Boil and Bubble: Ritual Path Magic Inscriptions

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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Boil 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. […]

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Boil 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 […]

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Boil 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 […]

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