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=Rituals of the Outer Darkness = Cost: 14 points Style Prerequisite: IQ 13+, Magery, (not One College Only). Rituals of the Outer Darkness is the art of dealing with demons. Demon-worship is strictly forbidden as is entering into a demon’s service, though negotiations and deals with demons are tolerated. Mages have many reasons for wanting to study demons. The mage might be an altruist, learning how to cast out the enemy, they might be a cynic, sure that the quickest route to power must be through the dirtiest of deals, or they might just be scholars, driven by curiosity about the most deceptive of realms. The fundamental texts of the school make no comment on what the style is for or what a student ought to be doing with their skills. They simply explain the subject matter in painstaking detail in a dry, academic style. The training of an adept is academically grueling, and students looking for a quick route to power are soon disappointed. For those with sufficient talent and perseverance, however, the school as a great deal of power of offer. Mages of this school, if they must identify themselves as mages as all, often present themselves as exorcists first and foremost. After all, people can jump to conclusions when they find out that you associate with demons. Required Skills: Cryptology, Exorcism, Hazardous Materials (Magical), Hidden Lore (Demon Lore), Occultism, Research, Theology. Required Spells: Astral Block, Detect Magic, Fear, Foolishness, Scroll, Scryguard. Perks: Astrological Ceremonies, Better Magic items (Meta-Magic or Necromantic), Frightening Side Effects (Any), Intimidating Curses, Knower of Names, Magical Lawyer, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Spell (The Book of Names, Breaking the Gates of Perdition, Call of Damnation), Spirit Contract. Optional Traits Attributes: Improved IQ. Advantages: Languages, Oracle, Patron (Demon). Disadvantages: Cursed, Enemies (Demons, the Law and Villagers with Pitchforks), Reputation (Meddler in Unwholesome Things), Secret (Demon Mage). Skills: Alchemy, Hidden Lore (Demons), Hidden Lore (Spirits), History, Literature, Mathematics, Symbol Drawing, Teaching. An apprentice begins their studies as a Squire of the White Tabard, at which level they are required to learn the following 6 spells. Squire of the White Tabard Astral Block, Detect Magic, Fear, Foolishness, Scroll, Scryguard. A mage who has learned all 6 Squire of the White Tabard spells becomes a Knight of the Red Sword, entitling them to learn the following fourteen spells. Knight of the Red Sword Amulet, Daze, Disorient, Forgetfulness, Identify Spell, Madness, Mage Sense, Mage Sight, Recover Energy, Panic, Scrywall, Summon Spirit, Talisman,Terror, Weaken Will. A mage who has learned 7 Knight of the Red Sword spells becomes a Lord or Lady of the Iron Tower, entitling them to learn the following fifteen spells. Lord / Lady of the Iron Tower Analyze Magic, Command, Dream Sending, Dream Viewing, Encrypt, Fascinate, Mass Daze, Materialize, Mindlessness, Permanent Forgetfulness, Permanent Madness, Scryfool, See Invisible, Solidify, Turn Spirit. A mage who has learned 8 Iron Tower spells becomes a Baron or Baroness of Lamentations, entitling them to learn the following fourteen spells. Baron(ess) of Lamentations Affect Spirits, Astral Vision, Dispel Possession, Dream Projection, Drunkenness, Enthrall, False Memory, Magic Resistance, Mass Suggestion, Nightmare, Oath, Sickness, Spell Shield, Suggestion. A mage who has learned 7 Lamentations spells becomes a Duke or Duchess of the Burning City, entitling them to learn the following eighteen spells. Duke / Duchess of the Burning City Banish, Bind Spirit, Command Spirit, Delay, Dispel Magic, Enchant, Entrap Spirit, Great Geas, Lesser Geas, Pentagram, Powerstone, Remove Curse, Repel Spirits, Soul Jar, Spell Wall, Staff, Summon Demon, Suspend Curse. A mage who learns 8 Burning City spells becomes a Prince or Princess of Fiends, entitling them to learn the following 8 spells. Prince / Princess of Fiends The Book of Names, Breaking the Gates of Perdition, Call of Damnation, Curse, Hang Spell, Lich, Link, Reflex. Secret Spell: Breaking the Gates of Perdition (VH) Special This is a particularly powerful demon summoning ritual. It is in all ways like Summon Demon on p. 155 of GURPS Magic, except where noted. The spell requires a human skull, or the site of a murder or haunting. Duration: Until the demon’s task is done or 3 hours, whichever is less. Cost: 1 point per 12 character points used to build the demon. Minimum energy cost is 25 (though this will not always summon a 296 point demon). The spell requires a human skull, or a preserved human finger, or the site of a murder or haunting. Parts of living creatures do not suffice. Time to Cast: 30 minutes. Call of Damnation (VH) Regular Once Call of Damnation has been cast at a location, the next Banish spell cast at the same location is at +2 effectiveness. Demons at the location are at -2 on any non-magical roll to deceive, such as by using Acting, Fast-Talk or Law. The spell requires a human skull, or a preserved human finger, or the site of a murder or haunting. Parts of living creatures do not suffice. Duration: Until the next time Banish is cast at the location or night falls, whichever comes first. Cost: 10 Time to Cast: 10 minutes. The Book of Names (VH) Regular, Resisted by Will+2 Cast in the presence of a demon, the spell will reveal the demon’s True Name. The spell requires a human skull, or a preserved human finger, or the site of a murder or haunting. Parts of living creatures do not suffice. Cost: 8 Time to Cast: 5 minutes.
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