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Old 09-11-2009, 10:41 AM   #11
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Default Re: Magical Style Ideas

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Originally Posted by Flyndaran View Post
Criticism welcome

Dragon Disciples

Power investiture granted by individual dragons almost always to lizardfolk but also to the occasional weird human etc.

(...)

Dragon scales: act as gems for the Powerstone spell with size, color, and clarity determining value.
Shapeshift drake: each caster learns a unique dragon form, some weaker but easier to assume, some greater but more draining to assume. (Use the expanded shapeshifting rules from Grimoire to flesh out)
Flyndaran: interesting. I wonder if you have a copy of 3e/4e GURPS Dragons (now it's even available in e23). Using some of that material, instead just 3e Grimoire, could be very cool for the draconic stuff included in this style. Including shapeshifting into dragons and vice versa.
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Old 09-11-2009, 10:44 AM   #12
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Default Re: Magical Style Ideas

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Originally Posted by demonsbane View Post
Flyndaran: interesting. I wonder if you have a copy of 3e/4e GURPS Dragons (now it's even available in e23). Using some of that material, instead just 3e Grimoire, could be very cool for the draconic stuff included in this style. Including shapeshifting into dragons and vice versa.
I had the playtest, but my computer's crashed a few times since then.
Darn. You're right. That book probably has a few things I might like.

My next paycheck will pay for that most likely.

Last edited by Flyndaran; 09-11-2009 at 02:52 PM.
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Old 09-13-2009, 08:04 AM   #13
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Default Re: Magical Style Ideas

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A proscribed cult of fire-worshippers that have enslaved a lesser demon, and co-opt its powers as a way of increasing their usually-meager talent. In game terms, these guys use spirit-assisted magic and most have a good deal of Taint.
Sounds interesting. What sort of spells are you intending on giving them? I'm guessing that fire spells are a given.

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The Holy Office of the Lord Mayor of Bowder's Slough: ex-inquisitors dedicated to bringing about the end of the current regime. Since the Levelers rose to power they've served as healers and advisers to the city's underworld.
Nice to see some healers who don't wear white hats!

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Unnamed: an order of hedge-wizards dedicated to eking as much water magic as they can from a Very Low Mana desert.
Cool! Sounds like Dune
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Old 09-13-2009, 08:14 AM   #14
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Default Re: Magical Style Ideas

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Fury of the Heavens
Excellent stuff, especially the new spells, which are very original. I'm putting the finishing touches to my own battle-artillery style (among others) and it's interesting to see someone else's approach. It says a lot about the flexibility of the system that our two styles don't look like clones.
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Old 09-13-2009, 08:15 AM   #15
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and the ones that aren't done yet.
They are interesting and I'm looking forward to seeing how they come out. Are you intending to add other Elven styles?
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Old 09-13-2009, 08:21 AM   #16
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Default Re: Magical Style Ideas: Adventurer's Society Style

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Originally Posted by TroyGuffey View Post
Adventurer's Society Style

This is an extremely practical style, built for delvers, trouble-shooters, etc.
This makes a lot of sense for most popular fantasy game-worlds. I look forward to seeing it finished.
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Old 09-14-2009, 07:17 PM   #17
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Default Re: Magical Style Ideas

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Excellent stuff
I agree. This is a very interesting and helpful thread.
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Old 09-20-2009, 05:28 PM   #18
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Ancient and Celestial Verses 22 points

Style Prerequisite: IQ 13+, Magery, (not One College Only).

The Ancient and Celestial Verses are the magical/religious writings of the Order of the Oaken Wand. The Oaken Wand are self-described “wise folk”, offering their services as advisors, diviners and dream-interpreters to the powerful. Their vows forbid them from becoming rulers in their own right, but they often seek to be the power behind the throne, offering their expertise in the art of managing people, and in particular, of managing them in such a way that they do not attract ill-fortune or the disfavor of the gods. Their tradition is descended from nature magic and nature continues to lie at the heart of their religious and magical training. While they are not “nature worshippers”, the gods tend to be understood as personifications of natural forces and their holiest places are sites of natural beauty or wonder, not temples or cathedrals.

Required Skills: Diagnosis, Dreaming, Esoteric Medicine, First Aid, Hazardous Materials (Magical), Herb Lore, Hidden Lore (Spirits), History, Literature, Musical Instrument (Any), Naturalist, Occultism, Physician, Religious Ritual, Thaumatology, Theology, Veterinary, Weather Sense.

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.

Optional Traits

Attributes: Improved IQ, Religious Rank.

Advantages: Autotrance, Channeling, Luck, Medium, Oracle, Outdoorsman, Reputation (Wise Sage), True Faith, Voice.

Disadvantages: Dreamer, Enemies (Offended Spirits), Overconfidence, Reputation (Arrogant Dreamer), Vows (various personal ones).

Skills: Animal Husbandry, Cryptology, Farming, Public Speaking, Savoir-Faire, Symbol Drawing, Teaching.


Apprentices enter the Order of the Oaken wand at the level of Supplicant. This entitles them to learn the following ten spells.

Supplicant

Beast-Soother, Counterspell, Detect Magic, Find Direction, Seek Plant, Seek Water, Sense Danger, Sense Foes, Sense Life, Ward.

A mage who has learned 6 Supplicant spells, including Beast-Soother, Seek Plant and Ward becomes an Acolyte, entitling them to learn the following twenty-three spells.

Acolyte

Amulet, Beast Summoning, Detect Poison, Foolishness, Forgetfulness, Great Ward, Haste, Identify Spell, Identify Plant, Ignite Fire, Mage Sight, Mage Stealth, Neutralize Poison, Night Vision, Purify Water, Quick March, Seek Food, Sense Emotion, Sense Mana, Sense Observation, Sense Spirit, Silence, Talisman.

A mage who has learned 8 Acolyte spells including Identify Plant and Neutralize Poison becomes one of the Blessed, entitling them to learn the following twenty-two spells.

Blessed

Analyze Magic, Beast Speech, Bless Plants, Command, Heal Plant, Hide Path, Hush, Pathfinder, Permanent Forgetfulness, Plant Vision, Pollen Cloud, Plant Growth, Relieve Sickness, Remove Contagion, Resist Disease, Resist Poison, Seeker, Shape Plant, Stop Bleeding, Trace, Truthsayer, Turn Spirit.

A mage who has learned 8 Blessed spells including Bless Plants and Turn Spirit becomes one of the Anointed, entitling them to learn the following twenty-two spells.

Anointed

Blight, Blossom, Coolness, Cure Disease, Divination (Augury), Divination (Extispicy), Divination (Oneiromancy), False Tracks, Forest Warning, History, Pestilence, Plant Form, Plant Sense, Plant Speech, Predict Weather, Relieve Paralysis, Remember Path, Shapeshifting, Stop Paralysis, Tangle Growth, Walk Through Plants, Warmth.

A mage who has learned 8 Anointed spells, including Forest Warning and Predict Weather becomes an Elder, entitling them to learn the following eleven spells.

Elder

Ancient History, Delay, Enchant, Dispel Magic, Great Haste, Great Shapeshift, Lesser Geas, Powerstone, Remove Curse, Staff, Suspend Curse.

A mage who has learned 6 Elder spells becomes a Matriarch or Patriarch, entitling them to learn the following ten spells.

Patriarch / Matriarch

Bless, Blood Dreaming, Curse, Great Geas, Hang Spell, Link, Reflex, Rites of Harvest Sacrifice, Roar of Madness, Whisper of Leaves.


Secret Spell: Blood Dreaming (VH) Information

When a mage casts Blood Dreaming, they work themselves into a state of mystic ecstasy in order to gain insight. The ceremony climaxes with the mage drinking the blood of a bull, then passing out for a night of vivid dreams. The GM should never feel compelled to give information or to make the dreams clear – dreams sent by the gods are never as reliable as that. However, the spell will only be worth taking if it sometimes offers insights not available through ordinary divination.

The bull’s blood must be fresh. Anything taken over ten minutes ago will no longer suffice, regardless of mundane or magical attempts to preserve it.

Cost: 6

Time to Cast: 2 hours.


Secret Spell: Rites of Harvest Sacrifice (VH) Regular

By sacrificing an animal (or human!) to the gods of the underworld, a mage of the Oaken Wand brings good fortune to the harvest. A separate blessing may be offered to each “field” of land. For the sacrifice of a very small or unintelligent animal, such as a mouse, a snake or a fowl, farmers working that field will be at +1 to effective Farming skill (which may not sound like much, unless your Farming skill is what feeds your family). For the sacrifice of a larger mammal such as a badger, weasel, or cat, the bonus is +2. For the sacrifice of a dog, a cow, a pig, or such, the bonus is +3, for a fine horse or a bull +4 and for a sentient life form +5. Only young and healthy animals are sacrificed – to offer something old or sick would be an insult to the gods. Mages of the Oaken Wand are divided on the moral lines that should be drawn when using this spell.

Duration: Until the next harvest, or one year, whichever comes first.

Cost: 3

Time to Cast: 1 hour.


Secret Spell: Roar of Madness (VH) Regular, Resisted by Will+3

The mage unleashes a howl of rage that terrifies weak-minded enemies and sends allies into a violent fury. Enemies who fail their resistance must make a Fright Check at a penalty equal to the margin of failure. Allies who do not resist or fail their resistance may go berserk as if they had the Berserk Disadvantage (GURPS Characters p.124). For as long as they are berserk, they do +1 basic damage and enemies are at -1 to defend against their attacks. The roar affects everyone within twenty feet who can hear it.

Cost: 4

Time to Cast: 1 second.


Secret Spell: Whisper of Leaves (VH) Regular

The mage enters the forest alone at night and communes with the spirits of the trees, some of which are nature spirits and some of which are human ghosts. These spirits will not act on the mage’s behalf, but may have useful information if they feel like providing it. Generally indifferent to the concerns of others, the spirits can be difficult to motivate to help, particularly since making threats would undoubtably bring the mage bad luck. Human ghosts inhabiting trees no longer crave fleshly things, but may still be concerned about their families and descendents, so may be easiest to bribe. On the other hands, there are some things so secret that only the nature spirits know them.

As for what the tree spirits know, that is up to the GM. Certainly, they will have a long memory of things that have occurred right there in the forest, even if it was not in the immediate vicinity. After all, trees whisper all night and gossip about strange things happening in the forest travels fast. However, trees might know all sorts of interesting facts that have nothing to do with the forest. These dark and mysterious spirits are associated with the dead and the underworld, with the fae, and distantly with the gods, and may see into the past and future, or across dimensions.

Duration: 1 hour

Cost: 5

Time to Cast: 3 hours

Last edited by Greg 1; 09-21-2009 at 07:00 AM.
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Old 09-21-2009, 06:59 AM   #19
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Book of Elders 5 points

Style Prerequisite: IQ 13+, Magery, (not One College Only).

The Book of Elders is a magical style originally developed by vampires but now studied by mortal mages as well. While vampires may have perfected it as an outgrowth of their cursed nature, others study it for the power it offers, particularly regarding the domination of other human beings. Mages of this school are rarely open about their training and may not admit to being mages at all. Temporal authorities may suspect them of being in league with the undead, a suspicion that in some cases would be perfectly true. However, there is no reason why a practitioner has to be evil or unwholesome and a few of them have, in fact, become hunters of the undead who protect mortals from being preyed upon.

Required Skills: Hidden Lore (Vampires), Occultism, Theology.

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.

Optional Traits

Attributes: Improved IQ, Improved Will.

Advantages: Allies (Vampires), Night Vision, Voice.

Disadvantages: Callous, Enemies (Vampires and vampire hunters), Lecherousness, Nosy, Reputation (Callous, Mysterious), Secret (Book of Elders Magician).

Skills: Body Control, Hazardous Material (Magical), Herb Lore, Naturalist, Savoir-Faire, Shadowing, Stealth, Streetwise, Symbol Drawing.


A student begins their studies as one of the Known, entitling them to learn the following 9 spells.

Known

Amulet, Beast-Rouser, Counterspell, Detect Magic, Foolishness, Itch, Touch, Ward, Talisman.

A mage who has learned 5 of the above spells, including Beast-Rouser, becomes a Night Walker, entitling them to learn the following 9 spells

Night Walker

Detect Poison, Forgetfulness, Great Ward, Hinder, Master, Neutralize Poison, Recover Energy, Spasm, Steal Might.

A mage who has learned 5 of the above spells, including Steal Might, becomes a Watcher at the Gate, entitling them to learn the following thirteen spells

Watcher at the Gate

Boost Health, Command, Fascinate, Hunger, Loyalty, Pain, Permanent Forgetfulness, Resist Poison, Rooted Feet, Steal Energy, Steal Vigor, Strike Dumb, Vigor.

A mage who has learned 7 of the above spells, including Steal Vigor, becomes a Grave Warden, entitling them to learn the following twenty-one spells.

Grave Warden

Choke, Control Person, Deathtouch, Enthrall, Foul Water, Nauseate, Paralyze Limb, Permanent Possession, Pestilence, Possession, Retch, Sickness, Slow Healing, Steal Beauty, Steal Vitality, Stop Healing, Strike Barren, Strike Blind, Strike Numb, Total Paralysis, Weaken Blood.

A mage who has learned 8 of the above spells, including Steal Vitality, becomes a Toucher of Earth, entitling them to learn the following fifteen spells

Toucher of Earth

Charm, Delay, Dispel Magic, Drain Mana, Enchant, Enslave, Gauntness, Insignificance, Remove Curse, Presence, Rotting Death, Steal Dexterity, Steal Skill, Telecast, Steal Youth.

A mage who has learned 8 of the above spells becomes a Walker in Light, entitling them to learn the following 9 spells

Walker in Light

Blood Slave, Curse, Drain Magery, Exchange Bodies, Eye of the Predator, Hang Spell, Link, Predator’s Kiss, Reflex.


Secret Spell: Blood Slave (VH) Regular, Resisted by Will

The subject becomes the caster’s slave, instinctively obeying their commands and accepting always that the caster is in the right. Bloodslave only has effects on subjects who already love or feel a strong loyalty towards the caster. The subject must be present and must provide a drop of blood of their own free will (though they don’t have to be told the truth about what the blood is for or what the spell does). The subject may try to resist again at any time that they are commanded to do something that violates their moral code.

Duration: Permanent.

Cost: 1 per Will the subject has.

Time to Cast: 4 hours


Secret Spell: Eye of the Predator (VH) Regular, Resisted by Will

The spells subject falls in love with the caster if they fail their Will resistance, do not have an incompatible sexual orientation, and if the caster has fulfilled the following conditions. The caster must have

1. Established eye contact.
2. Engaged the subject in conversation on a topic the subject is interested in for at least five minutes.
3. Expressed sympathy for the subject on some point.

The caster must seem sincere and friendly or the spell will end. Eye of the Predator does not require gestures or incantations.

Duration: Until the next sunrise. Repeated doses of Eye of the Predator may result in a more permanent condition at the GM’s (or in the cast of PCs, player’s) discretion.

Cost: 4

Time to Cast: 1 second.


Secret Spell: Predator’s Kiss (VH) Regular, Resisted by Will

While under the influence of this spell, the caster gains benefits from drinking fresh blood. If the blood is animal blood, the caster is at +1 ST, +1 HT, +1 Move, and heals 1 HP for every 2 HPs of animal blood consumed. If the blood is the blood of a human, the caster gains an energy reserve that may only be used to power magic spells of the Book of Elders style, at a level equal to half the HP of human blood consumed, rounded down, maximum 4. Drinking human blood will also heal the caster at a rate of 1 HP per HP. The caster may not be under the effects of more than one Predator’s Kiss at a time. Living vistims resist with Will when the caster attempts to drink their blood, whether the blood has already been taken from their body or not. Blood taken loses its potency at the next sunrise or sunset after it was removed from the body. Fangs are not provided.

Duration: 3 hour

Casting Cost: 4

Time to Cast: 3 seconds.
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Old 09-21-2009, 11:19 AM   #20
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Default Re: Magical Style Ideas

Breath of the Maker 16 points

Style Prerequisite: Magery, (not One College Only).

Adepts of the Breath of the Maker style are magical artists, driven to create. The magic items they produce are prized, though many stylists have difficulty manufacturing work to order, as their personal artistic impulses tend to intrude. Graduates of the school are often very emotional people and are unusually likely to suffer from mental illness. There is no formal hierarchy and while members often keep in touch, they also tend to argue and feud. Students must endure an extremely demanding apprenticeship, during which they must master a wide variety of skills. This is often a very frustrating time for the apprentice, as the mentor simultaneously fosters the urge to create freely and oversees an endless regimen of study and practice. There is no doubt that mages of this style have produced work that is artistically inspiring, magically powerful, and just plain strange and wonderful. On the other hand, there is no doubt that mages of this style have produced work that is downright disturbing, a product of inner demons who perhaps should have remained within.

Required Skills: Alchemy, Artist (Any), Cryptology, Hazardous Materials (Magical), Hidden Lore (Magic Items), History, Jeweler, Occultism, Research, Smith, Symbol Drawing, Thaumatology.

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.

Optional Traits

Attributes: Improved DX, Improved IQ..

Advantages: High Manual Dexterity, Reputation (Skillful Enchanter), Wealth.

Disadvantages: Enemies (Rival Enchanters), Low Empathy, Reputation (Amoral, Greedy, Mercenary), Workaholic.

Skills: Herb Lore, History, Thaumatology, any craft skill.

The student beings their studies at the level of Apprentice, entitling them to learn the following nineteen spells.

Apprentice

Amulet, Animation, Clean, Conceal Magic, Counterspell, Dancing Object, Dancing Shield, Defending Shield, Great Ward, Recover Energy, Reflect, Restore, Scroll, Scryguard, Scrywall, Seek Magic, Suspend Spell, Talisman, Ward.

An apprentice who has learned 8 of the above spells, including Amulet, Scroll and Talisman is promoted to Journeyman, entitling them to learn the following eighteen spells.

Journeyman

Analyze Magic, Banish, Copy, Control Zombie, Create Object, Dye, False Aura, Inscribe, Magic Resistance, Pentagram, Rejoin, Repair, Scryfool, Soilproof, Spell Shield, Spell Wall, Suspend Magic, Zombie.

A mage who learns 8 Journeyman spells is promoted to Artificer, entitling them to learn the following eighteen spells.

Artificer

Charge Powerstone, Deflect, Displace Spell, Enchant, Fortify, Graceful Weapon, Lesser Wish, Lighten, Limit, Loyal Sword, Manastone, Name, Password, Quick-Draw, Remove Enchantment, Staff, Summon Demon, Suspend Enchantment.

A mage who learns 8 Artificer spells is promoted to Master or Mistress Artificer, entitling them to learn the following eighteen spells.

Master/Mistress Artificer

Attune, Bane, Dancing Weapon, Defending Weapon, Ensorcel, Hex, Impression Blocker, Power, Malifice, Penetrating Weapon, Powerstone, Resist Enchantment, Speed, Suspend Curse, Suspend Mana, Telecast, Temporary Enchantment, Weapon Spirit.

A mage who learns 8 of the above spells is promoted to Savant, entitling them to learn the following eighteen spells.

Savant

Accuracy, Adjustable Clothing, Cornucopia, Crystal Ball, Delay, Dispel Magic, Drain Mana, Effigy, Golem, Ghost Weapon, Hideaway, Homunculus, Puissance, Quick-Aim, Remove Aura, Remove Curse, Restore Mana, Spellguard.

A mage who learns 8 Savant spells is recognized as a Genius, entitling them to learn the following twenty-one spells.

Genius

Blank Spell Arrow, Bless, Burning the Seventy- Nine Runes of Angelic Commandment, Breath of the Maker, Curse, Doppleganger, Forging the Resplendent Vessel of Everflowing Power, Great Wish, Hang Spell, Leak, Link, Maintain Spell, Rebuild, Reflex, Penetrating Spell, Simulacrum, Soul Stone, Speed Spell Arrow, Spell Arrow, Spell Stone, Wish.


Secret Spell: Burning The Seventy-Nine Runes of Angelic Commandment Enchantment (VH) Regular

By marking an item with mystic runes, the mage makes it more susceptible to enchantment. The next enchantment spell that the caster casts on the object will be at +1 to spell skill. The mage must actually imprint the item with the appropriate runes while casting the spell. The runes themselves are not secret – they are plain to see. The knowledge of how to use the runes corrects, on the other hand, is carefully guarded.

Cost: 2

Time to Cast: 3 hours.


Secret Spell: Forging The Resplendent Vessel of Everflowing Power (VH) Regular

The Breath of the Maker Powerstone technique is one of their most valuable secrets. When this spell is cast immediately before the caster casts Powerstone, the Powerstone spell is at an effective +3 to skill. The effects of this spell are cumulative with those of Burning the Seventy-Nine Runes of Angelic Commandment.

Cost: 2

Time to Cast: 3 hours.


Secret Spell: Breath of the Maker (VH) Enchantment

The mage creates a sentient soul in an item. The soul can think and see the world around it and can control any magic powers that the item possesses with a Will roll. In most cases, the personality is originally a blank slate and much of its nature will be determined by how it is treated. The souls of objects rarely get lonely, although they do tend to take a liking to people to treat them kindly. They are generally very content to be left alone, but without human contact, they tend to drift away from human conceptions of sanity. An item created with this spell is potentially a very useful Ally for the mage, but is a person with their own will, not simply a tool. Moreover, the more they are interacted with, the more likely they are to develop complexities in their personality.

Duration: Permanent.

Cost: 20 +2 for every point of IQ the soul has over 10, up to a maximum IQ of (10 + Magery).

Time to Cast: 6 hours.
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