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=Breath of the Maker = Cost: 16 points Style Prerequisite: Magery, (not One College Only). Adepts of the Breath of the Maker style are magical artists, driven to create. The magic items they produce are prized, though many stylists have difficulty manufacturing work to order, as their personal artistic impulses tend to intrude. Graduates of the school are often very emotional people and are unusually likely to suffer from mental illness. There is no formal hierarchy and while members often keep in touch, they also tend to argue and feud. Students must endure an extremely demanding apprenticeship, during which they must master a wide variety of skills. This is often a very frustrating time for the apprentice, as the mentor simultaneously fosters the urge to create freely and oversees an endless regimen of study and practice. There is no doubt that mages of this style have produced work that is artistically inspiring, magically powerful, and just plain strange and wonderful. On the other hand, there is no doubt that mages of this style have produced work that is downright disturbing, a product of inner demons who perhaps should have remained within. Required Skills: Alchemy, Artist (Any), Cryptology, Hazardous Materials (Magical), Hidden Lore (Magic Items), History, Jeweler, Occultism, Research, Smith, Symbol Drawing, Thaumatology. Required Spells: Amulet, Scroll, Talisman. Perks: Astrological Ceremonies, Better Magic Items (Any), Brute Force Spell (Enchant), Brute Force Spell (Powerstone), Convenience Casting (Continual Light), Convenience Casting (Copy), Convenience Casting (Create Object) Convenience Casting (Create Water), Elixir Resistance, Intuitive Cantrip (Boost Enchantment), Intuitive Cantrip (Reinforce), Limited Energy Reserve 1-5, Magical Weapon Bond, Quick and Focused, Sanctum 1-2, Scroll Reading, Secret Spell (Breath of the Maker, Forging the Resplendent Vessel of Everflowing Power or The Seventy-Nine Runes of Angelic Commandment), Speedy Enchantment. Optional Traits Attributes: Improved DX, Improved IQ.. Advantages: High Manual Dexterity, Reputation (Skillful Enchanter), Wealth. Disadvantages: Enemies (Rival Enchanters), Low Empathy, Reputation (Amoral, Greedy, Mercenary), Workaholic. Skills: Herb Lore, History, Thaumatology, any craft skill. The student beings their studies at the level of Apprentice, entitling them to learn the following nineteen spells. Apprentice Amulet, Animation, Clean, Conceal Magic, Counterspell, Dancing Object, Dancing Shield, Defending Shield, Great Ward, Recover Energy, Reflect, Restore, Scroll, Scryguard, Scrywall, Seek Magic, Suspend Spell, Talisman, Ward. An apprentice who has learned 8 of the above spells, including Amulet, Scroll and Talisman is promoted to Journeyman, entitling them to learn the following eighteen spells. Journeyman Analyze Magic, Banish, Copy, Control Zombie, Create Object, Dye, False Aura, Inscribe, Magic Resistance, Pentagram, Rejoin, Repair, Scryfool, Soilproof, Spell Shield, Spell Wall, Suspend Magic, Zombie. A mage who learns 8 Journeyman spells is promoted to Artificer, entitling them to learn the following eighteen spells. Artificer Charge Powerstone, Deflect, Displace Spell, Enchant, Fortify, Graceful Weapon, Lesser Wish, Lighten, Limit, Loyal Sword, Manastone, Name, Password, Quick-Draw, Remove Enchantment, Staff, Summon Demon, Suspend Enchantment. A mage who learns 8 Artificer spells is promoted to Master or Mistress Artificer, entitling them to learn the following eighteen spells. Master/Mistress Artificer Attune, Bane, Dancing Weapon, Defending Weapon, Ensorcel, Hex, Impression Blocker, Power, Malifice, Penetrating Weapon, Powerstone, Resist Enchantment, Speed, Suspend Curse, Suspend Mana, Telecast, Temporary Enchantment, Weapon Spirit. A mage who learns 8 of the above spells is promoted to Savant, entitling them to learn the following eighteen spells. Savant Accuracy, Adjustable Clothing, Cornucopia, Crystal Ball, Delay, Dispel Magic, Drain Mana, Effigy, Golem, Ghost Weapon, Hideaway, Homunculus, Puissance, Quick-Aim, Remove Aura, Remove Curse, Restore Mana, Spellguard. A mage who learns 8 Savant spells is recognized as a Genius, entitling them to learn the following twenty-one spells. Genius Blank Spell Arrow, Bless, Burning the Seventy- Nine Runes of Angelic Commandment, Breath of the Maker, Curse, Doppleganger, Forging the Resplendent Vessel of Everflowing Power, Great Wish, Hang Spell, Leak, Link, Maintain Spell, Rebuild, Reflex, Penetrating Spell, Simulacrum, Soul Stone, Speed Spell Arrow, Spell Arrow, Spell Stone, Wish. Secret Spell: Burning The Seventy-Nine Runes of Angelic Commandment Enchantment (VH) Regular By marking an item with mystic runes, the mage makes it more susceptible to enchantment. The next enchantment spell that the caster casts on the object will be at +1 to spell skill. The mage must actually imprint the item with the appropriate runes while casting the spell. The runes themselves are not secret β they are plain to see. The knowledge of how to use the runes corrects, on the other hand, is carefully guarded. Cost: 2 Time to Cast: 3 hours. Secret Spell: Forging The Resplendent Vessel of Everflowing Power (VH) Regular The Breath of the Maker Powerstone technique is one of their most valuable secrets. When this spell is cast immediately before the caster casts Powerstone, the Powerstone spell is at an effective +3 to skill. The effects of this spell are cumulative with those of Burning the Seventy-Nine Runes of Angelic Commandment. Cost: 2 Time to Cast: 3 hours. Secret Spell: Breath of the Maker (VH) Enchantment The mage creates a sentient soul in an item. The soul can think and see the world around it and can control any magic powers that the item possesses with a Will roll. In most cases, the personality is originally a blank slate and much of its nature will be determined by how it is treated. The souls of objects rarely get lonely, although they do tend to take a liking to people to treat them kindly. They are generally very content to be left alone, but without human contact, they tend to drift away from human conceptions of sanity. An item created with this spell is potentially a very useful Ally for the mage, but is a person with their own will, not simply a tool. Moreover, the more they are interacted with, the more likely they are to develop complexities in their personality. Duration: Permanent. Cost: 20 +2 for every point of IQ the soul has over 10, up to a maximum IQ of (10 + Magery). Time to Cast: 6 hours.
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