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=Prayers of the Red Angels = Cost: 13 points Style Prerequisite: IQ 11+, Magery, (not One College Only). Prayers of the Red Angels is a military style, designed to provide blessings and healing to soldiers in battle. Though they have little in the way of offensive magic, they can greatly enhance the effectiveness of friendly combatants around them. In theory, mages of this school are not combat troops but physicians. They traditionally enter battle armed only with a knife and regard direct attacks on their persons by the enemy to be dishonorable. In practice, they are recognized as the dangerous battle-mages that they are and may be singled out for attack. Mercenary mages trained in the Red Angels school often cultivate an image of being a healer rather than a soldier, since healers are welcome in more places. A few mages of this school become generals themselves, making strategic use of their battle magic while commanding bandits, mercenaries or regular troops. Required Skills: First Aid, Judo, Knife, Physician, Riding (Horse), Soldier. Required Spells: Block, Haste, Keen Hearing, Keen Vision, Lend Energy, Shield. Perks: Better Magic Items (Healing), Blocking Spell Mastery (Any), Intuitive Cantrip (Aid), Limited Energy Reserve 1-5, Reduced Footprint 1, Sacrificial Block Spell (Any), Scroll-Reading, Secret Spell (Angel’s Blessing, Bloodrage or Call to Formation), Secret Words, Spell Resistance (Mass Daze), Spell Resistance (Mass Sleep). Optional Traits Attributes: Improved IQ. Advantages: Combat Reflexes, Military Rank, Reputation (Brave Physician). Disadvantages: Pacifism (Cannot Personally Kill), Reputation (Hypocritical Mercenary), any Physical Disadvantage that can be explained by injury (e.g. One Hand, One Eye) or Mental Disadvantage that can be explained by trauma (e.g. Phobias, Flashbacks and Nightmares). Skills: Running, Staff, Symbol Drawing, Tactics. Apprentices are admitted to the order at the level of Acolyte. At this level, they are trained in medical and military skills and taught the following 6 spells. Acolyte Block, Haste, Keen Hearing, Keen Vision, Lend Energy, Shield. Acolytes are promoted to Cherabim when they have learned all six Acolyte spells. This entitles them to learn any of the following seventeen spells. Cherubim Armor, Blade Turning, Bravery, Deflect Missile, Hardiness, Keen Taste and Smell, Lend Vitality, Might, Minor Healing, Missile Shield, Neutralize Poison, Recover Energy, Shade, Share Energy, Stop Spasm, Turn Blade, Umbrella. Cherubim are promoted to Ascendant when they have learned 8 Cherubim spells including Armor and Minor Healing. This entitles them to learn any of the following nineteen spells. Ascendant Alertness, Awaken, Boost Health, Boost Strength, Grace, Hold Breath, Instant Neutralize Poison, Major Healing, Perfume, Relieve Addiction, Relieve Sickness, Remove Contagion, Resist Disease, Resist Water, Resist Pain, Resist Poison, Restore Memory, Share Vitality, Vigor. Ascendants are promoted to White Guard when they have learned 8 Ascendant spells including Major Healing. This entitles them to learn any of the following 27 spells. White Guard Balance, Boost Dexterity, Boost Intelligence, Cadence, Coolness, Cure Disease, Great Healing, Halt Aging, Healing Slumber, Instant Restoration, Instant Regeneration, Iron Arm, Reflexes, Regeneration, Relieve Paralysis, Resist Lightning, Resist Sound, Restoration, Restore Hearing, Restore Sight, Restore Speech, Stop Paralysis, Strengthen Will, Warmth, Wisdom, Teleport, Shield. White Guards are promoted to Battle Angels when they have learned 8 White Guard spells, including Strengthen Will. This entitles them to learn any of the following seventeen spells. Battle Angel Atmosphere Dome, Cleansing, Delay, Force Dome, Enchant, Force Wall, Halt Aging, Powerstone, Reflex, Relieve Madness, Remove Curse, Resist Acid, Resist Pressure, Resurrection, Suspend Curse, Utter Dome, Weather Dome, Youth. Battle Angels are promoted to Seraphim when they have learned 8 Battle Angel spells. This entitles them to learn any of the following five spells. Seraphim Angel’s Blessing, Bloodrage, Call to Formation, Link, Utter Wall. Secret Spell: Angel’s Blessing (VH) Area Everyone within range who the Seraphim wishes to protect is at -1 to be hit from all attacks. The spell has no effect on anyone the Seraphim does not wish to protect. Duration: 1 minute Base Cost: 1 Time to Cast: 10 seconds. Secret Spell: Bloodrage (VH) Area Everyone within range who the caster wishes to inspire will be filled with an anger that provides them with +3 on any Will check not to flee or retreat from combat. The spell has no effect on anyone the caster does not wish to inspire. The spell only works on those who are trying to work up the will to stay – if somebody genuinely wants to leave, the spell will not stop them. Duration: 1 minute Base Cost: 1 Time to Cast: 4 seconds. Secret Spell: Call to Formation (VH) Area When the Seraphim sounds the Call to Formation, everyone within one yard who they wish to heal is healed for 1d for every two energy the mage has devoted to the spell. Those further away divide the healing total by two times their distance in yards, rounded down. The spell has no effect on those the Seraphim does not wish to heal. The call must use loud incantations, even if the caster would not otherwise have to use incantations at all. Cost: Any amount up to twice Magery level per second. Call to Formation heals 1d burning damage per full two points of energy. Time to Cast: 1 to level of Magery seconds.
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