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=Way of the Drake = Cost: 11 points Style Prerequisite: DX 12+, Magery, (not One College Only). The Way of the Drake is the unsubtle art of blasting people on the field of battle. Evolved from a variety of military styles used by specialists in magical artillery, its function is to kill as many soldiers as possible at a distance. Military training is an integral part of the style and it is only taught in well-organized armies and at the House of the Drake, a mercenary training academy established by the style’s founder. For a fee, the House of the Drake will prepare the student for a career as a military artillery specialist and graduates of the school are in great demand. Of course, not everyone who goes to the trouble of learning the style wants to be in the army for the rest of their life. There are many reasons why someone might seek the power to kill, and Drake graduates can be found among adventurers, bandits, troubleshooters and organized criminals. In theory, the Way of the Drake has at its heart a strict code of conduct, emphasizing professional loyalty, courage, and obedience to orders. Some graduates take the code seriously while others treat it as a joke. Required Skills: Body Control, Forward Observer, Innate Attack (Projectile), Judo, Riding (Horse), Soldier, Tactics. Required Spells: Climbing, Ignite Fire, Shield. Perks: Adjustable Spell (Spell Variation, Any attack spell), Area Spell Mastery (Rain of Fire), Blocking Spell Mastery (Any), Frightening Side Effects (Any), Intuitive Cantrip (Kindle), Intuitive Cantrip (Screen), Limited Energy Reserve 1-5, Mighty Spell (Any missile), Missile Spell Mastery, Power Casting (Any), Psychic Guidance (Any), Reduced Footprint 1, Secret Spell (The Eyes of Fire, Firestorm, Heavy Flame Burst), Secret Words, Special Exercises (FP my exceed HT by 100%). Optional Traits Attributes: Improved DX and IQ. Advantages: Absolute Timing, Combat Reflexes, High Pain Threshold, Military Rank, Reputation (Tough Professional). Disadvantages: Bad Temper, Code of Honor (Military), Pyromania, Reputation (Slaughterer of Humans), 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: First Aid, Heraldry, Innate Attack (Jet), Symbol Drawing. Apprentices are admitted at the level of Serpent, at which they are trained in basic military skills and basic defensive magic. An apprentice has access to the following ten spells. Serpent Apportation, Block, Climbing, Counterspell, Fear, Ignite Fire, Levitation, Shield, Suspend Spell, Ward. The apprentice must learn 5 spells of Serpent level including Climbing, Ignite Fire and Shield before learning Salamander spells. Becoming a Salamander gives them access to the following twenty-four spells. Salamander Armor, Blade Turning, Create Fire, Deflect Missile, Extinguish Fire, Flight, Great Ward, Hardiness, Hinder, Magelock, Minor Healing, Missile Shield, Mystic Mist, Rain of Fire, Recover Energy, Reflect, Sense Observation, Shade, Share Energy, Shape Fire, Spasm, Terror, Turn Blade, Umbrella. A Salamander is promoted to Basilisk after learning 8 Salamander spells, including Rain of Fire. This entitles them to learn any of the following twenty spells Basilisk Clumsiness, Fast Fire, Fireball, Fireproof, Flame Jet, Hawk Flight, Heat, Hold Breath, Major Healing, Reflect Gaze, Resist Disease, Resist Fire, Resist Pain, Resist Poison, Resist Water, Reverse Missiles, Rooted Feet, Slow Fire, Smoke, Stop Bleeding. A Basilisk is promoted to Wyvern after learning 8 Basilisk spells, including Fireball. This entitles them to learn any of the following twelve spells. Wyvern Balance, Breathe Fire, Explosive Fireball, Fire Cloud, Flaming Armor, Great Healing, Iron Arm, Magic Resistance, Reflexes, Resist Lightning, Resist Sound, Warmth. A Wyvern is promoted to Drake after learning 6 Wyvern spells, including Explosive Fireball. This entitles them to learn any of the following twelve spells. Drake Delay, Displace Spell, Dispel Magic, Enchant, Powerstone, Remove Curse, Resist Acid, Spellguard, Spell Shield, Spell Wall, Staff, Suspend Curse. A Drake is promoted to Azure Wurm after learning 6 Drake spells, including Spell Shield. This entitles them to learn any of the following 8 spells. Azure Wyrm The Eyes of Fire, Firestorm, Hang Spell, Heavy Flame Burst, Link, Maintain Spell, Penetrating Spell, Reflex. Secret Spell: The Eyes of Fire (VH) Regular, Resisted by Will Azure Wyrms can set people on fire just by looking at them, causing them to take 1d-1 fire damage per second until the flames are extinguished. No words or gestures are required, but the subject must be within (spell skill x 10) yards and the mage must be able to see them. Duration: Instant. Cost: 1. Time to Cast: 1 second. Secret Spell: Firestorm (VH) Area A flaming wind howls around the enemies’ position, causing 1d fire damage per second. A medium or large shield can be sheltered behind to provide 1 and 2 DR respectively, provided that it is not used for any other purpose. Duration: 2 minutes. Base Cost: 1 to cast (minimum 3). Same cost to maintain. For double based cost, it does 2d per second and shields are useless. Time to Cast: 1 minute, 20 seconds. Secret Spell: Heavy Flame Burst (VH) Missile This feared spell produces a massive fireball. The Heavy Flame Burst is ½D 30, Max 60, Acc 1. It can be thrown at walls, floors and other easy targets at +4 to hit, in order to catch foes in the blast. The target and anyone within one yard of the target takes full damage. Those further away divide their damage by two times their distance in yards, rounding down. Cost: 2 + any amount up to twice Magery level per second. Heavy Fire Burst does 1d+1 burning damage per full two points of energy. Time to Cast: 1 to level of Magery seconds.
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