12-15-2018, 12:27 PM | #11 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: Bane Bullet Charm
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I really want to encourage the PCs to find out what they are facing, as it is supposed to be extremely difficult to permanently defeat supernatural threats without making use of their specific vulnerabilities and/or working magic that is specifically designed to counter them. As long as a bonus that applies to every target is 100% of energy cost, I don't really mind very broad groups qualifying as 80%. As I said, it's a lot more flavourful to have Supernatural Bane bullet Charms than just +2 bullets, so I don't mind making it more efficient to do it that way.
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12-17-2018, 03:25 PM | #12 |
Join Date: Mar 2006
Location: Iceland*
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Nommo Ritual Path Magic Style
If a PC disappeared in the Bermuda Triangle and survived for an undetermined period of time in a strange realm of islands besieged by Things Man Was Not Meant to Know, where he was taught unearthly magic by the Nommo, meant to protect from the Outer Gods, how would one best represent that magic in Ritual Path Magic?
I imagine that they were good at aquatic magic and protection spells against horrors from Beyond, but what other kind of rituals might be associated with the Nommo? Which Paths would they prioritise?
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12-18-2018, 05:28 PM | #13 |
Join Date: Mar 2006
Location: Iceland*
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Elder Sign - Ritual or Symbol Drawing?
Should the Elder Sign be a Ritual in RPM terms or merely a symbol that, if properly drawn (with Symbol Drawing or maybe even Occultism with the right familiarity), triggers Dread in the appropriate beings?
Of course, there's nothing preventing it from being both. Characters without Ritual Magery or even ritual magicians without time to gather energy can make use of the symbol to drivee off creatures with Dread, but when used as part of a Ritual, the Elder Sign reduces energy cost and the effects can be much greater than merely Dread, including banishment or binding, not to mention giving the those warded some much needed protection from terror, madness and the like. Has anyone written up Lovecraftian rituals or the protective effects of Elder Signs?
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12-19-2018, 01:50 AM | #14 | |
Join Date: Nov 2016
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Re: Elder Sign - Ritual or Symbol Drawing?
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For example, like this. Hope it helps. - Hide |
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12-19-2018, 02:25 AM | #15 | |||||||||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: RPM Rituals: Official, Semi-, Quasi- and Un-official
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(Aside: You can add a Lesser Destroy Spirit effect to simulate a "holy attack" - it doesn't do damage on its own but relies on a target's traits. You can stack this effect with damaging spells.) Quote:
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Aside: I personally would call qlippoths something from Path of Nonexistence (GURPS Thaumtology: Ritual Path Magic, p. 37) Quote:
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12-19-2018, 07:17 PM | #16 |
Join Date: Mar 2006
Location: Iceland*
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Nommo Tradition
For the purposes of Higher Purpose (Tradition), how broad should the tradition of the Nommo fish-men be?
Their magic is primarily useful for manipulating water and things that are found around islands, hunting, traveling and suchlike, but they also know Elder Signs and rituals to keep away the Things From Beyond that intrude into their world. It's basically an aquatic variety of Druidic tradition, albeit a pretty dark and frightening one, and with a pretty self-serving goal, i.e. avoid being destroyed along with everything else, not a required ethos of protecting nature, like Druidism.
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12-19-2018, 07:42 PM | #17 |
Join Date: Mar 2006
Location: Iceland*
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Can a Ritual Give a Bonus to Symbol Drawing or Alchemy?
According to the rules on 'stacking' spells, ritual magic cannot give a bonus to spellcasting, bestow Magery or Ritual Adept, etc.
What about skills that ritual magicians often learn, but which are not directly used for spellcasting, such as Alchemy or Symbol Drawing? Can you enchant a Charm or Elixir that, smeared on a knife, makes it carve runes more precisely, deeper and clearer, for a bonus to Symbol Drawing? Or use a ritual to make glassware perfectly attuned for certain concoctions, giving a bonus to Alchemy?
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12-19-2018, 11:07 PM | #18 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Can a Ritual Give a Bonus to Symbol Drawing or Alchemy?
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You can use the rules for Traditional Trappings (GURPS Thaumatology: Ritual Path Magic, p. 19) for things like that though. Perhaps even using Decanic Trappings (GURPS Thaumatology: Ritual Path Magic, p. 36) I also wrote up "magic foci" in Pyramid #3/82: Magical Creations (p. 24). That allows you to spend cash on items to increase your magic skill. From a single spell to all spells, they are pretty customizable. You can even get foci that give you ritual adept for the magic it covers.
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12-20-2018, 01:19 AM | #19 | ||||
Join Date: Mar 2006
Location: Iceland*
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Re: Can a Ritual Give a Bonus to Symbol Drawing or Alchemy?
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Edward Alvin Smith (PC) can only make Charms and Elixirs, he can't cast rituals on the fly, but I suspect that the broadness of the Nommo tradition will still help him. After all, when PCs don't have access to Ritual Adept, magic is primarily useful as Conditional Spells anyway. Quote:
I thought I had seen it somewhere, but can't find it now. Are there rules for a character starting play with access to a Place of Power? Is it a Perk? An Advantage? Quote:
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Funny, when I read over the preview, I didn't find anything I thought was relevant to my game, as I'm specifically avoiding any hint of powers that indicate that one religion or another is true. So, magic items that are venerated as relics are fine, but relics that have holy power, as a power source separate from magic, are not allowed.
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12-20-2018, 01:51 AM | #20 | |||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Can a Ritual Give a Bonus to Symbol Drawing or Alchemy?
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I'll also suggest you consider using Magical Components (GURPS Dungeon Fantasy 19: Incantation Magic, p. 18) if hunting for more bonuses. You can reverse engineer the costs for different TLs by simply dividing the TL3 Starting Wealth into those values. Should be straightforward. The "Incanter's Grimoire" from Pyramid #3/114: Mind Over Magic is also very useful for doing weird stuff in a RPM-based system. It is specific to that magic system, but most of it should pass through to energy-accumulating RPM just fine. "A Familiar Path" from Pyramid #3/75: Hero's Jackpot contains lots of little rules for RPM and, of course, rules for having familiars for a caster. The Ritual Path Magic tag on my blog may be of some service as well.
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monstrum, ritual path magic, rpm, thaumatology, vile vortices |
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