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=Eyes of Twilight = Cost: 11 points Style Prerequisite: Spirit Empathy, Magery, (not One College Only). The Eyes of Twilight is the art of spirit magic. Combining a mystical sensibility with high academic standards, the style attracts those who seek deep understanding, those who love the weird, and those looking for particularly subtle or particularly frightening power. Dealing with intelligent beings comes with special hazards of course, and mages of the Eyes of Twilight style have been known to fall under the sway of those they sought to command. Others can grow to view all intelligent life as tools, or to become so enamored with the company of spirits that they grow alienated from other corporeal beings. Depending on the society in which they find themselves, mages of this school may or may not be open about what they are – it isn’t difficult for people to become hysterical over those who traffic with the unseen. Required Skills: Cryptology, Hidden Lore (Spirit Lore), Mental Strength, Occultism, Research, Thaumatology, Theology. Required Spells: Astral Block, Sense Spirit, Ward. Perks: Astrological Ceremonies, Better Magic items (Necromantic), Blocking Spell Mastery (Any), Intimidating Curses, Knower of Names, Limited Energy Reserve 1-5, Magical Lawyer, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Spell (Cleansing of the Ten Spheres, Emerald Ritual of Summoning or Onyx Ritual of Banishment), Shaman’s Trance, Spirit Contract, Willful Casting. Optional Traits Attributes: Improved IQ, Improved Will. Advantages: Allies (spirits), Autotrance, Channeling, Language, Medium, Oracle Disadvantages: Cursed, Enemies (Spirits), Nightmares, Reputation (Creepy Spirit Mage). Skills: Dreaming, Exorcism, Hazardous Materials (Magical), History, Survival (Any), Symbol Drawing. The student beings their studies at the level of Gnostic, entitling them to learn the following thirteen spells. Gnostic Astral Block, Counterspell, Detect Magic, Fear, Final Rest, Light, Scryguard, Sense Danger, Sense Foes, Sense Life, Sense Spirit, Spell Shield, Ward. A mage who has learned 7 Gnostic spells including Astral Block, Sense Spirit and Ward is promoted to Initiate, entitling them to learn the following thirteen spells. Initiate Great Ward, Continual Light, Nightingale, Night Vision, Panic, Recover Energy, Reflect, Scrywall, Sense Observation, Summon Spirit (Ghost), Summon Spirit (Natural), Terror, Watchdog. A mage who learns 7 Initiate spells including Great Ward is promoted to Praefect, entitling them to learn the following thirteen spells. Praefect Affect Spirits, Dark Vision, Divination (Dactylomancy), Dream Projection, Dream Sending, Dream Viewing, History, Materialize, Scryfool, See Invisible, Solidify, Turn Spirit, Turn Zombie. A mage who has learned 7 Praefect spells, including Turn Spirit becomes one of the Ordained, entitling them to learn the following thirteen spells. Ordained Ancient History, Animate Shadow, Astral Vision, Banish, Command Spirit (Ghost), Command Spirit (Natural), Magic Resistance, Nightmare, Projection, Skull-Spirit, Soul Jar, Spell Wall, Summon Demon. A mage who has learned 7 of the above spells is promoted to Pontifex, entitling them to learn the following thirteen spells. Pontifex Bind Spirit (Ghost), Bind Spirit (Natural), Delay, Enchant, Entrap Spirit, Lesser Wish, Remove Curse, Repel Spirits, Spellguard, Suspend Curse, Weapon Spirit, Storm, Wish. A mage who learns 7 of the above spells is promoted to Illuminatus, entitling them to learn the following 8 spells. Illuminatus Bless, Cleansing of the Ten Spheres, Curse, Emerald Ritual of Summoning, Great Wish, Link, Onyx Ritual of Banishment, Reflex. Secret Spell: Cleansing of the Ten Spheres (VH) Area, Resisted by Will All spirits and demons within the area of the effect must flee as if under the influence of a Turn Spirit spell (GURPS Magic, p. 151). Casting this spell requires the mage to draw or paint a pentagram at least 3 yards wide. Duration: A number of hours equal to the margin by which the caster defeated a subject’s Will. Base Cost: 2, minimum 8. 4 to maintain. Time to Cast: 30 seconds. Secret Spell: Emerald Ritual of Summoning (VH) Area +1 to all Spirit or Demon spells cast in the Area and +2 to spirit summoning spells. The GM should include any spells that are “spirit” or “demon” spells in nature, if not in name. Similarly, the GM should exclude spells that have “spirit” or “demon” in their names but not in their nature. Casting this spell requires the mage to draw or paint a pentagram at least 3 yards wide. Duration: A number of hours equal to the margin of success. Base Cost: 2 Time to Cast: 1 hour Secret Spell: Onyx Ritual of Banishment (VH) Special, Resisted by Will. Except where otherwise stated, this spell is identical to Banish (GURPS Magic, p. 156). The advantage of knowing the Onyx Ritual of Banishment is that it might succeed even if Banish has failed. Failed attempts to Banish cause no penalty for the Onyx Ritual of Banishment. Casting this spell requires the mage to draw or paint a pentagram at least 3 yards wide. Time to Cast: 2 hours
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