Hidden Knowledge was one of those things I’d already written, but hadn’t really known it until someone knocked me on the head and said “Hey, consider writing this.” In this case it was Sean “Dr. Kromm” Punch. I’d asked him some advice on a particular subject and he gave it to – in spades (and […]
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Boil and Bubble: Spell Kits For Casters – Jack-of-All-Mages
Ritual Path magic is already pretty flexible. You can do just about any sort of spell you can visualize and it really doesn’t take that long to perform the spell itself. So what is a “jack-of-all-mages” in such a system? First, the Jack is less about being able to cast a specific group of spells […]
Continue readingBoil and Bubble: Spell Kits for Casters – the Defender
In a previous post, I talked about various “wizardly” archetypes and how you might create them using RPM. I’ve already done this for the Gatemaker and the Necromancer, but what’s next? Well, I’ve been watching a lot of Agents of S.H.E.L.D. and shields defend…so hey! Defender. That’s the ticket. I described the Defender archetype as… “The […]
Continue readingBoil and Bubble: Ritual Path Magic Skill Levels
Anders sent me a PM the other day and asked a pretty simple question: What do skill levels mean for Ritual Path magic casters? You’ve got your shiny copy of GURPS Thaumatology: Ritual Path Magic and you’ve just bought GURPS Template Toolkit 1: Characters…but now what? You’ve got your skill level description from p. 12 […]
Continue readingBoil and Bubble: Wildcard Path Skills
I wonder, could you combine all the Path skills into a single Wildcard skill like Magic! I think I asked PK this very question a while back and the answer was: You probably shouldn’t. I went ahead and did it anyways and I can tell you for fact…I really shouldn’t’ve. It wasn’t that it was […]
Continue readingDesigner’s Notes: Metatronic Generators
This is one of my favorite articles (so far) that I’ve written. I felt a little iffy about it first just because I was more or less taking a idea another author had wrote and expanding it out of proportion of the original scope. But I did it anyways because like everything I write – […]
Continue readingBoil and Bubble: A GM’s Guide to Ritual Path Magic Spell Creation
Gamemastering Ritual Path magic can be slightly taxing for new users of the system. Despite it’s nuts and bolts approach to magic and its balanced nature it does require one thing to work well: GM knowledge of the system. Considering that the original system was published in eight freaking pages (GURPS Monster Hunters 1: Champions) […]
Continue readingBoil and Bubble: Personal Greater and Lesser Effects
One of the more interesting mechanics of Ritual Path Magic is the “Lesser vs. Greater” effect. Basically, if it’s a “realistic” magical effect then it’s probably a Lesser effect – otherwise it’s a Greater effect. Now, what is and isn’t a Greater effect depends on the campaign…but what if it were dependent on the caster, […]
Continue readingBoil and Bubble: Ritual Path Magic Material Enchanting
Sean Punch’s The Material Difference from Pyramid #3/66: The Laws of Magic is an exciting new system looking at a common videogame trope: “Resource Farming.” Though the article is geared toward the basic magic system it could be easily adapted to Ritual Path Magic. The Basics First, a few assumptions. Let’s assume that enchanter’s work […]
Continue readingGamemaster’s Guidepost: Ritual Mass Combat
Today is Patreon Day and the topic selected by my patrons was “Ritual Path Magic and Mass Combat.” So…what do I have to say about that. A lot it turns out – I playtested both books rather extensively and got a writing credit for GURPS Thaumatoloyg: Ritual Path Magic. I’m going to make a few […]
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