Continuing last month’s offering—here are several new spells for your ritual path tellurgist. . . . . . 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: Ritual Path Magic
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 […]
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 readingGURPS101: Astral Realm Meta-Rules
The astral plane (also called the etheric plane) exists alongside material reality. This is the place where spirits, ghosts, and other stranger beings dwell as well as where astral projectors send their spirits to walk free of mortal flesh. The following rules help to make the astral realm more interesting – especially performing tasks there […]
Continue readingBoil and Bubble: Ritual Path Magic Tellurgy II
Continuing last month’s offering—here are several new spells for your ritual path tellurgist. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
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. When […]
Continue readingBoil and Bubble: Warcaster
Damage-dealing spellcasters using standard magic need all the help they can get. Sure, highskill can make tossing 3d Fireballs a breeze, but when compared with warriors or archers who can fight all day long and don’t really spend FP, things get . . . annoying. Suddenly, semiphenomenal cosmic power really does come with itty-bitty living […]
Continue readingBoil and Bubble: Ritual Path Magic Perks Part I
Due to my rules-tinkering nature I always have an abundance of material that’s either seen some use in game or at least has been vetting by someone other than myself. Today I’m going to post a couple of perks for Ritual Path Magic users . . . . . . if you’d like to read […]
Continue readingBoil and Bubble: Weird Ritual Path Magic
It’s no secret that I like Ritual Path magic, I’ve talked about it before so I won’t go into it again. If you are even remotely familiar with my blog (and I’ll assume you are) you know that this is a subject near and dear to my heart – like most magic systems. So what do […]
Continue readingBoil and Bubble: Druidic Ritual Path Magic
Dungeons and Dragons, video games, movies . . . all of these things have thrust the ancient religion of the Celts into the modern limelight. It’s become fashionable, even vogue, to include some sort of nature-loving magical hippy into this or that pop culture “thing” (and that’s not a complaint! Druids ARE cool). This material […]
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