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Time to Cast:  1 second.
 
Time to Cast:  1 second.
 
= Tricksy Ways =
 
 
Cost: 12
 
 
Tricksy Ways is the style of con-men, second-story artists and rogues of a magical flavor. It is certainly not combat-oriented, as combat usually means that the job has failed. Interestingly, it is structured based on how close you can get to the objective without being detected. The first level deals strictly with ‘casing the joint.’ Gathering intel, scouting out the terrain. The second level is intended for sneaking in and out. Spells of movement and stealth. The third and fourth levels allow for interaction with individuals, misdirecting or confusing the opposition. And the last deals with the ultimate challenge - bearding a mage in his own den.
 
 
This is best described as a Guild style.  It is geared to the practical, rather than the theoretical, so the more esoteric Perks are beyond its purview.  It’s designed by thieves and con-men to get the job done.  So little in the way of ‘tweaking’ magic spells, that sort of thing.
 
 
Style prerequisites: IQ 12+, DX 11+, Magery
 
 
Required Skills: Stealth, Fast Talk, Streetwise, Traps, Observation
 
 
Required spells: Apportation, Simple Illusion, Sound, Foolishness, Scryguard, Detect Magic
 
 
Level 1: Casing the joint (senses and the like)
 
 
1. [19] Spells: Keen Senses (0), Measurement (0), Sense Observation (1), Earth Vision (2), Alertness (2), Pathfinder (2) Seeker (2), Wizard Eye (2), Glass Wall (3), Far-Hearing (4), History (4), See Secrets (4), Images of the Past (6), Memorize (6), Projection (6), Wizard Ear (6), Mapmaker (9), Trace (3), Mystic Mark (5)
 
2. Skill: Intel Analysis
 
3. Perk: Periscope, Eye For Distance, Mundane Magic (Apportation for Pickpocket), Staff Bond, Spell Based on PER
 
 
Learning 9 Level 1 spells lets you move to level 2
 
 
Level 2: Getting in and out (movement and sneaking)
 
 
1. [22] Spells: Climbing (0), Night Vision (1), Levitation (1), Magelock (1), Wallwalker (1), Locksmith (1), Lockmaster (1), Hush (2), Dark Vision (2), Hide (2), Manipulate (2), Clean (2), Flight (2), Watchdog (2), Mage-Stealth (3), Mage Light (3), Blackout (3), Ethereal Body (4), Balance (4), Continual Mage Light (5), Invisibility (6), Create Door (10),
 
2. Skill: More Stealth
 
3. Perk: Climbing Line, Spell Based on DX
 
 
Learning 11 spells from level 2 lets you move to level 3
 
 
Level 3: Look Over There! (misdirection)
 
 
1. [14] Spells: Illusion Disguise (1), Illusion Shell (1), Independence (1), Complex Illusion (2), Perfect Illusion (3), Phantom (7), Alter Voice (8), Insignificance (8), Create Object (8), Create Servant (9), Initiative (9), Alter Visage (9), Alter Body (10), Duplicate (15)
 
2. Skill: Artist (Illusion)
 
3. Perk: Intuitive Illusionist,
 
4. Achieving level 3 also allows you to acquire levels of Night-Aspected Magery [6]
 
 
Learning 6 from level 3 lets you move to level 4
 
 
Level 4: Mind-games (befuddlement, con)
 
 
1. [19] Spells: Sense Foes (0), Aura (1), Daze (1), Forgetfulness (1), Sense Emotion (1), Flash (2), Hide Emotions (2), Sleep (2), Persuasion (2), Truthsayer (2), Emotion Control (3), Hide Thoughts (3), Converse (4), Avoid (4), Suggestion (5), False Memory (7), Charm (8), Mind Reading (3), Mind Search (4)
 
2. Skill: Detect Lies
 
3. Perk: Honest Face, Forgettable Face, Convincing Nod, Secret mage, Spell Based on Will, Spell Resistant (Truthsayer)
 
 
Learning 9 from level 4 lets you move to level 5
 
 
Level 5: Set a mage (meta, protection, dealing with magical protections)
 
 
1. [9] Spells: Scryfool (3), Remove Aura (14), False Aura (3), Counterspell (0), Mage Sense (1), Mage Sight (1), Identify Spell (1), Dispel Magic (13), Catch Spell (4), Displace Spell (10), Ward (0), Great Ward (1), Delay (18), Link (19), Maintain Spell (20), Hang Spell (19)
 
2. Skill: Thaumatology
 
3. Perk: Reduced Footprint, Secret mage
 
 
 
Secret Spell: Find Weakness - for the con artist, nothing is so valuable as knowing what makes the mark tick.  This spell determines the general area of a mark’s weakness (Greed, Lust, Pride, etc.)  A critical success gives more details.  Available after mastering Mind Games
 
 
Secret Spell: Getaway - Like Rapid Journey, except you don’t teleport to your destination. You cast the spell, which creates an ‘anchor’ in a secure location. Then you penetrate the defenses of wherever it is you’re breaking into. If at any point you need to bug out, you make a spell roll and are immediately snapped back to your anchor. Available after mastering Getting In and Out
 
 
Secret Spell: Mirror Image - Creates a number of duplicate illusions of the subject, all of whom appear to attack whichever foe he targets.  Retaliations are randomly targeted, so an attack may be directed at one of the illusions or the subject.  The number of duplicates is based on the MoS of the spell roll.  A successful casting creates one duplicate.  For every point the spell roll was made by, an additional duplicate is created, up to 5.  Available after mastering Look Over There!
 
 
Secret Spell: Locknar’s Edge - Like the Bless spell, Locknar’s Edge gives you the equivalent of a +1 Bless, with one major proviso. Unlike Bless, Locknar’s Edge only works at night, and dissipates at dawn. Hence, the cost to cast is only 6. Available after mastering lSet a Mage.
 
 
Secret Spell: Floorplan.  Prereqs: Mapmaker, Measurement.  Magically generates a floorplan of a building.  If the caster has See Secrets (at some level?), then secret rooms/doors are shown as well.  Cost is 4 per room, duration is 10 minutes.  Long distance modifiers apply.  If the spell is recast on an incomplete floorplan created by this spell, the caster can ‘pick up where he left off’ and continue the floorplan.  Available after mastering Casing the Joint.
 
 
  
 
=The Unbinding    =
 
=The Unbinding    =

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