Editing
GURPS Magical Styles Fan Netbook
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Path of No Path = Cost: 12 points Style Prerequisite: IQ 12+, Animal Empathy or Frightens Animals, Magery, (not One College Only). The Path of No Path teaches that human beings have fallen out of harmony with the natural world, wounding our souls, and that it is only by becoming one with nature once again that we can become whole. The journey back to nature is one that every human must take alone, finding their own way, and it is a journey that may take multiple lifetimes. A natural affinity for magic is viewed as evidence that the possessor has come far in previous lifetimes. The magical art of Path of No Path is not necessary for the journey, but is regarded as an extremely useful tool which greatly enhances the seekers chances of success. While practicing Path of No Path generally brings about changes in the wielder, the changes vary depending on the subject’s nature – some grow gentle, some violent and wild, some become obsessed with food and sex, some with protecting the natural world. Required Skills: Camouflage, Climbing, Herb Lore, Hidden Lore (Wilderness Spirits), Naturalist, Stealth, Survival (Any), Weather Sense. Required Spells: Keen Hearing, Keen Taste and Smell, Keen Vision. Perks: Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Good with Animal, Any type of wild animal), Limited Energy Reserve 1-5, Mana Compensation, Melee Spell Mastery (Any), Mighty Spell (Any melee), No Gestures (Any), No Incantations (Any), Obscure True Name, Secret Spell (Creature of the Land, Metamorphosis or Rage of the Wild). Optional Traits Attributes: Improved ST, DX, IQ and HT. Advantages: Absolute Direction, Acute Senses (Any), Catfall, Combat Reflexes, Hard to Kill, Outdoorsman, Perfect Balance Disadvantages: Berserk, Bestial, Bloodlust, Callous, Hidebound. Skills: Esoteric Medicine, Jumping, Running, Survival (Any), Thaumatology. The student of the Path of No Path begins their studies as a Supplicant of the Beast. This entitles them to learn the following fourteen spells. Supplicant of the Beast Beast-Soother, Climbing, Detect Magic, Find Direction, Haste, Keen Hearing, Keen Taste and Smell, Keen Vision, Seek Plant, Seek Water, Sense Danger, Sense Foes, Shield, Test Food. A mage who has learned 8 of the above spells, including Keen Hearing, Keen Taste and Smell and Keen vision gains the Eyes of the Beast, an achievement enabling them to learn the following twenty-four spells Eyes of the Beast Alertness, Beast Seeker, Beast Speech, Armor, Beast Summoning, Detect Poison, Hide, Hush, Identify Plant, Instant Neutralize Poison, Lighten Burden, Might, Neutralize Poison, Nightingale, Night Vision, No-Smell, Pathfinder, Purify Food, Purify Water, Quick March, Recover Energy, Sense Observation, Silence, Watchdog. A mage who has learned 8 of the above spells gains the Breath of the Beast, enabling them to learn the following twenty-four spells. Breath of the Beast Bless Plants, Blossom, Blur, Boost Health, Boost Strength, Conceal, Forest Warning, Gloom, Heal Plant, Hide Path, Light Tread, Mage-Stealth, Plant Growth, Plant Vision, Predict Weather, Rejuvinate Plant, Relieve Sickness, Remove Contagion, Resist Disease, Resist Poison, Tangle Growth, Vigor, Walk Through Plants, Warmth. A mage who has learned 8 of the above spells attains the Soul of the Beast, enabling them to learn the following sixteen spells. Soul of the Beast Beast Link, Coolness, False Tracks, Freedom, Invisibility, Plant Form, Plant Sense, Plant Speech, Protect Animal, Remember Path, Shapeshifting (Bear), Shapeshifting (Boar), Shapeshifting (Crow), Shapeshifting (Deer), Shapeshifting (Hawk), Shapeshifting (Wolf). A mage who has learned 8 of the above spells becomes an “Animal”, enabling them to learn the following spells. Animal Arboreal Immurement, Creature of the Land, Enchant, Metamorphosis, Rage of the Wild. At this rank, Shapeshifting spells that transform the subject into a mundane animal that lives in the wild should generally be available. The mage could learn Shapeshift (Badger) or Shapeshift (Salmon) if they wish, for example. As always, the GM has final ruling. Secret Spell: Creature of the Land (VH) Regular If the caster makes an appropriate Survival (Wilderness) skill roll, they will receive the following benefits while in the wild. The caster is at +2 Per and has an additional +2 to Tracking. All attempts to detect the caster, including spells and Tracking, are at -2 to skill. The caster travels 100% faster when off-road and on foot. This does not affect combat Move. Duration: Until sunrise or sunset, whichever comes first. Cost: 2 Time to Cast: 5 minutes. Secret Spell: Metamorphosis (VH) Regular Cast immediately before the caster casts a Shapeshift (Animal) spell on themselves, metamorphosis will have the following effects. The Shapeshifting spell will be cast at +4 to skill. The Shapeshifting spell will not cause IQ decrease. The duration of the Shapeshift (Animal) spell will be until sunrise or sunset, whichever comes first. Cost: 1 Time to Cast: 2 minutes. Secret Spell: Rage of the Wild (VH) Regular This spell function as Beast Summoning (GURPS Magic, p.30) except where noted. Any summoned beast will immediately attack anyone the caster likes, fighting to the death. The caster can change the target of the beast’s attacks at will, but failure to will an attack on a target the beast can sense will terminate the spell. If the GM rules that the animal summoned was in close proximity to pack mates, 1d animals will arrive instead of one. Cost: 1 Time to Cast: 1 second.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information