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[[Category:GURPS Fantasy]]
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[[Category:GURPS]]
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[[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) 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.
+
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) 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.
+
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 2d6 burning damage, causes the damage and set fire to any highly flammable object that touches them.
+
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)    Area, Resisted by HT.
+
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), 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.
+
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:  5/2 (minimum 2-hexes)
+
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 must have the following skills: Swimming, Area Knowledge (Coastlines), Ritual Magic, Boating, Breath Control, Skating or Skiing, Singing, Survival (Arctic), Expert Skill (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).
  
Disciples of the Stormlord use Ritual Magic (B242,T72 and M200) combined with Threshold-based Sanctity (T76).
+
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 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)
+
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 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 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 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)
+
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%)
+
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.''
+
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-one spells.
+
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 twelve spells.
+
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, Mass Suggestion, Relieve Madness, Repair, Resurrection, Sharpen, Toughen, Shatterproof, Stiffen.
+
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
 +
 +
  
 
=Litany of Refusal    =
 
=Litany of Refusal    =
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=The Protected Path =
 
  
Cost: 12
+
=Pure Circle of Shining Illumination    =
  
This style is a practical style taught to those interested in self-preservation and self-gain. It is utilized by many rogues and treasure seekers. It teaches stealth, path finding and how to cover ones trail.
+
Cost:  7 points
  
Required Skills: Stealth, Camouflage, Climbing, Tracking, Thautamology
+
Style Prerequisite: IQ  13+, Magery, (not One College Only).
  
Required Spells: Apportation, Foolishness, Climbing, Block, Keen Vision, Sense Foes
+
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.
  
Perks: Area Spell Mastery, Blocking Spell Mastery (Block), Far Casting, Intuitive Cantrip (Gate Experience, Screen), Limited Energy Reserve(1-5), No Incantations, No Gestures, Secret Spell (Defend the Unseen, Becoming the Shadow), Shortcut to Power (Pathfinder, Body of Air, Invisibility), Spell Bond, Willful Casting
+
Required Skills: Archaeology, History, Literature, Research.
  
Optional Traits
+
Required Spells: Light, Scroll.
  
Attributes: IQ 12+
+
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
  
Advantages: Magery 3, Perception, Silence, Chameleon, Enhanced Move, 360 Vision (Panoptic 2), Clinging, Danger Sense,
+
Attributes: Improved IQ.
  
 +
Advantages: Combat Reflexes, Wealth.
  
Disadvantages: Paranoia
+
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).
  
Spell List
 
  
In order to walk the Protected Path, Travelers must take certain Journeys
+
A mage joins the society at the level of Journeyman, entitling them to learn the following twenty-three spells.
  
 +
Journeyman
  
1st Journey - The Path
+
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.
  
The foundation of the Protected path is laid out in 6 basic spells:
+
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.
  
Apportation, Foolishness, Climbing, Block, Keen Vision, Sense Foes
+
Thaumaturgist
  
Travelers on the Path may also learn Shortcut to Power (Pathfinder)
+
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.
  
2nd Journey - The Trail
+
Sorcerer
  
Once the Path has been walked and all 6 spells learned, the Traveler may learn any of these spells:
+
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.
  
Wall Walker, Slow Fall, Levitation, Daze, Cont. Light, Grace, Sense Danger, Silence, Night Vision, Haste, Find Direction
+
When a mage has learned 8 Sorcerer spells including Fireball, they are promoted to Wizard, entitling them to learn the following thirteen spells.
  
Travelers on the Trail may also learn Shortcut to Power (Body of Air)
+
Wizard
  
 +
Ancient History, Earth to Air, Explosive Fireball, Explosive Lightning, Fire Cloud, History, Inscribe, Invisibility, Fire Cloud, Remember Path, Shocking Touch, Teleport, Wizard Hand.
  
3rd Journey - The Alley
+
When a mage has learned 7 Wizard spells, including Explosive Fireball, they are promoted to Archmage, entitling them to learn the following seventeen spells.
  
When Sense Danger and 5 other spells of the Journey have been mastered, the Traveler may learn these spells:
+
Archmage
  
Pathfinder, Gloom, Darkness, Balance, Watch Dog, Hush, Dark Vision, Test Load, Tell Position, Flight
+
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.
  
Travelers on the Alley may also learn Shortcut to Power (Invisibility)
 
  
 +
Secret Spell:  Evocation of Sulfurous Corruption (VH)    Area
  
4th Journey - The Road
+
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.
  
When Watchdog and 4 other spells of the Alley have been learned, the Traveler may learn these spells:
+
Duration: 10 seconds
  
Body of Air, Reflexes, Light Tread, Blur, Shape Darkness, Mage-Stealth, Blackout, Glasswall, Know Location
+
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.
  
5th Journey - The Avenue
 
  
When Mage-Stealth and 4 more of the spells of the Road are known, then the Traveler may learn these spells:
+
Secret Spell:  Impenetrable Armor of the Arch-Mage (VH)    Regular
  
Invisibility, Freedom, Body of Shadows, Hide, Remember Path, Ethereal Body, Teleport(VH)
+
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.
  
6th Journey - The Highway
+
Cost:  2 + (twice the DR given up to a maximum of 6).  Half that to maintain.
  
When Freedom and 3 of the other spells of the Avenue are learned, the Traveler may learn these spells:
+
Time to Cast: 1 second
  
Rapid Journey(VH), Create Door, Sanctuary(VH), Defend Unseen (Secret Spell), Becoming Shadow (Secret Spell)
 
  
 +
Secret Spell:  Wings of the Golden Phoenix (VH)    Regular
  
Secret Spell: Defend Unseen (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.
  
Any time that the caster is attacked by an unseen opponent, they will sense the attack coming unless the attacker resists with Will. When the caster senses attack, they may spend 1 FP to attempt to Fast-Draw a weapon, 1 FP to face any desired direction, 1 FP per parry to parry and 1 FP to attack their assailant. An opponent who is unseen even when being faced (such as invisible opponent or one in a dark room) may be parried and attacked without penalty but all damage goes to a random hit location.
+
Cost: 0
 
 
Duration: Until the caster next sleeps.
 
 
 
Cost: 0
 
 
 
Time to Cast: 5 minutes.
 
 
 
 
 
Secret Spell: Becoming Shadow (VH) Regular
 
 
 
Same as Body of Shadow except that it allows all carried or worn equipment to become shadow as well, retaining all previous powers and abilities.
 
 
 
=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:  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, 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
 
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
 
 
Time to Cast:  1 second
 
  
 
=Riding the Lightning    =
 
=Riding the Lightning    =
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Time to Cast:  1 second.
 
Time to Cast:  1 second.
 
= Tricksy Ways =
 
 
Cost: 12
 
 
Tricksy Ways is the style of con-men, second-story artists and rogues of a magical flavor. It is certainly not combat-oriented, as combat usually means that the job has failed. Interestingly, it is structured based on how close you can get to the objective without being detected. The first level deals strictly with ‘casing the joint.’ Gathering intel, scouting out the terrain. The second level is intended for sneaking in and out. Spells of movement and stealth. The third and fourth levels allow for interaction with individuals, misdirecting or confusing the opposition. And the last deals with the ultimate challenge - bearding a mage in his own den.
 
 
This is best described as a Guild style.  It is geared to the practical, rather than the theoretical, so the more esoteric Perks are beyond its purview.  It’s designed by thieves and con-men to get the job done.  So little in the way of ‘tweaking’ magic spells, that sort of thing.
 
 
Style prerequisites: IQ 12+, DX 11+, Magery
 
 
Required Skills: Stealth, Fast Talk, Streetwise, Traps, Observation
 
 
Required spells: Apportation, Simple Illusion, Sound, Foolishness, Scryguard, Detect Magic
 
 
Level 1: Casing the joint (senses and the like)
 
 
1. [19] Spells: Keen Senses (0), Measurement (0), Sense Observation (1), Earth Vision (2), Alertness (2), Pathfinder (2) Seeker (2), Wizard Eye (2), Glass Wall (3), Far-Hearing (4), History (4), See Secrets (4), Images of the Past (6), Memorize (6), Projection (6), Wizard Ear (6), Mapmaker (9), Trace (3), Mystic Mark (5)
 
2. Skill: Intel Analysis
 
3. Perk: Periscope, Eye For Distance, Mundane Magic (Apportation for Pickpocket), Staff Bond, Spell Based on PER
 
 
Learning 9 Level 1 spells lets you move to level 2
 
 
Level 2: Getting in and out (movement and sneaking)
 
 
1. [22] Spells: Climbing (0), Night Vision (1), Levitation (1), Magelock (1), Wallwalker (1), Locksmith (1), Lockmaster (1), Hush (2), Dark Vision (2), Hide (2), Manipulate (2), Clean (2), Flight (2), Watchdog (2), Mage-Stealth (3), Mage Light (3), Blackout (3), Ethereal Body (4), Balance (4), Continual Mage Light (5), Invisibility (6), Create Door (10),
 
2. Skill: More Stealth
 
3. Perk: Climbing Line, Spell Based on DX
 
 
Learning 11 spells from level 2 lets you move to level 3
 
 
Level 3: Look Over There! (misdirection)
 
 
1. [14] Spells: Illusion Disguise (1), Illusion Shell (1), Independence (1), Complex Illusion (2), Perfect Illusion (3), Phantom (7), Alter Voice (8), Insignificance (8), Create Object (8), Create Servant (9), Initiative (9), Alter Visage (9), Alter Body (10), Duplicate (15)
 
2. Skill: Artist (Illusion)
 
3. Perk: Intuitive Illusionist,
 
4. Achieving level 3 also allows you to acquire levels of Night-Aspected Magery [6]
 
 
Learning 6 from level 3 lets you move to level 4
 
 
Level 4: Mind-games (befuddlement, con)
 
 
1. [19] Spells: Sense Foes (0), Aura (1), Daze (1), Forgetfulness (1), Sense Emotion (1), Flash (2), Hide Emotions (2), Sleep (2), Persuasion (2), Truthsayer (2), Emotion Control (3), Hide Thoughts (3), Converse (4), Avoid (4), Suggestion (5), False Memory (7), Charm (8), Mind Reading (3), Mind Search (4)
 
2. Skill: Detect Lies
 
3. Perk: Honest Face, Forgettable Face, Convincing Nod, Secret mage, Spell Based on Will, Spell Resistant (Truthsayer)
 
 
Learning 9 from level 4 lets you move to level 5
 
 
Level 5: Set a mage (meta, protection, dealing with magical protections)
 
 
1. [9] Spells: Scryfool (3), Remove Aura (14), False Aura (3), Counterspell (0), Mage Sense (1), Mage Sight (1), Identify Spell (1), Dispel Magic (13), Catch Spell (4), Displace Spell (10), Ward (0), Great Ward (1), Delay (18), Link (19), Maintain Spell (20), Hang Spell (19)
 
2. Skill: Thaumatology
 
3. Perk: Reduced Footprint, Secret mage
 
 
 
Secret Spell: Find Weakness - for the con artist, nothing is so valuable as knowing what makes the mark tick.  This spell determines the general area of a mark’s weakness (Greed, Lust, Pride, etc.)  A critical success gives more details.  Available after mastering Mind Games
 
 
Secret Spell: Getaway - Like Rapid Journey, except you don’t teleport to your destination. You cast the spell, which creates an ‘anchor’ in a secure location. Then you penetrate the defenses of wherever it is you’re breaking into. If at any point you need to bug out, you make a spell roll and are immediately snapped back to your anchor. Available after mastering Getting In and Out
 
 
Secret Spell: Mirror Image - Creates a number of duplicate illusions of the subject, all of whom appear to attack whichever foe he targets.  Retaliations are randomly targeted, so an attack may be directed at one of the illusions or the subject.  The number of duplicates is based on the MoS of the spell roll.  A successful casting creates one duplicate.  For every point the spell roll was made by, an additional duplicate is created, up to 5.  Available after mastering Look Over There!
 
 
Secret Spell: Locknar’s Edge - Like the Bless spell, Locknar’s Edge gives you the equivalent of a +1 Bless, with one major proviso. Unlike Bless, Locknar’s Edge only works at night, and dissipates at dawn. Hence, the cost to cast is only 6. Available after mastering lSet a Mage.
 
 
Secret Spell: Floorplan.  Prereqs: Mapmaker, Measurement.  Magically generates a floorplan of a building.  If the caster has See Secrets (at some level?), then secret rooms/doors are shown as well.  Cost is 4 per room, duration is 10 minutes.  Long distance modifiers apply.  If the spell is recast on an incomplete floorplan created by this spell, the caster can ‘pick up where he left off’ and continue the floorplan.  Available after mastering Casing the Joint.
 
 
  
 
=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.
[[File:Example.jpg]]
 

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