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− | [[Category:GURPS Fantasy]] | + | [[Category:GURPS]] |
+ | [[Category:Fantasy]] | ||
[[Category:Magic]] | [[Category:Magic]] | ||
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Secret Spell: Incarnation of Black Ashes (VH) Regular, Resisted by HT | 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) | + | 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 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 | Duration: 1 minute | ||
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Secret Spell: Incarnation of Burning Water (VH) Regular, Resisted by HT | 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 | + | 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) with the additional effect that living things that are splashed will suffer 1d damage. |
Duration: 1 minute. | Duration: 1 minute. | ||
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Secret Spell: Incarnation of Flaming Stone (VH) Regular, Resisted by HT | 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 | + | 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 1d6 burning damage and they set fire to any highly flammable object that touches them. |
Duration: 1 minute. | Duration: 1 minute. | ||
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− | Secret Spell: Incarnation of Raging Storm (VH) | + | Secret Spell: Incarnation of Raging Storm (VH) Regular, 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) | + | 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) 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. | Duration: 1 minute. | ||
− | Cost: | + | Cost: 10/4 |
Time to Cast: 30 seconds. | Time to Cast: 30 seconds. | ||
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Cost: 11 points | Cost: 11 points | ||
− | All Disciple of the Stormlord | + | All Disciple of the Stormlord 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 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. | ||
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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). | 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). | ||
− | + | 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. | 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. | ||
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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. | 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. | *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] | Required Traits: [11 points] | ||
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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) | 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: | + | 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%) | + | 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%] | + | 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. | |
=Empty Vessel = | =Empty Vessel = | ||
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Clean, Command, Hawk Flight, Instant Neutralize Poison, Major Healing, Mass Sleep, Mind-Reading, Relieve Sickness, Remove Contagion, Resist Disease, Resist Poison, Restore Memory, Soilproof, Stop Bleeding. | Clean, Command, Hawk Flight, Instant Neutralize Poison, Major Healing, Mass Sleep, Mind-Reading, Relieve Sickness, Remove Contagion, Resist Disease, Resist Poison, Restore Memory, Soilproof, Stop Bleeding. | ||
− | A mage who learns 7 of the above spells becomes a Watcher of the Friendless, entitling them to learn the following twenty- | + | A mage who learns 7 of the above spells becomes a Watcher of the Friendless, entitling them to learn the following twenty-two spells. |
Watcher of the Friendless | Watcher of the Friendless | ||
− | Coolness, Cure Disease, Dye, Glib Tongue, Great Healing, Mind-Search, Mind-Sending, Peaceful Sleep, Regeneration, Rejoin, Relieve Paralysis, Remember Path, Restoration, Restore Hearing, Restore Sight, Stop Paralysis, Suggestion, Telepathy, Teleport, Warmth, Wisdom. | + | Coolness, Cure Disease, Dye, Glib Tongue, Great Healing, Mass Suggestion, Mind-Search, Mind-Sending, Peaceful Sleep, Regeneration, Rejoin, Relieve Paralysis, Remember Path, Restoration, Restore Hearing, Restore Sight, Stop Paralysis, Suggestion, Telepathy, Teleport, Warmth, Wisdom. |
− | A mage who learns 8 of the above spells becomes a Watcher of the Weak, entitling them to learn the following | + | A mage who learns 8 of the above spells becomes a Watcher of the Weak, entitling them to learn the following eleven spells. |
Watcher of the Weak | Watcher of the Weak | ||
− | Dispel Magic, Fasten, Knot, Lesser Geas | + | Dispel Magic, Fasten, Knot, Lesser Geas, Relieve Madness, Repair, Resurrection, Sharpen, Toughen, Shatterproof, Stiffen. |
A mage who learns 6 of the above spells becomes a Watcher of the Mighty, entitling them to learn the following 6 spells. | A mage who learns 6 of the above spells becomes a Watcher of the Mighty, entitling them to learn the following 6 spells. | ||
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Time to Cast: 5 seconds | Time to Cast: 5 seconds | ||
+ | |||
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=Litany of Refusal = | =Litany of Refusal = | ||
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− | |||
− | + | =Pure Circle of Shining Illumination = | |
− | + | Cost: 7 points | |
− | + | Style Prerequisite: IQ 13+, Magery, (not One College Only). | |
− | + | The Society of Practical Historians was founded centuries ago by sages with a passion for archaeology. However, it did not take students of this school long to realize that the style developed by the society, the Pure Circle of Shining illumination, had particularly practical and profitable applications. The skills that allow a historian to penetrate a dangerous environment and return with items of historical interest are the skills that allow an adventurer to penetrate a dangerous environment and return with treasure. Today, the Society mostly attracts students who are looking for wealth, though the heavy emphasis on academics quickly weeds out those seeking easy money. Less pragmatic schools might sneer at such mundane ambitions, but it cannot be denied that the school produces both brilliant sages and wizards of temporal power. | |
− | + | Required Skills: Archaeology, History, Literature, Research. | |
− | + | Required Spells: Light, Scroll. | |
− | + | Perks: Adjustable Spell (Spell Variation, Any attack spell), Huge Subjects, Intuitive Cantrip (Any), Magical Weapon Bond. Mighty Spell (Any melee or missile), Power Casting (Any missile), Scroll Reading, Secret Spell (Evocation of Sulfurous Corruption, Impenetrable Armor of the Arch-Mage or Wings of the Golden Phoenix), Wizardly Dabbler. | |
+ | Optional Traits | ||
− | + | Attributes: Improved IQ. | |
+ | Advantages: Combat Reflexes, Wealth. | ||
− | Disadvantages: | + | Disadvantages: Callous, Enemies (Monsters), Greed, Miserliness, Reputation (Glorified Bandit). |
+ | Skills: Cryptology, First Aid, Geology, Innate Attack (Jet), Innate Attack (Projectile), Knife, Mathematics, Merchant, Occultism, Staff, Symbol Drawing, Thanatology, Throwing (Knife). | ||
− | |||
− | + | A mage joins the society at the level of Journeyman, entitling them to learn the following twenty-three spells. | |
+ | Journeyman | ||
− | + | Apportation, Beast-Soother, Climbing, Counterspell, Detect Magic, Far Feeling, Find Direction, Ignite Fire, Foolishness, Haste, Keen Vision, Levitation, Light, Magelock, Measurement, Scroll, Seek Air, Seek Earth, Seek Fire, Seek Water, Shield, Simple Illusion, Sound. | |
− | + | When a mage has learned 8 Journeyman spells, including Light and Scroll, they are promoted to Thaumaturgist, entitling them to learn the following twenty-eight spells. | |
− | + | Thaumaturgist | |
− | + | Continual Light, Create Air, Create Fire, Daze, Detect Poison, Flight, Glue, Identify Plant, Identify Spell, Infravision, Lockmaster, Locksmith, Mage Sense, Mage Sight, Mage Stealth, Mystic Mist, Night Vision, Purify Water, Recover Energy, Seek Pass, Shape Earth, Shape Fire, Silence, Sleep, Slow Fall, Tell Position, Test Load, Wallwalker. | |
+ | When a mage has learned 8 Thaumaturgist spells including Continual Light, they are promoted to Sorcerer. This entitles them to learn the following twenty-three spells. | ||
− | + | Sorcerer | |
− | + | Body of Air, Blur, Complex Illusion, Create Water, Darkness, Flame Jet, Hawk Flight, Hush, Fireball, Flash, Know Location, Lightning, Manipulate, Spider Silk, Mass Daze, Mass Sleep, Pathfinder, Rain of Fire, Seeker, Shape Air, Shape Water, Trace, Wizard Eye. | |
− | + | When a mage has learned 8 Sorcerer spells including Fireball, they are promoted to Wizard, entitling them to learn the following thirteen spells. | |
− | + | Wizard | |
+ | Ancient History, Earth to Air, Explosive Fireball, Explosive Lightning, Fire Cloud, History, Inscribe, Invisibility, Fire Cloud, Remember Path, Shocking Touch, Teleport, Wizard Hand. | ||
− | + | When a mage has learned 7 Wizard spells, including Explosive Fireball, they are promoted to Archmage, entitling them to learn the following seventeen spells. | |
− | + | Archmage | |
− | + | Control Air Elemental, Control Earth Elemental, Control Fire Elemental, Control Water Elemental, Delay, Dispel Magic, Enchant, Evocation of Sulfurous Corruption, Impenetrable Armor of the Arch-Mage, Link, Mapmaker, Staff, Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental, Summon Water Elemental, Wings of the Golden Phoenix. | |
− | |||
+ | Secret Spell: Evocation of Sulfurous Corruption (VH) Area | ||
− | + | Causes a cloud of flesh-eating acid to engulf an area. The acid will burn any living organic tissue, but is completely harmless towards everything else. This is unfortunate if fighting something not composed of organic tissue, but often handy for rubbing out the opposition while leaving the treasure unscathed. Creatures in the cloud take damage on their own turn. If less than an entire second is spent in the area, damage is halved, round down. Manufactured armor protects normally up to a number of seconds equal to its DR. After that, the armor can be considered to be slick or wet with acid. | |
− | + | Duration: 10 seconds | |
− | + | Base Cost: 1 to Magery level; the cloud inflicts on point of damage per second for every energy put into the base cost. Same cost to maintain. | |
+ | Time to Cast: 1 to Magery level seconds, depending on base cost. | ||
− | |||
− | + | Secret Spell: Impenetrable Armor of the Arch-Mage (VH) Regular | |
− | + | The mage’s skin becomes hard like rock, providing DR, cumulative with any other DR the mage may have, including from the Armor spell. The mage takes half damage from non-magical weapons made of wood, such as clubs, staffs and primitive spears. | |
+ | Duration: One Minute. | ||
− | + | Cost: 2 + (twice the DR given up to a maximum of 6). Half that to maintain. | |
− | + | Time to Cast: 1 second | |
− | |||
+ | Secret Spell: Wings of the Golden Phoenix (VH) Regular | ||
− | + | He who fights and runs away lives to fight another day. If Wings of the Golden Phoenix is cast immediately prior to the caster casting Teleport on themselves, that Teleport spell is at +3 to skill for the purposes of defeating anti-magic/anti-teleport systems only. The caster may only teleport themselves – no friends and no more treasure than they can carry. The caster must teleport to relative safety, never into equal or greater danger. | |
− | + | Cost: 0 | |
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Time to Cast: 1 second | Time to Cast: 1 second | ||
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=Riding the Lightning = | =Riding the Lightning = | ||
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Time to Cast: 1 second. | Time to Cast: 1 second. | ||
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=The Unbinding = | =The Unbinding = | ||
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The caster causes a dead body to rise from the grave and seek revenge in a manner of its own choosing. Dead people who don’t want revenge for anything will not rise and the caster has no control over what the subject wants revenge for. The caster may tell truths at the gravesite in order to convince the subject that it should want revenge. For example, an otherwise peaceful corpse might grow angry to learn that its only child has been murdered. The caster must be touching the corpse, the coffin, or the grave for the spell to function. The subject will have all of the abilities it had before it died as well as +5 ST, +5 HT, +10 FP (may not be used to power spells), Night Vision 9, Very Fit, no need to breathe, eat, drink or sleep, and an immunity to bleeding, stun and shock. The risen will be single-minded in pursuit of revenge. They can be informed but they cannot be negotiated with and are not likely to listen to anything not directly related to their vengeance. Risen who get their vengeance just want to go back to their graves. | The caster causes a dead body to rise from the grave and seek revenge in a manner of its own choosing. Dead people who don’t want revenge for anything will not rise and the caster has no control over what the subject wants revenge for. The caster may tell truths at the gravesite in order to convince the subject that it should want revenge. For example, an otherwise peaceful corpse might grow angry to learn that its only child has been murdered. The caster must be touching the corpse, the coffin, or the grave for the spell to function. The subject will have all of the abilities it had before it died as well as +5 ST, +5 HT, +10 FP (may not be used to power spells), Night Vision 9, Very Fit, no need to breathe, eat, drink or sleep, and an immunity to bleeding, stun and shock. The risen will be single-minded in pursuit of revenge. They can be informed but they cannot be negotiated with and are not likely to listen to anything not directly related to their vengeance. Risen who get their vengeance just want to go back to their graves. | ||
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