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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GURPS101: 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 […]

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Boil 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 […]

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