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=Book of Elders = Cost: 5 points Style Prerequisite: IQ 13+, Magery, (not One College Only). The Book of Elders is a magical style originally developed by vampires but now studied by mortal mages as well. While vampires may have perfected it as an outgrowth of their cursed nature, others study it for the power it offers, particularly regarding the domination of other human beings. Mages of this school are rarely open about their training and may not admit to being mages at all. Temporal authorities may suspect them of being in league with the undead, a suspicion that in some cases would be perfectly true. However, there is no reason why a practitioner has to be evil or unwholesome and a few of them have, in fact, become hunters of the undead who protect mortals from being preyed upon. Required Skills: Hidden Lore (Vampires), Occultism, Theology. Required Spells: Beast-Rouser. Perks: Afflicted Casting (Flagellant’s Blessing), Afflicted Casting (Mystic’s Stupor), Better Magic Items (Necromantic), Blocking Spell Mastery (Any), Blood Magic, Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Knower of Names, Life Force Burn 1-5, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Mage, Secret Spell (Blood Slave, Eye of the Predator or Predator’s Kiss), Spell Bond (Weaken Blood), Willful Casting. Optional Traits Attributes: Improved IQ, Improved Will. Advantages: Allies (Vampires), Night Vision, Voice. Disadvantages: Callous, Enemies (Vampires and vampire hunters), Lecherousness, Nosy, Reputation (Callous, Mysterious), Secret (Book of Elders Magician). Skills: Body Control, Hazardous Material (Magical), Herb Lore, Naturalist, Savoir-Faire, Shadowing, Stealth, Streetwise, Symbol Drawing. A student begins their studies as one of the Known, entitling them to learn the following 9 spells. Known Amulet, Beast-Rouser, Counterspell, Detect Magic, Foolishness, Itch, Touch, Ward, Talisman. A mage who has learned 5 of the above spells, including Beast-Rouser, becomes a Night Walker, entitling them to learn the following 9 spells Night Walker Detect Poison, Forgetfulness, Great Ward, Hinder, Master, Neutralize Poison, Recover Energy, Spasm, Steal Might. A mage who has learned 5 of the above spells, including Steal Might, becomes a Watcher at the Gate, entitling them to learn the following thirteen spells Watcher at the Gate Boost Health, Command, Fascinate, Hunger, Loyalty, Pain, Permanent Forgetfulness, Resist Poison, Rooted Feet, Steal Energy, Steal Vigor, Strike Dumb, Vigor. A mage who has learned 7 of the above spells, including Steal Vigor, becomes a Grave Warden, entitling them to learn the following twenty-one spells. Grave Warden Choke, Control Person, Deathtouch, Enthrall, Foul Water, Nauseate, Paralyze Limb, Permanent Possession, Pestilence, Possession, Retch, Sickness, Slow Healing, Steal Beauty, Steal Vitality, Stop Healing, Strike Barren, Strike Blind, Strike Numb, Total Paralysis, Weaken Blood. A mage who has learned 8 of the above spells, including Steal Vitality, becomes a Toucher of Earth, entitling them to learn the following fifteen spells Toucher of Earth Charm, Delay, Dispel Magic, Drain Mana, Enchant, Enslave, Gauntness, Insignificance, Remove Curse, Presence, Rotting Death, Steal Dexterity, Steal Skill, Telecast, Steal Youth. A mage who has learned 8 of the above spells becomes a Walker in Light, entitling them to learn the following 9 spells Walker in Light Blood Slave, Curse, Drain Magery, Exchange Bodies, Eye of the Predator, Hang Spell, Link, Predator’s Kiss, Reflex. Secret Spell: Blood Slave (VH) Regular, Resisted by Will The subject becomes the caster’s slave, instinctively obeying their commands and accepting always that the caster is in the right. Bloodslave only has effects on subjects who already love or feel a strong loyalty towards the caster. The subject must be present and must provide a drop of blood of their own free will (though they don’t have to be told the truth about what the blood is for or what the spell does). The subject may try to resist again at any time that they are commanded to do something that violates their moral code. Duration: Permanent. Cost: 1 per Will the subject has. Time to Cast: 4 hours Secret Spell: Eye of the Predator (VH) Regular, Resisted by Will The spells subject falls in love with the caster if they fail their Will resistance, do not have an incompatible sexual orientation, and if the caster has fulfilled the following conditions. The caster must have 1. Established eye contact. 2. Engaged the subject in conversation on a topic the subject is interested in for at least five minutes. 3. Expressed sympathy for the subject on some point. The caster must seem sincere and friendly or the spell will end. Eye of the Predator does not require gestures or incantations. Duration: Until the next sunrise. Repeated doses of Eye of the Predator may result in a more permanent condition at the GM’s (or in the cast of PCs, player’s) discretion. Cost: 4 Time to Cast: 1 second. Secret Spell: Predator’s Kiss (VH) Regular, Resisted by Will While under the influence of this spell, the caster gains benefits from drinking fresh blood. If the blood is animal blood, the caster is at +1 ST, +1 HT, +1 Move, and heals 1 HP for every 2 HPs of animal blood consumed. If the blood is the blood of a human, the caster gains an energy reserve that may only be used to power magic spells of the Book of Elders style, at a level equal to half the HP of human blood consumed, rounded down, maximum 4. Drinking human blood will also heal the caster at a rate of 1 HP per HP. The caster may not be under the effects of more than one Predator’s Kiss at a time. Living vistims resist with Will when the caster attempts to drink their blood, whether the blood has already been taken from their body or not. Blood taken loses its potency at the next sunrise or sunset after it was removed from the body. Fangs are not provided. Duration: 3 hour Casting Cost: 4 Time to Cast: 3 seconds.
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