A couple of technologically related ritual path magic spells for all the technomancers out there . . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here. This special is free to all and can be found here.
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Boil and Bubble: RPM Spell Loadouts – Mistakes Kal Makes
Guest Post by Kalzazz Notes based on Mistakes Kal Makes When Designing Spell Loadouts. Ritual Path Magic (RPM) is an awesome system where you can design your own spells and your mage can know any spell they want (and that the DM allows), this is part of what makes RPM great. Much like the Vancian […]
Continue readingBoil and Bubble: Shinto Ritual Path Magic Spells
GURPS Thaumatology: Ritual Path Magic is one of the most flexible magic systems GURPS has yet to produce. It can function as a magic system flavored for just about any mystical framework (real or otherwise) one can think of. The following new spells have a Shinto “bent” to them making them useful for Edo-era Japan […]
Continue readingBoil and Bubble: Ritual Path Magic Knacks
Those with ritual path magic have an infinitely flexible magic system at their fingertips. So how to make a one-spell johnny? Or those who have an innate ability to do one particular thing. To create such abilities use the following method: • Determine the ritual normally using the standard rules for ritual path magic. • […]
Continue readingBoil and Bubble: Thaumaturgic Ritual Path Magic
Thaumaturgy is a Christian form of magic dating back to various Gnostic traditions, which relies on the intercession of angels and other spirits of the Lord (including saints, martyrs, etc.). It isn’t necessarily tied to actually calling on Divine Aid (see GURPS Powers: Divine Favor), but can be. Those who practice Thaumaturgy are called “thaumaturges,” […]
Continue readingBoil and Bubble: Mahotsukai Ritual Path Magic
Japanese sorcery or mahō (which means “evil spirit rites”) has a long and sordid history in Japan. Those who could bend the elements to their command (Earth, Fire, Water, Metal, and Wood) were called mahōtsukai or “magic bearers” and were feared and distrusted by most of the populous… …if you’d like to read more, consider […]
Continue readingGamemaster’s Guidepost: Fairy Rings
Guest Post by Anders Starmark Fairy rings are rings of mushrooms that grow outward, leaving a circle of dark green or dead grass behind them. They can appear wherever the terrain is relatively flat and unobstructed – grasslands are ideal. They are a powerful help for magicians, but can cause bad luck for anyone else. […]
Continue readingBoil and Bubble: Rituale Romanum Path/Book Magic
Path/Book magic is one of those more interesting magic systems in GURPS and like most interesting things it’s hard to design more material for. The original designer wasn’t looking for anything but spells created by authorial or GM fiat. Unfortunately, since the original parameters were known to the original designer it makes designing new stuff […]
Continue readingBoil and Bubble: Incantation Magic – Skulls and Masks
Blog or Treat! Today is GURPSday and I’ve got two new holiday-themed spells for incantors. Skull Bomb Spell Effects: Create Necromancy. Inherent Modifiers: Damage, External Corrosion. Skill Penalty: Path of Necromancy‑8. Casting Time: 10 minutes. This spell turns an ordinary skull into an explosive device. This spell uses the rules for Conditional Spells (Incantation Magic, p. 20). When thrown […]
Continue readingThe Hurt Locker: Forging in the Dungeon, Part II
Guest Post by S. A. Fisher A continuation of the previous post (Part I is here) on a new variety of Artificer; the ironmonger. The Forge and Bellows Once he has basic tools and fuel, the ironmonger will also need a forge and bellows. Bellows: the simplest bellows for a portable forge are bag bellows. These […]
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