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Old 09-21-2009, 11:43 AM   #21
David Johnston2
 
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Default Re: Magical Style Ideas

The Mathematekoi: Numerology is a Required Spell (meaning a line of Knowledge prereqs) and Mathematics and Music are required skills. Mathematical ability as a prerequisite advantage.

The Akousmatekoi: Hate the Mathematekoi and vice versa. Have Ancestral Memory as a prerequisite advantage and Vow of Vegetarianism as prerequisite disadvantage. Philosophy and Meditation as required skills. Have a special Ancestral Vision spell that works kind of like Death Vision but shows the victim how they died in previous incarnations.
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Old 09-21-2009, 03:12 PM   #22
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Default Re: Magical Style Ideas

Crown of Iron 8 points

Style Prerequisite: IQ 13+, Will 12+, Magery, (not One College Only).

Crown of Iron is the art of command and control, particularly of magical entities, but also of other human beings. The style’s philosophy emphasizes that nobody, no matter how capable, can achieve very much on their own and true power lies in the ability to harness the strengths of others. Some mages of this school have personality problems related to power, whether it be difficulty standing up to others, difficulty obeying authority, or being pushy and domineering. Apprentices often have complex and rather difficult relationships with their mentors. While mages of this school can make excellent hirelings, they can also be very difficult to control and quite prone to intrigue.

Required Skills: Mental Strength.

Required Spells: Apportation, Counterspell, Foolishness, Ignite Fire, Levitation, Shield.

Perks: Better Magic Items (Mind Control), Elixir Resistance, Huge Subjects, Knower of Names, Sanctum 1-2, , Scroll Reading, Secret Spell (Chill of the Lady of Drowning, Howl of the Efrit, Roar of the Djin and Tremor of the Stone that Walks), Secret Words, Thaumatological Doublespeak, Willful Casting.

Optional Traits

Attributes: Improved IQ, Improved Will.

Advantages: Allies (dominated ones)

Disadvantages: Enemies (People Who Got Used), Megalomania, Overconfidence, Reputation (Power Crazy).

Skills: Administration, Intimidation, Symbol Drawing.


The student of Crown of Iron begins their studies at the level of Officer, requiring them to learn the following 6 spells.

Officer

Apportation, Counterspell, Foolishness, Ignite Fire, Levitation, Shield.

A mage who learns all 6 of these spells is promoted to Master or Mistress, entitling them to learn the following fourteen spells.

Master / Mistress

Animal Control, Beast Summoning, Bravery, Create Air, Dancing Object, Daze, Flight, Minor Healing, Shape Earth, Shape Fire, Create Fire, Forgetfulness, Recover Energy, Weaken Will.

A mage who learns 7 of the above spells is promoted to Dominus, entitling them to learn the following fourteen spells.

Dominus

Animation, Berserker, Command, Create Earth, Create Water, Fascinate, Hawk Flight, Loyalty, Major Healing, Mass Daze, Mass Zombie, Shape Air, Shape Metal, Shape Water.

A mage who learns 7 of the above spells is promoted to Metahuman, entitling them to learn the following ten spells.

Metahuman

Control Limb, Control Person, Control Zombie, Create Acid, Create Ice, Create Plant, Enthrall, Turn Zombie, Wizard Hand, Zombie.

A mage who learns 5 of the above spells is promoted to Ascendant Lord or Lady, entitling them to learn the following twenty-three spells.

Ascendant Lord / Lady

Banish, Control Air Elemental, Control Creation, Control Earth Elemental, Control Fire Elemental, Control Water Elemental, Create Animal, Create Mount, Create Object, Create Servant, Create Steam, Create Warrior, Dancing Weapon, Delay, Dispel Creation, Dispel Magic, Lesser Geas, Staff, Summon Air Elemental, Summon Demon, Summon Earth Elemental, Summon Fire Elemental, Summon Water Elemental.

A mage who learns 8 of the above spells is promoted to Leviathan, entitling them to learn the following 9 spells.

Leviathan

Chill of the Lady of Drowning, Enchant, Great Geas, Hang Spell, Howl of the Efrit, Link, Reflex, Roar of the Djin, Tremor of the Stone that Walks.


Chill of the Lady of Drowning Special, Resisted by Will

This spell is a version of Planar Summons (GURPS Magic, p. 82). The exact nature of the entity summoned is different for each mage and where the caster is a PC, it is assumed that the player will submit suitable designs for the GMs approval. The lady of drowning is associated with cold, despair, suicide, water and the ghosts of the drowned.


Howl of the Efrit. Special, Resisted by Will

See Chill of the Lady of Drowning above. The efrit is associated with destruction, fire, rage, the desert and the ghosts of those who died by fire or thirst.


Roar of the Djin Special, Resisted by Will

See Chill of the Lady of Drowning above. The Djin is associated with air, madness, magic, clouds and the sky and with the ghosts of those who fell to their deaths.


Tremor of the Stone that Walks Special, Resisted by Will

See Chill of the Lady of Drowning above. The Stone that Walks is associated with earth, plants, revenge, the cycle of life and those who died by suffocation.
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Old 09-22-2009, 06:17 AM   #23
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Default Re: Magical Style Ideas

Cycle of the Elements 15 points

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

Cycle of the Elements is an ancient style, originating in the Blackrock Mountains. The style is intended as an aid to the pursuit of enlightenment. It is not the only path to enlightenment, but practitioners regard it as the “purest” or “most direct”, appropriate for the most advanced minds. The monks of Blackrock will not teach the style to anyone who does not show a commitment to becoming enlightened, but the magic will work just as well for someone with no such commitment. The style teaches that the universe is in a constant state of flux, yet everything is the same thing. Flux occurs because the elements are always changing, and unity occurs because the elements cycle into one another. There is little in the way of formal philosophy, however, and the path to understanding the elements lies in close association with them. While the monks of Blackrock do not seek wealth, nor do they preach against it, and some practitioners of Cycle of the Elements have grown rich hiring out their skills. Other practitioners seek lives of danger and adventure, finding that their control over the elements makes them dangerous in combat and able to survive where others cannot.

Required Skills: Alchemy, Geology, Hazardous Materials (Magical), Meditation, Smith, Survival (Mountains), Swimming, Weather Sense.

Required Spells: Ignite Fire, Purify Air, Seek Air, Seek Earth, Seek Fire, Seek Water.

Perks: Adjustable Spell (Spell Variation, Any attack spell), Area Spell Mastery (Any), Better Magic Items (Air), Better Magic Items (Earth), Better Magic Items (Fire), Better Magic Items (Water), Elixir Resistance, Intuitive Cantrip (Filter), Intuitive Cantrip (Kindle), Intuitive Cantrip (Pebble), Intuitive Cantrip (Rinse), Limited Energy Reserve 1-5, Secret Spell (Incarnation of Black Ashes, Incarnation of Burning Water, Incarnation of Flaming Stone, Incarnation of Raging Storm, Incarnation of Sucking Filth, Incarnation of Whirling Flame).

Optional Traits

Attributes: Improved ST, Improved DX, Improved IQ, Improved HT.

Advantages: Reputation (Disciplined Monk).

Disadvantages: Loner, Pacifism, Reputation (Strange Sorcerer).

Skills: Artist, Body Control, Hidden Lore (Elementals), Symbol Drawing.

The student of the Cycle of the Elements begins their study at the level of apprentice. An apprentice is required to learn the following 6 spells.


Apprentice

Ignite Fire, Purify Air, Seek Air, Seek Earth, Seek Fire, Seek Water.

After learning all 6 Apprentice spells, the mage is promoted to Elementalist. This entitles them to learn the following 10 spells.

Elementalist

Create Air, Create Fire, Detect Magic, Extinguish Fire, Mage Sight, No-Smell, Purify Water, Recover Energy, Shape Earth, Shape Fire.

After learning 6 Elementalist spells, including Extinguish Fire and Purify Water, the mage is promoted to Shaper, entitling them to learn the following twenty spells.

Shaper

Body of Air, Create Earth, Create Water, Destroy Water, Earth to Stone, Earth Vision, Fast Fire, Fireproof, Icy Weapon, Perfume, Resist Fire, Shape Air, Shape Metal, Shape Water, Smoke, Slow Fire, Stone to Earth, Wall of Wind, Walk on Air, Windstorm.

After learning 8 Shaper spells, the mage is promoted to Alcymist, entitling them to learn the following 20 spells.

Alcymist

Air Vortex, Body of Ice, Body of Stone, Body of Water, Breathe Water, Create Acid, Earth to Air, Earth to Water, Entombment, Essential Air, Essential Earth, Essential Flame, Essential Water, Flaming Armor, Foul Water, Rain of Acid, Steelwraith, Walk Through Earth, Warmth, Wind.

When a mage has learned 8 Alcymist spells, they are promoted to Lord or Lady of the Elements, entitling them to learn the following twenty-three spells.

Lord / Lady of the Elements

Acid Jet, Body of Flame, Body of Wind, Charge Powerstone, Control Air Elemental, Control Earth Elemental, Control Fire Elemental, Control Water Elemental, Create Air Elemental, Create Earth Elemental, Create Fire Elemental, Create Water Elemental, Delay, Enchant, Essential Acid, Link, Purify Earth, Powerstone, Sandstorm, Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental, Summon Water Elemental.

When a mage has learned 8 of the above spells, they become One Who Has Seen the Wheel, entitling them to learn the following 6 spells.

One Who Has Seen The Wheel

Incarnation of Black Ashes, Incarnation of Burning Water, Incarnation of Flaming Stone, Incarnation of Raging Storm, Incarnation of Sucking Filth, Incarnation of Whirling Flame.



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 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

Cost: 10/4

Time to Cast: 30 seconds


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) with the additional effect that living things that are splashed will suffer 1d damage.

Duration: 1 minute.

Cost: 7/2

Time to Cast: 30 seconds


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 1d6 burning damage and they set fire to any highly flammable object that touches them.

Duration: 1 minute.

Cost: 12/6

Time to Cast: 30 seconds


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) 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.

Cost: 10/4

Time to Cast: 30 seconds.


Secret Spell: Incarnation of Sucking Filth (VH) Regular, Resisted by HT.

The caster is transformed into a column or pool of mud. In rules terms, the caster is the subject of Body of Water (GURPS Magic, p. 185) with the additional effect that the caster may choose to grab anything touching its body with ST, dividing their ST between different grabbed items as desired. If the caster succeeds in pulling someone inside their body, that person will begin to suffocate (GURPS, p.428).

Duration: 1 minute.

Cost: 7/2

Time to Cast: 10 seconds


Secret Spell: Incarnation of Whirling Flame (VH) Regular, Resisted by HT.

The caster is transformed into a swirling cloud of flames. In rules terms, the caster is the subject of Body of Wind (GURPS Magic, p.27) with the additional effect that anything in the Area takes 1d burning damage and highly flammable objects will catch fire.

Duration: 1 minute.

Cost: 10/4

Time to Cast: 30 seconds
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Old 09-22-2009, 04:24 PM   #24
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Default Re: Magical Style Ideas

Empty Vessel 10 points

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

The Empty Vessel style is said to have been founded by a nameless philosopher who, in a fit of inspiration, realized that nothingness lies at the heart of reality, that everything is nothing, that substance is illusionary, and that change is only possible because everything is that which it is not. While this doctrine is impenetrable to outsiders, adepts of the Empty Vessel school use these doctrines as the foundation for their magic, while at the same time insisting that they are both true and false. Some are drawn to the school to find peace in emptiness, others to face up to darkness and hopelessness, and others for reasons that they themselves find impossible to express.

Required Skills: Meditation, Mental Strength, Thaumatology.

Required Spells: Counterspell, Detect Magic, Fear, Scryguard, Suspend Spell, Ward.

Perks: Afflicted Casting (Flagellant’s Blessing), Area Spell Mastery (Any), Blocking Spell Mastery (Any), Covenant of Rest, Elixir Resistance, Kill Switch, Limited Energy Reserve 1-5, Mana Compensation, No Gestures (Any), No Incantations (Any), Obscure True Name, Secret Mage, Secret Spell (Emptiness Swallows the Burning Sun, Running Water Washes the Rock, Shining Prince Kisses the Dust), Willful Casting.

Optional Traits

Attributes: Improved IQ.

Advantages: Autotrance, Longevity, Perfect Balance, Reputation (Disciplined Monk).

Disadvantages: Absent-Mindedness, Laziness.

Skills: Hazardous Materials (Magical), Survival (Any), Symbol Drawing, Teaching.

The student of the Empty Vessel begins their studies at the level of Sleeper, requiring them to learn the following 6 spells.

Sleeper

Counterspell, Detect Magic, Fear, Scryguard, Suspend Spell, Ward.

A mage who has learned all 6 Sleeper spells becomes a Waker, entitling them to learn the following sixteen spells.

Waker

Darkness, Destroy Air, Forgetfulness, Gloom, Hide, Remove Contagion, Great Ward, Know Illusion, Recover Energy, Reflect, Resist Water, Terror, Scrywall, Seek Magic, Permanent Forgetfulness, Repel Animal.

A mage who learns 8 Waker spells becomes a Vessel of Flesh, entitling them to learn the following eleven spells.

Vessel of Flesh

Blackout, Blur, Destroy Water, Resist Disease, Resist Fire, Resist Pain, Resist Poison, Scryfool, Shape Darkness, Turn Spirit, Devitalize Air.

A mage who learns 6 of the above spells becomes a Vessel of Clay, entitling them to learn the following twenty spells.

Vessel of Clay

Banish, Body of Shadow, Dispel Illusion, Dispel Possession, Displace Spell, Enchant, Find Weakness, Magic Resistance, Pentagram, Resist Acid, Resist Cold, Resist Lightning, Resist Sound, Rune, Shatter, Spell Shield, Spell Wall, Suspend Magic, Turn Zombie, Weaken.

A mage who learns 8 of the above spells becomes a Zephyr of Dust, entitling them to learn the following thirteen spells.

Zephyr of Dust

Avoid, Delay, Dispel Creation, Dispel Magic, Insignificance, Remove Aura, Remove Curse, Remove Enchantment, Repel Spirits, Resist Enchantment, Spellguard, Suspend Curse, Suspend Mana.

A mage who learns 7 of the above spells becomes an Eye of the Void, entitling them to learn the following 9 spells.

Eye of the Void

Disintegrate, Emptiness Swallows the Burning Sun, Hang Spell, Link, Maintain Spell, Reflex, Running Water Washes the Rock, Shining God Kisses the Dust, Suspend Magery.


Secret Spell: Emptiness Swallows the Burning Sun (VH) Regular

The caster subdues their own ego to the point that it is difficult for supernatural effects directed at their mind or soul to find their target. This includes all Communication and Empathy and Mind Control spells, Necromantic spells that target the mind or soul, and Knowledge spells that target the caster as a person (as opposed to their body), as well as other powers with similar effects. Such effects target the caster at -3 to skill, -4 if the caster knows Emptiness Swallows the Burning Sun at 15+, -5 if they know it at 20+. These penalties apply regardless of whether the caster wishes them to or not.

Duration: Until the caster sleeps.

Cost: 2

Casting Time: 10 minutes.


Secret Spell: Running Water Washes the Rock (VH) Regular

This spell functions exactly like Ethereal Body except where noted. The subject must be the caster. While non-physical, the caster uses magic at -3 to skill, rather than -5.

Duration: 30 seconds.

Cost: 10 to cast, 5 to maintain.

Time to Cast: 1 minute.


Secret Spell: Shining Prince Kisses the Dust (VH) Regular, Special Resistance

The caster takes a good look at themselves and is overcome with humility. Except where noted, this spell functions like the Insignificance spell in GURPS Magic p.48.

Duration: Twelve hours or until the mage speaks, whichever comes first.

Cost: 6 to cast, 2 to maintain.

Time to Cast: 10 minutes.
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Old 09-22-2009, 06:54 PM   #25
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Default Re: Magical Style Ideas

Eyes of Twilight 11 points

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

The Eyes of Twilight is the art of spirit magic. Combining a mystical sensibility with high academic standards, the style attracts those who seek deep understanding, those who love the weird, and those looking for particularly subtle or particularly frightening power. Dealing with intelligent beings comes with special hazards of course, and mages of the Eyes of Twilight style have been known to fall under the sway of those they sought to command. Others can grow to view all intelligent life as tools, or to become so enamored with the company of spirits that they grow alienated from other corporeal beings. Depending on the society in which they find themselves, mages of this school may or may not be open about what they are – it isn’t difficult for people to become hysterical over those who traffic with the unseen.

Required Skills: Cryptology, Hidden Lore (Spirit Lore), Mental Strength, Occultism, Research, Thaumatology, Theology.

Required Spells: Astral Block, Sense Spirit, Ward.

Perks: Astrological Ceremonies, Better Magic items (Necromantic), Blocking Spell Mastery (Any), Intimidating Curses, Knower of Names, Limited Energy Reserve 1-5, Magical Lawyer, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Spell (Cleansing of the Ten Spheres, Emerald Ritual of Summoning or Onyx Ritual of Banishment), Shaman’s Trance, Spirit Contract, Willful Casting.

Optional Traits

Attributes: Improved IQ, Improved Will.

Advantages: Allies (spirits), Autotrance, Channeling, Language, Medium, Oracle

Disadvantages: Cursed, Enemies (Spirits), Nightmares, Reputation (Creepy Spirit Mage).

Skills: Dreaming, Exorcism, Hazardous Materials (Magical), History, Survival (Any), Symbol Drawing.

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

Gnostic

Astral Block, Counterspell, Detect Magic, Fear, Final Rest, Light, Scryguard, Sense Danger, Sense Foes, Sense Life, Sense Spirit, Spell Shield, Ward.

A mage who has learned 7 Gnostic spells including Astral Block, Sense Spirit and Ward is promoted to Initiate, entitling them to learn the following thirteen spells.

Initiate

Great Ward, Continual Light, Nightingale, Night Vision, Panic, Recover Energy, Reflect, Scrywall, Sense Observation, Summon Spirit (Ghost), Summon Spirit (Natural), Terror, Watchdog.

A mage who learns 7 Initiate spells including Great Ward is promoted to Praefect, entitling them to learn the following thirteen spells.

Praefect

Affect Spirits, Dark Vision, Divination (Dactylomancy), Dream Projection, Dream Sending, Dream Viewing, History, Materialize, Scryfool, See Invisible, Solidify, Turn Spirit, Turn Zombie.

A mage who has learned 7 Praefect spells, including Turn Spirit becomes one of the Ordained, entitling them to learn the following thirteen spells.

Ordained

Ancient History, Animate Shadow, Astral Vision, Banish, Command Spirit (Ghost), Command Spirit (Natural), Magic Resistance, Nightmare, Projection, Skull-Spirit, Soul Jar, Spell Wall, Summon Demon.

A mage who has learned 7 of the above spells is promoted to Pontifex, entitling them to learn the following thirteen spells.

Pontifex

Bind Spirit (Ghost), Bind Spirit (Natural), Delay, Enchant, Entrap Spirit, Lesser Wish, Remove Curse, Repel Spirits, Spellguard, Suspend Curse, Weapon Spirit, Storm, Wish.

A mage who learns 7 of the above spells is promoted to Illuminatus, entitling them to learn the following 8 spells.

Illuminatus

Bless, Cleansing of the Ten Spheres, Curse, Emerald Ritual of Summoning, Great Wish, Link, Onyx Ritual of Banishment, Reflex.


Secret Spell: Cleansing of the Ten Spheres (VH) Area, Resisted by Will

All spirits and demons within the area of the effect must flee as if under the influence of a Turn Spirit spell (GURPS Magic, p. 151). Casting this spell requires the mage to draw or paint a pentagram at least 3 yards wide.

Duration: A number of hours equal to the margin by which the caster defeated a subject’s Will.

Base Cost: 2, minimum 8. 4 to maintain.

Time to Cast: 30 seconds.


Secret Spell: Emerald Ritual of Summoning (VH) Area

+1 to all Spirit or Demon spells cast in the Area and +2 to spirit summoning spells. The GM should include any spells that are “spirit” or “demon” spells in nature, if not in name. Similarly, the GM should exclude spells that have “spirit” or “demon” in their names but not in their nature. Casting this spell requires the mage to draw or paint a pentagram at least 3 yards wide.

Duration: A number of hours equal to the margin of success.

Base Cost: 2

Time to Cast: 1 hour


Secret Spell: Onyx Ritual of Banishment (VH) Special, Resisted by Will.

Except where otherwise stated, this spell is identical to Banish (GURPS Magic, p. 156). The advantage of knowing the Onyx Ritual of Banishment is that it might succeed even if Banish has failed. Failed attempts to Banish cause no penalty for the Onyx Ritual of Banishment. Casting this spell requires the mage to draw or paint a pentagram at least 3 yards wide.

Time to Cast: 2 hours
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Old 09-23-2009, 06:34 AM   #26
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Footsteps of the Cat 9 points

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

It is said that Footsteps of the Cat was not invented by humans, but taught to humans by cats. While humans teach it to other humans today, only mages with cat familiars have ever successfully learned the style. The mage must closely associate with and observe their familiar, or they will never gain the understanding required to advance. If all cat familiars die, the mage’s powers will be suspended after one lunar month if they do not gain a new cat familiar. Gaining the new familiar immediately restores the mage’s power. Unsurprisingly, many mages of this school develop catlike personality traits themselves. They may be curious, affectionate, relaxed, greedy, unpredictable or vicious – or any other trait a cat might display. Mages of this school have a reputation for being insightful into the ways of magic, but acting in a chaotic and short-sighted manner. Mages of this school rarely associate, save as small groups of friends. The school has no hierarchy and no written rules. Cat mages who don’t like each other but share territory have a tendency to feud or fight. This alone can make even a naturally solitary adept seek the protection of a group.

Required Skills: Climbing, Dreaming, Hidden Lore (cat-related), Jumping, Stealth, Thaumatology.

Required Spells: Climbing, Keen Hearing.

Perks: Astrological Ceremonies, Blocking Spell Mastery (Any), Elixir Resistance, Flexible Ritual (Any), Knower of Names, Intuitive Cantrip (Eye of the Storm), Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Gate Experience), Intuitive Cantrip (Good with Felines), Limited Energy Reserve 1-5, Mana Compensation, No Gestures (Any), No Incantations (Any), Obscure True Name, Reduced Footprint 2, Secret Mage, Secret Spell (Cat’s Slumber, First Instinct, Half-Dreaming, Killer’s Red Claws).

Optional Traits

Attributes: Improved DX and IQ.

Advantages: Absolute Timing, Acute Senses (Any except Vision), Catfall, Combat Reflexes, Double-Jointed, Hard to Kill, Luck, Night Vision, Perfect Balance.

Disadvantages: Callous, Cowardice, Enemies (Other Cats), Extra Sleep, Gluttony, Impulsiveness, Laziness, Lecherousness, Nosy, Reputation (Unreliable), Sadism, Selfish, Short Attention Span.

Skills: Acrobatics, Hidden Lore (Fae), Hidden Lore (Lycanthropes), Savoir-Faire, Streetwise, Symbol Drawing.

Mages commence their studies at the level of First Moon. This gives them access to the following ten spells.

First Moon

Climbing, Counterspell, Detect Magic, Keen Hearing, Scryguard, Seek Air, Seek Food, Seek Water, Sense Danger, Sense Foes.

The mage proceeds to study spells of the Second Moon when they have learned 5 spells of the First Moon, including Climbing and Keen Hearing. This gives them access to the following twenty-three spells.

Second Moon

Conceal Magic, Jump, Great Ward, Haste, Mage Sense, Mage Sight, Mage Stealth, Night Vision, Seek Magic, Seek Pass, Sense Emotion, Sense Life, Sense Mana, Sense Observation, Sense Spirit, Shade, Simple Illusion, Sleep, Recover Energy, Silence, Slow Fall, Summon Spirit, Ward.

The mage proceeds to study spells of the Third Moon when they have learned 8 spells of the Second Moon. This gives them access to the following eighteen spells.

Third Moon

Alertness, Beast Speech, Blur, Darkness, False Aura, Gloom, Grace, Great Haste, Hide, Hide Emotion, Hide Path, Hide Thoughts, Hush, Light Tread, Mass Sleep, Scryfool, See Invisible, Shapeshifting (Cat).

The mage proceeds to study spells of the Fourth Moon when they have learned 8 spells of the Third Moon. This gives them access to the following 9 spells.

Fourth Moon

Balance, Body of Shadow, Boost Dexterity, Forest Warning, Invisibility, Peaceful Sleep, Reflexes, Shapeshifting (Great Cat), Teleport.

The mage proceeds to study spells of the Fifth Moon when they have learned 5 spells of the Fourth Moon. This gives them access to the following 8 spells.

Fifth Moon

Animate Shadow, Charm, Delay, Insignificance, Partial Shapeshifting, Plane Shift, Remove Aura, Seek Gate.

The mage proceeds to study spells of the Sixth Moon when they have learned 4 spells of the Fifth Moon. This gives them access to the following 8 spells.

Sixth Moon

Cat’s Slumber, Curse, Half-Dreaming, Hang Spell, Hunter’s Cunning, Killer’s Red Claws, Link, Reflex.



Secret Spell: Cat’s Slumber (VH) Regular

This ritual, performed prior to going to sleep, will give the mage +2 on any roll against the Dreaming Skill. The spell takes an hour to complete, but the mage can use much of this time simply making the sleeping area as inviting and comfortable as possible.

Duration: Until the mage wakes up.

Cost: 1

Time to Cast: 1 hour.


Secret Spell: First Instinct (VH) Blocking

When the mage is in imminent danger and has run out of other options, they may cast First Instinct in order to gain an extra second’s worth of actions right away. These actions may only be used to get the mage out of danger. Absolutely no offensive action is allowed – the mage has triggered a survival instinct based on the principle of flight. The spell may not be cast more than once per second.

Duration: Instant.

Cost: 3

Time to Cast: Instant.


Secret Spell Half-Dreaming (VH) (Regular)

The mage shapeshifts into the body of a domestic-sized cat, although the mage’s Half-Dreaming form must always look somewhat odd and distinctive – red ears for instance, or eyes that look just a little too human. A mage in half-dreaming form may use cat’s paws to perform spell gestures and may substitute cat noises for incantations when casting spells they know. They have Perfect Balance, are at +4 to Climbing and Stealth, and strongly radiate magic.

Duration: 1 hour

Cost: 8/2

Time to Cast: 4 seconds


Killer’s Red Claws (VH) (Regular)

The mage sprouts small or medium claws (only small is possible on a cat-sized body) on their hands and/or feet. They must attack with them the turn they appear – it is the act of striking to attack with the intention of drawing blood that causes them to unsheathe. This spell requires no gestures and no incantations, so tends to come as something of a surprise.

Duration: Instant.

Cost: 1

Time to Cast: 1 second.
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Old 09-23-2009, 09:47 AM   #27
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Fount of Irrepressible Will 9 points

Style Prerequisite: IQ 12+, Will 12+, Magery, (not One College Only).

The Fount of Irrepressible Will is magic of creation. The school teaches that magic is the fundamental force of creation, that the magician and the god do not differ in the power they use, only in their degree of mastery. To create is in and of itself a holy act, though one that is entirely at the disposal of the creator and their whims. In practice, this means that mages who master the Fount of Irrepressible Will are extremely good at making things and are particularly adept at creating something out of nothing at all. Creation is intended to be an end in itself and the school does not bother itself with the question of how its graduates are supposed to make a living. One easy option is to create and sell goods, though others prefer more exciting lines of work and some of the more dangerous offensive spells suit them well to a life of adventure.

Required Skills: Breath Control, Hazardous Materials (Magical), Meditation, Mental Strength.

Required Spells: Counterspell, Ignite Fire, Light, Shield.

Perks: Adjustable Spell (Spell Variation, Any attack spell), Elixir Resistance, Intuitive Cantrip (Kindle), Limited Energy Reserve 1-5, Mana Compensation, Sanctum 1-2, , Scroll Reading, Secret Spell (Dominion, Forge of Souls or Material Edict), Secret Words, Willful Casting.

Optional Traits

Attributes: Improved IQ, Improved Will.

Advantages: Wealth.

Disadvantages: Delusions, Greed, Overconfidence, Megalomania, Reputation (Megalomaniac).

Skills: Innate Attack (Jet), Innate Attack (Projectile), Intimidation, Symbol Drawing.


The student begins their studies at the level of Apprentice, requiring them to learn the following 4 spells.

Apprentice

Counterspell, Ignite Fire, Light, Shield.

A mage who learns all 4 of the above spells becomes a Craftsman, entitling them to learn the following 6 spells.

Craftsman

Armor, Continual Light, Create Air, Create Fire, Recover Energy, Stench.

A mage who learns 3 of the above spells becomes a Sage, entitling them to learn the following 7 spells.

Sage

Create Earth, Create Water, Create Water, Flash, Heat, Icy Weapon, Smoke.

A mage who learns 4 of the above spells becomes a Genius, entitling them to learn the following twenty-five spells.

Genius

Copy, Create Acid, Create Food, Create Ice, Create Plant, Essential Air, Essential Earth, Essential Flame, Essential Water, Essential Wood, Explosive Lightening, Ice Dagger, Ice Slick, Ice Sphere, Fog, Foul Water, Icy Missiles, Rain, Snow Jet, Rain of Stones, Sand Jet, Snow, Stone Missile, Warmth, Water Jet.

A mage who learns 8 of the above spells becomes an Angel of Creation, entitling them to learn the following twenty-five spells. Elementals summoned with this style are at +2 to IQ, but are immune to the Control (Elemental) spells.

Angel of Creation

Acid Ball, Acid Jet, Charge Powerstone, Create Air Elemental, Create Animal, Create Door, Create Earth Elemental, Create Fire Elemental, Create Mount, Create Object, Create Servant, Create Spring, Create Steam, Create Water Elemental, Create Warrior, Dispel Creation, Enchant, Essential Acid, Essential Food, Geyser, Hail, Mud Jet, Lightning, Spit Acid, Steam Jet.

A mage who learns 8 of the above spells becomes a Divine Craftsman, entitling them to learn the following 7 spells.

Divine Craftsman

Create Gate, Delay, Dominion, Forge of Souls, Link, Material Edict, Powerstone.


Secret Spell: Dominion (VH) Regular

The caster creates a gate that only they may pass through. Through is a universe that functions according to their whims, a fantasy land of their very own. However, the caster cannot influence the outside world from their Dominion and what happens in the Dominion is only tenuously related to how things will be back in the “real” world. Items wished up in the Dominion or spells cast will simply evaporate in the real world, books and Information spells in the Dominion will provide dreamed information only, and the realm will generally function as if it is not real from the perspective of the “real world”. However, some things the caster may do will carry over. The caster has access to real warmth in their dominion, time spent resting or sleeping in the Dominion counts as real rest or sleep, food eaten and water drunk in the dominion will sustain the body in reality, and a mage who leaves the dominion while under the influence of intoxicating substances will continue to be under the influence when they return to the real world. While diseases suffered, poisons cured and curses lifted in the Dominion will not be removed in the real world, the caster is at least immune to their effects there. The Dominion lasts as long as the caster desires and the caster may leave at any time. While the caster is in their Dominion, the gate remains open and others may look, listen or smell in. What they see, hear or smell is up to the caster.

Duration: Until the caster returns to the real world.

Cost: 4

Time to Cast: 1 hour


Secret Spell: Forge of Souls (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 +1 for every point of IQ the soul has over 10, up to a maximum IQ of (10 + Magery).

Time to Cast: 10 hours.


Secret Spell: Material Edict (VH) Regular

If cast immediately before the caster casts Create Air, Create Earth, Create Fire, Create Food, Create Object or Create Water, the fatigue cost for that spell is halved.

Cost: 1

Time to Cast: 3 seconds.
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Old 09-23-2009, 09:54 AM   #28
Greg 1
 
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Default Re: Magical Style Ideas

I'm assuming because the number of views keeps going up that the styles I've been posting are of interest to somebody. I would be very interested if you have any advice about the styles. I'm hoping to get together a netbook at some point to which people can contribute magical styles, as a resource for GURPS players. I'm mechanically inept, so the styles as I first conceive them may be horribly broken.
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Old 09-23-2009, 01:57 PM   #29
Greg 1
 
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Default Re: Magical Style Ideas

The Gentle Art 17 points

Style Prerequisite: ST 10+, DX 12+, IQ 13+, HT 11+ Magery, (not One College Only).

The so called “Gentle Art” is designed to kill. It is a gruesome professional tool utilized by the assassin-magicians of the Red Lotus school. The Red Lotus is a criminal business operation, pure and simple, with no established religious, mystical or moral doctrine. The school doesn’t care who it does business with or what the job is, provided that the money is right. Individual mages trained at the school may or may not have greater scruples. The training is grueling for body and mind. Injuries are common and occasionally fatal. Despite this, being initiated into the Red Lotus remains a hotly-contested honor among ambitious young mages.

According to legend, the Red Lotus was founded by a pacifist philosopher-monk on pilgrimage to a nearby shrine. The monk suffered a series of misadventures on his journey. A farmer begged to borrow his donkey, then stole the donkey. Continuing on foot, the monk heard a cry for help from the forest, and upon leaving the path, was assaulted by thieves who took all his money. Passing through town, foot-sore, hurting and hungry, the monk spied an apple on the ground and picked it up. But across the street, he could see a skinny child begging and he could not help but cross the street and give her the apple. The town guard immediately arrested him for abetting public begging. Unable to pay the fine, the monk’s person was forfeit and he was sold into slavery. Years later, he returned, scarred from the lash. He tracked down the farmer, the thieves, and the captain of the guards, and politely thanked them for teaching him wisdom. Then he founded the Red Lotus and grew extremely rich.

Required Skills: Body Control, Broadsword, Camouflage, Climbing, Disguise, Forced Entry, Judo, Karate, Knife, Lockpicking, Poison, Stealth, Traps.

Required Spells: Climbing, Keen Hearing, Keen Vision.

Perks: Area Spell Mastery (Darkness), Blocking Spell Mastery (Any), Elixir Resistance, Flexible Ritual (Any), Frightening Side Effects (Any), Intuitive Cantrip (Eye of the Storm), Intuitive Cantrip (Filter), Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Intuitive Illusionist), Kill Switch, Magical Weapon Bond, Melee Spell Mastery (Any), Mighty Spell (Any), No Gestures (Any), No Incantations (Any), Obscure True Name, Reduced Footprint 2, Secret Mage, Secret Spell (Offering No Resistance, Quiet Discipline, Standing Nowhere).

Optional Traits

Attributes: Improved ST, DX, IQ and HT.

Advantages: Acute Senses (Any), Catfall, Combat Reflexes, Double-Jointed, Night Vision

Disadvantages: Enemies (Friends of Past Victims), Reputation (Ominously Mysterious), Secret (Professional Assassin).

Skills: Acrobatics, Axe/Mace, Garrote, Savoir-Faire, Staff, Streetwise, Symbol Drawing.

Apprentices are admitted at the level of Disciple of Wood, at which they are trained in basic assassination techniques and magical awareness. An apprentice has access to the following ten spells.

Disciple of Wood

Apportation, Climbing, Detect Magic, Haste, Keen Hearing, Levitation, Keen Vision, Magelock, Sense Danger, Sense Foes, Shield.

A Disciple of Wood is promoted to Disciple of Earth when they have learned 5 Disciple of Wood spells, including Climbing, Keen Hearing and Keen Vision. This entitles them to learn any of the following twenty-eight spells.

Disciple of Earth

Daze, Deflect Missile, Flight, Foolishness, Forgetfulness, Grease, Great Haste, Hinder, Jump, Keen Taste and Smell, Lighten Burden, Lockmaster, Locksmith, Mage Sight, Mage Stealth, Might, Mystic Mist, Neutralize Poison, Permanent Forgetfulness, Quick March, Recover Energy, Sense Observation, Shade, Silence, Simple Illusion, Touch, Wall of Silence, Wallwalker.

A Disciple of Earth is promoted to Disciple of Metal when they have learned 8 Disciple of Earth spells. This entitles them to learn any of the following twenty-three spells.

Disciple of Metal

Alertness, Blur, Boost Health, Boost Strength, Darkness, Flash, Gloom, Grace, Hawk Flight, Hide, Hold Breath, Hush, Illusion Disguise, Light Tread, Mass Daze, Resist Pain, Resist Poison, Return Missile, Rooted Feet, Slow, Strike Dumb, Stun, Vigor.

A Disciple of Metal is promoted to Disciple of Fire when they have learned 8 Disciple of Metal spells. This entitles them to learn any of the following eleven spells.

Disciple of Fire

Ambidexterity, Balance, Boost Dexterity, Deathtouch, False Memory, Invisibility, Iron Arm, Paralyze Limb, Reflexes, Strengthen Will, Total Paralysis.

A Disciple of Fire is promoted to Disciple of Water when they have learned 6 Disciple of Fire spells. This entitles them to learn any of the following 6 spells.

Disciple of Water

Insignificance, Offering No Resistance, Quiet Discipline, Sharpen, Standing Nowhere, Telecast.


Secret Spell: Offering No Resistance (VH) Regular

The Disciple of Water can walk through solid objects as if they were thin air. The mage must touch the wall with the palm of the hand. Upon a successful spell roll, they will determine how thick the wall is and can choose how much energy to devote to the spell (minimum 1). If they do not expend enough energy, the wall will remain solid. If the wall is too thick for them to run through in a second, they are expelled backwards the way they entered at whatever speed they were moving forwards.

Duration: 1 second.

Cost: 1 per foot

Time to Cast: 1 second


Secret Spell: Quiet Discipline (VH) Regular

The Disciple of Water gets the benefits of both Invisibility and Mage-Stealth, while only having one spell “on”. The mage must know both Invisibility and Mage-Stealth to learn Quiet Discipline.

Duration: 1 minute

Cost: 7/4

Time to Cast: 4 seconds


Secret Spell: Standing Nowhere (VH) Regular

The Disciple of Water’s body and their worn possessions turns to black smoke of a vaguely humanoid shape. The mage may not be harmed by normal physical means though Air spells will inflict double damage. While Standing Nowhere, the mage may not exert physical force of any kind, including speaking and making attacks, although they can move along the ground at twice ordinary Move and may pass through any opening large enough not to be airtight. They cannot fly, but will fall no faster than a feather. The mage may not rest to regain fatigue while in this form.

Duration: 10 minutes.

Cost: 4/2

Time to Cast: 1 second.
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Old 09-23-2009, 04:12 PM   #30
AmesJainchill
 
Join Date: Jun 2005
Default Re: Magical Style Ideas

These are very cool!

I'll look through them in some more detail later, but these are really good, Greg 1!
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