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=The Wise Way = Cost: 8 points Style Prerequisite: IQ 13+, Magery, (not One College Only). The Wise Way is said to have been taught to a family of peasants by fae folk, in thanks for their help in returning a stolen fae child. Whether this is true or not, it is certainly a peculiar art, one most often mastered by eccentric people. To outsiders, practitioners can seem sloppy in their studies, or even whimsical in their attitude towards magic. However, mastering the Wise Way takes a great degree of work and practitioners are very knowledgable. Graduates seeking to earn a living as a mage may decide to be secretive about their background, presenting themselves to the world as simple healers. In some worlds, such secrecy may be mandatory, depending on the public view of those said to traffic with the fae. Required Skills: Dancing, Dreaming, Esoteric Medicine, Herb Lore, Hidden Lore (The Fae), Musical Instrument (any), Naturalist, Thaumatology, Weather Sense. Required Spells: Beast Rouser, Beast-Soother, Counterspell, Detect Magic, Foolishness, Scryguard, Simple Illusion, Sound. Perks: Afflicted Casting (Mystic’s Stupor), Better Magic items (Illusion), Blocking Spell Mastery (Any), Elixir Resistance, Far Casting (Any), Flexible Ritual (Any), Frightening Side Effects (Any), Huge Subjects, Intuitive Cantrip (Eye of the Storm), Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Good with Animal, Any type), Knower of Names, Mana Compensation, No Gestures (Any), No Incantations (Any), Obscure True Name, Reduced Footprint 2, Sanctum 1-2, Scroll Reading, Secret Mage, Secret Spell (Eyes of Morning Dew, The Fair Speech or Paths of the Red-Eared Fox). Optional Traits Attributes: Improved IQ. Advantages: Acute Senses (Any), Allies (Fae), Luck, Night Vision, Oracle, Outdoorsman, Patron (Fae), Voice. Disadvantages: Alcoholism, Curious, Delusions, Enemies (Fae), Impulsiveness, Lecherousness, Overconfidence, Phobias, Reputation (Weird and Dangerous). Skills: Area Knowledge (Rural), Artist, Occultism, Streetwise, Symbol Drawing, Tracking. The student begins their study at the level of Apprentice, requiring them to learn the following 8 spells. Apprentice Beast Rouser, Beast-Soother, Counterspell, Detect Magic, Foolishness, Scryguard, Simple Illusion, Sound. An apprentice who has learned the 8 apprentice spells may study the twenty-two spells of the Book of Autumn. Book of Autumn Amulet, Apportation, Conceal, Magic, Forgetfulness, Hinder, Identify Plant, Ignite Fire, Illusion Disguise, Illusion Shell, Madness, Mage Sense, Mage Sight, Phantom Flame, Recover Energy, Seek Plant, Sense Emotion, Sense Mana, Sleep, Talisman, Recover Energy, Voices. A mage who has learned 8 Book of Autumn spells may study the twenty-three spells of the Book of the Morning Star. Book of the Morning Star Beast Speech, Bless Plants, Complex Illusion, Create Water, Dream Sending, Dream Viewing, False Aura, Fascinate, Hide, Hide Emotion, Hide Thoughts, Hide Path, History, Mass Sleep, Perfect Illusion, Permanent Forgetfulness, Permanent Madness, Scryfool, See Invisible, Seeker, Shapeshifting, Suggestion, Truthsayer. A mage who has learned 8 Book of the Morning Star spells may study twenty-one spells of the Book of Spring. Book of Spring Ancient History, Blight, Create Food, Dream Projection, Dry Spring, Ecstasy, Enthrall, Glib Tongue, Hallucination, Lesser Geas, Lesser Wish, Lure, Mass Suggestion, Nightmare, Oath, Peaceful Sleep, Permanent Shapeshifting, Pestilence, Phantom, Shapeshift Others, Water to Wine. A mage who has learned 8 Book of Spring spells may study the fourteen spells of the Book of the Evening Star. Book of the Evening Star Charge Powerstone, Charm, Create Object, Delay, Duplicate, Enchant, Great Geas, Great Hallucination, Great Shapeshift, Powerstone, Remove Aura, Remove Curse, Staff, Wish. A mage who has learned 7 Book of the Evening Star may study the 8 spells of the Book of Summer. Book of Summer Curse, Eyes of Morning Dew, The Fair Speech, Great Wish, Hang Spell, Link, Paths of the Red-Eared Fox, Reflex. Secret Spell: Eyes of Morning Dew (VH) Regular By sprinkling their eyes with morning dew, a mage who has studied the Book of Summer can see invisible entities, such as fae, ghosts and spirits of nature. The morning dew need not be fresh. This does not count as a spell “on”. Duration: 1d minutes. Cost: 0 Time to cast: 1 second. Secret Spell: The Fair Speech (VH) Area, Resisted by IQ Anyone within the area who can hear and understand the mage and who fails to resist with IQ responds to the caster’s use of Fast-Talk or Public Speaking as if the caster’s skill was two levels higher. The caster must tell at least one lie, but it need not be a major one. Base Cost: 2 to cast, 1 to maintain. Time to Cast: 2 minutes. Secret Spell: Paths of the Red-Eared Fox (VH) Regular By following forest animals who have a touch of the fae about them (requiring a successful roll against Tracking or an appropriate magical substitute), the mage can find their way to the world of the fae, whatever that might mean in the campaign. The point of crossover from one world to another is never clear, as the forests of this world and the world of the fae are continuous. A number of people equal to (spell skill / 2) rounded down may follow the mage through for up to half an hour, provided that they can see the mage or otherwise track their movements (such as by the Tracking skill or following the only road). The caster does not get to choose who may follow, or whether anyone may follow at all. On the other hand, anyone with Magery who rolls Per + Magery will notice the crossing between worlds in time to turn back. The spell will only function in a forest that contain animals which, in the GMs judgment, could have had some association with the fae. Cost: 4 Time to cast: 1d hours.
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