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=Golden Sun = Cost: 6 points Style Prerequisite: IQ 12+, Magery, (not One College Only). The Golden Sun is a style founded on the simple philosophy that mages ought to benefit from their talents, and is dedicated to making the mage’s life as convenient, safe and fun as possible. Apprentices are taught that selfishness is a virtue and that anyone who says otherwise is participating in a system designed to keep the lucky gifted ones from realizing their full potential. Not all apprentices accept such a callous attitude, but most are more than willing to see personal indulgence as a fine use of a mage’s time. Wizards with a more serious attitude towards magic at sneered at as dupes – their skills may still be admired, but they lack the common sense to see how good the life of a mage can be. Required Skills: Conisseur (any), First Aid, Savoir-Faire, Streetwise. Required Spells: Scryguard. Perks: Afflicted Casting (Flagellant’s Blessing), Afflicted Casting (Mystic’s Stupor), Blocking Spell Mastery (Any), Convenience Casting (Any legal), Elixir Resistance, Flexible Ritual (Any), Intuitive Cantrip (Good with Animal, all ordinary domestic pets), Intuive Cantrip (Good with Animal, Horses), Intuitive Cantrip (Mystic Gesture), Intuitive Cantrip (Reinforce), No Gestures (Any), No Incantations (Any), Obscure True Name, Scroll Reading, Secret Mage, Secret Spell (Internal Alchemy of Perceptual Delight, Ritual of Seduction, Nose of the Critic and Pockets of Miserly Tightness), Wizardly Garb. Optional Traits Attributes: Improved IQ. Advantages: Alcohol Tolerance, Allies (Hedonists), Fashion Sense, Reputation (Fun), Status, Wealth. Disadvantages: Addiction, Alcoholism, Enemies (Spurned Lovers and Their Spouses), Lecherousness, Reputation (Worthless Hedonist). Skills: Artist, Carousing, Erotic Art, Fast Talk, Fortune Telling, Gambling, Literature, Musical Instrument, Symbol Drawing, Writing. The student begins their studies as one of the Social, entitling them to learn the following thirteen spells. Social Amulet, Apportation, Beast-Soother, Detect Magic, Levitation, Scroll, Scryguard, Sense Danger, Sense Foes, Simple Illusion, Sound, Shield, Talisman. A mage who has learned 7 of the above spells including Scryguard becomes one of the Civilized, entitling them to learn the following fifteen spells Civilized Armor, Flight, Illusion Disguise, Illusion Shell, Identify Spell, Know Illusion, Mage Sense, Mage Sight, Nightingale, Recover Energy, Season, Seek Magic, Sense Emotion, Sense Spirit, Watchdog. A mage who has learned 8 of the above spells becomes a Celebrant, entitling them to learn the following twenty spells Celebrant Analyze Magic, Boost Health, Command, Complex Illusion, Cook, Create Water, False Aura, Fascinate, Hawk Flight, Hide Emotion, Hide Thoughts, Mind-Reading, Perfect Illusion, Persuasion, Prepare Game, Relieve Sickness, Scryfool, Seeker, Truthsayer, Vigor. A mage who has learned 8 of the above spells becomes one of the Notorious, entitling them to learn the following fourteen spells Notorious Ancient History, Coolness, Create Food, Cure Disease, Drunkenness, Ecstasy, Enthrall, Glib Tongue, Hair Growth, History, Invisibility, Shapeshifting, Warmth, Water to Wine. A mage who has learned 7 of the above spells becomes a Libertine, entitling them to learn the following ten spells Libertine Charge Powerstone, Charm, Create Object, Create Servant, Delay, Enchant, Haircut, Powerstone, Staff, Steal Beauty. A mage who has learned 5 of the above spells becomes one of the Decadent, entitling them to learn the following 8 spells Decadent Hang Spell, Internal Alchemy of Perceptual Delight, Link, Nose of the Critic, Pockets of Miserly Tightness, Reflex, Ritual of Seduction, Steal Youth Secret Spell: Internal Alchemy of Perceptual Delight (VH) Regular, resisted by Will. Internal Alchemy of Perpetual Delight greatly extends the effects of the Ecstasy spell. If it is cast immediately before the caster casts the Ecstasy spell, Ecstasy will have Duration: 1 minute and Cost: 2 to cast, 1 to maintain. Duration: 1 minute. Cost: 2. Time to Cast: 5 minutes Secret Spell: Ritual of Seduction (VH) Regular, resisted by Will. The subject feels a strong sexual attraction towards the caster if they fail a will roll. If they fail a second will roll, the subject will choose to engage in sexual activity with the caster (whereas if they succeed on their will roll, how they respond to their feelings is a roleplaying decision). This spell will not work if the caster is incompatible with the subject’s sexual orientation and the subject receives a fresh will roll if the caster does anything that upsets their moral code, which for most people will include mistreating them in any way. The morality of using this spell divides Golden Sun magicians. Some compare it to rape while others insist that since the subject desires to do everything that they do, use of the spell simply constitutes magical seduction. Ritual of Seduction does not require incantations or gestures. However, the spell will only work if the caster talks to the subject for at least 30 seconds and the subject believes that the caster is of higher Status, or Wealth, or is significantly more famous, or if the caster is both physically attractive and no less physically attractive than the subject. Duration: Until the next time the subject goes to sleep. Cost: 3 Time to Cast: 1 second. Secret Spell: Nose of the Critic (VH) Information The caster can find the tastiest food around. The caster may hunt for one specific kind of food at a time and it must be food they would genuinely enjoy eating. Food in domestic quantities is unlikely to register if competing with restaurants in a city, but a hungry mage out in the woods might pick up the scent of any cooking going on in the area. Duration: 2 hours. Cost: 1 Time to Cast: 4 seconds Secret Spell: Pockets of Miserly Tightness (VH) Regular, Resisted by Will While the caster is the subject of this spell, people will forget to charge the caster for food in eating establishments, provided that the caster is actually eating the food there and not taking it outside. If “buying” for friends, the mage will be able to feed a number of people equal to their margin of success. Every individual who is to be fooled may resist separately. Normal means of magic detection detect this spell at -4 to skill. Duration: 1 meal. Cost: 2 Time to Cast: 5 minutes.
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