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Old 05-19-2016, 04:40 PM   #1
PK
 
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Default Pyramid #3/91: Thaumatology IV

Blasphemous learning
Dark potions, spells, duels, and yet
My conscience is clean
— Archmage Trystius, newest arrival to Hell
Even when magic takes you down a shady path, is it necessarily the wrong one? Some would argue that attempted command of universal forces is an inherently egoistic and morally wrong path -- while others would argue "Shut up; fireballs are freakin' awesome!" So in the vein of a few of our previous forays into the subject, we proudly present Pyramid #3/91: Thaumatology IV. Our focus here is on the forbidden and dark, from necromantic magics through violent confrontations to the unholy mix of technology and the occult.
  • The techie is an iconic GURPS Monster Hunters champion, solving problems by finding new ways to rebuild and repurpose machines. But what if he could bypass all that and speak directly to the spirits within each device? When ancient shamanism meets technical know-how, the resultant Technomysticism is powerful indeed. Take the fight to The Enemy with this new power, including 16 sample abilities and three fully statted technospirits (as potential Allies or foes).

  • Some grimoires are considered safe and helpful. Others are more questionable and kept under lock and key. And then there's The Tome of the Black Island. In this systemless article, J. Edward Tremlett tells the story of Maldrick Udelhofen, his terrifying transformation at the hands of a brutal and desperate tribe, and what happened when he returned "home." Whether you're out to stop his cult from possibly ending the world as we know it, or crazy enough to learn this series of sacrifice-based spells, there's no doubt that the Tome will change your life forever.

  • In a similar vein, those who brew potions and elixirs are usually considered a useful part of society . . . but the same cannot be said of Dark Alchemy crafters. In this month's Eidetic Memory, David Pulver cooks up 11 new Necromantic-tinged creations, from the arguably benign Artificial Blood to the unholy Zombification potion. With full GURPS Magic stats for all, and even bonus rules for fighting a Nightmare Avatar (you'll see), there are plenty of reasons to keep you up at night.

  • There have been a few different takes on what a "College of Metal" would look like in GURPS Magic, but none that blend a mix of science and whimsy like The Thaumaturgy of Metallurgy. Craft alloys, purify single elements, and smelt ore -- while also pulling the iron out of your foe's blood, firing a celestial shotgun at him, and then dropping an anvil on his head from 100 yards up! Sure, it sounds silly . . . until you're the one who's just been turned into chunky salsa from it. Add in rules for metal elementals, and you've got everything needed to drop this into your games right away.

  • Wizards can be rather prickly and antisocial, quick to anger and difficult to appease, so it's only reasonable that the Codex Duello would evolve to prevent their duels from killing everyone else in the area. Christopher R. Rice extrapolates rules for "Magical Strength (mST)," which allows mages of all systems to fight on fair and equal terms, and further expands on everything from the initial challenge through the protective measures put in place to achieving honorable (or not) satisfaction. The next time someone calls your mage out, prepare for wands at high noon!

  • And that isn't an illusion you see, but our usual features, including a Random Thought Table that posits magical power drawn from fame and belief, and a Short Bursts that gets under the hood in a very literal way.

Store Link: http://www.warehouse23.com/products/SJG37-2691
Preview PDF: http://www.warehouse23.com/media/SJG37-2691_preview.pdf
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Old 05-19-2016, 04:47 PM   #2
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Default Re: Pyramid #3/91: Thaumatology IV

I have been wanting something like the Codex Duello for a very long time, so that right there was worth the price. And then you give me more awesome like this? Excellent!

Great issue!.
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Old 05-19-2016, 05:20 PM   #3
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Default Re: Pyramid #3/91: Thaumatology IV

My first ever article has been published! YAY! XD
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Old 05-19-2016, 05:37 PM   #4
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Default Re: Pyramid #3/91: Thaumatology IV

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Originally Posted by Phantasm View Post
My first ever article has been published! YAY! XD
And I'm so damn proud of you Ted. I really am. You had a good idea - it needed some wrangling, but you put the time and effort in and you got the dividends. Again, super proud. May you write many more. :-)
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Old 05-19-2016, 06:06 PM   #5
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Default Re: Pyramid #3/91: Thaumatology IV

Quote:
Originally Posted by Phantasm View Post
My first ever article has been published! YAY! XD
Congrats, man! It's always great to see new blood in the magazine! I'm looking forward to reading your contribution.
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Old 05-19-2016, 06:19 PM   #6
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Default Re: Pyramid #3/91: Thaumatology IV

I loved the metal magic. New mini-colleges of Magic are some of my favorite articles. I especially loved 'Anvil from the sky.' One question though, what is the range for Anvil Strike? Sight? As a regular spell? Something inbetween?

Thanks in advance,
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Old 05-19-2016, 06:23 PM   #7
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Default Re: Pyramid #3/91: Thaumatology IV

Quote:
Originally Posted by Dolarre View Post
I loved the metal magic. New mini-colleges of Magic are some of my favorite articles. I especially loved 'Anvil from the sky.' One question though, what is the range for Anvil Strike? Sight? As a regular spell? Something inbetween?

Thanks in advance,
Treat it as any other missile spell as far as range is concerned; the only difference is that it comes from an unexpected angle.
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Old 05-19-2016, 06:29 PM   #8
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Default Re: Pyramid #3/91: Thaumatology IV

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Originally Posted by Phantasm View Post
Treat it as any other missile spell as far as range is concerned; the only difference is that it comes from an unexpected angle.
But every other missile spell (including the other ones in your article) have a defined 1/2 dam and max range. There are no default values that I know of.

Last edited by Dolarre; 05-19-2016 at 06:30 PM. Reason: Typo
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Old 05-19-2016, 10:21 PM   #9
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Default Re: Pyramid #3/91: Thaumatology IV

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Originally Posted by Dolarre View Post
But every other missile spell (including the other ones in your article) have a defined 1/2 dam and max range. There are no default values that I know of.
Hmm... you're right. I just scoured Magic for that, and didn't see anything. In that case, it looks like it'd default to a Regular spell's -1 per yard, but I'd be more inclined to say "Size/Speed/Range Table" if I was redoing Magic from scratch. I could also say Range 50 or Range 100; no real 1/2D range for that spell.

Funny how this never got commented on by others prior to this . . . .
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"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 05-19-2016, 10:26 PM   #10
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Default Re: Pyramid #3/91: Thaumatology IV

Quote:
Originally Posted by Dolarre View Post
But every other missile spell (including the other ones in your article) have a defined 1/2 dam and max range. There are no default values that I know of.
Yeah there is - it's just hidden in the Inventing New Spells heading:

Quote:
Originally Posted by GURPS Magic, p. 14
Missile spells have a default Max range of 80 yards
Also, missile spells are thrown and that means they use the normal range penalties - just like any other thrown object.
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