellany VI
Like my previous five installments, today’s post are compact little rules to help spice up your Ritual Path Magic game. Drain Tests Magic is treated normally except that an additional roll is required. Casters must now make a Will-based Path skill roll after the spell is cast with a -1 to rolls for every 20 […]
Continue readingBoil and Bubble: Creating and Modifying New Ritual Path Magic Paths
GURPS Thaumatology: Ritual Path Magic remains one of the most popular magical systems in 4th edition GURPS. It started life in GURPS Monster Hunters 1: Champions quickly got its own book and then introduced in Dungeon Fantasy via GURPS Dungeon Fantasy 19: Incantation Magic. I know it’s spawned dozens, perhaps hundreds of posts here on Ravens and […]
Continue readingBoil and Bubble: Ofuda/Fulu in Sorcery
Ofuda/Fulu are the paper talismans you see flying around in your favorite anime. They’re a form of temporary magic in most cases – as long as it’s attached – and usually as powerful as any spell the mage might cast. For my Ten Thousand Jade Petals campaign originally, I thought I’d share with you guys. New Enchanted […]
Continue readingGURPS101: Cybernetic Distortion
I got to thinking about cyberpsychosis and cyberpunk (since that’s popular again). Here is what I thought of. New Rule: Cybernetic Distortion All implanted cybernetics have a chance to cause issues in the form of nerve damage, overstimulation, and other neurological issues. This is Cybernetic Distortion. A disadvantage-like mechanic that balances the fact that […]
Continue readingBoil and Bubble: Ritual Path Magic – More New Casting Talents I
Here are a few new casting talents for Ritual Path Magic – mostly culled from my own campaigns. Arcane Attorney 5 points/level Fast-Talk, Law, Path of Chance, Path of Spirit, and Public Speaking. Reaction Bonus: None! This is a casting talent. Alternative Benefit: Treat your Thaumatology and any Path skills as one level higher per […]
Continue readingBoil and Bubble: Teamwork Ritual Path Magic Spells
Here are a couple of spells for ritual path magic casters to amp up their teamworking skills All as One Spell Effects: Greater Sense Mind + Greater Transform Mind x2. Inherent Modifiers: Area Effect + Bestows a Bonus, Group actions. Casting Time: 3 (x5). This spell binds a group of up to six minds together […]
Continue readingBoil and Bubble: Optional Multiple Caster Rules for Effect-Shaping Ritual Path Magic
It occured to me the other day as I was looking at my rules for my Chronicles of Ceteri campaign setting that the regular rules for multiple casters in Effect-Shaping Ritual Path Magic are kind of anemic. Each caster gives a mere +1? +2 for a critical success. I decided to come up with something better. So […]
Continue readingBoil and Bubble: Tips and Tricks for Ritual Path Magic
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 […]
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