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Old 10-04-2013, 07:37 PM   #15
Kalzazz
 
Join Date: Feb 2009
Default Re: Ritual Path Magic already has supplements?

Bottled Magic - More rituals is very nice, and the Alchemy rules were interesting and I allow them in my game, however, the lack of 'Potions as Shopping' hurt, and also, Alchemy is still to closely tied to RPM Magic (what with magery requirements and following same rules mostly and all) that it doesn'[t seem very different . . . . I really like the GURPS Magic potions (and the other potions from Pyramid), and thus, I still much prefer my own homekludged alchemy rules (which are heavily inspired by a horrible trainwreck of trying to combine GURPS Magic alchemy and RPK's mygurps DF Alchemy)

One particle thing of much interest in it was the idea of granting 'Spendable CP' with a spell

Metatronic Generators - shopping based magic items?! Hey, this definitely needs some serious checking out . . . . I read this article but didn't think very much about it at the time, I'll need to reread it

Magical Tradecraft - I enjoyed the extra examples of done up rituals, but Ill admit Im just not very interested in spies and assassins so wasn't a theme I was into

Onomancy - An amusing idea though I haven't been able to apply it anywhere.

Bibliomancy - its not RPM, but I dont care, it is Awesome! Awesome! It needs an RPM sequel

The Old Ways - These are some great spells and are mostly low powered handy spells I can really see people using! I love 'Bewitched Basketry', it is just the sort of awesome spell that GURPS is known for such as Haircut that really gives depth and flavor to a setting. I like the random plant namer and the Herb Lore rules to!

Hunting the Cabal - I haven't gotten around to this one yet sorry
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