Sometimes you really need a cold one. And by a cold one I mean some cryomantic ritual path magic spells (or frigiomancy if you prefer)… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingTag Archives: Magic
Boil 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: 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 […]
Continue readingThe Hurt Locker: Forging in the Dungeon, Part I
Guest Post by S. A. Fisher The Artificer template in GURPS Dungeon Fantasy: Sages serves as the dungeon delving party’s engineer – it’s his job to use technology to overcome the party’s challenges. The ironmonger is a specific type of engineer detailed in this post. His most potent weapon for this purpose is his use […]
Continue readingThe Hurt Locker: Mana Bucklers for Dungeon Fantasy
Guest Post by Kalzazz Mana Bucklers are usually a fancy, heavy gem marked bracelet traced in magical runes. Unless worn by a mage this is all they are. When worn by a mage the Mana Buckler can be activated by a simple ritual, using either a Concentrate maneuver or an IQ based ‘Fast Draw Mana Buckler’ roll. This consumes […]
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