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=Cycle of the Elements= Cost: 15 points Style Prerequisite: Magery, (not One College Only). Cycle of the Elements is an ancient style, originating in the Blackrock Mountains. The style is intended as an aid to the pursuit of enlightenment. It is not the only path to enlightenment, but practitioners regard it as the “purest” or “most direct”, appropriate for the most advanced minds. The monks of Blackrock will not teach the style to anyone who does not show a commitment to becoming enlightened, but the magic will work just as well for someone with no such commitment. The style teaches that the universe is in a constant state of flux, yet everything is the same thing. Flux occurs because the elements are always changing, and unity occurs because the elements cycle into one another. There is little in the way of formal philosophy, however, and the path to understanding the elements lies in close association with them. While the monks of Blackrock do not seek wealth, nor do they preach against it, and some practitioners of Cycle of the Elements have grown rich hiring out their skills. Other practitioners seek lives of danger and adventure, finding that their control over the elements makes them dangerous in combat and able to survive where others cannot. Required Skills: Alchemy, Geology, Hazardous Materials (Magical), Meditation, Smith, Survival (Mountains), Swimming, Weather Sense. Required Spells: Ignite Fire, Purify Air, Seek Air, Seek Earth, Seek Fire, Seek Water. Perks: Adjustable Spell (Spell Variation, Any attack spell), Area Spell Mastery (Any), Better Magic Items (Air), Better Magic Items (Earth), Better Magic Items (Fire), Better Magic Items (Water), Elixir Resistance, Intuitive Cantrip (Filter), Intuitive Cantrip (Kindle), Intuitive Cantrip (Pebble), Intuitive Cantrip (Rinse), Limited Energy Reserve 1-5, Secret Spell (Incarnation of Black Ashes, Incarnation of Burning Water, Incarnation of Flaming Stone, Incarnation of Raging Storm, Incarnation of Sucking Filth, Incarnation of Whirling Flame). Optional Traits Attributes: Improved ST, Improved DX, Improved IQ, Improved HT. Advantages: Reputation (Disciplined Monk). Disadvantages: Loner, Pacifism, Reputation (Strange Sorcerer). Skills: Artist, Body Control, Hidden Lore (Elementals), Symbol Drawing. The student of the Cycle of the Elements begins their study at the level of apprentice. An apprentice is required to learn the following 6 spells. Apprentice Ignite Fire, Purify Air, Seek Air, Seek Earth, Seek Fire, Seek Water. After learning all 6 Apprentice spells, the mage is promoted to Elementalist. This entitles them to learn the following 10 spells. Elementalist Create Air, Create Fire, Detect Magic, Extinguish Fire, Mage Sight, No-Smell, Purify Water, Recover Energy, Shape Earth, Shape Fire. After learning 6 Elementalist spells, including Extinguish Fire and Purify Water, the mage is promoted to Shaper, entitling them to learn the following twenty spells. Shaper Body of Air, Create Earth, Create Water, Destroy Water, Earth to Stone, Earth Vision, Fast Fire, Fireproof, Icy Weapon, Perfume, Resist Fire, Shape Air, Shape Metal, Shape Water, Smoke, Slow Fire, Stone to Earth, Wall of Wind, Walk on Air, Windstorm. After learning 8 Shaper spells, the mage is promoted to Alcymist, entitling them to learn the following 20 spells. Alcymist Air Vortex, Body of Ice, Body of Stone, Body of Water, Breathe Water, Create Acid, Earth to Air, Earth to Water, Entombment, Essential Air, Essential Earth, Essential Flame, Essential Water, Flaming Armor, Foul Water, Rain of Acid, Steelwraith, Walk Through Earth, Warmth, Wind. When a mage has learned 8 Alcymist spells, they are promoted to Lord or Lady of the Elements, entitling them to learn the following twenty-three spells. Lord / Lady of the Elements Acid Jet, Body of Flame, Body of Wind, Charge Powerstone, Control Air Elemental, Control Earth Elemental, Control Fire Elemental, Control Water Elemental, Create Air Elemental, Create Earth Elemental, Create Fire Elemental, Create Water Elemental, Delay, Enchant, Essential Acid, Link, Purify Earth, Powerstone, Sandstorm, Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental, Summon Water Elemental. When a mage has learned 8 of the above spells, they become One Who Has Seen the Wheel, entitling them to learn the following 6 spells. One Who Has Seen The Wheel Incarnation of Black Ashes, Incarnation of Burning Water, Incarnation of Flaming Stone, Incarnation of Raging Storm, Incarnation of Sucking Filth, Incarnation of Whirling Flame. Secret Spell: Incarnation of Black Ashes (VH) Regular, Resisted by HT The caster is transformed into a swirling cloud of black ash. In rules terms, the caster is the subject of Body of Wind (GURPS Magic, p.27) with a automatic projection efect that afects anyone that enters the hex equal to four times the magic's HL, with the additional effects that people in the Area cannot breathe and are at -4 to all sense rolls and -2 to all skills that require vision. Duration: 1 minute Cost: 10/4 Time to Cast: 30 seconds Secret Spell: Incarnation of Burning Water (VH) Regular, Resisted by HT The caster is transformed into a column or pool or steaming hot water. In rules terms, the caster is the subject of Body of Water (GURPS Magic, p. 185) projecting anyone that touches the PC's body (as above) with the additional effect that living things that are splashed (anyone at 3-hexes or less) will suffer 3d damage. Duration: 1 minute. Cost: 7/2 Time to Cast: 30 seconds Secret Spell: Incarnation of Flaming Stone (VH) Regular, Resisted by HT The caster is transformed into a hulk of burning rock. In rules terms, the caster is the subject of Body of Stone (GURPS Magic, p. 54) with the additional effect that their touch causes 2d6 burning damage, causes the damage and set fire to any highly flammable object that touches them. Duration: 1 minute. Cost: 12/6 Time to Cast: 30 seconds Secret Spell: Incarnation of Raging Storm (VH) Area, Resisted by HT. The caster is transformed into a swirling storm-cloud. In rules terms, the caster is the subject of Body of Wind (GURPS Magic, p.27), projecting as above with the additional effects that any Air, lightning or electrical spells may be cast with no incantations or gestures. While in this form, the caster is considered to have at least one point in the Lightning spell. Duration: 1 minute. Cost: 5/2 (minimum 2-hexes) Time to Cast: 30 seconds. Secret Spell: Incarnation of Sucking Filth (VH) Regular, Resisted by HT. The caster is transformed into a column or pool of mud. In rules terms, the caster is the subject of Body of Water (GURPS Magic, p. 185) with the additional effect that the caster may choose to grab anything touching its body with ST, dividing their ST between different grabbed items as desired. If the caster succeeds in pulling someone inside their body, that person will begin to suffocate (GURPS, p.428). Duration: 1 minute. Cost: 7/2 Time to Cast: 10 seconds Secret Spell: Incarnation of Whirling Flame (VH) Regular, Resisted by HT. The caster is transformed into a swirling cloud of flames. In rules terms, the caster is the subject of Body of Wind (GURPS Magic, p.27) with the additional effect that anything in the Area takes 1d burning damage and highly flammable objects will catch fire. Duration: 1 minute. Cost: 10/4 Time to Cast: 30 seconds
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