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=The Low Road = Cost: 18 points Style Prerequisite: DX 10+, Magery, (not One College Only). The Low Road is the magical art of robbing graves, as unromantic and practical a style as has been developed. Whether the craft was originally developed by sages who grew greedy or thieves who grew magically sophisticated, it is today a criminal tool and a highly effective and profitable one at that. Mages of this school are very rarely open about it and generally pass themselves off as either urban poor or comfortable idlers of independent means. They generally shun fame and recognition, moving on if they become too well known. Being driven by money rather than by love of the work, they are frequently willing to turn their hand to tasks other than grave robbing if they pay well, so may be found among adventurers, thieves who prey on the living, and even security experts. Required Skills: Architecture, Archaeology, Climbing, Cryptology, Hazardous Materials (Magical), Hidden Lore (Tombs), Hidden Lore (Undead Lore), Forced Entry, Lockpicking, Occultism, Research, Search, Stealth, Traps. Required Spells: Climbing, Light, Measurement. Perks: Blocking Spell Mastery (Any), Flexible Ritual (Any), Intuitive Cantrip (Corpse Smart), Intuitive Cantrip (Intuitive Illusionist), Kill Switch, Knower of Names, Mana Compensation, No Gestures (Any), No Incantations (Any), Obscure True Name, Reduced Footprint 2, Sanctum 1-2, , Scroll Reading, Secret Mage, Secret Spell (Graveweird, Slumber of the Earthen Bed, Touch of Avarice). Optional Traits Attributes: Improved DX and IQ. Advantages: Acute Senses (Any), Catfall, Double-Jointed, Languages, Night Vision. Disadvantages: Cursed, Enemies (Undead), Greed, Overconfidence, Nightmares, Reputation (Suspicious Behavior). Skills: Fast-Talk, Heraldry, Merchant, Metallurgy, Symbol Drawing, Thanatology. The student begins their study at the level of Magpie, entitling them to learn the following fifteen spells. Magpie Apportation, Astral Block, Climbing, Counterspell, Detect Magic, Light, Measurement, Scryguard, Seek Air, Seek Earth, Sense Danger, Sense Foes, Suspend Spell, Tell Time, Ward. When a mage has learned 8 of the above spells including Climbing, Light and Measurement,, they become a Black Dog, which entitles them to learn the following twenty spells. Black Dog Continual Light, Great Ward, Know Illusion, Infravision, Levitation, Lockmaster, Locksmith, Mage Sight, Neutralize Poison, Recover Energy, Mage Stealth, Night Vision, Seek Magic, Sense Observation, Sense Spirit, Silence, Slow Fall, Tell Position, Wallwalker, Test Load. When a mage has learned 8 of the above spells, they become a Banisher, which entitles them to learn the following fifteen spells. Banisher Alarm, Identify Spell, Dark Vision, Earth Vision, Flight, Hush, Light Tread, Know Location, Materialize, Poltergeist, Relieve Sickness, See Invisible, Shape Earth, Turn Spirit, Wizard Eye. When a mage has learned 8 of the above spells, they become a Graveworm, which entitles them to learn the following fifteen spells. Graveworm Affect Spirits, Ancient History, Astral Vision, Cure Disease, Dispel Illusion, Earth to Air, Hawk Flight, History, Resist Disease, Resist Poison, Scryfool, Shatter, Solidify, Turn Zombie, Wizard Hand. When a mage has learned 8 of the above spells, they become a Taxman, which entitles them to learn the following thirteen spells. Taxman Banish, Delay, Dispel Magic, Displace Spell, Graveweird, Link, Reflex, Remove Curse, Repel Spirits, Slumber of the Earthen Bed, Touch of Averice, Suspend Curse, Suspend Magic. Secret Spell: Graveweird (VH) Regular Resisted by Will The subject can tell when they are being observed by the undead. Nothing about the location or nature of the observer can be determined – the subject can just tell that they are being watched. Graveweird is an unpleasant sensation for most normal people. Duration: 8 hours. Cost: 2 Time to Cast: 5 minutes Secret Spell: Slumber of the Earthen Bed (VH) Area, Resisted by Will Undead in the spell’s area of effect are at -4 for rolls to notice anything. This will has no effect on undead who are restlessly active, only those who are dormant, or resting, or dozing or in some other way in a state analogous to sleeping or being only partly awake. Any attempt to place an undead creature in a dormant state (killing or destroying them is not “placing them in a dormant state”) is at +2 to skill. Duration: 1 hour Base Cost: 1 Time to Cast: 5 Minutes Secret Spell: Touch of Avarice (VH) Regular The caster can tell whether they are touching rare metals or stones with a successful Per roll. On a successful Metallurgy or Jeweler roll (as appropriate) they can identify the type. As a side effect, they can tell by touch whether what they are touching is metal, or rock, or neither. This does not count as a spell “on”. Duration: 8 hours Cost: 3 Time to Cast: 3 seconds.
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