Ritual Path Magic (and it’s flavors) has multiple ways to cast a spell now and be able to use it later. Between GURPS Thaumatology: Ritual Path Magic, GURPS Dungeon Fantasy 19: Incantation Magic, and Pyramid there are elixirs/infusions (liquid magic), scripts (scroll magic), tattoos (magic inked on skin), charms (magic in easily breakable form), conditional spells (magic […]
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Carpe Blogiem: The Middle Kingdom Primer – Magic
Exhales. Ok. Magic. Chinese magic is weird. It’s mixed up so much with the religion(s), regions, and other systems of supernatural influence. Honestly, it’s a mess and capturing the exact feel has been rather difficult. And that’s not even getting into Japanese magic which is more animistic then anything else. So where did I start. […]
Continue readingCarpe Blogiem: The Middle Kingdom Primer – Setting Assumptions
As I have discussed before the first thing I do when I start to build a campaign setting is decide what the setting assumptions are. That is, what is true, what is false (if needed), and what is thought to be true. This is an intensely important part of campaign building and I can take weeks just […]
Continue readingBoil and Bubble: The Path of Blades
A new path for those who want to merge swordsmanship and path/book magic. The Path of Blades Great swordsman make the wielding of a blade look like magic, but in fact some of them are using magic. Old as the swords themselves, The Path of Blades is all about repairing swords or wielding them. Additionally, […]
Continue readingDesigner’s Notes: The Fifth Attribute
The Fifth Attribute began life in my campaign “The Awakening” in mid-2014. I wanted a way to tie in all the supernatural powers of that campaign setting along with a few campaign features to make a working cohesive framework. It took me the better part of a month to write it and I began with […]
Continue readingBoil and Bubble: Ritual Path Magic Miscellany II
Here’s another installment of Ritual Path Magic Miscellany – today I’m talking about extra effort, supernatural healing limits, and tracking magic. Extra Effort for Ritual Path Magic The GM may allow casters to use a form of Extra Effort with magic. If so, use the following guidelines: Agile Magic: This can only be used on external-based spells. […]
Continue readingBoil 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 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 readingDesigner’s Notes: The Witched Gun
When S. A. Fisher came to me with an idea for a Pyramid article I immediately offered to help him in whatever way I could. Shawn had assisted me previously with a few other projects in the past, played cheerleader when I needed it, and in general acted as the mentor I view him as. […]
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