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Old 03-04-2008, 01:20 PM   #1
Xenophile
 
Join Date: Jan 2008
Location: New Hampshire: Home of the Pretty Leaves!
Default Magical Styles

Recently I stumbled across a very workable little concept: what if you combined the rules for martial arts styles with those for ritual magic? It's a good way to create different "schools of magic," and it's incredilby easy. I've hastly whipped up a few generic examples:

Paraphysics
4 Points
There exists a secret order of scientists (mostly from Europe and North America) whose members have discovered a dangerous secret: by completely understanding the laws of time and space, you can manipulate them. Currently their main priorities are keeping this knowledge secret and ensuring the stability of reality, but some within the group have become hungry for even more power…

Skills: Mathematics (Applied); Physics/TL8^; Path of Gate.
Spells: Teleport; Teleport Other; Blink; Blink Other; Timeport; Timeport Other; Timeslip; Timeslip Other; Beacon; Trace Teleport; Divert Teleport; Teleport Shield; Slow Time; Accelerate Time; Suspend Time.

Witchcraft
7 Points
Witches execute their evil deeds by calling upon spirits from another, darker world to do their bidding. However, these contracts work both ways, and many witches find themselves becoming mere puppets of their shadowy masters before long. Most witchcraft spells take the form of curses.

Skills: Ritual Magic (Witchcraft); Path of Animal; Path of Body Control; Path of Meta-Magic; Path of Movement; Path of Necromancy.
Spells: Beast-Rouser; Shapeshifting (Cat); Shapeshift Others (Frog); Clumsiness; Debility; Frailty; Agonize; Weaken Blood; Strike Barren; Curse; Flying Carpet; Swim; Age; Pestilence; Summon Demon; Steal Youth; Steal Beauty.

Way of the Dragon
8 Points
Dragons are terrifyingly powerful creatures, so it’s only natural that some people would want that power. Those who follow the Way of the Dragon seek to emulate this creature through magic and behavior. Some truly skilled adherents may even be able to finally transform into the objects of their worship.

Skills: Hidden Lore (Dragons); Philosophy (Dragon Mentality); Thaumatology; Path of Animal; Path of Body Control; Path of Fire; Path of Protection and Warning.
Spells: Partial Shapeshifting (Crocodile Jaws); Partial Shapeshifting (Feathered Arms); Might; Enlarge; Transform Body (Dragon); Resist Fire; Breathe Fire; Armor.
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Old 03-05-2008, 01:45 AM   #2
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: Magical Styles

I dig it. I think it's a good way to express a magical tradition's precepts, just like a martial art's.

Nice.
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Old 03-05-2008, 03:30 AM   #3
Der Wanderer
 
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Default Re: Magical Styles

Don't forget that with Ritual Magic you also have the Mysteries of the Trade option from Fantasy. So you could make:
Skills
Bow
Mysteries of the Bow
Spells
Spell Archery
Dehydrate, Deathtouch, Paralyze etc...
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Old 03-11-2008, 12:41 PM   #4
tylrlsaa
 
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Default Re: Magical Styles

Very Interesting...
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Old 03-11-2008, 01:07 PM   #5
JAW
 
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Location: Finland
Default Re: Magical Styles

Hmm what exactly do you get for buying these styles with CPs? I assume yo dont get the spells - the costs would be too lov. Do you get a point in each of the skills or are the styles here just UBs that allow learning the skills/spells?

Do they allow getting around normal spell prerequisites?
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Old 03-11-2008, 01:48 PM   #6
Xenophile
 
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Default Re: Magical Styles

Quote:
Originally Posted by JAW
Hmm what exactly do you get for buying these styles with CPs? I assume yo dont get the spells - the costs would be too lov. Do you get a point in each of the skills or are the styles here just UBs that allow learning the skills/spells?

Do they allow getting around normal spell prerequisites?
You have to buy the skills and spells seperately; buying the style reflects familiarity. It's all in Martial Arts. Also, ritual magery treats spells as techniques, with penalties equal to their total prerequisites.
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Old 03-11-2008, 01:07 PM   #7
Greg 1
 
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Default Re: Magical Styles

Indeed! And I like your examples. I take it that mages are only allowed to buy spells if they are part of a known style?

Here is a GURPS setting I worked up some time ago using 31 different magical styles. My styles assume that any skill or spell can be learned by the mage, but some are required to complete apprenticeship, so everything in the style is required.

http://wiki.rpg.net/index.php/The_Gift:Main_Page

I'm working on another one right now (as in, I was doing it when I read your post). The new setting will only have 27 styles. :)

Last edited by Greg 1; 03-11-2008 at 01:51 PM.
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Old 03-23-2008, 07:48 AM   #8
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Magical Styles

Quote:
Originally Posted by Xenophile
Recently I stumbled across a very workable little concept: what if you combined the rules for martial arts styles with those for ritual magic? It's a good way to create different "schools of magic," and it's incredilby easy.
It's a clever idea and I've decided to borrow it for my upcoming GURPS Cabal "privateers of the Pearl Bright Ocean" campaign.

Bill Stoddard
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