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=Riding the Lightning = Cost: 8 points Style Prerequisite: IQ 12+, Magery, (not One College Only). The origin of the mages who call themselves Those Who Ride the Lightning is lost in folklore. They claim to have been founded by an itinerant scholar who was overtaken by a storm on the road one day, was struck by lightning, and decided that he liked it. The style offers mastery over energy in all its forms, emphasizing the need to feel the power channeling through one’s body and mind. Some mages master the style just for the rush, others because it offers a unique insight into fundamental forces, and others because it offers fast lethality. Mages who study this style can grow to be excitable or even manic and some are quick to anger. Not a few are experience junkies in general, driven by the opening of their senses to seek bigger and better thrills. Required Skills: Meditation, Thaumatology. Requires Spells: Apportation, Haste, Levitation, Light, Recover Energy. Perks: Adjustable Spell (Spell Variation, Any attack spell), Afflicted Casting (Flagellant’s Blessing), Blocking Spell Mastery (Any), Blood Magic, Frightening Side Effects (Any), Intuitive Cantrip (Kindle), Intuitive Cantrip (Mystic Gesture), Life Force Burn, 1-5, Limited Energy Reserve 1-5, Mighty Spell (Any melee or missile), Missile Spell Mastery, Power Casting (Any), Psychic Guidance (Any), Secret Spell (Heavy Nerve Buzz, Riding the Static, Rushing Brain Shock or Touch of Life), Secret Words, Special Exercises (FP may exceed HT by 100%). Optional Traits Attributes: Improved IQ, Improved HT. Advantages: Acute Touch, Combat Reflexes, Disadvantages: Bad Temper, Berserk, Impulsiveness, Overconfidence, Reputation (Not Sane). Skills: First Aid, Symbol Drawing. A student begins their studies as an Attendant of Lightning, requiring them to learn the following 5 spells. Attendant of Lightning Apportation, Haste, Levitation, Light, Recover Energy. When all 5 spells have been learned, the mage becomes a Will Worker, entitling them to study the following twenty-two spells. Will Worker Continual Light, Deflect Missile, Distant Blow, Flight, Glue, Grease, Great Haste, Hinder, Hold Fast, Increase Burden, Infravision, Jump, Lighten Burden, Lockmaster, Locksmith, Long March, Poltergeist, Quick March, Shape Earth, Shape Light, Slow Fall, Wallwalker, Warm. A mage who has learned 8 Will Worker spells becomes an Ascendant One, entitling them to study the following seventeen spells. Ascendant One Air Jet, Flash, Glow, Hawk Flight, Heat, Light Jet, Light Tread, Lightning, Manipulate, Shape Air, Shape Water, Slide, Slow, Undo, Wall of Wind, Windstorm, Winged Knife. A mage who has learned 8 Ascendant One spells becomes a Transformed One, entitling them to learn the following eighteen spells. Transformed One Air Vortex, Body of Lightning, Explosive Lightning, Lightning Armor, Lightning Missiles, Lightning Stare, Lightning Weapon, Lightning Whip, Pull, Repel, Resist Lightning, Shocking Touch, Spark Cloud, Spark Storm, Wall of Lightning, Warm, Wind, Wizard Hand. A mage who has learned 8 Transformed One spells becomes a Sage of Thunderbolts, entitling them to learn the following thirteen spells. Sage of Thunderbolts Ball of Lightning, Charge Powerstone, Dancing Weapon, Delay, Enchant, Freedom, Link, Heavy Nerve Buzz, Powerstone, Riding the Static, Rushing Brain Shock, Staff, Touch of Life. Secret Spell: Heavy Nerve Buzz (VH) Regular While under the effects of this spell, the caster has the benefits of the Lightning Armor spell and the Advantages High Pain Threshold and Very Fit. Their touch does 1d+1 electrical burn damage, whether they want it to or not. Many mages find being the subject of Heavy Nerve Buzz to be quite pleasurable. Duration: 1 minute Cost: 10 to cast, 5 to maintain Time to Cast: 10 seconds. Secret Spell: Riding the Static (VH) Regular The caster opens their senses and draws on the ambient energy all around them to replenish themselves. Use of this spell requires a successful Meditation roll, after which the mage stands, twitching in ecstasy. They are so distracted from the world around them that they are for all intents and purposes asleep and will remain so until they recover all FP or someone wakes them up. If the mage knows this spell at level 15 or higher, they recover 1 FP every 2 minutes. If they know it at 20 or higher, they recover 1 FP every minute. Duration: Until at full FP or woken up. Cost: None Time to Cast: 1 minute. Secret Spell: Rushing Brain Shock (VH) Regular The caster gives their own brain a shocking jolt of electricity to make up for lack of sleep. The immediately suffer the effects of the Daze spell with no possibility of resistance and for ten minutes thereafter will be at -1 DX and IQ, but +2 Will. For every point by which they made their spell roll, they may go without 1 hour of sleep with no ill effects, but also may not fall asleep for at least that many hours. Many mages find being the subject of Rushing Brain Shock to be quite pleasurable. Cost: 1. Time to Cast: 1 second. Secret Spell: Touch of Life (VH) Regular, Resisted by HT An arc of electricity springs from the caster’s fingers (or a metal tool) to the subject, automatically striking, at a range in yards equal to the casters ST / 10, rounded up. If the subject fails a HT roll, they suffer 1d electrical burn damage. Armor does not protect, though a human being or large object suddenly thrust between the caster and the target could be used to block. Cost: 2 Time to Cast: 1 second.
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