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[[Category:GURPS Fantasy]]
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=Ancient and Celestial Verses   22 points=
[[Category:Magic]]
 
 
 
 
 
This netbook is an open project consisting of GURPS Magical Styles (as defined by the official Steve Jackson Games supplement "GURPS Magical Styles") written by fans.  Go ahead and add your own!
 
 
 
 
 
=Ancient and Celestial Verses =
 
 
 
Cost:  22 points
 
  
 
Style Prerequisite: IQ  13+, Magery, (not One College Only).
 
Style Prerequisite: IQ  13+, Magery, (not One College Only).
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Required Spells: Beast-Soother, Seek Plant, Ward.
 
Required Spells: Beast-Soother, Seek Plant, Ward.
  
Perks: Astrological Ceremonies, Blood Magic, Elixir Resistance, Frightening Side Effects (Any), Huge Subjects, Intimidating Curses, Intuitive Cantrip (Eye of the Storm), Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Good with Animal, any mundane), Knower of Names, Life Force Burn 1-5, Obscure True Name, Scroll Reading, Secret Spell (Blood Dreaming, Rites of Harvest Sacrifice, Roar of Madness or Whisper of Leaves), Secret Words, Shaman’s Trance, Staff Attunement.
+
Perks: Astrological Ceremonies, Blood Magic, Elixir Resistance, Frightening Side Effects (Any), Huge Subjects, Intimidating Curses, Intuitive Cantrip (Eye of the Storm), Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Good with animal, any mundane), Knower of Names, Life Force Burn, 1-5, Obscure True Name, Scroll Reading, Secret Spell (Blood Dreaming, Rites of Harvest Sacrifice, Roar of Madness or Whisper of Leaves), Secret Words, Shaman’s Trance, Staff Attunement.
  
 
Optional Traits
 
Optional Traits
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Time to Cast:  3 hours
 
Time to Cast:  3 hours
  
=Book of Elders    =
 
  
Cost:  5 points
+
=Book of Elders    5 points=
  
 
Style Prerequisite: IQ  13+, Magery, (not One College Only).
 
Style Prerequisite: IQ  13+, Magery, (not One College Only).
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Required Spells: Beast-Rouser.
 
Required Spells: Beast-Rouser.
  
Perks: Afflicted Casting (Flagellant’s Blessing), Afflicted Casting (Mystic’s Stupor), Better Magic Items (Necromantic), Blocking Spell Mastery (Any), Blood Magic, Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Knower of Names, Life Force Burn 1-5, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Mage, Secret Spell (Blood Slave, Eye of the Predator or Predator’s Kiss), Spell Bond (Weaken Blood), Willful Casting.
+
Perks: Afflicted Casting (Flagellant’s Blessing), Afflicted Casting (Mystic’s Stupor), Better Magic items (Necromantic), Blocking Spell Mastery (Any), Blood Magic, Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Knower of Names, Life Force Burn, 1-5, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Mage, Secret Spell (Blood Slave, Eye of the Predator or Predator’s Kiss), Spell Bond (Weaken Blood), Willful Casting.
  
 
Optional Traits
 
Optional Traits
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Time to Cast:  3 seconds.
 
Time to Cast:  3 seconds.
  
=Breath of the Maker    =
 
  
Cost:  16 points
+
 
 +
=Breath of the Maker    16 points=
  
 
Style Prerequisite: Magery, (not One College Only).
 
Style Prerequisite: Magery, (not One College Only).
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Required Spells: Amulet, Scroll, Talisman.
 
Required Spells: Amulet, Scroll, Talisman.
  
Perks: Astrological Ceremonies, Better Magic Items (Any), Brute Force Spell (Enchant), Brute Force Spell (Powerstone), Convenience Casting (Continual Light), Convenience Casting (Copy), Convenience Casting (Create Object) Convenience Casting (Create Water), Elixir Resistance, Intuitive Cantrip (Boost Enchantment), Intuitive Cantrip (Reinforce), Limited Energy Reserve 1-5, Magical Weapon Bond, Quick and Focused, Sanctum 1-2, Scroll Reading, Secret Spell (Breath of the Maker, Forging the Resplendent Vessel of Everflowing Power or The Seventy-Nine Runes of Angelic Commandment), Speedy Enchantment.
+
Perks: Astrological Ceremonies, Better Magic Items (Any), Brute Force Spell (Enchant), Brute Force Spell (Powerstone), Convenience Casting (Continual Light), Convenience Casting (Copy), Convenience Casting (Create Object) Convenience Casting (Create Water), Elixir Resistance, Intuitive Cantrip (Boost Enchantment), Intuitive Cantrip (Reinforce), Limited Energy Reserve 1-5, Magical Weapon Bond, Quick and Focused, Sanctum 1-2, , Scroll Reading, Secret Spell (Breath of the Maker, Forging the Resplendent Vessel of Everflowing Power or The Seventy-Nine Runes of Angelic Commandment), Speedy Enchantment.
  
 
Optional Traits
 
Optional Traits
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Time to Cast:  6 hours.
 
Time to Cast:  6 hours.
  
=Crown of Iron    =
 
  
Cost:  8 points
+
 
 +
=Crown of Iron    8 points=
  
 
Style Prerequisite: IQ  13+, Will 12+, Magery, (not One College Only).
 
Style Prerequisite: IQ  13+, Will 12+, Magery, (not One College Only).
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=Cycle of the Elements
+
Cycle of the Elements   15 points
 
 
Cost:  15 points
 
  
 
Style Prerequisite: Magery, (not One College Only).
 
Style Prerequisite: Magery, (not One College Only).
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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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Time to Cast:  30 seconds
 
Time to Cast:  30 seconds
  
=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.
+
=Empty Vessel    10 points=
 
 
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.''
 
 
 
=Empty Vessel    =
 
 
 
Cost:  10 points
 
  
 
Style Prerequisite: Will  13+, Magery, (not One College Only).
 
Style Prerequisite: Will  13+, Magery, (not One College Only).
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=Eyes of Twilight    =
+
=Eyes of Twilight    11 points=
 
 
Cost:  11 points
 
  
 
Style Prerequisite: Spirit Empathy, Magery, (not One College Only).
 
Style Prerequisite: Spirit Empathy, Magery, (not One College Only).
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=Footsteps of the Cat   =
+
=Footsteps of the Cat   9 points=
 
 
Cost:  9 points
 
  
 
Style Prerequisite: Cat Familiar, IQ  13+, Magery, (not One College Only).
 
Style Prerequisite: Cat Familiar, IQ  13+, Magery, (not One College Only).
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=Fount of Irrepressible Will    =
+
=Fount of Irrepressible Will    9 points=
 
 
Cost:  9 points
 
  
 
Style Prerequisite: IQ 12+, Will 12+, Magery, (not One College Only).
 
Style Prerequisite: IQ 12+, Will 12+, Magery, (not One College Only).
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=The Gentle Art    =
+
=The Gentle Art    17 points=
 
 
Cost:  17 points
 
  
 
Style Prerequisite: ST 10+, DX 12+, IQ  13+, HT 11+ Magery, (not One College Only).
 
Style Prerequisite: ST 10+, DX 12+, IQ  13+, HT 11+ Magery, (not One College Only).
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=Golden Sun    =
+
=Golden Sun    6 points=
 
 
Cost:  6 points
 
  
 
Style Prerequisite: IQ 12+, Magery, (not One College Only).
 
Style Prerequisite: IQ 12+, Magery, (not One College Only).
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=Hands of Restoration    =
+
=Hands of Restoration    11 points=
 
 
Cost:  11 points
 
  
 
Style Prerequisite: IQ  13+, Magery, (not One College Only).
 
Style Prerequisite: IQ  13+, Magery, (not One College Only).
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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    =
 
  
Cost:  12 points
+
 
 +
=Litany of Refusal    12 points=
  
 
Style Prerequisite: Will 12+, Magery, (not One College Only).
 
Style Prerequisite: Will 12+, Magery, (not One College Only).
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=The Low Road    =
+
=The Low Road    18 points=
 
 
Cost:  18 points
 
  
 
Style Prerequisite: DX 10+, Magery, (not One College Only).
 
Style Prerequisite: DX 10+, Magery, (not One College Only).
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=Path of No Path    =
+
=Path of No Path    12 pts=
 
 
Cost:  12 points
 
  
 
Style Prerequisite: IQ 12+, Animal Empathy or Frightens Animals, Magery, (not One College Only).
 
Style Prerequisite: IQ 12+, Animal Empathy or Frightens Animals, Magery, (not One College Only).
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=Prayers of the Red Angels    =
+
=Prayers of the Red Angels    13 points=
 
 
Cost:  13 points
 
  
 
Style Prerequisite: IQ 11+, Magery, (not One College Only).
 
Style Prerequisite: IQ 11+, Magery, (not One College Only).
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=The Protected Path =
 
  
Cost: 12
+
=Pure Circle of Shining Illumination    7 points=
  
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.
+
Style Prerequisite: IQ  13+, Magery, (not One College Only).
  
Required Skills: Stealth, Camouflage, Climbing, Tracking, Thautamology
+
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 Spells: Apportation, Foolishness, Climbing, Block, Keen Vision, Sense Foes
+
Required Skills: Archaeology, History, Literature, Research.
  
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 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
 
Optional Traits
  
Attributes: IQ 12+
+
Attributes: Improved IQ.
  
 +
Advantages: Combat Reflexes, Wealth.
  
Advantages: Magery 3, Perception, Silence, Chameleon, Enhanced Move, 360 Vision (Panoptic 2), Clinging, Danger Sense,
+
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).
  
Disadvantages: Paranoia
 
  
 +
A mage joins the society at the level of Journeyman, entitling them to learn the following twenty-three spells.
  
Spell List
+
Journeyman
  
In order to walk the Protected Path, Travelers must take certain Journeys
+
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.
  
1st Journey - The Path
+
Thaumaturgist
  
The foundation of the Protected path is laid out in 6 basic spells:
+
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.
  
Apportation, Foolishness, Climbing, Block, Keen Vision, Sense Foes
+
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.
  
Travelers on the Path may also learn Shortcut to Power (Pathfinder)
+
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.
  
2nd Journey - The Trail
+
When a mage has learned 8 Sorcerer spells including Fireball, they are promoted to Wizard, entitling them to learn the following thirteen spells.
  
Once the Path has been walked and all 6 spells learned, the Traveler may learn any of these spells:
+
Wizard
  
Wall Walker, Slow Fall, Levitation, Daze, Cont. Light, Grace, Sense Danger, Silence, Night Vision, Haste, Find Direction
+
Ancient History, Earth to Air, Explosive Fireball, Explosive Lightning, Fire Cloud, History, Inscribe, Invisibility, Fire Cloud, Remember Path, Shocking Touch, Teleport, Wizard Hand.
  
Travelers on the Trail may also learn Shortcut to Power (Body of Air)
+
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
  
3rd Journey - The Alley
+
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.
  
When Sense Danger and 5 other spells of the Journey have been mastered, the Traveler may learn these spells:
 
  
Pathfinder, Gloom, Darkness, Balance, Watch Dog, Hush, Dark Vision, Test Load, Tell Position, Flight
+
Secret Spell:  Evocation of Sulfurous Corruption (VH)    Area
  
Travelers on the Alley may also learn Shortcut to Power (Invisibility)
+
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
  
4th Journey - The Road
+
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.
  
When Watchdog and 4 other spells of the Alley have been learned, the Traveler may learn these spells:
+
Time to Cast:  1 to Magery level seconds, depending on base cost.
  
Body of Air, Reflexes, Light Tread, Blur, Shape Darkness, Mage-Stealth, Blackout, Glasswall, Know Location
 
  
 +
Secret Spell:  Impenetrable Armor of the Arch-Mage (VH)    Regular
  
5th Journey - The Avenue
+
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.
  
When Mage-Stealth and 4 more of the spells of the Road are known, then the Traveler may learn these spells:
+
Duration: One Minute.
  
Invisibility, Freedom, Body of Shadows, Hide, Remember Path, Ethereal Body, Teleport(VH)
+
Cost:  2 + (twice the DR given up to a maximum of 6).  Half that to maintain.
  
 +
Time to Cast:  1 second
  
6th Journey - The Highway
 
  
When Freedom and 3 of the other spells of the Avenue are learned, the Traveler may learn these spells:
+
Secret Spell: Wings of the Golden Phoenix (VH)    Regular
  
Rapid Journey(VH), Create Door, Sanctuary(VH), Defend Unseen (Secret Spell), Becoming Shadow (Secret Spell)
+
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
  
Secret Spell: Defend Unseen (VH) Regular
+
Time to Cast: 1 second
  
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.
 
  
Duration: Until the caster next sleeps.
 
  
Cost: 0
+
=Riding the Lightning    8 points=
  
Time to Cast: 5 minutes.
+
Style Prerequisite: IQ 12+, Magery, (not One College Only).
  
 +
The origin of the mages who call themselves Those Who Ride the Lightning is lost in folklore. They claim to have been founded by an itinerant scholar who was overtaken by a storm on the road one day, was struck by lightning, and decided that he liked it. The style offers mastery over energy in all its forms, emphasizing the need to feel the power channeling through one’s body and mind. Some mages master the style just for the rush, others because it offers a unique insight into fundamental forces, and others because it offers fast lethality. Mages who study this style can grow to be excitable or even manic and some are quick to anger. Not a few are experience junkies in general, driven by the opening of their senses to seek bigger and better thrills.
  
Secret Spell: Becoming Shadow (VH) Regular
+
Required Skills: Meditation, Thaumatology.
  
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.
+
Requires Spells: Apportation, Haste, Levitation, Light, Recover Energy.
  
=Pure Circle of Shining Illumination    =
+
Perks: Adjustable Spell (Spell Variation, Any attack spell), Afflicted Casting (Flagellant’s Blessing), Blocking Spell Mastery (Any), Blood Magic, Frightening Side Effects (Any), Intuitive Cantrip (Kindle), Intuitive Cantrip (Mystic Gesture), Life Force Burn, 1-5, Limited Energy Reserve 1-5, Mighty Spell (Any melee or missile), Missile Spell Mastery, Power Casting (Any), Psychic Guidance (Any), Secret Spell (Heavy Nerve Buzz, Riding the Static, Rushing Brain Shock or Touch of Life), Secret Words, Special Exercises (FP may exceed HT by 100%).
  
Cost:  7 points
+
Optional Traits
  
Style Prerequisite: IQ  13+, Magery, (not One College Only).
+
Attributes: Improved IQ, Improved HT.
  
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.
+
Advantages: Acute Touch, Combat Reflexes,  
  
Required Skills: Archaeology, History, Literature, Research.
+
Disadvantages:   Bad Temper, Berserk, Impulsiveness, Overconfidence, Reputation (Not Sane).
  
Required Spells: Light, Scroll.
+
Skills: First Aid, Symbol Drawing.
  
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
+
A student begins their studies as an Attendant of Lightning, requiring them to learn the following 5 spells.
  
Attributes: Improved IQ.
+
Attendant of Lightning
  
Advantages: Combat Reflexes, Wealth.
+
Apportation, Haste, Levitation, Light, Recover Energy.
  
Disadvantages:  Callous, Enemies (Monsters), Greed, Miserliness, Reputation (Glorified Bandit).
+
When all 5 spells have been learned, the mage becomes a Will Worker, entitling them to study the following twenty-two spells.
  
Skills:  Cryptology, First Aid, Geology, Innate Attack (Jet), Innate Attack (Projectile), Knife, Mathematics, Merchant, Occultism, Staff, Symbol Drawing, Thanatology, Throwing (Knife).
+
Will Worker
  
 +
Continual Light, Deflect Missile, Distant Blow, Flight, Glue, Grease, Great Haste, Hinder, Hold Fast, Increase Burden, Infravision, Jump, Lighten Burden, Lockmaster, Locksmith, Long March, Poltergeist, Quick March, Shape Earth, Shape Light, Slow Fall, Wallwalker, Warm.
  
A mage joins the society at the level of Journeyman, entitling them to learn the following twenty-three spells.
+
A mage who has learned 8 Will Worker spells becomes an Ascendant One, entitling them to study the following seventeen spells.
  
Journeyman
+
Ascendant One
  
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.
+
Air Jet, Flash, Glow, Hawk Flight, Heat, Light Jet, Light Tread, Lightning, Manipulate, Shape Air, Shape Water, Slide, Slow, Undo, Wall of Wind, Windstorm, Winged Knife.
  
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.
+
A mage who has learned 8 Ascendant One spells becomes a Transformed One, entitling them to learn the following eighteen spells.
  
Thaumaturgist
+
Transformed One
  
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.
+
Air Vortex, Body of Lightning, Explosive Lightning, Lightning Armor, Lightning Missiles, Lightning Stare, Lightning Weapon, Lightning Whip, Pull, Repel, Resist Lightning, Shocking Touch, Spark Cloud, Spark Storm, Wall of Lightning, Warm, Wind, Wizard Hand.
  
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.
+
A mage who has learned 8 Transformed One spells becomes a Sage of Thunderbolts, entitling them to learn the following thirteen spells.
  
Sorcerer
+
Sage of Thunderbolts
  
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.
+
Ball of Lightning, Charge Powerstone, Dancing Weapon, Delay, Enchant, Freedom, Link, Heavy Nerve Buzz, Powerstone, Riding the Static, Rushing Brain Shock, Staff, Touch of Life.
  
When a mage has learned 8 Sorcerer spells including Fireball, they are promoted to Wizard, entitling them to learn the following thirteen spells.
 
  
Wizard
+
Secret Spell:  Heavy Nerve Buzz (VH)    Regular
  
Ancient History, Earth to Air, Explosive Fireball, Explosive Lightning, Fire Cloud, History, Inscribe, Invisibility, Remember Path, Shocking Touch, Teleport, Wizard Hand.
+
While under the effects of this spell, the caster has the benefits of the Lightning Armor spell and the Advantages High Pain Threshold and Very Fit.  Their touch does 1d+1 electrical burn damage, whether they want it to or not.  Many mages find being the subject of Heavy Nerve Buzz to be quite pleasurable.
  
When a mage has learned 7 Wizard spells, including Explosive Fireball, they are promoted to Archmage, entitling them to learn the following seventeen spells.
+
Duration:  1 minute
  
Archmage
+
Cost:  10 to cast, 5 to maintain
  
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.
+
Time to Cast:  10 seconds.
  
  
Secret Spell:  Evocation of Sulfurous Corruption (VH)    Area
+
Secret Spell:  Riding the Static (VH)    Regular
  
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 elseThis is unfortunate if fighting something not composed of organic tissue, but often handy for rubbing out the opposition while leaving the treasure unscathedCreatures in the cloud take damage on their own turn.  If less than an entire second is spent in the area, damage is halved, round downManufactured 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.
+
The caster opens their senses and draws on the ambient energy all around them to replenish themselvesUse of this spell requires a successful Meditation roll, after which the mage stands, twitching in ecstasyThey are so distracted from the world around them that they are for all intents and purposes asleep and will remain so until they recover all FP or someone wakes them up.  If the mage knows this spell at level 15 or higher, they recover 1 FP every 2 minutesIf they know it at 20 or higher, they recover 1 FP every minute.
  
Duration:  10 seconds
+
Duration:  Until at full FP or woken up.
  
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.
+
Cost:  None
  
Time to Cast:  1 to Magery level seconds, depending on base cost.
+
Time to Cast:  1 minute.
  
  
Secret Spell:  Impenetrable Armor of the Arch-Mage (VH)    Regular
+
Secret Spell:  Rushing Brain Shock (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.
+
The caster gives their own brain a shocking jolt of electricity to make up for lack of sleep.  The immediately suffer the effects of the Daze spell with no possibility of resistance and for ten minutes thereafter will be at -1 DX and IQ, but +2 WillFor every point by which they made their spell roll, they may go without 1 hour of sleep with no ill effects, but also may not fall asleep for at least that many hours.  Many mages find being the subject of Rushing Brain Shock to be quite pleasurable.
  
DurationOne Minute.
+
Cost1.
  
Cost2 + (twice the DR given up to a maximum of 6).  Half that to maintain.
+
Time to Cast1 second.
  
Time to Cast:  1 second
 
  
 +
Secret Spell:  Touch of Life (VH)    Regular, Resisted by HT
  
Secret Spell:  Wings of the Golden Phoenix (VH)   Regular
+
An arc of electricity springs from the caster’s fingers (or a metal tool) to the subject, automatically striking, at a range in yards equal to the casters ST / 10, rounded up.  If the subject fails a HT roll, they suffer 1d electrical burn damage.  Armor does not protect, though a human being or large object suddenly thrust between the caster and the target could be used to block.
  
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: 2
  
Cost0
+
Time to Cast1 second.
  
Time to Cast:  1 second
 
  
=Riding the Lightning    =
 
  
Cost:  8 points
+
=Rituals of the Outer Darkness    14 points=
  
Style Prerequisite: IQ 12+, Magery, (not One College Only).
+
Style Prerequisite: IQ 13+, Magery, (not One College Only).
  
The origin of the mages who call themselves Those Who Ride the Lightning is lost in folklore. They claim to have been founded by an itinerant scholar who was overtaken by a storm on the road one day, was struck by lightning, and decided that he liked it. The style offers mastery over energy in all its forms, emphasizing the need to feel the power channeling through one’s body and mind. Some mages master the style just for the rush, others because it offers a unique insight into fundamental forces, and others because it offers fast lethality. Mages who study this style can grow to be excitable or even manic and some are quick to anger. Not a few are experience junkies in general, driven by the opening of their senses to seek bigger and better thrills.
+
Rituals of the Outer Darkness is the art of dealing with demons. Demon-worship is strictly forbidden as is entering into a demon’s service, though negotiations and deals with demons are tolerated. Mages have many reasons for wanting to study demons. The mage might be an altruist, learning how to cast out the enemy, they might be a cynic, sure that the quickest route to power must be through the dirtiest of deals, or they might just be scholars, driven by curiosity about the most deceptive of realms. The fundamental texts of the school make no comment on what the style is for or what a student ought to be doing with their skills. They simply explain the subject matter in painstaking detail in a dry, academic style. The training of an adept is academically grueling, and students looking for a quick route to power are soon disappointed. For those with sufficient talent and perseverance, however, the school as a great deal of power of offer. Mages of this school, if they must identify themselves as mages as all, often present themselves as exorcists first and foremost. After all, people can jump to conclusions when they find out that you associate with demons.
  
Required Skills: Meditation, Thaumatology.
+
Required Skills: Cryptology, Exorcism, Hazardous Materials (Magical), Hidden Lore (Demon Lore), Occultism, Research, Theology.
  
Requires Spells: Apportation, Haste, Levitation, Light, Recover Energy.
+
Required Spells: Astral Block, Detect Magic, Fear, Foolishness, Scroll, Scryguard.
  
Perks: Adjustable Spell (Spell Variation, Any attack spell), Afflicted Casting (Flagellant’s Blessing), Blocking Spell Mastery (Any), Blood Magic, Frightening Side Effects (Any), Intuitive Cantrip (Kindle), Intuitive Cantrip (Mystic Gesture), Life Force Burn, 1-5, Limited Energy Reserve 1-5, Mighty Spell (Any melee or missile), Missile Spell Mastery, Power Casting (Any), Psychic Guidance (Any), Secret Spell (Heavy Nerve Buzz, Riding the Static, Rushing Brain Shock or Touch of Life), Secret Words, Special Exercises (FP may exceed HT by 100%).
+
Perks: Astrological Ceremonies, Better Magic items (Meta-Magic or Necromantic), Frightening Side Effects (Any), Intimidating Curses, Knower of Names, Magical Lawyer, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Spell (The Book of Names, Breaking the Gates of Perdition, Call of Damnation), Spirit Contract.
  
 
Optional Traits
 
Optional Traits
  
Attributes: Improved IQ,  Improved HT.
+
Attributes: Improved IQ.
  
Advantages: Acute Touch, Combat Reflexes,  
+
Advantages: Languages, Oracle, Patron (Demon).
  
Disadvantages:   Bad Temper, Berserk, Impulsiveness, Overconfidence, Reputation (Not Sane).
+
Disadvantages: Cursed, Enemies (Demons, the Law and Villagers with Pitchforks), Reputation (Meddler in Unwholesome Things), Secret (Demon Mage).
  
Skills:  First Aid, Symbol Drawing.
+
Skills:  Alchemy, Hidden Lore (Demons), Hidden Lore (Spirits), History, Literature, Mathematics, Symbol Drawing, Teaching.
  
  
A student begins their studies as an Attendant of Lightning, requiring them to learn the following 5 spells.
+
An apprentice begins their studies as a Squire of the White Tabard, at which level they are required to learn the following 6 spells.
  
Attendant of Lightning
+
Squire of the White Tabard
  
Apportation, Haste, Levitation, Light, Recover Energy.
+
Astral Block, Detect Magic, Fear, Foolishness, Scroll, Scryguard.
  
When all 5 spells have been learned, the mage becomes a Will Worker, entitling them to study the following twenty-two spells.
+
A mage who has learned all 6 Squire of the White Tabard spells becomes a Knight of the Red Sword, entitling them to learn the following fourteen spells.
  
Will Worker
+
Knight of the Red Sword
  
Continual Light, Deflect Missile, Distant Blow, Flight, Glue, Grease, Great Haste, Hinder, Hold Fast, Increase Burden, Infravision, Jump, Lighten Burden, Lockmaster, Locksmith, Long March, Poltergeist, Quick March, Shape Earth, Shape Light, Slow Fall, Wallwalker, Warm.
+
Amulet, Daze, Disorient, Forgetfulness, Identify Spell, Madness, Mage Sense, Mage Sight, Recover Energy, Panic, Scrywall, Summon Spirit, Talisman,Terror, Weaken Will.
  
A mage who has learned 8 Will Worker spells becomes an Ascendant One, entitling them to study the following seventeen spells.
+
A mage who has learned 7 Knight of the Red Sword spells becomes a Lord or Lady of the Iron Tower, entitling them to learn the following fifteen spells.
  
Ascendant One
+
Lord / Lady of the Iron Tower
  
Air Jet, Flash, Glow, Hawk Flight, Heat, Light Jet, Light Tread, Lightning, Manipulate, Shape Air, Shape Water, Slide, Slow, Undo, Wall of Wind, Windstorm, Winged Knife.
+
Analyze Magic, Command, Dream Sending, Dream Viewing, Encrypt, Fascinate, Mass Daze, Materialize, Mindlessness, Permanent Forgetfulness, Permanent Madness, Scryfool, See Invisible, Solidify, Turn Spirit.
  
A mage who has learned 8 Ascendant One spells becomes a Transformed One, entitling them to learn the following eighteen spells.
+
A mage who has learned 8 Iron Tower spells becomes a Baron or Baroness of Lamentations, entitling them to learn the following fourteen spells.
  
Transformed One
+
Baron(ess) of Lamentations
  
Air Vortex, Body of Lightning, Explosive Lightning, Lightning Armor, Lightning Missiles, Lightning Stare, Lightning Weapon, Lightning Whip, Pull, Repel, Resist Lightning, Shocking Touch, Spark Cloud, Spark Storm, Wall of Lightning, Warm, Wind, Wizard Hand.
+
Affect Spirits, Astral Vision, Dispel Possession, Dream Projection, Drunkenness, Enthrall, False Memory, Magic Resistance, Mass Suggestion, Nightmare, Oath, Sickness, Spell Shield, Suggestion.
  
A mage who has learned 8 Transformed One spells becomes a Sage of Thunderbolts, entitling them to learn the following thirteen spells.
+
A mage who has learned 7 Lamentations spells becomes a Duke or Duchess of the Burning City, entitling them to learn the following eighteen spells.  
  
Sage of Thunderbolts
+
Duke / Duchess of the Burning City
  
Ball of Lightning, Charge Powerstone, Dancing Weapon, Delay, Enchant, Freedom, Link, Heavy Nerve Buzz, Powerstone, Riding the Static, Rushing Brain Shock, Staff, Touch of Life.
+
Banish, Bind Spirit, Command Spirit, Delay, Dispel Magic, Enchant, Entrap Spirit, Great Geas, Lesser Geas, Pentagram, Powerstone, Remove Curse, Repel Spirits, Soul Jar, Spell Wall, Staff, Summon Demon, Suspend Curse.
  
 +
A mage who learns 8 Burning City spells becomes a Prince or Princess of Fiends, entitling them to learn the following 8 spells.
  
Secret Spell:  Heavy Nerve Buzz (VH)    Regular
+
Prince / Princess of Fiends
  
While under the effects of this spell, the caster has the benefits of the Lightning Armor spell and the Advantages High Pain Threshold and Very Fit.  Their touch does 1d+1 electrical burn damage, whether they want it to or not.  Many mages find being the subject of Heavy Nerve Buzz to be quite pleasurable.
+
The Book of Names, Breaking the Gates of Perdition, Call of Damnation, Curse, Hang Spell, Lich, Link, Reflex.
  
Duration:  1 minute
 
  
Cost10 to cast, 5 to maintain
+
Secret SpellBreaking the Gates of Perdition (VH)    Special
  
Time to Cast: 10 seconds.
+
This is a particularly powerful demon summoning ritual. It is in all ways like Summon Demon on p. 155 of GURPS Magic, except where noted.  The spell requires a human skull, or the site of a murder or haunting.
  
 +
Duration:  Until the demon’s task is done or 3 hours, whichever is less.
  
Secret SpellRiding the Static (VH)   Regular
+
Cost1 point per 12 character points used to build the demon.  Minimum energy cost is 25 (though this will not always summon a 296 point demon).  The spell requires a human skull, or a preserved human finger, or the site of a murder or haunting.  Parts of living creatures do not suffice.
  
The caster opens their senses and draws on the ambient energy all around them to replenish themselves. Use of this spell requires a successful Meditation roll, after which the mage stands, twitching in ecstasy.  They are so distracted from the world around them that they are for all intents and purposes asleep and will remain so until they recover all FP or someone wakes them up.  If the mage knows this spell at level 15 or higher, they recover 1 FP every 2 minutes.  If they know it at 20 or higher, they recover 1 FP every minute.
+
Time to Cast: 30 minutes.
  
Duration:  Until at full FP or woken up.
 
  
Cost:  None
+
Call of Damnation (VH)    Regular
  
Time to Cast: 1 minute.
+
Once Call of Damnation has been cast at a location, the next Banish spell cast at the same location is at +2 effectiveness.  Demons at the location are at -2 on any non-magical roll to deceive, such as by using Acting, Fast-Talk or Law.  The spell requires a human skull, or a preserved human finger, or the site of a murder or haunting. Parts of living creatures do not suffice.
  
 +
Duration:  Until the next time Banish is cast at the location or night falls, whichever comes first.
  
Secret Spell: Rushing Brain Shock (VH)    Regular
+
Cost: 10
  
The caster gives their own brain a shocking jolt of electricity to make up for lack of sleep. The immediately suffer the effects of the Daze spell with no possibility of resistance and for ten minutes thereafter will be at -1 DX and IQ, but +2 Will.  For every point by which they made their spell roll, they may go without 1 hour of sleep with no ill effects, but also may not fall asleep for at least that many hours.  Many mages find being the subject of Rushing Brain Shock to be quite pleasurable.
+
Time to Cast: 10 minutes.
  
Cost:  1.
 
  
Time to Cast:  1 second.
 
  
 +
The Book of Names (VH)    Regular, Resisted by Will+2
  
Secret Spell: Touch of Life (VH)    Regular, Resisted by HT
+
Cast in the presence of a demon, the spell will reveal the demon’s True Name. The spell requires a human skull, or a preserved human finger, or the site of a murder or haunting.  Parts of living creatures do not suffice.
  
An arc of electricity springs from the caster’s fingers (or a metal tool) to the subject, automatically striking, at a range in yards equal to the casters ST / 10, rounded up. If the subject fails a HT roll, they suffer 1d electrical burn damage.  Armor does not protect, though a human being or large object suddenly thrust between the caster and the target could be used to block.
+
Cost: 8
  
Cost2
+
Time to Cast5 minutes.
  
Time to Cast:  1 second.
 
  
  
 +
=Secrets of the Esoteric Order of the Silver Sword    26 points=
  
=Rituals of the Outer Darkness    =
+
Style Prerequisite: IQ  13+, Magery, (not One College Only).
  
Cost:  14 points
+
In theory, the Esoteric Order of the Silver Sword is a society of gentlefolk devoted to the protection of the realm, religious observance, and scholarly pursuits of all kinds. In practice, most order members are more concerned with the pursuit of magical secrets or simply with getting ahead in the world. The order suffers from endless internal intrigue, a tendency among some members to be glory hounds, and a tendency among other members to let their curiosity overpower their sense when investigating supernatural phenomena. The society is obsessively secretive and understanding of hidden things brings a great deal of status of members. It is whispered that their most secret texts, known to only the innermost circle, promise power over the gods themselves.
  
Style Prerequisite: IQ  13+, Magery, (not One College Only).
+
Required Skills: Alchemy, Astrology, Cryptology, Falconry, Heraldry (Nobility), Hidden Lore (Demon Lore), Hidden Lore (Spirit Lore), History, Judo, Lance, Literature (Esoteric), Literature (Poetry), Melee Weapon (Broadsword), Mental Strength, Occultism, Philosophy, Research, Riding (Horse), Savoir-Faire, Shield, Symbol-Drawing, Thaumatology, Theology, Wrestling.
  
Rituals of the Outer Darkness is the art of dealing with demons. Demon-worship is strictly forbidden as is entering into a demon’s service, though negotiations and deals with demons are tolerated. Mages have many reasons for wanting to study demons. The mage might be an altruist, learning how to cast out the enemy, they might be a cynic, sure that the quickest route to power must be through the dirtiest of deals, or they might just be scholars, driven by curiosity about the most deceptive of realms. The fundamental texts of the school make no comment on what the style is for or what a student ought to be doing with their skills. They simply explain the subject matter in painstaking detail in a dry, academic style. The training of an adept is academically grueling, and students looking for a quick route to power are soon disappointed. For those with sufficient talent and perseverance, however, the school as a great deal of power of offer. Mages of this school, if they must identify themselves as mages as all, often present themselves as exorcists first and foremost. After all, people can jump to conclusions when they find out that you associate with demons.
+
Required Spells: Scryguard.
  
Required Skills: Cryptology, Exorcism, Hazardous Materials (Magical), Hidden Lore (Demon Lore), Occultism, Research, Theology.
+
Techniques: Cavalry Training (Any), Combat Riding, Counterattack (Broadsword), Hook (Broadsword), Spinning Strike (Broadsword), Staying Seated, Targeted Attack (Broadsword Swing / Leg), Targeted Attack (Broadsword Swing / Neck), Targeted Attack (Broadsword Thrust / Vitals), Targeted Attack (Broadsword Thrust /Chink Vitals). Note: Grip Mastery (Broadsword) may be taken as a martial style perk.
  
Required Spells: Astral Block, Detect Magic, Fear, Foolishness, Scroll, Scryguard.
+
Perks: Astrological Ceremonies, Better Magic items (Weapons), Blocking Spell Mastery (Any), Blood Magic, Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Intuitive Cantrip (Magical Analysis), Intuitive Cantrip (Mystic Gesture), Knower of Names, Life Force Burn, 1-5, Magical Weapon Bond, Melee Spell Mastery (Any), Mighty Spell (Any melee), Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Spell (Ascending The Throne of The Universe, Invocation to The Four Corners of The Universe, or The Shining Litany of Divine Names), Secret Words, Shaman’s Trance, Spirit Contract.
 
 
Perks: Astrological Ceremonies, Better Magic items (Meta-Magic or Necromantic), Frightening Side Effects (Any), Intimidating Curses, Knower of Names, Magical Lawyer, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Spell (The Book of Names, Breaking the Gates of Perdition, Call of Damnation), Spirit Contract.
 
  
 
Optional Traits
 
Optional Traits
Line 1,905: Line 1,815:
 
Attributes: Improved IQ.
 
Attributes: Improved IQ.
  
Advantages: Languages, Oracle, Patron (Demon).
+
Advantages: Allies (Other order members), Autotrance, Channeling, Combat Reflexes, Enhanced Parry (Broadsword), Medium, Oracle, Reputation (Chivalrous Knight), Status, Wealth.
  
Disadvantages: Cursed, Enemies (Demons, the Law and Villagers with Pitchforks), Reputation (Meddler in Unwholesome Things), Secret (Demon Mage).
+
Disadvantages: Code of Honor (Chivalry), Enemies (Rival Occultists), Glory Hound, Impulsiveness, Overconfidence, Reputation (Worryingly Secretive).
  
Skills: Alchemy, Hidden Lore (Demons), Hidden Lore (Spirits), History, Literature, Mathematics, Symbol Drawing, Teaching.
+
Skills: Axe/Mace, Brawling, Knife, Mathematics, Spear, Staff, Teaching.
  
 +
Mages are first initiated into the order at the level of Initiate of the Veil, entitling them to learn the following spells.
  
An apprentice begins their studies as a Squire of the White Tabard, at which level they are required to learn the following 6 spells.
+
Initiate of the Veil
  
Squire of the White Tabard
+
Astral Block, Detect Magic, Final Rest, Scroll, Scryguard, Sense Foes, Sense Life.
  
Astral Block, Detect Magic, Fear, Foolishness, Scroll, Scryguard.
+
A Mage who has learned 4 Initiate spells, including Scryguard, becomes a Render of the Veil of stone.  This entitles them to learn the following twelve spells.
  
A mage who has learned all 6 Squire of the White Tabard spells becomes a Knight of the Red Sword, entitling them to learn the following fourteen spells.
+
Render of the Veil of Stone
  
Knight of the Red Sword
+
Amulet , Identify Spell, Mage Sight, Mage Sense, Might, Recover Energy, Seek Magic, Sense Emotion, Scrywall, Summon Shade, Summon Spirit, Talisman.
  
Amulet, Daze, Disorient, Forgetfulness, Identify Spell, Madness, Mage Sense, Mage Sight, Recover Energy, Panic, Scrywall, Summon Spirit, Talisman,Terror, Weaken Will.
+
A Mage who learns 6 Veil of Stone spells becomes a Render of the Veil of Darkness, entitling them to learn the following eighteen spells.
  
A mage who has learned 7 Knight of the Red Sword spells becomes a Lord or Lady of the Iron Tower, entitling them to learn the following fifteen spells.
+
Render of the Veil of Darkness
  
Lord / Lady of the Iron Tower
+
Analyze Magic, Boost Health, Boost Strength, Compel Truth, Encrypt, Grace, Hide Emotion, Hide Thoughts, Materialize, Persuasion, Mind-Reading, Scryfool, See Invisible, Resist Pain, Solidify, Truthsayer, Turn Spirit, Vigor.
  
Analyze Magic, Command, Dream Sending, Dream Viewing, Encrypt, Fascinate, Mass Daze, Materialize, Mindlessness, Permanent Forgetfulness, Permanent Madness, Scryfool, See Invisible, Solidify, Turn Spirit.
+
A mage who learns 8 Veil of Darkness spells becomes a Render of the Veil of Clouds, entitling them to learn the following seventeen spells.
  
A mage who has learned 8 Iron Tower spells becomes a Baron or Baroness of Lamentations, entitling them to learn the following fourteen spells.
+
Render of the Veil of Clouds
  
Baron(ess) of Lamentations
+
Affect Spirits, Ancient History, Astral Vision, Boost Dexterity, Command Spirit, Compel Lie, Dispel Possession, Divination (Astrology), History, Magic Resistance, Message, Mind-Search, Mind-Sending, Spell Shield, Skull-Spirit, Telepathy, Turn Zombie.
  
Affect Spirits, Astral Vision, Dispel Possession, Dream Projection, Drunkenness, Enthrall, False Memory, Magic Resistance, Mass Suggestion, Nightmare, Oath, Sickness, Spell Shield, Suggestion.
+
A mages who learn 8 Veil of Clouds spells becomes a Render of the Veil of Suns, entitling them to learn the following sixteen spells.
  
A mage who has learned 7 Lamentations spells becomes a Duke or Duchess of the Burning City, entitling them to learn the following eighteen spells.
+
Render of the Veil of Suns
  
Duke / Duchess of the Burning City
+
Animate Shadow, Banish, Bind Spirit, Charge Powerstone, Delay, Enchant, Pentagram, Powerstone, Presence, Remove Curse, Repel Spirits, Resurrection, Spell Wall, Staff, Summon Demon, Suspend Curse.
  
Banish, Bind Spirit, Command Spirit, Delay, Dispel Magic, Enchant, Entrap Spirit, Great Geas, Lesser Geas, Pentagram, Powerstone, Remove Curse, Repel Spirits, Soul Jar, Spell Wall, Staff, Summon Demon, Suspend Curse.
+
A mage who learns 8 Veil of Suns spells becomes a Render of the Veil of Stars, entitling them to learn the following 9 spells.
  
A mage who learns 8 Burning City spells becomes a Prince or Princess of Fiends, entitling them to learn the following 8 spells.
+
Render of the Veil of Stars
  
Prince / Princess of Fiends
+
Ascending the Throne of the Universe, Bless, Curse, Hang Spell, Invocation to the Four Corners of the Universe, Link, The Shining Litany of Divine Names, Reflex, Wraith.
  
The Book of Names, Breaking the Gates of Perdition, Call of Damnation, Curse, Hang Spell, Lich, Link, Reflex.
 
  
 +
Secret Spell:  Ascending The Throne of The Universe (VH)    Information
  
Secret Spell: Breaking the Gates of Perdition (VH)   Special
+
Through ritual and meditation, the mage achieves a state of mystical ecstasy. At the GM’s discretion, the mage may have visions offering insight into the nature of some problem involving magic, supernatural creatures (including gods) or philosophy.  Ascending the Throne of the Universe will never help the mage solve mundane problems.  Information given will generally be in the form of allegorical dreams which will require interpretation.  The GM should keep in mind that in order for the spell to be worth learning, it must at least occasionally be able to provide information that regular divination spells cannot.  This spell requires a stick, a cup or bowl, a blade and a small drawn pentacle.
  
This is a particularly powerful demon summoning ritual. It is in all ways like Summon Demon on p. 155 of GURPS Magic, except where noted.  The spell requires a human skull, or the site of a murder or haunting.
+
Cost: 6
  
DurationUntil the demon’s task is done or 3 hours, whichever is less.
+
Time to Cast2 hours
  
Cost:  1 point per 12 character points used to build the demon.  Minimum energy cost is 25 (though this will not always summon a 296 point demon).  The spell requires a human skull, or a preserved human finger, or the site of a murder or haunting.  Parts of living creatures do not suffice.
 
  
Time to Cast30 minutes.
+
Secret SpellInvocation to The Four Corners of The Universe (VH)    Regular
  
 +
Successful performance of this ritual generates 4 points of energy +1 point for every mage participant.  This energy may only be used to magically summon, banish or bind extra-planar beings at the location at which the Invocation ritual was performed and dissipates after an hour.  Invocations may not be stacked.  This spell requires a stick, a cup or bowl, a blade and a small drawn pentacle.
  
Call of Damnation (VH)    Regular
+
Duration:  3 hours.
  
Once Call of Damnation has been cast at a location, the next Banish spell cast at the same location is at +2 effectiveness. Demons at the location are at -2 on any non-magical roll to deceive, such as by using Acting, Fast-Talk or Law.  The spell requires a human skull, or a preserved human finger, or the site of a murder or haunting.  Parts of living creatures do not suffice.
+
Cost: 0
  
DurationUntil the next time Banish is cast at the location or night falls, whichever comes first.
+
Time to Cast1 hour.
  
Cost: 10
 
  
Time to Cast10 minutes.
+
Secret SpellThe Shining Litany of Divine Names (VH)    Regular
  
 +
Successful performance of this ritual at a location ensures that the next Bind (Spirit) spell cast at the location by a non-spirit is resisted at -2.  This spell requires a stick, a cup or bowl, a blade and a small drawn pentacle.
  
 +
Duration:  3 hours.
  
The Book of Names (VH)    Regular, Resisted by Will+2
+
Cost:  0
 
 
Cast in the presence of a demon, the spell will reveal the demon’s True Name.  The spell requires a human skull, or a preserved human finger, or the site of a murder or haunting.  Parts of living creatures do not suffice.
 
 
 
Cost:  8
 
 
 
Time to Cast:  5 minutes.
 
  
 +
Time to Cast:  1 hour.
  
  
=Secrets of the Esoteric Order of the Silver Sword    =
 
  
Cost:  26 points
+
=The Seven Books of Ivory    14 points=
  
 
Style Prerequisite: IQ  13+, Magery, (not One College Only).
 
Style Prerequisite: IQ  13+, Magery, (not One College Only).
  
In theory, the Esoteric Order of the Silver Sword is a society of gentlefolk devoted to the protection of the realm, religious observance, and scholarly pursuits of all kinds. In practice, most order members are more concerned with the pursuit of magical secrets or simply with getting ahead in the world. The order suffers from endless internal intrigue, a tendency among some members to be glory hounds, and a tendency among other members to let their curiosity overpower their sense when investigating supernatural phenomena. The society is obsessively secretive and understanding of hidden things brings a great deal of status of members. It is whispered that their most secret texts, known to only the innermost circle, promise power over the gods themselves.
+
Before his death, the great mage-king Kessek wrote a treatise on the art of war-magic, seven volumes long. No copies of the original Seven Books of Ivory still exist, but the magical style they encoded lives on thanks to the painstaking work of scholars and the military needs of monarchs who want to harness Kessek’s art to make themselves dominant on the battlefield. A mage of this school does not seek to damage enemy troops directly, but to manage their own troops to devastating effect. The technique is compared by Kessek to chess, to walking a tightrope, and to the skill of a spider who can sense every movement in her web and responds with lethal force. Mages who master The Seven Books of Ivory are employed by regular armies and mercenary companies alike, though they sometimes offend other battle-mages with their arrogance. There is a tendency for members of this school to grow alienated from other people, viewing them as assets to be used. Legend has it that in the style’s most secret writings, Kessek sums up his philosophy with the observation “Life is like a game of chess. You must be the player, not a piece, and you must win”. Legend also has it that Kessek was murdered by his wife, the queen.
  
Required Skills: Alchemy, Astrology, Cryptology, Falconry, Heraldry (Nobility), Hidden Lore (Demon Lore), Hidden Lore (Spirit Lore), History, Judo, Lance, Literature (Esoteric), Literature (Poetry), Melee Weapon (Broadsword), Mental Strength, Occultism, Philosophy, Research, Riding (Horse), Savoir-Faire, Shield, Symbol-Drawing, Thaumatology, Theology, Wrestling.
+
Required Skills: Broadsword, Games (Chess), Riding (Horse), Savoir-Faire, Shield, Soldier, Staff, Strategy, Tactics.
  
Required Spells: Scryguard.
+
Required Spells: Counterspell, Keen Hearing, Keen Vision, Shield.
 
 
Techniques: Cavalry Training (Any), Combat Riding, Counterattack (Broadsword), Hook (Broadsword), Spinning Strike (Broadsword), Staying Seated, Targeted Attack (Broadsword Swing / Leg), Targeted Attack (Broadsword Swing / Neck), Targeted Attack (Broadsword Thrust / Vitals), Targeted Attack (Broadsword Thrust /Chink Vitals). Note: Grip Mastery (Broadsword) may be taken as a martial style perk.
 
  
Perks: Astrological Ceremonies, Better Magic items (Weapons), Blocking Spell Mastery (Any), Blood Magic, Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Intuitive Cantrip (Magical Analysis), Intuitive Cantrip (Mystic Gesture), Knower of Names, Life Force Burn, 1-5, Magical Weapon Bond, Melee Spell Mastery (Any), Mighty Spell (Any melee), Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Spell (Ascending The Throne of The Universe, Invocation to The Four Corners of The Universe, or The Shining Litany of Divine Names), Secret Words, Shaman’s Trance, Spirit Contract.
+
Perks: Adjustable Spell (Spell Variation, Any attack spell), Area Spell Mastery (Any), Blocking Spell Mastery (Any), Intuitive Cantrip (Muffle), Intuitive Cantrip (Screen), Limited Energy Reserve 1-5, Mana Compensation, Reduced Footprint 1, Sacrificial Blocking Spell (Any), Sanctum 1-2, , Secret Spell (Feeling the Ground, Rapid Deployment, White Sacrifice).
  
 
Optional Traits
 
Optional Traits
Line 2,002: Line 1,906:
 
Attributes: Improved IQ.
 
Attributes: Improved IQ.
  
Advantages: Allies (Other order members), Autotrance, Channeling, Combat Reflexes, Enhanced Parry (Broadsword), Medium, Oracle, Reputation (Chivalrous Knight), Status, Wealth.
+
Advantages: Combat Reflexes, Military Rank, Reputation (An Officer and a Gentleman).
  
Disadvantages: Code of Honor (Chivalry), Enemies (Rival Occultists), Glory Hound, Impulsiveness, Overconfidence, Reputation (Worryingly Secretive).
+
Disadvantages: Overconfidence, Reputation (Callous Manipulator), any Physical Disadvantage that can be explained by injury (e.g. One Hand, One Eye) or Mental Disadvantage that can be explained by trauma (e.g. Phobias, Flashbacks and Nightmares).
  
Skills: Axe/Mace, Brawling, Knife, Mathematics, Spear, Staff, Teaching.
+
Skills: Animal Handling, Broadsword, Mapmaking, Public Speaking, Symbol Drawing.
  
Mages are first initiated into the order at the level of Initiate of the Veil, entitling them to learn the following spells.
+
Apprentices begin their training at the level of Pawn.  They are required to learn the following 9 spells.
  
Initiate of the Veil
+
Pawn
  
Astral Block, Detect Magic, Final Rest, Scroll, Scryguard, Sense Foes, Sense Life.
+
Counterspell, Detect Magic, Foolishness, Keen Hearing, Keen Vision, Levitation, Shield, Simple Illusion, Sound.
  
A Mage who has learned 4 Initiate spells, including Scryguard, becomes a Render of the Veil of stone.  This entitles them to learn the following twelve spells.
+
When a Pawn has learned all 9 spells, they are promoted to Queen’s Pawn.  This entitles them to learn the following fourteen spells.
  
Render of the Veil of Stone
+
Queen’s Pawn
  
Amulet , Identify Spell, Mage Sight, Mage Sense, Might, Recover Energy, Seek Magic, Sense Emotion, Scrywall, Summon Shade, Summon Spirit, Talisman.
+
Armor, Create Air, Create Fire, Daze, Flight, Forgetfulness, Hinder, Identify Spell, Keen Taste and Smell, Mage Sight, Minor Healing, Mystic Mist, Recover Energy, Sleep.
  
A Mage who learns 6 Veil of Stone spells becomes a Render of the Veil of Darkness, entitling them to learn the following eighteen spells.
+
When the mage has learned 7 Queen’s Pawn spells, they are promoted to Knight.  This entitles them to learn the following twenty spells.
  
Render of the Veil of Darkness
+
Knight
  
Analyze Magic, Boost Health, Boost Strength, Compel Truth, Encrypt, Grace, Hide Emotion, Hide Thoughts, Materialize, Persuasion, Mind-Reading, Scryfool, See Invisible, Resist Pain, Solidify, Truthsayer, Turn Spirit, Vigor.
+
Alertness, Analyze Magic, Command, Complex Illusion, Create Earth, Create Water, Flash, Frost, Hawk Flight, Major Healing, Mass Daze, Mass Sleep, Perfect Illusion, Rain of Fire, Rooted Feet, Shape Air, Shape Water, Stop Bleeding, Wall of Wind, Windstorm.
  
A mage who learns 8 Veil of Darkness spells becomes a Render of the Veil of Clouds, entitling them to learn the following seventeen spells.
+
When the mage has learned 8 Knight spells, they are promoted to Rook.  This entitles them to learn the following seventeen spells.
  
Render of the Veil of Clouds
+
Rook
  
Affect Spirits, Ancient History, Astral Vision, Boost Dexterity, Command Spirit, Compel Lie, Dispel Possession, Divination (Astrology), History, Magic Resistance, Message, Mind-Search, Mind-Sending, Spell Shield, Skull-Spirit, Telepathy, Turn Zombie.
+
Air Vortex, Blink, Clouds, Cold, Control Illusion, Create Acid, Fog, Freeze, Ice Slick, Lightning, Peaceful Sleep, Rain, Rain of Stones, Spark Cloud, Spark Storm, Teleport, Wind.
  
A mages who learn 8 Veil of Clouds spells becomes a Render of the Veil of Suns, entitling them to learn the following sixteen spells.
+
When the mage has learned 8 Rook spells, they are promoted to Bishop.  This entitles them to learn the following 7 spells.
  
Render of the Veil of Suns
+
Bishop
  
Animate Shadow, Banish, Bind Spirit, Charge Powerstone, Delay, Enchant, Pentagram, Powerstone, Presence, Remove Curse, Repel Spirits, Resurrection, Spell Wall, Staff, Summon Demon, Suspend Curse.
+
Delay, Dispel Magic, Enchant, Powerstone, Rain of Ice Daggers, Sandstorm, Staff.
  
A mage who learns 8 Veil of Suns spells becomes a Render of the Veil of Stars, entitling them to learn the following 9 spells.
+
When the mage has learned 4 Bishop spells, they are promoted to BattleMaster / BattleMistress.  This entitles them to learn the following 6 spells.
  
Render of the Veil of Stars
+
BattleMaster / BattleMistress
  
Ascending the Throne of the Universe, Bless, Curse, Hang Spell, Invocation to the Four Corners of the Universe, Link, The Shining Litany of Divine Names, Reflex, Wraith.
+
Feeling the Ground, Hang Spell, Link, Rapid Redeployment, Reflex, White Sacrifice.
  
  
Secret Spell:  Ascending The Throne of The Universe (VH)    Information
+
Secret Spell:  Feeling the Ground (VH)    Regular
  
Through ritual and meditation, the mage achieves a state of mystical ecstasy.  At the GM’s discretion, the mage may have visions offering insight into the nature of some problem involving magic, supernatural creatures (including gods) or philosophyAscending the Throne of the Universe will never help the mage solve mundane problemsInformation given will generally be in the form of allegorical dreams which will require interpretation.  The GM should keep in mind that in order for the spell to be worth learning, it must at least occasionally be able to provide information that regular divination spells cannot.  This spell requires a stick, a cup or bowl, a blade and a small drawn pentacle.
+
The caster places their bare palms on the bare earth, to feel for the vibrations caused by concentrations of large animals, like soldiers and horsesAssume that the caster can roughly estimate the numbers and positions of soldiers as if he were overlooking the unobstructed battlefield from a hill on a clear daySoldiers who stay absolutely still cannot be detected.
  
Cost6
+
Duration1 second.
  
Time to Cast2 hours
+
Cost1/1
  
 +
Time to Cast:  1 second.
  
Secret Spell:  Invocation to The Four Corners of The Universe (VH)    Regular
 
  
Successful performance of this ritual generates 4 points of energy +1 point for every mage participant. This energy may only be used to magically summon, banish or bind extra-planar beings at the location at which the Invocation ritual was performed and dissipates after an hour.  Invocations may not be stacked.  This spell requires a stick, a cup or bowl, a blade and a small drawn pentacle.
+
Secret Spell: Rapid Redeployment (VH)    Special
  
Duration: 3 hours.
+
Everyone in the area of effect recovers energy as if the subject of a Recover Energy spell. Does not stack with Recover Energy.
  
Cost0
+
Duration1 minute.
  
Time to Cast:  1 hour.
+
Base Cost:  1/1
  
 +
Time to Cast:  10 seconds.
  
Secret Spell:  The Shining Litany of Divine Names (VH)    Regular
 
  
Successful performance of this ritual at a location ensures that the next Bind (Spirit) spell cast at the location by a non-spirit is resisted at -2.  This spell requires a stick, a cup or bowl, a blade and a small drawn pentacle.
+
Secret Spell:  White Sacrifice (VH)   Blocking
  
Duration: 3 hours.
+
If an ally dies within two yards of the caster and the caster immediately casts White Sacrifice, the caster will regain FP equal to half the dead ally’s ST, rounded down. The spell will work on mercenary allies, but will not work if the “ally” was intended to betray the mage, or believed themselves to be betrayed by the mage.  The mage may not perform more than one White Sacrifice per second.
  
Cost0
+
DurationInstant.
  
Time to Cast1 hour.
+
Base Cost0
  
 +
Time to Cast:  1 second.
  
  
=The Seven Books of Ivory    =
 
  
Cost:  14 points
+
=The Sickness    8 points=
  
Style Prerequisite: IQ  13+, Magery, (not One College Only).
+
Style Prerequisite: Magery, (not One College Only).
  
Before his death, the great mage-king Kessek wrote a treatise on the art of war-magic, seven volumes long. No copies of the original Seven Books of Ivory still exist, but the magical style they encoded lives on thanks to the painstaking work of scholars and the military needs of monarchs who want to harness Kessek’s art to make themselves dominant on the battlefield. A mage of this school does not seek to damage enemy troops directly, but to manage their own troops to devastating effect. The technique is compared by Kessek to chess, to walking a tightrope, and to the skill of a spider who can sense every movement in her web and responds with lethal force. Mages who master The Seven Books of Ivory are employed by regular armies and mercenary companies alike, though they sometimes offend other battle-mages with their arrogance. There is a tendency for members of this school to grow alienated from other people, viewing them as assets to be used. Legend has it that in the style’s most secret writings, Kessek sums up his philosophy with the observation “Life is like a game of chess. You must be the player, not a piece, and you must win”. Legend also has it that Kessek was murdered by his wife, the queen.
+
The Sickness is black-magic for hurting people with, custom made for the cruel, the nihilistic, the vengeful, or the oh-so-self-righteous. The core text of the school is an anonymous long, meandering, surreal poem composed of bleak words jumbled together without any clear structure or meaning. Mages are free to read into the poem whatever they want and arrive at radically different interpretations. Some get by just by chanting the thing, subscribing to no particular philosophy and just riding a mood. Most mages who study the style are initially attracted by its dark imagery, which somehow resonates with their deeper feelings. However, no particular feelings are required for a mage to study or use the style and a mage may grow out of the emotions that brought them to The Sickness in the first place, without this impeding their magic. Most stylists die young, driven by black emotions to live dangerously. This may be just as well, since a learned mage of The Sickness style is in a position to do great harm to the people around them.
  
Required Skills: Broadsword, Games (Chess), Riding (Horse), Savoir-Faire, Shield, Soldier, Staff, Strategy, Tactics.
+
Required Skills: Hazardous Materials (Magical), Thaumatology.
  
Required Spells: Counterspell, Keen Hearing, Keen Vision, Shield.
+
Required Spells: Counterspell, Debility, Detect Magic, Scroll, Scryguard.
  
Perks: Adjustable Spell (Spell Variation, Any attack spell), Area Spell Mastery (Any), Blocking Spell Mastery (Any), Intuitive Cantrip (Muffle), Intuitive Cantrip (Screen), Limited Energy Reserve 1-5, Mana Compensation, Reduced Footprint 1, Sacrificial Blocking Spell (Any), Sanctum 1-2, Secret Spell (Feeling the Ground, Rapid Deployment, White Sacrifice).
+
Perks: Adjustable Spell (Spell Variation, Any attack spell), Afflicted Casting (Flagellant’s Blessing), Afflicted Casting (Mystic’s Stupor), Area Spell Mastery (Darkness), Blood Magic, Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Intuitive Cantrip (Controlled Disadvantage, any bodily or negative mental disadvantage), Life Force Burn, 1-5, Limited Energy Reserve 1-5, No Gestures (Any), No Incantations (Any), Obscure True Name, Sanctum 1-2, , Secret Mage, Secret Spell (Carrier, Glance of Despair, or Scourge of Sickness), Spirit Contract.
  
 
Optional Traits
 
Optional Traits
  
Attributes: Improved IQ.
+
Attributes: Improved IQ or HT.
  
Advantages: Combat Reflexes, Military Rank, Reputation (An Officer and a Gentleman).
+
Advantages: Autotrance, Channeling, Medium, Night Vision
  
Disadvantages:  Overconfidence, Reputation (Callous Manipulator), any Physical Disadvantage that can be explained by injury (e.g. One Hand, One Eye) or Mental Disadvantage that can be explained by trauma (e.g. Phobias, Flashbacks and Nightmares).
+
Disadvantages:  Appearance, Chronic Depression, Enemies (Victims and Their Families), Frightens Animals, Laziness, Lifebane, Reputation (Spreader of Woe), Social Disease.
  
Skills:  Animal Handling, Broadsword, Mapmaking, Public Speaking, Symbol Drawing.
+
Skills:  Climbing, Running, Stealth, Streetwise, Survival (Urban), Symbol Drawing.
  
Apprentices begin their training at the level of Pawn.  They are required to learn the following 9 spells.
+
Apprentices begin their studies at the level of Penitent.  They are required to learn the following 5 spells.
  
Pawn
+
Penitent
  
Counterspell, Detect Magic, Foolishness, Keen Hearing, Keen Vision, Levitation, Shield, Simple Illusion, Sound.
+
Counterspell, Debility, Detect Magic, Scroll, Scryguard.
  
When a Pawn has learned all 9 spells, they are promoted to Queen’s Pawn.  This entitles them to learn the following fourteen spells.
+
When apprentices have learned the 5 Penitent spells, they become a Walker in Twilight.  This entitles them to learn the following fifteen spells.
  
Queen’s Pawn
+
Walker in Twilight
  
Armor, Create Air, Create Fire, Daze, Flight, Forgetfulness, Hinder, Identify Spell, Keen Taste and Smell, Mage Sight, Minor Healing, Mystic Mist, Recover Energy, Sleep.
+
Amulet, Decay, Frailty, Infravision, Mage Sight, Mage Stealth, Night Vision, Quick March, Recover Energy, Scrywall, Sense Observation, Sense Spirit, Summon Spirit (Ghost), Silence, Steal Might, Talisman.
  
When the mage has learned 7 Queen’s Pawn spells, they are promoted to Knight.  This entitles them to learn the following twenty spells.
+
When the mage has learned 8 Walker in Twilight spells, they become a Cold One.  This entitles them to learn the following fourteen spells.
  
Knight
+
Cold One
  
Alertness, Analyze Magic, Command, Complex Illusion, Create Earth, Create Water, Flash, Frost, Hawk Flight, Major Healing, Mass Daze, Mass Sleep, Perfect Illusion, Rain of Fire, Rooted Feet, Shape Air, Shape Water, Stop Bleeding, Wall of Wind, Windstorm.
+
Blackout, Blur, Darkness, Dark Vision, Frost, Gloom, Hide, Hush, Icy Weapon, Scryfool, See Invisible, Shape Darkness, Steal Energy, Steal Vigor.
  
When the mage has learned 8 Knight spells, they are promoted to Rook.  This entitles them to learn the following seventeen spells.
+
When the mage has learned 7 Cold One spells, they become a Walker in Night.  This entitles them to learn the following twenty-six spells.
  
Rook
+
Walker in Night
  
Air Vortex, Blink, Clouds, Cold, Control Illusion, Create Acid, Fog, Freeze, Ice Slick, Lightning, Peaceful Sleep, Rain, Rain of Stones, Spark Cloud, Spark Storm, Teleport, Wind.
+
Body of Shadow, Cold, Control Zombie, Find Weakness, Freeze, Frostbite, Ice Dagger, Ice Slick, Ice Sphere, Icy Touch, Icy Missiles, Invisibility, Magic Resistance, Resist Cold, Shatter, Sickness, Pestilence, Skull-Spirit, Slow Healing, Spell Shield, Steal Vitality, Stop Healing, Strike Barren, Weaken, Weaken Blood, Zombie.
  
When the mage has learned 8 Rook spells, they are promoted to Bishop.  This entitles them to learn the following 7 spells.
+
When the mage has learned 8 Walker in Night spells, they become a Gaunt One.  This entitles them to learn the following twelve spells.
  
Bishop
+
Gaunt One
  
Delay, Dispel Magic, Enchant, Powerstone, Rain of Ice Daggers, Sandstorm, Staff.
+
Animate Shadow, Banish, Delay, Dispel Magic, Enchant, Icy Breath, Mass Zombie, Pentagram, Rotting Death, Rune, Spell Wall, Summon Demon.
  
When the mage has learned 4 Bishop spells, they are promoted to BattleMaster / BattleMistress.  This entitles them to learn the following 6 spells.
+
When the mage has learned 6 Gaunt One spells, they become an Ashen One.  This entitles them to learn the following 6 spells.
  
BattleMaster / BattleMistress
+
Ashen One
  
Feeling the Ground, Hang Spell, Link, Rapid Redeployment, Reflex, White Sacrifice.
+
Carrier, Curse, Disintegrate, Glance of Despair, Link, Scourge of Sickness.
  
  
Secret Spell:  Feeling the Ground (VH)    Regular
+
Secret Spell:  Carrier (VH)    Regular
  
The caster places their bare palms on the bare earth, to feel for the vibrations caused by concentrations of large animals, like soldiers and horses.  Assume that the caster can roughly estimate the numbers and positions of soldiers as if he were overlooking the unobstructed battlefield from a hill on a clear day.  Soldiers who stay absolutely still cannot be detected.
+
When an Ashen One casts Carrier, they contract or cure themselves of any one disease that they have ever recovered from.
  
Duration:  1 second.
+
Duration:  Instant.
  
Cost:  1/1
+
Cost:  1
  
Time to Cast:  1 second.
+
Time to Cast:  2 seconds
  
  
Secret Spell:  Rapid Redeployment (VH)    Special
+
Secret Spell:  Glance of Despair (VH)    Regular, Resisted by Will.
  
Everyone in the area of effect recovers energy as if the subject of a Recover Energy spell.  Does not stack with Recover Energy.
+
The Ashen One can bring despair to people just by making eye-contact.  No incantations or gestures are required.  The one who meets the Ashen One’s gaze must resist with their Will or make a Fright Check at a penalty equal to the margin by which they lost the contest of spell skill against WillThe victim is being forced to contemplate their own life in the grimmest, most depressive light, a process that can cause life-long psychological damage.
  
Duration:  1 minute.
 
  
Base Cost1/1
+
Secret SpellScourge of Sickness (VH)  Regular, Resisted by Will
  
Time to Cast: 10 seconds.
+
If an Ashen One casts Scourge of Sickness in the presence of the victim while in possession of something the victim once owned, they can take magical control of any illness the victim already has, making it better or worse at will. They retain this control for as long as they keep the item on their person or in their Sanctum, no matter how far distant they are from their victim.
  
 +
Duration:  Permanent.
  
Secret SpellWhite Sacrifice (VH)    Blocking
+
Cost10
  
If an ally dies within two yards of the caster and the caster immediately casts White Sacrifice, the caster will regain FP equal to half the dead ally’s ST, rounded down. The spell will work on mercenary allies, but will not work if the “ally” was intended to betray the mage, or believed themselves to be betrayed by the mage.  The mage may not perform more than one White Sacrifice per second.
+
Time to Cast: 3 seconds
  
Duration:  Instant.
 
  
Base Cost:  0
 
  
Time to Cast:  1 second.
+
=Soulblade    16 points=
  
=The Sickness    =
+
Style Prerequisite: ST 11+, DX 12+, HT 11+, Magery, (not One College Only).
  
Cost:  8 points
+
The purpose of Soulblade is to perfect the mage as a warrior. Such perfection is not achieved simply through learning to kill, but through self-discipline and excellence in traditional fighting arts. In theory, the practitioner cares only for honor and glory, living without fear of death or desire for riches. In practice, there are as many reasons why mages seek training as there are reasons why mages want to be able to kill, and even the most sincere apprentice may discover in time that life has better things to offer a skilled warrior than self-discipline and restraint. Thus, practitioners of Soulblade can be found among adventurers, mercenaries and bandits, as well as anywhere else where warriors are badly needed or well-rewarded.
  
Style Prerequisite: Magery, (not One College Only).
+
Required Skills: Hiking, Judo, Jumping, Karate, Knife, Literature (Poetry), Meditation, Philosophy, Riding (Horse), Running, Melee Weapon (Two-Handed Sword), Savoir-Fair.
  
The Sickness is black-magic for hurting people with, custom made for the cruel, the nihilistic, the vengeful, or the oh-so-self-righteous. The core text of the school is an anonymous long, meandering, surreal poem composed of bleak words jumbled together without any clear structure or meaning. Mages are free to read into the poem whatever they want and arrive at radically different interpretations. Some get by just by chanting the thing, subscribing to no particular philosophy and just riding a mood. Most mages who study the style are initially attracted by its dark imagery, which somehow resonates with their deeper feelings. However, no particular feelings are required for a mage to study or use the style and a mage may grow out of the emotions that brought them to The Sickness in the first place, without this impeding their magic. Most stylists die young, driven by black emotions to live dangerously. This may be just as well, since a learned mage of The Sickness style is in a position to do great harm to the people around them.
+
Required Spells: Armor, Haste, Shield.
  
Required Skills: Hazardous Materials (Magical), Thaumatology.
+
Techniques: Back Strike (Two-Handed Sword), Counterattack (Two-Handed Sword), Feint (Two Handed Sword), Targeted Attack (Two Handed Sword Swing / Arm), Targeted Attack (Two-Handed Sword Swing / Neck), Targeted Attack (Two-Handed Sword Swing / Skull), Targeted Attack (Two-Handed Sword Thrust / Vitals), Targeted Attack (Two-Handed Sword Thrust / Vitals Chinks). Note: Grip Mastery (Two-Handed Sword) may be taken as a martial perk.
  
Required Spells: Counterspell, Debility, Detect Magic, Scroll, Scryguard.
+
Perks: Afflicted Casting (Flagellant’s Blessing), Better Magic items (Weapons), Blocking Spell Mastery (Any), Frightening Side Effects (Any), Limited Energy Reserve 1-5, Magical Weapon Bond, Melee Spell Mastery (Any), Mighty Spell (Any melee), No Gestures (Any), No Incantations (Any), Reduced Footprint 2, Secret Spell (Blood of Heroes, River Leaf Cut or Willow Cut), Secret Words, Spell Dualist.
 
 
Perks: Adjustable Spell (Spell Variation, Any attack spell), Afflicted Casting (Flagellant’s Blessing), Afflicted Casting (Mystic’s Stupor), Area Spell Mastery (Darkness), Blood Magic, Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Intuitive Cantrip (Controlled Disadvantage, any bodily or negative mental disadvantage), Life Force Burn 1-5, Limited Energy Reserve 1-5, No Gestures (Any), No Incantations (Any), Obscure True Name, Sanctum 1-2, Secret Mage, Secret Spell (Carrier, Glance of Despair, or Scourge of Sickness), Spirit Contract.
 
  
 
Optional Traits
 
Optional Traits
  
Attributes: Improved IQ or HT.
+
Attributes: Improved ST, DX, IQ and HT.
  
Advantages: Autotrance, Channeling, Medium, Night Vision
+
Advantages: Combat Reflexes, High Pain Threshold, Perfect Balance, Reputation (Chivalrous Warrior), Weapon Master (Two-Handed Sword), Status.
  
Disadvantages: Appearance, Chronic Depression, Enemies (Victims and Their Families), Frightens Animals, Laziness, Lifebane, Reputation (Spreader of Woe), Social Disease.
+
Disadvantages: Callous, Code of Honor (Seek Glory), Enemies (Rival Warriors), Reputation (Violent Fool).
  
Skills: Climbing, Running, Stealth, Streetwise, Survival (Urban), Symbol Drawing.
+
Skills: Artist, Axe/Mace, Body Control, Breath Control, Broadsword, Calligraphy, Fast-Draw (Two-Handed Sword), Heraldry, Power Blow, Spear, Staff, Symbol Drawing.
  
Apprentices begin their studies at the level of Penitent.  They are required to learn the following 5 spells.
+
The student begins their studies at the level of Squire, entitling them to learn the following fourteen spells.
  
Penitent
+
Squire
  
Counterspell, Debility, Detect Magic, Scroll, Scryguard.
+
Armor, Bladeturning, Block, Climbing, Counterspell, Deflect Missile, Detect Magic, Hardiness, Haste, Scryguard, Sense Danger, Sense Foes, Shield, Ward.
  
When apprentices have learned the 5 Penitent spells, they become a Walker in Twilight.  This entitles them to learn the following fifteen spells.
+
A mage who has learned 7 of the above spells, including Armor, Haste and Shield becomes a Knight of the Way, entitling them to learn the following nineteen spells.
  
Walker in Twilight
+
Knight of the Way
  
Amulet, Decay, Frailty, Infravision, Mage Sight, Mage Stealth, Night Vision, Quick March, Recover Energy, Scrywall, Sense Observation, Sense Spirit, Summon Spirit (Ghost), Silence, Steal Might, Talisman.
+
Boost Strength, Catch Missile, Flight, Great Haste, Great Ward, Hide Emotion, Jump, Levitation, Mage Sight, Might, Minor Healing, Missile Shield, Neutralize Poison, Recover Energy, Reflect, Shape Earth, Stop Spasm, Turn Blade, Vigor.
  
When the mage has learned 8 Walker in Twilight spells, they become a Cold One.  This entitles them to learn the following fourteen spells.
+
A mage who learns 8 of the above spells becomes an Honorable Crane, entitling them to learn the following sixteen spells.
  
Cold One
+
Honorable Crane
  
Blackout, Blur, Darkness, Dark Vision, Frost, Gloom, Hide, Hush, Icy Weapon, Scryfool, See Invisible, Shape Darkness, Steal Energy, Steal Vigor.
+
Boost Health, Grace, Hawk Flight, Hide Thoughts, Hold Breath, Major Healing, Reflect Gaze, Resist Disease, Resist Fire, Resist Pain, Resist Poison, Resist Water, Return Missile, Reverse Missiles, Scryfool, Shape Metal.
  
When the mage has learned 7 Cold One spells, they become a Walker in Night.  This entitles them to learn the following twenty-six spells.
+
A mage who learns 8 of the above spells becomes an Honored Storm Dragon, entitling them to learn the following twelve spells.
  
Walker in Night
+
Honored Storm Dragon
  
Body of Shadow, Cold, Control Zombie, Find Weakness, Freeze, Frostbite, Ice Dagger, Ice Slick, Ice Sphere, Icy Touch, Icy Missiles, Invisibility, Magic Resistance, Resist Cold, Shatter, Sickness, Pestilence, Skull-Spirit, Slow Healing, Spell Shield, Steal Vitality, Stop Healing, Strike Barren, Weaken, Weaken Blood, Zombie.
+
Balance, Blink, Body of Metal, Boost Dexterity, Catch Spell, Coolness, Iron Arm, Reflexes, Resist Cold, Resist Lightning, Resist Sound, Warmth.
  
When the mage has learned 8 Walker in Night spells, they become a Gaunt One.  This entitles them to learn the following twelve spells.
+
A mage who learns 8 of the above spells becomes a Revered Celestial Tiger, entitling them to learn the following twelve spells.
  
Gaunt One
+
Revered Celestial Tiger
  
Animate Shadow, Banish, Delay, Dispel Magic, Enchant, Icy Breath, Mass Zombie, Pentagram, Rotting Death, Rune, Spell Wall, Summon Demon.
+
Blood of Heroes, Delay, Dispel Magic, Freedom, Link, Reflex, Resist Acid, Resist Enchantment, River Leaf Cut, Sharpen, Throw Spell, Willow Cut.
  
When the mage has learned 6 Gaunt One spells, they become an Ashen One.  This entitles them to learn the following 6 spells.
 
  
Ashen One
+
Secret Spell:  Blood of Heroes (VH)    Regular
  
Carrier, Curse, Disintegrate, Glance of Despair, Link, Scourge of Sickness.
+
The caster may only cast Blood of Heroes when they are struck for damage, in which case, they may cast it immediately as a free action.  The caster recovers from Stun and Shock and gains ten temporary hit points.  The caster may not cast Blood of Heroes again until they have completely recovered all lost hit points.  The spell does not require incantations or gestures.
  
 +
Duration:  HT minutes after the caster next rests.
  
Secret SpellCarrier (VH)    Regular
+
Cost4
  
When an Ashen One casts Carrier, they contract or cure themselves of any one disease that they have ever recovered from.
+
Time to Cast:  0 seconds. May be cast as a free action. 
  
Duration:  Instant.
 
  
Cost1
+
Secret SpellRiver Leaf Cut (VH)    Regular
  
Time to Cast: 2 seconds
+
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.
  
 +
Duration:  Until the caster next sleeps.
  
Secret SpellGlance of Despair (VH)    Regular, Resisted by Will.
+
Cost0
  
The Ashen One can bring despair to people just by making eye-contact. No incantations or gestures are required.  The one who meets the Ashen One’s gaze must resist with their Will or make a Fright Check at a penalty equal to the margin by which they lost the contest of spell skill against Will.  The victim is being forced to contemplate their own life in the grimmest, most depressive light, a process that can cause life-long psychological damage.
+
Time to Cast: 5 minutes.
  
  
Secret Spell:  Scourge of Sickness (VH) Regular, Resisted by Will
+
Secret Spell:  Willow Cut (VH)   Blocking, Resisted by Melee Weapon or Will
  
If an Ashen One casts Scourge of Sickness in the presence of the victim while in possession of something the victim once owned, they can take magical control of any illness the victim already has, making it better or worse at willThey retain this control for as long as they keep the item on their person or in their Sanctum, no matter how far distant they are from their victim.
+
The caster may only cast Willow Cut when they make a successful parry with an edged weapon, in which case, they may cast it immediately as a free actionIf the spell is successful, instead of parrying their opponent’s weapon, they parry their wrist, doing full swing damage.
  
DurationPermanent.
+
Cost3
  
Cost10
+
Time to Cast0 seconds.  May be cast as a free action
  
Time to Cast:  3 seconds
 
  
=Soulblade    =
 
  
Cost:  16 points
+
=Ten Thousand Mirrors    20 points=
  
Style Prerequisite: ST 11+, DX 12+, HT 11+, Magery, (not One College Only).
+
Style Prerequisite: IQ  13+, Magery, (not One College Only).
  
The purpose of Soulblade is to perfect the mage as a warrior. Such perfection is not achieved simply through learning to kill, but through self-discipline and excellence in traditional fighting arts. In theory, the practitioner cares only for honor and glory, living without fear of death or desire for riches. In practice, there are as many reasons why mages seek training as there are reasons why mages want to be able to kill, and even the most sincere apprentice may discover in time that life has better things to offer a skilled warrior than self-discipline and restraint. Thus, practitioners of Soulblade can be found among adventurers, mercenaries and bandits, as well as anywhere else where warriors are badly needed or well-rewarded.
+
Ten Thousand Mirrors was developed by mages who studied insanity, aided by mages who were suffering from it. While it has always been a therapeutic art in theory, curiosity, ambition and the dangers posed to sanity by dealing too closely with its opposite have greatly broadened the original project. In other words, while some mages of this school strive hard to cure the afflicted, others have used their power to dominate other human beings, to explore the stranger facets of reality, or just to do really, really crazy things. Most practitioners are functional, at least on the surface, which permits the school to survive and attract students. However, there are enough skeletons in the closet for adepts of the Ten Thousand Mirrors to habitually cultivate secrecy about their activities and many pass themselves off as simple scholars.
  
Required Skills: Hiking, Judo, Jumping, Karate, Knife, Literature (Poetry), Meditation, Philosophy, Riding (Horse), Running, Melee Weapon (Two-Handed Sword), Savoir-Fair.
+
Required Skills: Cryptology, Detect Lies, Dreaming, Hazardous Materials (Magical), Hidden Lore (Dreams), Hypnotism, Interrogation, Literature (Poetry), Mental Strength, Mind Block, Occultism, Psychology, Research.
  
Required Spells: Armor, Haste, Shield.
+
Required Spells: Fear, Foolishness, Scryguard, Sense Foes, Simple Illusion, Sound.
  
Techniques: Back Strike (Two-Handed Sword), Counterattack (Two-Handed Sword), Feint (Two Handed Sword), Targeted Attack (Two Handed Sword Swing / Arm), Targeted Attack (Two-Handed Sword Swing / Neck), Targeted Attack (Two-Handed Sword Swing / Skull), Targeted Attack (Two-Handed Sword Thrust / Vitals), Targeted Attack (Two-Handed Sword Thrust / Vitals Chinks). Note: Grip Mastery (Two-Handed Sword) may be taken as a martial perk.
+
Perks: Afflicted Casting (Flagellant’s Blessing), Afflicted Casting (Mystic’s Stupor), Better Magic items (Communication and Empathy), Better Magic items (Mind Control), Flexible Ritual (Any), Frightening Side Effects (Any), Intimidating Curses, Intuitive Cantrip (Controlled Disadvantage, any mental), Knower of Names, Limited Energy Reserve 1-5, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Spell (Embrace of Madness, Moment of Clarity, or Reconstructive Mind Surgery), Willful Casting.
 
 
Perks: Afflicted Casting (Flagellant’s Blessing), Better Magic items (Weapons), Blocking Spell Mastery (Any), Frightening Side Effects (Any), Limited Energy Reserve 1-5, Magical Weapon Bond, Melee Spell Mastery (Any), Mighty Spell (Any melee), No Gestures (Any), No Incantations (Any), Reduced Footprint 2, Secret Spell (Blood of Heroes, River Leaf Cut or Willow Cut), Secret Words, Spell Dualist.
 
  
 
Optional Traits
 
Optional Traits
  
Attributes: Improved ST, DX, IQ and HT.
+
Attributes: Improved IQ, Improved Will.
  
Advantages: Combat Reflexes, High Pain Threshold, Perfect Balance, Reputation (Chivalrous Warrior), Weapon Master (Two-Handed Sword), Status.
+
Advantages: Allies (mad ones), Autotrance, Reputation (Dedicated and Learned Physician), Voice.
  
Disadvantages: Callous, Code of Honor (Seek Glory), Enemies (Rival Warriors), Reputation (Violent Fool).
+
Disadvantages: Delusion, Enemies (Patients, Patients’ Families, Rival Practitioners of Ten Thousand Mirrors), Megalomania, Paranoia, Phobia, Reputation (Mad Doctor).
  
Skills: Artist, Axe/Mace, Body Control, Breath Control, Broadsword, Calligraphy, Fast-Draw (Two-Handed Sword), Heraldry, Power Blow, Spear, Staff, Symbol Drawing.
+
Skills: Intimidation, Savoir-Faire, Streetwise, Symbol Drawing, Teaching.
  
The student begins their studies at the level of Squire, entitling them to learn the following fourteen spells.
+
Apprentices begin their studies at the level of Student, which requires them to learn the following 6 spells.
  
Squire
+
Student
  
Armor, Bladeturning, Block, Climbing, Counterspell, Deflect Missile, Detect Magic, Hardiness, Haste, Scryguard, Sense Danger, Sense Foes, Shield, Ward.
+
Fear, Foolishness, Scryguard, Sense Foes, Simple Illusion, Sound.
  
A mage who has learned 7 of the above spells, including Armor, Haste and Shield becomes a Knight of the Way, entitling them to learn the following nineteen spells.
+
Mages who have learned all 6 of these spells become a Wiseman or Wisewoman, entitling them to learn the following twenty-four spells.
  
Knight of the Way
+
Wiseman / Wisewoman
  
Boost Strength, Catch Missile, Flight, Great Haste, Great Ward, Hide Emotion, Jump, Levitation, Mage Sight, Might, Minor Healing, Missile Shield, Neutralize Poison, Recover Energy, Reflect, Shape Earth, Stop Spasm, Turn Blade, Vigor.
+
Bravery, Counterspell, Daze, Detect Magic, Disorient, Dull Hearing, Dull Taste and Smell, Dull Vision, Forgetfulness, Identify Spell, Illusion Disguise, Keen Hearing, Keen Taste and Smell, Keen Vision, Know Illusion, Madness, Panic, Recover Energy, Scroll, Sense Emotion, Sleep, Terror, Ward, Weaken Will.
  
A mage who learns 8 of the above spells becomes an Honorable Crane, entitling them to learn the following sixteen spells.
+
Mages who have learned 8 of the above spells become a Truth Sayer, entitling them to learn the following twenty-seven spells.
  
Honorable Crane
+
Truth Sayer
  
Boost Health, Grace, Hawk Flight, Hide Thoughts, Hold Breath, Major Healing, Reflect Gaze, Resist Disease, Resist Fire, Resist Pain, Resist Poison, Resist Water, Return Missile, Reverse Missiles, Scryfool, Shape Metal.
+
Alertness, Berserker, Command, Compel Truth, Complex Illusion, Dream Sending, Dream Viewing, Dullness, Emotion Control, Encrypt, Fascinate, Hide Emotion, Hide Thoughts, Loyalty, Mass Daze, Mass Sleep, Mental Stun, Mindlessness, Mind-Reading, Perfect Illusion, Permanent Madness, Persuasion, Restore Memory, Scryfool, Seeker, Truthsayer, Vexation.
  
A mage who learns 8 of the above spells becomes an Honored Storm Dragon, entitling them to learn the following twelve spells.
+
Mages who have learned 8 Truth Sayer spells become Knights of the Empathic Order, entitling them to learn the following twenty-four spells.
  
Honored Storm Dragon
+
Knight of the Empathic Order
  
Balance, Blink, Body of Metal, Boost Dexterity, Catch Spell, Coolness, Iron Arm, Reflexes, Resist Cold, Resist Lightning, Resist Sound, Warmth.
+
Avoid, Compel Lie, Dream Projection, Drunkenness, Ecstasy, Enthrall, False Memory, Glib Tongue, Hallucination, History, Inscribe, Lesser Geas, Lure, Memorize, Mass Suggestion, Mind-Search, Mind-Sending, Nightmare, Oath, Peaceful Sleep, Strengthen Will, Suggestion, Telepathy, Will Lock.
  
A mage who learns 8 of the above spells becomes a Revered Celestial Tiger, entitling them to learn the following twelve spells.
+
A mage who has learned 8 of the above spells becomes a Mind Surgeon, entitling them to learn the following seventeen spells.
  
Revered Celestial Tiger
+
Mind Surgeon
  
Blood of Heroes, Delay, Dispel Magic, Freedom, Link, Reflex, Resist Acid, Resist Enchantment, River Leaf Cut, Sharpen, Throw Spell, Willow Cut.
+
Charm, Communication, Delay, Embrace of Madness, Enchant, Enslave, Great Geas, Great Hallucination, Hang Spell, Insignificance, Link, Moment of Clarity, Presence, Recall, Reconstructive Mind Surgery, Reflex, Relieve Madness.
  
  
Secret Spell:  Blood of Heroes (VH)    Regular
+
Secret Spell:  Reconstructive Mind Surgery (VH)    Regular, Resisted by Will
  
The caster may only cast Blood of Heroes when they are struck for damage, in which case, they may cast it immediately as a free action.  The caster recovers from Stun and Shock and gains ten temporary hit points.  The caster may not cast Blood of Heroes again until they have completely recovered all lost hit pointsThe spell does not require incantations or gestures.
+
Over the course of a grueling ritual, the Mind Surgeon replaces the subject’s memories with any memories desired, provided that they can communicate with the subject in a language they both understand.  The subject must be present throughout the entire casting, which thus generally requires the use of physical restraint.  The subject’s memories have not actually been erased and will return if the subject receives a Dispel Magic or Remove Curse.  While the subject’s memories have changed, their basic personality has notSo, for instance, while the caster can give the subject a memory of always having been very brave, this will not transform the subject into a truly brave person.
  
Duration:  HT minutes after the caster next rests.
+
Duration:  Permanent
  
Cost:  4
+
Cost:  20
  
Time to Cast:  0 seconds. May be cast as a free action. 
+
Time to Cast:  8 hours.
  
  
Secret Spell:  River Leaf Cut (VH)   Regular
+
Secret Spell:  Embrace of Madness (VH)     Regular.
  
Any time that the caster is attacked by an unseen opponent, they will sense the attack coming unless the attacker resists with WillWhen 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 assailantAn 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.
+
The subject is at +3 to Dreaming skill and if Dreaming successfully, can cast any Dream spell in their sleepThis state can be addictive, leading the mage to spend more and more time in their own dreams and possibly leading to hallucinations and delusions in real life.  The degree to which the mage loses control, if at all, is a role-playing choice for the player to makeNot every Mind Surgeon gets addicted and every addict’s addiction is different – it all depends on their personality.
  
Duration:  Until the caster next sleeps.
+
Duration:  8 hours or until the mage wakes up, whichever comes last.
  
Cost:  0
+
Cost:  12
  
Time to Cast:  5 minutes.
+
Time to Cast:  3 hours.
  
  
Secret SpellWillow Cut (VH)    Blocking, Resisted by Melee Weapon or Will
+
Moment of ClarityMoment of Clarity (VH)    Regular, Resisted by Philosophy, Theology or Will.
  
The caster may only cast Willow Cut when they make a successful parry with an edged weapon, in which case, they may cast it immediately as a free actionIf the spell is successful, instead of parrying their opponent’s weapon, they parry their wrist, doing full swing damage.
+
The caster causes the subject’s mind to be absolutely objective for a moment, something the human mind is not built to do.  The shock can easily drive a human victim insane.  The subject must make an immediate Fright Check at -8.  On a critical success of the Moment of Clarity spell, the subject gains a new mental Disadvantage, chosen by the GM, to reflect the psychological damage.  While the choice lies with the GM, if the subject is a PC, the player may have useful suggestions with good role-playing justifications based on their character’s personality.  On a natural 3 or 4 on the resistance roll, the victim gains a philosophical, religious or mystical insight of some kindIn some gameworlds such an insight might be justification for the development of supernatural powers.  Mercifully, the moment of clarity lasts only for a second and the subject can rarely remember just what they saw.
  
Cost:  3
+
Cost:  6
  
Time to Cast:  0 seconds. May be cast as a free action
+
Time to Cast:  1 second.
  
  
  
=Ten Thousand Mirrors   =
+
=The Unbinding   11 points=
  
Cost: 20 points
+
Style Prerequisite: IQ 12+, Magery, (not One College Only).
  
Style Prerequisite: IQ  13+, Magery, (not One College Only).
+
There are many reasons why a mage may seek to specialize in the art of transformation and the teachings known as “The Unbinding” do not endorse any particular motivation or philosophy. If anything, the school revels in diversity of thought, just as the student is expected to revel in diversity of shapes. A mage may train in this style because they seek wisdom through viewing the world from different perspectives, or to lose their sense of self by coming to recognize what an arbitrary thing the sense of self is, or they might even be driven by the sheer fun of being able to turn into lots of different things. Some transformationists become subject to mood swings and personality shifts, or grow so open to new ideas that they become impulsive. Others grow alienated from humanity, seeing themselves as no more innately human than innately anything else.
  
Ten Thousand Mirrors was developed by mages who studied insanity, aided by mages who were suffering from it. While it has always been a therapeutic art in theory, curiosity, ambition and the dangers posed to sanity by dealing too closely with its opposite have greatly broadened the original project. In other words, while some mages of this school strive hard to cure the afflicted, others have used their power to dominate other human beings, to explore the stranger facets of reality, or just to do really, really crazy things. Most practitioners are functional, at least on the surface, which permits the school to survive and attract students. However, there are enough skeletons in the closet for adepts of the Ten Thousand Mirrors to habitually cultivate secrecy about their activities and many pass themselves off as simple scholars.
+
Required Skills: Body Control, Breath Control, Meditation, Physiology, Thaumatology.
  
Required Skills: Cryptology, Detect Lies, Dreaming, Hazardous Materials (Magical), Hidden Lore (Dreams), Hypnotism, Interrogation, Literature (Poetry), Mental Strength, Mind Block, Occultism, Psychology, Research.
+
Required Spells: Climbing, Detect Magic, Haste, Keen Hearing, Keen Taste and Smell, Keen Vision.
  
Required Spells: Fear, Foolishness, Scryguard, Sense Foes, Simple Illusion, Sound.
+
Perks: Brute Force Spell (Any Shapeshifting), Fast Casting (Any Shapeshifting), Elixir Resistance, Flexible Ritual (Any), Intuitive Cantrip (Controlled Disadvantage, any physical), Mana Compensation, No Gestures (Any), No Incantations (Any), Obscure True Name, Secret Spell (Form of the Formeless, Turning the Bone Wheel, Unbinding the Shackles of Flesh).
 
 
Perks: Afflicted Casting (Flagellant’s Blessing), Afflicted Casting (Mystic’s Stupor), Better Magic items (Communication and Empathy), Better Magic items (Mind Control), Flexible Ritual (Any), Frightening Side Effects (Any), Intimidating Curses, Intuitive Cantrip (Controlled Disadvantage, any mental), Knower of Names, Limited Energy Reserve 1-5, Obscure True Name, Sanctum 1-2, Scroll Reading, Secret Spell (Embrace of Madness, Moment of Clarity, or Reconstructive Mind Surgery), Willful Casting.
 
  
 
Optional Traits
 
Optional Traits
  
Attributes: Improved IQ, Improved Will.
+
Attributes: Improved ST, DX, IQ and HT.
  
Advantages: Allies (mad ones), Autotrance, Reputation (Dedicated and Learned Physician), Voice.
+
Advantages: Any physical, with GM permission.
  
Disadvantages:  Delusion, Enemies (Patients, Patients’ Families, Rival Practitioners of Ten Thousand Mirrors), Megalomania, Paranoia, Phobia, Reputation (Mad Doctor).
+
Disadvantages:  Absent-Mindedness, Delusions, Impulsiveness, Lunacy, Reputation (Strange and Unpredictable).  
  
Skills:  Intimidation, Savoir-Faire, Streetwise, Symbol Drawing, Teaching.
+
Skills:  Acrobatics, Judo, Symbol Drawing, Teaching.
  
Apprentices begin their studies at the level of Student, which requires them to learn the following 6 spells.
 
  
Student
+
The student begins their studies at the level of Apprentice, requiring them to learn the following 6 spells.
  
Fear, Foolishness, Scryguard, Sense Foes, Simple Illusion, Sound.
+
Apprentice
  
Mages who have learned all 6 of these spells become a Wiseman or Wisewoman, entitling them to learn the following twenty-four spells.
+
Climbing, Detect Magic, Haste, Keen Hearing, Keen Taste and Smell, Keen Vision.
  
Wiseman / Wisewoman
+
A mage who learns all 6 spells becomes a Shaper, enabling them to learn the following sseventeen spells.
  
Bravery, Counterspell, Daze, Detect Magic, Disorient, Dull Hearing, Dull Taste and Smell, Dull Vision, Forgetfulness, Identify Spell, Illusion Disguise, Keen Hearing, Keen Taste and Smell, Keen Vision, Know Illusion, Madness, Panic, Recover Energy, Scroll, Sense Emotion, Sleep, Terror, Ward, Weaken Will.
+
Shaper
  
Mages who have learned 8 of the above spells become a Truth Sayer, entitling them to learn the following twenty-seven spells.
+
Cadence, Clean, Colors, Copy, Dye, Great Haste, Haircut, Hair Growth, Identify Spell, Might, Knot, Recover Energy, Restore, Shape Earth, Shape Fire, Soilproof, Stop Spasm.
  
Truth Sayer
+
A mage who learns 8 of the above spells becomes a Transformationist, entitling them to learn the following twenty spells.
  
Alertness, Berserker, Command, Compel Truth, Complex Illusion, Dream Sending, Dream Viewing, Dullness, Emotion Control, Encrypt, Fascinate, Hide Emotion, Hide Thoughts, Loyalty, Mass Daze, Mass Sleep, Mental Stun, Mindlessness, Mind-Reading, Perfect Illusion, Permanent Madness, Persuasion, Restore Memory, Scryfool, Seeker, Truthsayer, Vexation.
+
Transformationist
  
Mages who have learned 8 Truth Sayer spells become Knights of the Empathic Order, entitling them to learn the following twenty-four spells.
+
Alertness, Ambidexterity, Beast Speech, Balance, Body of Air, Body of Metal, Earth to Stone, Flesh to Stone, Grace,  Hold Breath, Shape Air, Shape Metal, Shapeshift, Shape Water, Shape Plant , Spider Silk, Stone to Earth, Stop Bleeding, Vigor, Water to Wine.
  
Knight of the Empathic Order
+
A mage who learns 8 of the above spells becomes a Mutemancer, entitling them to learn the following twenty-five spells.
  
Avoid, Compel Lie, Dream Projection, Drunkenness, Ecstasy, Enthrall, False Memory, Glib Tongue, Hallucination, History, Inscribe, Lesser Geas, Lure, Memorize, Mass Suggestion, Mind-Search, Mind-Sending, Nightmare, Oath, Peaceful Sleep, Strengthen Will, Suggestion, Telepathy, Will Lock.
+
Mutemancer
  
A mage who has learned 8 of the above spells becomes a Mind Surgeon, entitling them to learn the following seventeen spells.
+
Alter Body, Alter Visage, Alter Voice, Body of Water, Body of Ice, Body of Lightning, Body of Stone, Body of Wood, Contract Object, Earth to Air, Earth to Water, Enlarge, Find Weakness, Lengthen Limb, Permanent Shapeshifting, Reflexes, Rejoin, Reshape, Shapeshift Others, Shatter, Shrink, Shrink Object, Stone to Flesh, Transform Object, Weaken.
  
Mind Surgeon
+
A mage who learns 8 of the above spells becomes a Transmutationist, entitling them to learn the following twenty-two spells.
  
Charm, Communication, Delay, Embrace of Madness, Enchant, Enslave, Great Geas, Great Hallucination, Hang Spell, Insignificance, Link, Moment of Clarity, Presence, Recall, Reconstructive Mind Surgery, Reflex, Relieve Madness.
+
Transmutationist
  
 +
Body of Flames, Body of Slime, Body of Wind, Enchant, Enlarge Other, Extend Object, Fasten, Flesh to Ice, Gauntness, Great Shapeshift, Partial Shapeshifting, Repair, Rune, Sharpen, Shatterproof, Shrink Other, Stiffen, Toughen, Transform Body, Transform Other, Weapon Self.
  
Secret Spell:  Reconstructive Mind Surgery (VH)    Regular, Resisted by Will
+
A mage learns 8 of the above spells becomes a Transubstantiationist, entitling them to learn the following 10 spells.
  
Over the course of a grueling ritual, the Mind Surgeon replaces the subject’s memories with any memories desired, provided that they can communicate with the subject in a language they both understand.  The subject must be present throughout the entire casting, which thus generally requires the use of physical restraint.  The subject’s memories have not actually been erased and will return if the subject receives a Dispel Magic or Remove Curse.  While the subject’s memories have changed, their basic personality has not.  So, for instance, while the caster can give the subject a memory of always having been very brave, this will not transform the subject into a truly brave person.
+
Transubstantiationist
  
Duration:  Permanent
+
Corpulence, Delay, Enlarge Object, Form of the Formless, Know True Shape, Link, Powerstone, Reflex, Transmogrification, Turning the Bone Wheel, Unbinding the Shackles of Flesh.
  
Cost:  20
 
  
Time to Cast8 hours.
+
Secret SpellForm of Formlessness (VH)    Regular
  
 +
While the caster is the subject of this spell, any spell they cast to transform their own body (including the various Body of X spells) will cost 2 fewer Fatigue.  If Form of Formlessness is known at 15+, 3 fewer Fatigue, if 20+, 4 fewer Fatigue.  This cannot reduce the casting cost below 3.
  
Secret SpellEmbrace of Madness (VH)      Regular.
+
Duration8 hours
  
The subject is at +3 to Dreaming skill and if Dreaming successfully, can cast any Dream spell in their sleep. This state can be addictive, leading the mage to spend more and more time in their own dreams and possibly leading to hallucinations and delusions in real life.  The degree to which the mage loses control, if at all, is a role-playing choice for the player to make.  Not every Mind Surgeon gets addicted and every addict’s addiction is different – it all depends on their personality.
+
Cost: 2
  
Duration8 hours or until the mage wakes up, whichever comes last.
+
Time to Cast10 minutes
  
Cost:  12
 
  
Time to Cast3 hours.
+
Secret SpellUnbinding the Shackles of Flesh (VH)    Regular, Resisted by Will
  
 +
The caster removes their soul from their own body and places it in another body or a vessel that they are touching.  Vessels already containing souls (or spirits, minds or awarenesses) will resist with Will.  If they lose, they inhabit the caster’s discarded body.  If the caster inhabits an inanimate object, they observe the world around them, but can take no action that requires bodily movement, including speaking.  The GM is likely to require the player to devote earned experience to paying for any difference in character point value between the two forms.
  
Moment of ClarityMoment of Clarity (VH)    Regular, Resisted by Philosophy, Theology or Will.
+
DurationPermanent.
  
The caster causes the subject’s mind to be absolutely objective for a moment, something the human mind is not built to do.  The shock can easily drive a human victim insane.  The subject must make an immediate Fright Check at -8. On a critical success of the Moment of Clarity spell, the subject gains a new mental Disadvantage, chosen by the GM, to reflect the psychological damage.  While the choice lies with the GM, if the subject is a PC, the player may have useful suggestions with good role-playing justifications based on their character’s personality.  On a natural 3 or 4 on the resistance roll, the victim gains a philosophical, religious or mystical insight of some kind.  In some gameworlds such an insight might be justification for the development of supernatural powers.  Mercifully, the moment of clarity lasts only for a second and the subject can rarely remember just what they saw.
+
Cost: 1 per 25 lbs weight of the new vessel.
  
Cost6
+
Time to Cast1 hour.
  
Time to Cast:  1 second.
 
  
= Tricksy Ways =
+
Secret Spell:  Turning of the Bone Wheel (VH)    Regular, Resisted by Will
  
Cost: 12
+
By ritually slaughtering a human or animal in the presence of a pregnant human or animal, the caster can transfer the soul of the killed into a fetus.  From the time of birth, the subject will retain all of their old IQ and memories.  If a PC is reincarnated in this way, the GM is likely to require the player to devote earned experience to pay for any difference in character points between the value of different forms.
  
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.
+
Duration:  Permanent.
  
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.
+
Cost: 1 for each point of the subject’s Will.
  
Style prerequisites: IQ 12+, DX 11+, Magery
+
Time to Cast: 3 hours.
  
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)
+
=Way of the Drake    11 pts=
  
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)
+
Style Prerequisite: DX 12+, Magery, (not One College Only).
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
+
The Way of the Drake is the unsubtle art of blasting people on the field of battle. Evolved from a variety of military styles used by specialists in magical artillery, its function is to kill as many soldiers as possible at a distance. Military training is an integral part of the style and it is only taught in well-organized armies and at the House of the Drake, a mercenary training academy established by the style’s founder. For a fee, the House of the Drake will prepare the student for a career as a military artillery specialist and graduates of the school are in great demand. Of course, not everyone who goes to the trouble of learning the style wants to be in the army for the rest of their life. There are many reasons why someone might seek the power to kill, and Drake graduates can be found among adventurers, bandits, troubleshooters and organized criminals. In theory, the Way of the Drake has at its heart a strict code of conduct, emphasizing professional loyalty, courage, and obedience to orders. Some graduates take the code seriously while others treat it as a joke.
  
Level 2: Getting in and out (movement and sneaking)
+
Required Skills: Body Control, Forward Observer, Innate Attack (Projectile), Judo, Riding (Horse), Soldier, Tactics.
  
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),
+
Required Spells: Climbing, Ignite Fire, Shield.
2. Skill: More Stealth
 
3. Perk: Climbing Line, Spell Based on DX
 
  
Learning 11 spells from level 2 lets you move to level 3
+
Perks: Adjustable Spell (Spell Variation, Any attack spell), Area Spell Mastery (Rain of Fire), Blocking Spell Mastery (Any), Frightening Side Effects (Any), Intuitive Cantrip (Kindle), Intuitive Cantrip (Screen), Limited Energy Reserve 1-5, Mighty Spell (Any missile), Missile Spell Mastery, Power Casting (Any), Psychic Guidance (Any), Reduced Footprint 1, Secret Spell (The Eyes of Fire, Firestorm, Heavy Flame Burst), Secret Words, Special Exercises (FP my exceed HT by 100%).
  
Level 3: Look Over There! (misdirection)
+
Optional Traits
  
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)
+
Attributes: Improved DX and IQ.
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
+
Advantages: Absolute Timing, Combat Reflexes, High Pain Threshold, Military Rank, Reputation (Tough Professional).
  
Level 4: Mind-games (befuddlement, con)
+
Disadvantages: Bad Temper, Code of Honor (Military), Pyromania, Reputation (Slaughterer of Humans), any Physical Disadvantage that can be explained by injury (e.g. One Hand, One Eye) or Mental Disadvantage that can be explained by trauma (e.g. Phobias, Flashbacks and Nightmares).
  
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)
+
Skills: First Aid, Heraldry, Innate Attack (Jet), Symbol Drawing.
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
+
Apprentices are admitted at the level of Serpent, at which they are trained in basic military skills and basic defensive magic. An apprentice has access to the following ten spells.
  
Level 5: Set a mage (meta, protection, dealing with magical protections)
+
Serpent
  
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)
+
Apportation, Block, Climbing, Counterspell, Fear, Ignite Fire, Levitation, Shield, Suspend Spell, Ward.
2. Skill: Thaumatology
 
3. Perk: Reduced Footprint, Secret mage
 
  
 +
The apprentice must learn 5 spells of Serpent level including Climbing, Ignite Fire and Shield before learning Salamander spells. Becoming a Salamander gives them access to the following twenty-four spells.
  
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
+
Salamander
  
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
+
Armor, Blade Turning, Create Fire, Deflect Missile, Extinguish Fire, Flight, Great Ward, Hardiness, Hinder, Magelock, Minor Healing, Missile Shield, Mystic Mist, Rain of Fire, Recover Energy, Reflect, Sense Observation, Shade, Share Energy, Shape Fire, Spasm, Terror, Turn Blade, Umbrella.
  
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!
+
A Salamander is promoted to Basilisk after learning 8 Salamander spells, including Rain of Fire. This entitles them to learn any of the following twenty spells
  
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.
+
Basilisk
  
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.
+
Clumsiness, Fast Fire, Fireball, Fireproof, Flame Jet, Hawk Flight, Heat, Hold Breath, Major Healing, Reflect Gaze, Resist Disease, Resist Fire, Resist Pain, Resist Poison, Resist Water, Reverse Missiles, Rooted Feet, Slow Fire, Smoke, Stop Bleeding.
  
 +
A Basilisk is promoted to Wyvern after learning 8 Basilisk spells, including Fireball. This entitles them to learn any of the following twelve spells.
  
=The Unbinding    =
+
Wyvern
  
Cost:  11 points
+
Balance, Breathe Fire, Explosive Fireball, Fire Cloud, Flaming Armor, Great Healing, Iron Arm, Magic Resistance, Reflexes, Resist Lightning, Resist Sound, Warmth.
  
Style Prerequisite: IQ 12+, Magery, (not One College Only).
+
A Wyvern is promoted to Drake after learning 6 Wyvern spells, including Explosive Fireball. This entitles them to learn any of the following twelve spells.
  
There are many reasons why a mage may seek to specialize in the art of transformation and the teachings known as “The Unbinding” do not endorse any particular motivation or philosophy. If anything, the school revels in diversity of thought, just as the student is expected to revel in diversity of shapes. A mage may train in this style because they seek wisdom through viewing the world from different perspectives, or to lose their sense of self by coming to recognize what an arbitrary thing the sense of self is, or they might even be driven by the sheer fun of being able to turn into lots of different things. Some transformationists become subject to mood swings and personality shifts, or grow so open to new ideas that they become impulsive. Others grow alienated from humanity, seeing themselves as no more innately human than innately anything else.
+
Drake
  
Required Skills: Body Control, Breath Control, Meditation, Physiology, Thaumatology.
+
Delay, Displace Spell, Dispel Magic, Enchant, Powerstone, Remove Curse, Resist Acid, Spellguard, Spell Shield, Spell Wall, Staff, Suspend Curse.
  
Required Spells: Climbing, Detect Magic, Haste, Keen Hearing, Keen Taste and Smell, Keen Vision.
+
A Drake is promoted to Azure Wurm after learning 6 Drake spells, including Spell Shield.  This entitles them to learn any of the following 8 spells.
  
Perks: Brute Force Spell (Any Shapeshifting), Fast Casting (Any Shapeshifting), Elixir Resistance, Flexible Ritual (Any), Intuitive Cantrip (Controlled Disadvantage, any physical), Mana Compensation, No Gestures (Any), No Incantations (Any), Obscure True Name, Secret Spell (Form of the Formeless, Turning the Bone Wheel, Unbinding the Shackles of Flesh).
+
Azure Wyrm
  
Optional Traits
+
The Eyes of Fire, Firestorm, Hang Spell, Heavy Flame Burst, Link, Maintain Spell, Penetrating Spell, Reflex.
  
Attributes: Improved ST, DX, IQ and HT.
 
  
Advantages: Any physical, with GM permission.
+
Secret Spell: The Eyes of Fire (VH)  Regular, Resisted by Will
  
Disadvantages: Absent-Mindedness, Delusions, Impulsiveness, Lunacy, Reputation (Strange and Unpredictable).  
+
Azure Wyrms can set people on fire just by looking at them, causing them to take 1d-1 fire damage per second until the flames are extinguished. No words or gestures are required, but the subject must be within (spell skill x 10) yards and the mage must be able to see them.
  
SkillsAcrobatics, Judo, Symbol Drawing, Teaching.
+
DurationInstant.
  
 +
Cost:  1.
  
The student begins their studies at the level of Apprentice, requiring them to learn the following 6 spells.
+
Time to Cast:  1 second.
  
Apprentice
 
  
Climbing, Detect Magic, Haste, Keen Hearing, Keen Taste and Smell, Keen Vision.
+
Secret Spell:  Firestorm (VH)  Area
  
A mage who learns all 6 spells becomes a Shaper, enabling them to learn the following sseventeen spells.
+
A flaming wind howls around the enemies’ position, causing 1d fire damage per second.  A medium or large shield can be sheltered behind to provide 1 and 2 DR respectively, provided that it is not used for any other purpose.
  
Shaper
+
Duration:  2 minutes.
  
Cadence, Clean, Colors, Copy, Dye, Great Haste, Haircut, Hair Growth, Identify Spell, Might, Knot, Recover Energy, Restore, Shape Earth, Shape Fire, Soilproof, Stop Spasm.
+
Base Cost:  1 to cast (minimum 3).  Same cost to maintain.  For double based cost, it does 2d per second and shields are useless.
  
A mage who learns 8 of the above spells becomes a Transformationist, entitling them to learn the following twenty spells.
+
Time to Cast:  1 minute, 20 seconds.
  
Transformationist
 
  
Alertness, Ambidexterity, Beast Speech, Balance, Body of Air, Body of Metal, Earth to Stone, Flesh to Stone, Grace, Hold Breath, Shape Air, Shape Metal, Shapeshift, Shape Water, Shape Plant , Spider Silk, Stone to Earth, Stop Bleeding, Vigor, Water to Wine.
+
Secret Spell: Heavy Fire Burst (VH)  Missile
  
A mage who learns 8 of the above spells becomes a Mutemancer, entitling them to learn the following twenty-five spells.
+
This feared spelled produces a massive fireball.  The Heavy Flame Burst is ½D 30, Max 60, Acc 1.  It can be thrown at walls, floors and other easy targets at +4 to hit, in order to catch foes in the blast.  The target and anyone within one yard of the target takes full damage.  Those further away divide their damage by two times their distance in yards, rounding down.
  
Mutemancer
+
Cost:  2 + any amount up to twice Magery level per second.  Heavy Fire Burst does 1d+1 burning damage per full two points of energy.
  
Alter Body, Alter Visage, Alter Voice, Body of Water, Body of Ice, Body of Lightning, Body of Stone, Body of Wood, Contract Object, Earth to Air, Earth to Water, Enlarge, Find Weakness, Lengthen Limb, Permanent Shapeshifting, Reflexes, Rejoin, Reshape, Shapeshift Others, Shatter, Shrink, Shrink Object, Stone to Flesh, Transform Object, Weaken.
+
Time to Cast:  1 to level of Magery seconds.
  
A mage who learns 8 of the above spells becomes a Transmutationist, entitling them to learn the following twenty-two spells.
 
  
Transmutationist
 
  
Body of Flames, Body of Slime, Body of Wind, Enchant, Enlarge Other, Extend Object, Fasten, Flesh to Ice, Gauntness, Great Shapeshift, Partial Shapeshifting, Repair, Rune, Sharpen, Shatterproof, Shrink Other, Stiffen, Toughen, Transform Body, Transform Other, Weapon Self.
+
=Way of the Wolf    14 pts=
  
A mage learns 8 of the above spells becomes a Transubstantiationist, entitling them to learn the following 10 spells.
+
Style Prerequisite: IQ 12+, Animal Empathy, Magery, (not One College Only).
  
Transubstantiationist
+
The Way of the Wolf is the art of the hunter and it originated not in the library but the forest. None recall how the style originated as its students care little for history – they may have been roaming the woods for centuries or even millennia. While it is certainly a practical art for those who wish to keep their families fed, those who master it have generally moved on from such mundane concerns and seek to better understand their environment, or to protect it, or to exploit their skills for money. Mages of the Way of the Wolf school are often solitary creatures and may sometimes forget how to interact with other human beings. Out in the wilderness, they are free to grow as eccentric as they like and some of them are odd indeed.
  
Corpulence, Delay, Enlarge Object, Form of the Formless, Know True Shape, Link, Powerstone, Reflex, Transmogrification, Turning the Bone Wheel, Unbinding the Shackles of Flesh.
+
Required Skills: Bow, Camouflage, Climbing, First Aid, Naturalist, Stealth, Survival (Forest), Tracking, Weather Sense.
  
 +
Required Spells: Find Direction, Keen Hearing, Keen Taste and Smell, Keen Vision.
  
Secret Spell:  Form of Formlessness (VH)   Regular
+
Perks: Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Gut of the Dragon), Limited Energy Reserve 1-5, Magical Weapon Bond, Mana Compensation, Melee Spell Mastery (Any), Mighty Spell (Any melee), No Gestures (Any), No Incantations (Any), Obscure True Name, Secret Spell (Eye of the Predator, Hunter’s Tread or Survivor’s Purge).
  
While the caster is the subject of this spell, any spell they cast to transform their own body (including the various Body of X spells) will cost 2 fewer Fatigue.  If Form of Formlessness is known at 15+, 3 fewer Fatigue, if 20+, 4 fewer Fatigue.  This cannot reduce the casting cost below 3.
+
Optional Traits
  
Duration: 8 hours
+
Attributes: Improved ST, DX, IQ and HT.
  
Cost: 2
+
Advantages: Absolute Direction, Acute Senses (Any), Allies (hunting beasts), Combat Reflexes, Hard to Kill, Night Vision,
  
Time to Cast10 minutes
+
DisadvantagesLoner, any Physical Disadvantage that could indicate injury from a hunt gone bad (e.g. One Eye, One Hand).
  
 +
Skills:  Area Knowledge (Wilderness), Herb Lore, Traps, Veterinary.
  
Secret Spell:  Unbinding the Shackles of Flesh (VH)    Regular, Resisted by Will
+
Students begin their studies at the level of Walker in the Woods, entitling them to learn the following seventeen spells.
  
The caster removes their soul from their own body and places it in another body or a vessel that they are touching.  Vessels already containing souls (or spirits, minds or awarenesses) will resist with Will.  If they lose, they inhabit the caster’s discarded body.  If the caster inhabits an inanimate object, they observe the world around them, but can take no action that requires bodily movement, including speaking.  The GM is likely to require the player to devote earned experience to paying for any difference in character point value between the two forms.
+
Walker in the Woods
  
Duration:  Permanent.
+
Beast-Soother, Climbing, Detect Magic, Find Direction, Haste, Ignite Fire, Keen Hearing, Keen Taste and Smell, Keen Vision, Seek Air, Seek Earth, Seek Fire, Seek Food, Seek Water, Sense Danger, Tell Time, Test Food.
  
Cost:  1 per 25 lbs weight of the new vessel.
+
When a mage has learned 8 of the above, including Find Direction, Keen Hearing, Keen Taste and Smell, and Keen Vision, they become a Hunter or Huntress, entitling them to learn the following twenty spells.
  
Time to Cast:  1 hour.
+
Hunter / Huntress
  
 +
Detect Poison, Great Haste, Hawk Vision, Hinder, Identify Plant, Identify Spell, Jump, Lighten Burden, Mage Sight, Mage Stealth, Might, Neutralize Poison, No-Smell, Purify Water, Quick March, Recover Energy, Seek Magic, Sense Observation, Silence, Tell Position.
  
Secret Spell:  Turning of the Bone Wheel (VH)    Regular, Resisted by Will
+
When a mage has learned 8 of the above, they study the Tread of the Wolf, a discipline consisting of the following twenty-one spells.
  
By ritually slaughtering a human or animal in the presence of a pregnant human or animal, the caster can transfer the soul of the killed into a fetus.  From the time of birth, the subject will retain all of their old IQ and memories.  If a PC is reincarnated in this way, the GM is likely to require the player to devote earned experience to pay for any difference in character points between the value of different forms.
+
Tread of the Wolf
  
Duration:  Permanent.
+
Alertness, Analyze Magic, Beast Seeker, Boost Health, Boost Strength, Grace, Hide, Hide Path, Hold Breath, Hush, Know Location, Light Tread, Pathfinder, Plant Vision, Pollen Cloud, Prepare Game, Purify Food, Resist Poison, Seeker, Rooted Feet, Vigor.
  
Cost:  1 for each point of the subject’s Will.
+
When a mage has learned 8 of the above spells, they become a Shadow of the Forest, which entitles them to learn the following eighteen spells.
  
Time to Cast:  3 hours.
+
Shadow of the Forest
  
 +
Balance, Boost Dexterity, Conceal, Delay, Eye of the Predator, False Tracks, Far Hearing, Forest Warning, Hang Spell, Hunter’s Tread, Invisibility, Link, Predict Weather, Reflex, Remember Path, Survivor’s Purge, Tangle Growth, Walk Through Plants.
  
  
=Way of the Drake   =
+
Eye of the Predator (VH)   Regular
  
Cost: 11 points
+
The caster is at +2 to any bow shot fired at any living target who doesn’t know the caster is there. If the mage’s Eye of the Predator skill is at 15+, they are at +3, if at 20+, +4.
  
Style Prerequisite: DX 12+, Magery, (not One College Only).
+
Duration: Until one arrow is fired, or the sun rises or sets.
  
The Way of the Drake is the unsubtle art of blasting people on the field of battle. Evolved from a variety of military styles used by specialists in magical artillery, its function is to kill as many soldiers as possible at a distance. Military training is an integral part of the style and it is only taught in well-organized armies and at the House of the Drake, a mercenary training academy established by the style’s founder. For a fee, the House of the Drake will prepare the student for a career as a military artillery specialist and graduates of the school are in great demand. Of course, not everyone who goes to the trouble of learning the style wants to be in the army for the rest of their life. There are many reasons why someone might seek the power to kill, and Drake graduates can be found among adventurers, bandits, troubleshooters and organized criminals. In theory, the Way of the Drake has at its heart a strict code of conduct, emphasizing professional loyalty, courage, and obedience to orders. Some graduates take the code seriously while others treat it as a joke.
+
Cost:  2
  
Required Skills: Body Control, Forward Observer, Innate Attack (Projectile), Judo, Riding (Horse), Soldier, Tactics.
+
Time to Cast: 3 seconds.  
  
Required Spells: Climbing, Ignite Fire, Shield.
 
  
Perks: Adjustable Spell (Spell Variation, Any attack spell), Area Spell Mastery (Rain of Fire), Blocking Spell Mastery (Any), Frightening Side Effects (Any), Intuitive Cantrip (Kindle), Intuitive Cantrip (Screen), Limited Energy Reserve 1-5, Mighty Spell (Any missile), Missile Spell Mastery, Power Casting (Any), Psychic Guidance (Any), Reduced Footprint 1, Secret Spell (The Eyes of Fire, Firestorm, Heavy Flame Burst), Secret Words, Special Exercises (FP my exceed HT by 100%).
+
Hunter’s Tread (VH)   Regular
  
Optional Traits
+
The mage is at -2 to detect in any way – whether by direct perception, tracking, or by magical means.  This does not count as a spell “on”.
  
Attributes: Improved DX and IQ.
+
Duration: Until the sun rises or sets.
  
Advantages: Absolute Timing, Combat Reflexes, High Pain Threshold, Military Rank, Reputation (Tough Professional).
+
Cost: 6
  
Disadvantages: Bad Temper, Code of Honor (Military), Pyromania, Reputation (Slaughterer of Humans), any Physical Disadvantage that can be explained by injury (e.g. One Hand, One Eye) or Mental Disadvantage that can be explained by trauma (e.g. Phobias, Flashbacks and Nightmares).
+
Time to Cast: 1 hour.
  
Skills:  First Aid, Heraldry, Innate Attack (Jet), Symbol Drawing.
 
  
Apprentices are admitted at the level of Serpent, at which they are trained in basic military skills and basic defensive magic. An apprentice has access to the following ten spells.
+
Survivor’s Purge (VH)    Regular, Resisted by HT
  
Serpent
+
The caster must touch the subject’s bare skin with their bare fingertips for the entire time the spell is being cast.  Resistance by HT is automatic.  If the subject is not successful, they are very violently ill, taking 1 point of damage and being unable to do anything but vomit for HT/2 rounded down seconds, as sweat streams from their pores.  Their system will be purged of all normal poisons, toxins or drugs.  It will not cure an addiction, nor a hangover.
  
Apportation, Block, Climbing, Counterspell, Fear, Ignite Fire, Levitation, Shield, Suspend Spell, Ward.
+
Cost:  1
  
The apprentice must learn 5 spells of Serpent level including Climbing, Ignite Fire and Shield before learning Salamander spells. Becoming a Salamander gives them access to the following twenty-four spells.
+
Time to Cast:  2 seconds.
  
Salamander
 
  
Armor, Blade Turning, Create Fire, Deflect Missile, Extinguish Fire, Flight, Great Ward, Hardiness, Hinder, Magelock, Minor Healing, Missile Shield, Mystic Mist, Rain of Fire, Recover Energy, Reflect, Sense Observation, Shade, Share Energy, Shape Fire, Spasm, Terror, Turn Blade, Umbrella.
 
  
A Salamander is promoted to Basilisk after learning 8 Salamander spells, including Rain of Fire. This entitles them to learn any of the following twenty spells
+
=Weave of Balance    8 points=
  
Basilisk
+
Style Prerequisite: IQ  13+, Magery, (not One College Only).
  
Clumsiness, Fast Fire, Fireball, Fireproof, Flame Jet, Hawk Flight, Heat, Hold Breath, Major Healing, Reflect Gaze, Resist Disease, Resist Fire, Resist Pain, Resist Poison, Resist Water, Reverse Missiles, Rooted Feet, Slow Fire, Smoke, Stop Bleeding.
+
The Judges of Uhll, masters of the Weave of Balance style, claim to have once ruled the lost city of the same name. They say their rule was one of justice, peace and happiness. The Judges of Uhll dispense with the idea of codified laws on the grounds that every rule has an exception. Instead, they believe that it is better to consult a wise and just person to weigh the case and come to a considered decision. The Judges of Uhll generally consider themselves to be wise and just people, exactly suited to the task. Of course, Uhll no longer exists and the Judges have no official status anymore. This suits the philosophy of the order very well. Since they dismiss the idea of law in the first place, they have no qualms about illegally standing in judgment over anyone they can. Of course, such vigilante activity is dangerous, and some judges find that they prefer to just accumulate wealth and power. The Judges of Uhll rarely announce themselves as such. They usually have secondary trades, with the legal profession and organized crime being particularly lucrative.
  
A Basilisk is promoted to Wyvern after learning 8 Basilisk spells, including Fireball. This entitles them to learn any of the following twelve spells.
+
Required Skills: None.
  
Wyvern
+
Required Spells: Apportation, Debility, Dull Sense, Fear, Foolishness, Itch, Levitation.
  
Balance, Breathe Fire, Explosive Fireball, Fire Cloud, Flaming Armor, Great Healing, Iron Arm, Magic Resistance, Reflexes, Resist Lightning, Resist Sound, Warmth.
+
Perks: Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Knower of Names, Mana Compensation, Sanctum 1-2, , Scroll Reading, Secret Mage, Secret Spell (Executioner’s Strike, Judgement of Uhll, Sinner’s Confession), Willful Casting.
  
A Wyvern is promoted to Drake after learning 6 Wyvern spells, including Explosive Fireball. This entitles them to learn any of the following twelve spells.
+
Optional Traits
  
Drake
+
Attributes: Improved IQ.
  
Delay, Displace Spell, Dispel Magic, Enchant, Powerstone, Remove Curse, Resist Acid, Spellguard, Spell Shield, Spell Wall, Staff, Suspend Curse.
+
Advantages:  Reputation (Vigilante Hero)
  
A Drake is promoted to Azure Wurm after learning 6 Drake spells, including Spell Shield.  This entitles them to learn any of the following 8 spells.
+
Disadvantages:  Code of Honor, Enemies (Friends and Family of the Judged), Reputation (Murderous Vigilante).
  
Azure Wyrm
+
Skills:  Hiking, Riding (Horse), Streetwise, Symbol Drawing.
  
The Eyes of Fire, Firestorm, Hang Spell, Heavy Flame Burst, Link, Maintain Spell, Penetrating Spell, Reflex.
 
  
 +
Apprentices begin to study the Weave of Balance at the level of Aspirant, requiring them to learn the following 7 spells.
  
Secret Spell:  The Eyes of Fire (VH)  Regular, Resisted by Will
+
Aspirant
  
Azure Wyrms can set people on fire just by looking at them, causing them to take 1d-1 fire damage per second until the flames are extinguished.  No words or gestures are required, but the subject must be within (spell skill x 10) yards and the mage must be able to see them.
+
Apportation, Debility, Dull Sense, Fear, Foolishness, Itch, Levitation.
  
Duration:  Instant.
+
After an Aspirant has learned these 7, they are promoted to the level of Advocate, entitling them to learn the following eighteen spells.
  
Cost:  1.
+
Advocate
  
Time to Cast:  1 second.
+
Climbing, Daze, Disorient, Flight, Forgetfulness, Frailty, Hinder, Madness, Mage Stealth, No-Smell, Panic, Quick March, Recover Energy, Silence, Sleep, Spasm, Terror, Weaken Will.
  
 +
A mage who has learned 8 Advocate spells in promoted to the level of Inquisitor, entitling them learn the following twenty spells.
  
Secret Spell:  Firestorm (VH)  Area
+
Inquisitor
  
A flaming wind howls around the enemies’ position, causing 1d fire damage per second.  A medium or large shield can be sheltered behind to provide 1 and 2 DR respectively, provided that it is not used for any other purpose.
+
Clumsiness, Dullness, Hawk Flight, Fumble, Gloom, Hide Path, Hunger, Hush, Mass Daze, Mass Sleep, Mental Stun, Mindlessness, Pain, Permanent Forgetfulness, Permanent Madness, Rooted Feet, Strike Dumb, Stun, Tanglefoot.
  
Duration:  2 minutes.
+
A mage who has learned 8 Inquisitor spells is promoted to the level of Magistrate, entitling them to learn the following twenty-three spells.
  
Base Cost:  1 to cast (minimum 3).  Same cost to maintain.  For double based cost, it does 2d per second and shields are useless.
+
Magistrate
  
Time to Cast:  1 minute, 20 seconds.
+
Agonize, Choke, Control Limb, Deathtouch, Drunkenness, False Memory, Invisibility, Nauseate, Nightmare, Paralyze Limb, Peaceful Sleep, Retch, Roundabout, Sensitize, Sickness, Strike Blind, Strike Deaf, Strike Barren, Strike Numb, Thirst, Total Paralysis, Weaken Blood, Wither Limb.
  
 +
A mage who has learned 8 Magistrate spells is promoted to the level of Watchman, entitling them to learn the following 9 spells.
  
Secret Spell:  Heavy Flame Burst (VH)  Missile
+
Watchman
  
This feared spell produces a massive fireball.  The Heavy Flame Burst is ½D 30, Max 60, Acc 1.  It can be thrown at walls, floors and other easy targets at +4 to hit, in order to catch foes in the blast.  The target and anyone within one yard of the target takes full damage.  Those further away divide their damage by two times their distance in yards, rounding down.
+
Corpulence, Curse, Delay, Executioner’s Strike, Gauntness, Judgment of Uhll, Link, Sinner’s Confession, Staff.
  
Cost:  2 + any amount up to twice Magery level per second.  Heavy Fire Burst does 1d+1 burning damage per full two points of energy.
 
  
Time to Cast1 to level of Magery seconds.
+
Secret SpellExecutioner’s Strike (VH)    Regular, Resisted by Will and HT
  
=Way of the Wolf    =
+
The Watchman points a finger and accuses their target of guilt, with no other incantations or gestures being required.  The target must first resist with their Will, with failure requiring a second resistance roll against HT.  If the target succeeds in the HT roll, they suffer a second of pain, sufficient for a -2 Shock Penalty.  If the target fails, they suffer a heart attack as described in GURPS Campaigns p.429.  The target does not have to be guilty for the spell to work, but the GM may wish to have targets with a guilty conscience resist at a penalty.
  
Cost14 points
+
DurationInstant
  
Style Prerequisite: IQ 12+, Animal Empathy, Magery, (not One College Only).
+
Cost: 4
  
The Way of the Wolf is the art of the hunter and it originated not in the library but the forest. None recall how the style originated as its students care little for history – they may have been roaming the woods for centuries or even millennia. While it is certainly a practical art for those who wish to keep their families fed, those who master it have generally moved on from such mundane concerns and seek to better understand their environment, or to protect it, or to exploit their skills for money. Mages of the Way of the Wolf school are often solitary creatures and may sometimes forget how to interact with other human beings. Out in the wilderness, they are free to grow as eccentric as they like and some of them are odd indeed.
+
Time to Cast:  1 second.
  
Required Skills: Bow, Camouflage, Climbing, First Aid, Naturalist, Stealth, Survival (Forest), Tracking, Weather Sense.
 
  
Required Spells: Find Direction, Keen Hearing, Keen Taste and Smell, Keen Vision.
+
Secret Spell: Judgment of Uhll (VH)    Regular, Resisted by Will
  
Perks: Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Gut of the Dragon), Limited Energy Reserve 1-5, Magical Weapon Bond, Mana Compensation, Melee Spell Mastery (Any), Mighty Spell (Any melee), No Gestures (Any), No Incantations (Any), Obscure True Name, Secret Spell (Eye of the Predator, Hunter’s Tread or Survivor’s Purge).
+
Cast on a freshly decapitated head, the Judgment of Uhll prevents the head from dying.  A head so preserved will continue to live unless destroyed by violence, having no more need for air, food, water, or blood.  The heads cannot speak as they have no lungs, but they can move their eyes and lips.  The head does retain use of mental skills and can cast any spells for which it needs neither incantations nor gestures.  The heads are not undead and will not decay.  The judges are known to use this as a punishment to intimidate people with.
  
Optional Traits
+
Duration:  Permanent.
  
Attributes: Improved ST, DX, IQ and HT.
+
Cost: 2
  
Advantages: Absolute Direction, Acute Senses (Any), Allies (hunting beasts), Combat Reflexes, Hard to Kill, Night Vision,
+
Time to Cast: 1 second.
  
Disadvantages:  Loner, any Physical Disadvantage that could indicate injury from a hunt gone bad (e.g. One Eye, One Hand).
 
  
SkillsArea Knowledge (Wilderness), Herb Lore, Traps, Veterinary.
+
Secret SpellSinner’s Confession (VH)   Regular, Resisted by Will
  
Students begin their studies at the level of Walker in the Woods, entitling them to learn the following seventeen spells.
+
When a Judge of Uhll casts Sinner’s Confession on someone, the Judge names something that the target must confess to, and the subject will thereafter confess to having done it whenever asked.  The spell works just as well on the innocent as on the guilty.  The target may know perfectly well that they didn’t do what they are confessing to have done but they simply cannot deny their guilt.
  
Walker in the Woods
+
Duration:  Permanent.
  
Beast-Soother, Climbing, Detect Magic, Find Direction, Haste, Ignite Fire, Keen Hearing, Keen Taste and Smell, Keen Vision, Seek Air, Seek Earth, Seek Fire, Seek Food, Seek Water, Sense Danger, Tell Time, Test Food.
+
Cost:  6
  
When a mage has learned 8 of the above, including Find Direction, Keen Hearing, Keen Taste and Smell, and Keen Vision, they become a Hunter or Huntress, entitling them to learn the following twenty spells.
+
Time to Cast:  30 seconds.
  
Hunter / Huntress
 
  
Detect Poison, Great Haste, Hawk Vision, Hinder, Identify Plant, Identify Spell, Jump, Lighten Burden, Mage Sight, Mage Stealth, Might, Neutralize Poison, No-Smell, Purify Water, Quick March, Recover Energy, Seek Magic, Sense Observation, Silence, Tell Position.
 
  
When a mage has learned 8 of the above, they study the Tread of the Wolf, a discipline consisting of the following twenty-one spells.
+
=The Wise Way    18 points=
  
Tread of the Wolf
+
Style Prerequisite: IQ  13+, Magery, (not One College Only).
  
Alertness, Analyze Magic, Beast Seeker, Boost Health, Boost Strength, Grace, Hide, Hide Path, Hold Breath, Hush, Know Location, Light Tread, Pathfinder, Plant Vision, Pollen Cloud, Prepare Game, Purify Food, Resist Poison, Seeker, Rooted Feet, Vigor.
+
The Wise Way is said to have been taught to a family of peasants by fae folk, in thanks for their help in returning a stolen fae child. Whether this is true or not, it is certainly a peculiar art, one most often mastered by eccentric people. To outsiders, practitioners can seem sloppy in their studies, or even whimsical in their attitude towards magic. However, mastering the Wise Way takes a great degree of work and practitioners are very knowledgable. Graduates seeking to earn a living as a mage may decide to be secretive about their background, presenting themselves to the world as simple healers. In some worlds, such secrecy may be mandatory, depending on the public view of those said to traffic with the fae.
  
When a mage has learned 8 of the above spells, they become a Shadow of the Forest, which entitles them to learn the following eighteen spells.
+
Required Skills: Dancing, Dreaming, Esoteric Medicine, Herb Lore, Hidden Lore (The Fae), Musical Instrument (any), Naturalist, Thaumatology, Weather Sense.
  
Shadow of the Forest
+
Required Spells: Beast Rouser, Beast-Soother, Counterspell, Detect Magic, Foolishness, Scryguard, Simple Illusion, Sound.
  
Balance, Boost Dexterity, Conceal, Delay, Eye of the Predator, False Tracks, Far Hearing, Forest Warning, Hang Spell, Hunter’s Tread, Invisibility, Link, Predict Weather, Reflex, Remember Path, Survivor’s Purge, Tangle Growth, Walk Through Plants.
+
Perks: Afflicted Casting (Mystic’s Stupor), Better Magic items (Illusion), Blocking Spell Mastery (Any), Elixir Resistance, Far Casting (Any), Flexible Ritual (Any), Frightening Side Effects (Any), Huge Subjects, Intuitive Cantrip (Eye of the Storm), Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Good with Animal, Any type), Knower of Names, Mana Compensation, No Gestures (Any), No Incantations (Any), Obscure True Name, Reduced Footprint 2, Sanctum 1-2, , Scroll Reading, Secret Mage, Secret Spell (Eyes of Morning Dew, The Fair Speech of Paths of the Red-Eared Fox).
  
 +
Optional Traits
  
Eye of the Predator (VH)    Regular
+
Attributes: Improved IQ.
  
The caster is at +2 to any bow shot fired at any living target who doesn’t know the caster is there.  If the mage’s Eye of the Predator skill is at 15+, they are at +3, if at 20+, +4.
+
Advantages: Acute Senses (Any), Allies (Fae), Luck, Night Vision, Oracle, Outdoorsman, Patron (Fae), Voice.
  
DurationUntil one arrow is fired, or the sun rises or sets.
+
DisadvantagesAlcoholism, Curious, Delusions, Enemies (Fae), Impulsiveness, Lecherousness, Overconfidence, Phobias, Reputation (Weird and Dangerous).
  
Cost2
+
SkillsArea Knowledge (Rural), Artist, Occultism, Streetwise, Symbol Drawing, Tracking.
  
Time to Cast:  3 seconds.  
+
The student begins their study at the level of Apprentice, requiring them to learn the following 8 spells.
  
 +
Apprentice
  
Hunter’s Tread (VH)    Regular
+
Beast Rouser, Beast-Soother, Counterspell, Detect Magic, Foolishness, Scryguard, Simple Illusion, Sound.
  
The mage is at -2 to detect in any way – whether by direct perception, tracking, or by magical means.  This does not count as a spell “on”.
+
An apprentice who has learned the 8 apprentice spells may study the twenty-two spells of the Book of Autumn.
  
Duration:  Until the sun rises or sets.
+
Book of Autumn
  
Cost:  6
+
Amulet, Apportation, Conceal, Magic, Forgetfulness, Hinder, Identify Plant, Ignite Fire, Illusion Disguise, Illusion Shell, Madness, Mage Sense, Mage Sight, Phantom Flame, Recover Energy, Seek Plant, Sense Emotion, Sense Mana, Sleep, Talisman, Recover Energy, Voices.
  
Time to Cast: 1 hour.
+
A mage who has learned 8 Book of Autumn spells may study the twenty-three spells of the Book of the Morning Star.
  
 +
Book of the Morning Star
  
Survivor’s Purge (VH)    Regular, Resisted by HT
+
Beast Speech, Bless Plants, Complex Illusion, Create Water, Dream Sending, Dream Viewing, False Aura, Fascinate, Hide, Hide Emotion, Hide Thoughts, Hide Path, History, Mass Sleep,  Perfect Illusion, Permanent Forgetfulness, Permanent Madness, Scryfool, See Invisible, Seeker, Shapeshifting, Suggestion, Truthsayer.
  
The caster must touch the subject’s bare skin with their bare fingertips for the entire time the spell is being cast.  Resistance by HT is automatic.  If the subject is not successful, they are very violently ill, taking 1 point of damage and being unable to do anything but vomit for HT/2 rounded down seconds, as sweat streams from their pores.  Their system will be purged of all normal poisons, toxins or drugs.  It will not cure an addiction, nor a hangover.
+
A mage who has learned 8 Book of the Morning Star spells may study twenty-one spells of the Book of Spring.
  
Cost:  1
+
Book of Spring
  
Time to Cast:  2 seconds.
+
Ancient History, Blight, Create Food, Dream Projection, Dry Spring, Ecstasy, Enthrall, Glib Tongue, Hallucination, Lesser Geas, Lesser Wish, Lure, Mass Suggestion, Nightmare, Oath, Peaceful Sleep, Permanent Shapeshifting, Pestilence, Phantom, Shapeshift Others, Water to Wine.
  
 +
A mage who has learned 8 Book of Spring spells may study the fourteen spells of the Book of the Evening Star.
  
 +
Book of the Evening Star
  
=Weave of Balance    =
+
Charge Powerstone, Charm, Create Object, Delay, Duplicate, Enchant, Great Geas, Great Hallucination, Great Shapeshift, Powerstone, Remove Aura, Remove Curse, Staff, Wish.
  
Cost:  8 points
+
A mage who has learned 7 Book of the Evening Star may study the 8 spells of the Book of Summer.
  
Style Prerequisite: IQ  13+, Magery, (not One College Only).
+
Book of Summer
  
The Judges of Uhll, masters of the Weave of Balance style, claim to have once ruled the lost city of the same name. They say their rule was one of justice, peace and happiness. The Judges of Uhll dispense with the idea of codified laws on the grounds that every rule has an exception. Instead, they believe that it is better to consult a wise and just person to weigh the case and come to a considered decision. The Judges of Uhll generally consider themselves to be wise and just people, exactly suited to the task. Of course, Uhll no longer exists and the Judges have no official status anymore. This suits the philosophy of the order very well. Since they dismiss the idea of law in the first place, they have no qualms about illegally standing in judgment over anyone they can. Of course, such vigilante activity is dangerous, and some judges find that they prefer to just accumulate wealth and power. The Judges of Uhll rarely announce themselves as such. They usually have secondary trades, with the legal profession and organized crime being particularly lucrative.
+
Curse, Eyes of Morning Dew, The Fair Speech, Great Wish, Hang Spell, Link, Paths of the Red-Eared Fox, Reflex.
 
 
Required Skills: None.
 
 
 
Required Spells: Apportation, Debility, Dull Sense, Fear, Foolishness, Itch, Levitation.
 
 
 
Perks: Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Knower of Names, Mana Compensation, Sanctum 1-2, Scroll Reading, Secret Mage, Secret Spell (Executioner’s Strike, Judgement of Uhll, Sinner’s Confession), Willful Casting.
 
 
 
Optional Traits
 
 
 
Attributes: Improved IQ.
 
 
 
Advantages:  Reputation (Vigilante Hero)
 
 
 
Disadvantages:  Code of Honor, Enemies (Friends and Family of the Judged), Reputation (Murderous Vigilante).
 
 
 
Skills:  Hiking, Riding (Horse), Streetwise, Symbol Drawing.
 
 
 
 
 
Apprentices begin to study the Weave of Balance at the level of Aspirant, requiring them to learn the following 7 spells.
 
 
 
Aspirant
 
 
 
Apportation, Debility, Dull Sense, Fear, Foolishness, Itch, Levitation.
 
 
 
After an Aspirant has learned these 7, they are promoted to the level of Advocate, entitling them to learn the following eighteen spells.
 
 
 
Advocate
 
 
 
Climbing, Daze, Disorient, Flight, Forgetfulness, Frailty, Hinder, Madness, Mage Stealth, No-Smell, Panic, Quick March, Recover Energy, Silence, Sleep, Spasm, Terror, Weaken Will.
 
 
 
A mage who has learned 8 Advocate spells in promoted to the level of Inquisitor, entitling them learn the following twenty spells.
 
 
 
Inquisitor
 
 
 
Clumsiness, Dullness, Hawk Flight, Fumble, Gloom, Hide Path, Hunger, Hush, Mass Daze, Mass Sleep, Mental Stun, Mindlessness, Pain, Permanent Forgetfulness, Permanent Madness, Rooted Feet, Strike Dumb, Stun, Tanglefoot.
 
 
 
A mage who has learned 8 Inquisitor spells is promoted to the level of Magistrate, entitling them to learn the following twenty-three spells.
 
 
 
Magistrate
 
 
 
Agonize, Choke, Control Limb, Deathtouch, Drunkenness, False Memory, Invisibility, Nauseate, Nightmare, Paralyze Limb, Peaceful Sleep, Retch, Roundabout, Sensitize, Sickness, Strike Blind, Strike Deaf, Strike Barren, Strike Numb, Thirst, Total Paralysis, Weaken Blood, Wither Limb.
 
 
 
A mage who has learned 8 Magistrate spells is promoted to the level of Watchman, entitling them to learn the following 9 spells.
 
 
 
Watchman
 
 
 
Corpulence, Curse, Delay, Executioner’s Strike, Gauntness, Judgment of Uhll, Link, Sinner’s Confession, Staff.
 
 
 
 
 
Secret Spell:  Executioner’s Strike (VH)    Regular, Resisted by Will and HT
 
 
 
The Watchman points a finger and accuses their target of guilt, with no other incantations or gestures being required.  The target must first resist with their Will, with failure requiring a second resistance roll against HT.  If the target succeeds in the HT roll, they suffer a second of pain, sufficient for a -2 Shock Penalty.  If the target fails, they suffer a heart attack as described in GURPS Campaigns p.429.  The target does not have to be guilty for the spell to work, but the GM may wish to have targets with a guilty conscience resist at a penalty.
 
 
 
Duration:  Instant
 
 
 
Cost:  4
 
 
 
Time to Cast:  1 second.
 
 
 
 
 
Secret Spell:  Judgment of Uhll (VH)    Regular, Resisted by Will
 
 
 
Cast on a freshly decapitated head, the Judgment of Uhll prevents the head from dying.  A head so preserved will continue to live unless destroyed by violence, having no more need for air, food, water, or blood.  The heads cannot speak as they have no lungs, but they can move their eyes and lips.  The head does retain use of mental skills and can cast any spells for which it needs neither incantations nor gestures.  The heads are not undead and will not decay.  The judges are known to use this as a punishment to intimidate people with.
 
 
 
Duration:  Permanent.
 
 
 
Cost:  2
 
 
 
Time to Cast:  1 second.
 
 
 
 
 
Secret Spell:  Sinner’s Confession (VH)    Regular, Resisted by Will
 
 
 
When a Judge of Uhll casts Sinner’s Confession on someone, the Judge names something that the target must confess to, and the subject will thereafter confess to having done it whenever asked.  The spell works just as well on the innocent as on the guilty.  The target may know perfectly well that they didn’t do what they are confessing to have done but they simply cannot deny their guilt.
 
 
 
Duration:  Permanent.
 
 
 
Cost:  6
 
 
 
Time to Cast:  30 seconds.
 
 
 
=The Wise Way    =
 
 
 
Cost:  8 points
 
 
 
Style Prerequisite: IQ  13+, Magery, (not One College Only).
 
 
 
The Wise Way is said to have been taught to a family of peasants by fae folk, in thanks for their help in returning a stolen fae child. Whether this is true or not, it is certainly a peculiar art, one most often mastered by eccentric people. To outsiders, practitioners can seem sloppy in their studies, or even whimsical in their attitude towards magic. However, mastering the Wise Way takes a great degree of work and practitioners are very knowledgable. Graduates seeking to earn a living as a mage may decide to be secretive about their background, presenting themselves to the world as simple healers. In some worlds, such secrecy may be mandatory, depending on the public view of those said to traffic with the fae.
 
 
 
Required Skills: Dancing, Dreaming, Esoteric Medicine, Herb Lore, Hidden Lore (The Fae), Musical Instrument (any), Naturalist, Thaumatology, Weather Sense.
 
 
 
Required Spells: Beast Rouser, Beast-Soother, Counterspell, Detect Magic, Foolishness, Scryguard, Simple Illusion, Sound.
 
 
 
Perks: Afflicted Casting (Mystic’s Stupor), Better Magic items (Illusion), Blocking Spell Mastery (Any), Elixir Resistance, Far Casting (Any), Flexible Ritual (Any), Frightening Side Effects (Any), Huge Subjects, Intuitive Cantrip (Eye of the Storm), Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Good with Animal, Any type), Knower of Names, Mana Compensation, No Gestures (Any), No Incantations (Any), Obscure True Name, Reduced Footprint 2, Sanctum 1-2, Scroll Reading, Secret Mage, Secret Spell (Eyes of Morning Dew, The Fair Speech or Paths of the Red-Eared Fox).
 
 
 
Optional Traits
 
 
 
Attributes: Improved IQ.
 
 
 
Advantages: Acute Senses (Any), Allies (Fae), Luck, Night Vision, Oracle, Outdoorsman, Patron (Fae), Voice.
 
 
 
Disadvantages:  Alcoholism, Curious, Delusions, Enemies (Fae), Impulsiveness, Lecherousness, Overconfidence, Phobias, Reputation (Weird and Dangerous).
 
 
 
Skills:  Area Knowledge (Rural), Artist, Occultism, Streetwise, Symbol Drawing, Tracking.
 
 
 
The student begins their study at the level of Apprentice, requiring them to learn the following 8 spells.
 
 
 
Apprentice
 
 
 
Beast Rouser, Beast-Soother, Counterspell, Detect Magic, Foolishness, Scryguard, Simple Illusion, Sound.
 
 
 
An apprentice who has learned the 8 apprentice spells may study the twenty-two spells of the Book of Autumn.
 
 
 
Book of Autumn
 
 
 
Amulet, Apportation, Conceal, Magic, Forgetfulness, Hinder, Identify Plant, Ignite Fire, Illusion Disguise, Illusion Shell, Madness, Mage Sense, Mage Sight, Phantom Flame, Recover Energy, Seek Plant, Sense Emotion, Sense Mana, Sleep, Talisman, Recover Energy, Voices.
 
 
 
A mage who has learned 8 Book of Autumn spells may study the twenty-three spells of the Book of the Morning Star.
 
 
 
Book of the Morning Star
 
 
 
Beast Speech, Bless Plants, Complex Illusion, Create Water, Dream Sending, Dream Viewing, False Aura, Fascinate, Hide, Hide Emotion, Hide Thoughts, Hide Path, History, Mass Sleep,  Perfect Illusion, Permanent Forgetfulness, Permanent Madness, Scryfool, See Invisible, Seeker, Shapeshifting, Suggestion, Truthsayer.
 
 
 
A mage who has learned 8 Book of the Morning Star spells may study twenty-one spells of the Book of Spring.
 
 
 
Book of Spring
 
 
 
Ancient History, Blight, Create Food, Dream Projection, Dry Spring, Ecstasy, Enthrall, Glib Tongue, Hallucination, Lesser Geas, Lesser Wish, Lure, Mass Suggestion, Nightmare, Oath, Peaceful Sleep, Permanent Shapeshifting, Pestilence, Phantom, Shapeshift Others, Water to Wine.
 
 
 
A mage who has learned 8 Book of Spring spells may study the fourteen spells of the Book of the Evening Star.
 
 
 
Book of the Evening Star
 
 
 
Charge Powerstone, Charm, Create Object, Delay, Duplicate, Enchant, Great Geas, Great Hallucination, Great Shapeshift, Powerstone, Remove Aura, Remove Curse, Staff, Wish.
 
 
 
A mage who has learned 7 Book of the Evening Star may study the 8 spells of the Book of Summer.
 
 
 
Book of Summer
 
 
 
Curse, Eyes of Morning Dew, The Fair Speech, Great Wish, Hang Spell, Link, Paths of the Red-Eared Fox, Reflex.
 
  
  
Line 2,941: Line 2,681:
 
Time to cast:  1d hours.
 
Time to cast:  1d hours.
  
=Words of the Child of Rowan    =
 
  
Cost:  19 points
+
 
 +
=Words of the Child of Rowan    19 points=
  
 
Style Prerequisite: IQ 13+, Magery, (not One College Only).
 
Style Prerequisite: IQ 13+, Magery, (not One College Only).
Line 3,037: Line 2,777:
  
 
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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