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=Fount of Irrepressible Will = Cost: 9 points Style Prerequisite: IQ 12+, Will 12+, Magery, (not One College Only). The Fount of Irrepressible Will is magic of creation. The school teaches that magic is the fundamental force of creation, that the magician and the god do not differ in the power they use, only in their degree of mastery. To create is in and of itself a holy act, though one that is entirely at the disposal of the creator and their whims. In practice, this means that mages who master the Fount of Irrepressible Will are extremely good at making things and are particularly adept at creating something out of nothing at all. Creation is intended to be an end in itself and the school does not bother itself with the question of how its graduates are supposed to make a living. One easy option is to create and sell goods, though others prefer more exciting lines of work and some of the more dangerous offensive spells suit them well to a life of adventure. Required Skills: Breath Control, Hazardous Materials (Magical), Meditation, Mental Strength. Required Spells: Counterspell, Ignite Fire, Light, Shield. Perks: Adjustable Spell (Spell Variation, Any attack spell), Elixir Resistance, Intuitive Cantrip (Kindle), Limited Energy Reserve 1-5, Mana Compensation, Sanctum 1-2, , Scroll Reading, Secret Spell (Dominion, Forge of Souls or Material Edict), Secret Words, Willful Casting. Optional Traits Attributes: Improved IQ, Improved Will. Advantages: Wealth. Disadvantages: Delusions, Greed, Overconfidence, Megalomania, Reputation (Megalomaniac). Skills: Innate Attack (Jet), Innate Attack (Projectile), Intimidation, Symbol Drawing. The student begins their studies at the level of Apprentice, requiring them to learn the following 4 spells. Apprentice Counterspell, Ignite Fire, Light, Shield. A mage who learns all 4 of the above spells becomes a Craftsman, entitling them to learn the following 6 spells. Craftsman Armor, Continual Light, Create Air, Create Fire, Recover Energy, Stench. A mage who learns 3 of the above spells becomes a Sage, entitling them to learn the following 7 spells. Sage Create Earth, Create Water, Create Water, Flash, Heat, Icy Weapon, Smoke. A mage who learns 4 of the above spells becomes a Genius, entitling them to learn the following twenty-five spells. Genius Copy, Create Acid, Create Food, Create Ice, Create Plant, Essential Air, Essential Earth, Essential Flame, Essential Water, Essential Wood, Explosive Lightening, Ice Dagger, Ice Slick, Ice Sphere, Fog, Foul Water, Icy Missiles, Rain, Snow Jet, Rain of Stones, Sand Jet, Snow, Stone Missile, Warmth, Water Jet. A mage who learns 8 of the above spells becomes an Angel of Creation, entitling them to learn the following twenty-five spells. Elementals summoned with this style are at +2 to IQ, but are immune to the Control (Elemental) spells. Angel of Creation Acid Ball, Acid Jet, Charge Powerstone, Create Air Elemental, Create Animal, Create Door, Create Earth Elemental, Create Fire Elemental, Create Mount, Create Object, Create Servant, Create Spring, Create Steam, Create Water Elemental, Create Warrior, Dispel Creation, Enchant, Essential Acid, Essential Food, Geyser, Hail, Mud Jet, Lightning, Spit Acid, Steam Jet. A mage who learns 8 of the above spells becomes a Divine Craftsman, entitling them to learn the following 7 spells. Divine Craftsman Create Gate, Delay, Dominion, Forge of Souls, Link, Material Edict, Powerstone. Secret Spell: Dominion (VH) Regular The caster creates a gate that only they may pass through. Through is a universe that functions according to their whims, a fantasy land of their very own. However, the caster cannot influence the outside world from their Dominion and what happens in the Dominion is only tenuously related to how things will be back in the “real” world. Items wished up in the Dominion or spells cast will simply evaporate in the real world, books and Information spells in the Dominion will provide dreamed information only, and the realm will generally function as if it is not real from the perspective of the “real world”. However, some things the caster may do will carry over. The caster has access to real warmth in their dominion, time spent resting or sleeping in the Dominion counts as real rest or sleep, food eaten and water drunk in the dominion will sustain the body in reality, and a mage who leaves the dominion while under the influence of intoxicating substances will continue to be under the influence when they return to the real world. While diseases suffered, poisons cured and curses lifted in the Dominion will not be removed in the real world, the caster is at least immune to their effects there. The Dominion lasts as long as the caster desires and the caster may leave at any time. While the caster is in their Dominion, the gate remains open and others may look, listen or smell in. What they see, hear or smell is up to the caster. Duration: Until the caster returns to the real world. Cost: 4 Time to Cast: 1 hour Secret Spell: Forge of Souls (VH) Enchantment The mage creates a sentient soul in an item. The soul can think and see the world around it and can control any magic powers that the item possesses with a Will roll. In most cases, the personality is originally a blank slate and much of its nature will be determined by how it is treated. The souls of objects rarely get lonely, although they do tend to take a liking to people to treat them kindly. They are generally very content to be left alone, but without human contact, they tend to drift away from human conceptions of sanity. An item created with this spell is potentially a very useful Ally for the mage, but is a person with their own will, not simply a tool. Moreover, the more they are interacted with, the more likely they are to develop complexities in their personality. Duration: Permanent Cost: 20 +1 for every point of IQ the soul has over 10, up to a maximum IQ of (10 + Magery). Time to Cast: 10 hours. Secret Spell: Material Edict (VH) Regular If cast immediately before the caster casts Create Air, Create Earth, Create Fire, Create Food, Create Object or Create Water, the fatigue cost for that spell is halved. Cost: 1 Time to Cast: 3 seconds.
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