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=Disciple of the Stormlord = Cost: 11 points All Disciple of the Stormlord must have the following skills: Swimming, Area Knowledge (Coastlines), Ritual Magic, Boating, Breath Control, Skating or Skiing, Singing, Survival (Arctic), Expert Skill (Stormlord). Disciple of the Stormlord must adhere to Disciplines of Faith (Ritualism) (-5): 30 minute prayers at low and high tide times to replenish sanctity, Casting Off Ceremony, 47 Day Ceremony, tend lighthouses, etc. Disciple of the Stormlord have a Sense of Duty (Sailors and the Sea) (-10). Use Power Investiture (10/level) instead of Magery. Disciple of the Stormlord have a Claim to Hospitality (residents of the North) (5) and the Perks: Always know when the tides come and go (1) and Naval Training (1). Disciple of the Stormlord can take Terrain Adaptation (Snow) (5), up to 3 levels of Breath-Holding (2/level) and up to 3 levels of Temperature Tolerance (1/level). Disciples of the Stormlord use Ritual Magic (B242,T72 and M200) combined with Threshold-based Sanctity (T76). Disciple of the Stormlord have Reduced Threshold (-10) with a maximum Thresh of 24. they also have Rapid Recovery (10) and their Tally is replenished by 6 points twice per day, at low and high tide. There are 6 distinct Paths that Disciple of the Stormlord follow. Each one is considered a VH Skill and defaults off of Ritual Magic at (-6) and may never exceed the Ritual Magic skill. Each spell is treated as a Hard Technique that defaults to the Path skill with a default equal to the number of prerequisites the spell has. Spells can be improved from Default level as normal Techniques (B230) but cannot exceed the associated Path skill. The Paths must be learned in order and no path can be of higher level than the path 'above' it. '''Path of the Wave:''' Seek Water (0), Purify Water (1), Extinguish Fire (1), Hold Breath (1), Create Water (2), Breathe Water (3), Shape Water (3), Umbrella (3), Body of Water (4), Resist Water (4), Water Jet (4), Water Vision (4), Condense Steam (5), Earth to Water (6), Essential Water (6), Breathe Air (6), Boil Water (8), Create Steam (9), Resist Pressure (9), Summon Water Elemental (9), Control Water Elemental (10), Steam Jet (10), Create Water Elemental (12), Breathe Steam(VH) (14) '''Path of the Voyage:''' Climbing (0), Haste (0), Beast Soother* (0), Find Direction (1), Tell Position (1), Master* (1), Animal Control* (1), Beast Summoning* (1), Seek Coastline (1), Repel Animal* (2), Beast Speech* (2), Rider* (2), Jump (2), Swim (3), Rider Within* (3), Know Location (3), Beast Seeker* (4), Find Weakness (4), Walk on Water (4), Waves (4), Snow Shoes (4), Whirlpool (4), Walk Through Water (6), Current (6), Pathfinder (7), Shapeshifting(VH)* (7), Protect Animal* (8), Tide (8), Knot (9), Sickness (9), Remember Path (10), Mapmaker (10), Fasten (10),Repair (11), Partial Shapeshift(VH)* (21) *only applies to animals that reside in or near the sea. '''Path of the Storm:''' Thunderclap (1), Shape Air(2), Windstorm (3), Wall of Wind (3), Body of Air (3), Predict Weather (4), Cold (4), Clouds (4), Wind (4), Fog (4), Rain (5), Coolness (5), Resist Lightning (6), Lightning (7), Air Vortex (7), Shocking Touch (8), Spark Cloud (8), Spark Storm (8), Wall of Lightning (8) Weather Dome (8), Warm (8), Cool (9), Ball of Lightning (9), Lightning Weapon (9), Lightning Missile (10), Geyser(VH) (10), Storm (10), Lightning Armor (13) '''Path of the Frozen North:''' Icy Weapon (3), Frost (3), Resist Cold (4), Freeze (4), Ice Slick (4), Ice Sphere (4), Icy Missile (4), Melt Ice (4), Create Ice (5), Ice Dagger (5), Icy Touch (5), Frostbite (6), Snow Jet (6), Snow (7), Flesh to Ice(VH) (8), Body of Ice (8), Hail (8), Rain of Ice Daggers (11), Icy Breath(VH) (12) '''Path of the Heart:''' Body Reading (1), Detect Poison (1), Final Rest (1), Lend Energy (1), Lend Vitality (2), Share Energy (2), Remove Contagion (2), Relieve Sickness (3), Share Vitality (3), Stop Bleeding (3), Minor Healing (3), Major Healing (4), Neutralize Poision (4), Stop Paralysis (5), Relieve Paralysis (6), Cure Disease (6), Great Healing(VH) (7), Cleansing (13), Healing Slumber (13) '''Path of the Spirit:''' Sense Spirit (2), Materialize (4), Solidify (5), Affect Spirits (6), Turn Spirit (6), Turn Zombie (7), Banish (11), Dispel Magic (14), Remove Curse (14), Repel Spirits (15), Astral Block (17), Bless (22) Required Traits: [11 points] Power Investure (at least 1 level) (10/level) Rapid Recovery 2 (Recovers 6 twice daily) (10) Reduced Threshold 1 (Threshold = 24) (-10) Disciplines of Faith (the Stormlord Rituals) (-5) Sense of Duty (Sailors and the Sea) (-10) Claim to Hospitality (Residences in the North) (5) Perk: Always know when tides come and go (1) Perk: Naval Training (1) Skills: Swimming, Area Knowledge (Coastlines), Ritual Magic, Boating, Breath Control, Skating or Skiing, Singing, Survival (Arctic), Expert Skill (the Stormlord) [9] Optional Traits: Terrain Adaption (Snow) (5) Breath-Holding (2/level up to 3 levels) Temperature Tolerance (1/level up to 3 levels) Up to 2 additional levels of Power Investiture and Optional Traits can be put into a Holy Symbol (Gadget) made from something 'touched' by the Stormlord (ex: wood from lightning struck tree, parts from a shipwreck, etc) ''' Gadget:''' ''Power Investure (-50%) : Holy (-10%), Can be stolen (DX)(not usable) -15%, Size (10 inches, -4 SM) -15%, Not Repairable -15%, DR 5 -15%, Access (must present and invoke the Stormlord) -10%, Link (+20%) Others (-40%): Holy (-10%), Can be stolen (DX)(not usable) -15%, Size (10 inches, -4 SM) -15%, Not Repairable -15%, DR 5 -15%, Link (+20%)'' ''' Power Modifier: Holy [-10%]''' ''Holy depends on the possessor living a virtuous life. He must adopt a moral code worth -10 points (Sense of duty:Sailors and the Sea) works for this) If he transgresses, he loses his power, although his god won't endanger him unless the sin is terrible. To recover his power, he must offer significant penance: coin and goods equal to starting wealth ($1000), a full month of fasting, a major quest, etc.''
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