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 […]
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The 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 […]
Continue readingBoil and Bubble: Incantation Magic – Mirage Maimer
A classic Dungeons and Dragons spell converted to use with my new Dungeon Fantasy book: GURPS Dungeon Fantasy 19: Incantation Magic. Mirage Maimer Spell Effects: Control Mesmerism + Destroy Mesmerism + Destroy Transfiguration. Inherent Modifiers: Bestows a Penalty, Fright Checks + Damage, External Impaling. Skill Penalty: The lower of Path of Mesmerism and Destroy Transfiguration‑6. Casting Time: 1 hour. This spell creates an image in the target’s […]
Continue readingBoil and Bubble: Incantation Magic – Rainbow Spray
A classic Dungeons and Dragons spell converted to use with my new Dungeon Fantasy book: GURPS Dungeon Fantasy 19: Incantation Magic. Rainbow Spray Spell Effects: Create Elementalism x 3. Inherent Modifiers: Afflictions, Blindness; Beam Effect (see below); Bestows a Penalty, Resistance rolls to this spell. Skill Penalty: Path of Elementalism‑20. Casting Time: 30 minutes. This spell […]
Continue readingDesigner’s Notes: Above the Law
This article was something rather interesting to write – it came from a kernel of an idea from my Aeon supers campaign: how do powers and the law interact? There is a tiny section in GURPS Basic Set about Spell Legality – but that’s it. So I got to thinking, how could I expand it? […]
Continue readingBoil and Bubble: Curse as a Sorcery Spell
I’ve posted a Sorcery-style Bless spell already (and my thoughts on creating custom traits) so I figured I’d go ahead and do the counterpart: A Sorcery-style Curse spell. Constructing a Universal Penalty TraitCreating Curse as a spell has the same inherent problems as creating Bless as a spell. That is, in GURPS there’s no “I take a […]
Continue readingBoil and Bubble: Bless as a Sorcery Spell
So I’ve been using Sorcery a lot in my campaigns lately. (Even in my RPM-using campaigns as it makes perfect “quick” spells.) I saw this thread pop up and thought “Huh, this would be perfect for stating a ‘Bless’ spell for Sorcery.” So here it is – “Bless” as a Sorcery spell. Constructing a Universal […]
Continue readingBoil and Bubble: Power Reserve Magic
I had an interesting conversation with +GodBeastX the other day about how I might go about creating a magical system that would be good at creating a “combo-chain.” I totally misinterpreted what he said and the conversation devolved into other methodologies on how to do what he wanted. But it sparked an idea of my own. So […]
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