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Old 09-23-2009, 06:06 PM   #31
Greg 1
 
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Default Re: Magical Style Ideas

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Originally Posted by AmesJainchill View Post
These are very cool!

I'll look through them in some more detail later, but these are really good, Greg 1!
Thanks kindly! :)
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Old 09-23-2009, 06:08 PM   #32
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Golden Sun 6 points

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

The Golden Sun is a style founded on the simple philosophy that mages ought to benefit from their talents, and is dedicated to making the mage’s life as convenient, safe and fun as possible. Apprentices are taught that selfishness is a virtue and that anyone who says otherwise is participating in a system designed to keep the lucky gifted ones from realizing their full potential. Not all apprentices accept such a callous attitude, but most are more than willing to see personal indulgence as a fine use of a mage’s time. Wizards with a more serious attitude towards magic at sneered at as dupes – their skills may still be admired, but they lack the common sense to see how good the life of a mage can be.

Required Skills: Conisseur (any), First Aid, Savoir-Faire, Streetwise.

Required Spells: Scryguard.

Perks: Afflicted Casting (Flagellant’s Blessing), Afflicted Casting (Mystic’s Stupor), Blocking Spell Mastery (Any), Convenience Casting (Any legal), Elixir Resistance, Flexible Ritual (Any), Intuitive Cantrip (Good with Animal, all ordinary domestic pets), Intuive Cantrip (Good with Animal, Horses), Intuitive Cantrip (Mystic Gesture), Intuitive Cantrip (Reinforce), No Gestures (Any), No Incantations (Any), Obscure True Name, Scroll Reading, Secret Mage, Secret Spell (Internal Alchemy of Perceptual Delight, Ritual of Seduction, Nose of the Critic and Pockets of Miserly Tightness), Wizardly Garb.

Optional Traits

Attributes: Improved IQ.

Advantages: Alcohol Tolerance, Allies (Hedonists), Fashion Sense, Reputation (Fun), Status, Wealth.

Disadvantages: Addiction, Alcoholism, Enemies (Spurned Lovers and Their Spouses), Lecherousness, Reputation (Worthless Hedonist).

Skills: Artist, Carousing, Erotic Art, Fast Talk, Fortune Telling, Gambling, Literature, Musical Instrument, Symbol Drawing, Writing.


The student begins their studies as one of the Social, entitling them to learn the following thirteen spells.

Social

Amulet, Apportation, Beast-Soother, Detect Magic, Levitation, Scroll, Scryguard, Sense Danger, Sense Foes, Simple Illusion, Sound, Shield, Talisman.

A mage who has learned 7 of the above spells including Scryguard becomes one of the Civilized, entitling them to learn the following fifteen spells

Civilized

Armor, Flight, Illusion Disguise, Illusion Shell, Identify Spell, Know Illusion, Mage Sense, Mage Sight, Nightingale, Recover Energy, Season, Seek Magic, Sense Emotion, Sense Spirit, Watchdog.

A mage who has learned 8 of the above spells becomes a Celebrant, entitling them to learn the following twenty spells

Celebrant

Analyze Magic, Boost Health, Command, Complex Illusion, Cook, Create Water, False Aura, Fascinate, Hawk Flight, Hide Emotion, Hide Thoughts, Mind-Reading, Perfect Illusion, Persuasion, Prepare Game, Relieve Sickness, Scryfool, Seeker, Truthsayer, Vigor.

A mage who has learned 8 of the above spells becomes one of the Notorious, entitling them to learn the following fourteen spells

Notorious

Ancient History, Coolness, Create Food, Cure Disease, Drunkenness, Ecstasy, Enthrall, Glib Tongue, Hair Growth, History, Invisibility, Shapeshifting, Warmth, Water to Wine.

A mage who has learned 7 of the above spells becomes a Libertine, entitling them to learn the following ten spells

Libertine

Charge Powerstone, Charm, Create Object, Create Servant, Delay, Enchant, Haircut, Powerstone, Staff, Steal Beauty.

A mage who has learned 5 of the above spells becomes one of the Decadent, entitling them to learn the following 8 spells

Decadent

Hang Spell, Internal Alchemy of Perceptual Delight, Link, Nose of the Critic, Pockets of Miserly Tightness, Reflex, Ritual of Seduction, Steal Youth


Secret Spell: Internal Alchemy of Perceptual Delight (VH) Regular, resisted by Will.

Internal Alchemy of Perpetual Delight greatly extends the effects of the Ecstasy spell. If it is cast immediately before the caster casts the Ecstasy spell, Ecstasy will have Duration: 1 minute and Cost: 2 to cast, 1 to maintain.

Duration: 1 minute.

Cost: 2.

Time to Cast: 5 minutes


Secret Spell: Ritual of Seduction (VH) Regular, resisted by Will.

The subject feels a strong sexual attraction towards the caster if they fail a will roll. If they fail a second will roll, the subject will choose to engage in sexual activity with the caster (whereas if they succeed on their will roll, how they respond to their feelings is a roleplaying decision). This spell will not work if the caster is incompatible with the subject’s sexual orientation and the subject receives a fresh will roll if the caster does anything that upsets their moral code, which for most people will include mistreating them in any way. The morality of using this spell divides Golden Sun magicians. Some compare it to rape while others insist that since the subject desires to do everything that they do, use of the spell simply constitutes magical seduction. Ritual of Seduction does not require incantations or gestures. However, the spell will only work if the caster talks to the subject for at least 30 seconds and the subject believes that the caster is of higher Status, or Wealth, or is significantly more famous, or if the caster is both physically attractive and no less physically attractive than the subject.

Duration: Until the next time the subject goes to sleep.

Cost: 3

Time to Cast: 1 second.


Secret Spell: Nose of the Critic (VH) Information

The caster can find the tastiest food around. The caster may hunt for one specific kind of food at a time and it must be food they would genuinely enjoy eating. Food in domestic quantities is unlikely to register if competing with restaurants in a city, but a hungry mage out in the woods might pick up the scent of any cooking going on in the area.

Duration: 2 hours.

Cost: 1

Time to Cast: 4 seconds


Secret Spell: Pockets of Miserly Tightness (VH) Regular, Resisted by Will

While the caster is the subject of this spell, people will forget to charge the caster for food in eating establishments, provided that the caster is actually eating the food there and not taking it outside. If “buying” for friends, the mage will be able to feed a number of people equal to their margin of success. Every individual who is to be fooled may resist separately. Normal means of magic detection detect this spell at -4 to skill.

Duration: 1 meal.

Cost: 2

Time to Cast: 5 minutes.
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Old 09-24-2009, 04:51 AM   #33
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Default Re: Magical Style Ideas

These styles certainly have beautiful flavour to them, Greg.

With some of these Secret Spells (like Internal Alchemy of Perceptual Delight, for instance), why not just make them variant versions of the Spells they enhance, with the base version as a Prerequisite, instead of the "cast immediately before" version they are now? Wouldn't it achieve the same thing? ie. giving the school a new way to use the same Spell?
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Old 09-24-2009, 06:28 AM   #34
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Default Re: Magical Style Ideas

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These styles certainly have beautiful flavour to them, Greg.
Thank you!

Quote:
With some of these Secret Spells (like Internal Alchemy of Perceptual Delight, for instance), why not just make them variant versions of the Spells they enhance, with the base version as a Prerequisite, instead of the "cast immediately before" version they are now? Wouldn't it achieve the same thing? ie. giving the school a new way to use the same Spell?
I'm very interested in your take on that because it was an issue I struggled with and about which I remain unsure.

As you point out, there are quite a few spells where I took that route. I decided against using prerequisites for two reasons. Firstly, having removed prerequisite trees in favour of "spell levels", I thought it might be an unwelcome complication to put them back in. Secondly, I was scared of making it pointless to spend more than a point in the original spell, since a superior version was available.
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Old 09-24-2009, 06:42 AM   #35
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Default Re: Magical Style Ideas

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I'm very interested in your take on that because it was an issue I struggled with and about which I remain unsure.

As you point out, there are quite a few spells where I took that route. I decided against using prerequisites for two reasons. Firstly, having removed prerequisite trees in favour of "spell levels", I thought it might be an unwelcome complication to put them back in. Secondly, I was scared of making it pointless to spend more than a point in the original spell, since a superior version was available.
That suggests one of two solutions to me:
1- Don't make them out and out superior. Explosive Fireball seems like a good model for this kind of idea.
2- Have the superior version be capped at the level of the normal one. Thus, you must be a master of Ecstasy to truly master the Internal Alchemy of Perceptual Delight.
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Old 09-24-2009, 06:56 AM   #36
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Default Re: Magical Style Ideas

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That suggests one of two solutions to me:
1- Don't make them out and out superior. Explosive Fireball seems like a good model for this kind of idea.
2- Have the superior version be capped at the level of the normal one. Thus, you must be a master of Ecstasy to truly master the Internal Alchemy of Perceptual Delight.
1 is tricky. With some spells it was easy to balance the secret spell variation with the original - or at least, there was a clear way to try to do it. The spell Quiet Discipline under The Gentle Art takes this approach - the effect is just better than Invisibility, but it also costs more, so it is worth having Invisibility too. On the other hand, for something like Internal Alchemy of Perceptual Delight, cost and casting time aren't likely to be huge factors unless cost rises so high that the mage needs help to cast it. I could add negative side effects to the Internal Alchemy, but it is tricky to find the balancing point where both Ecstasy and Internal Alchemy of Perceptual Delight are worth taking. As always, I'm interested in your thoughts.

2 would work. It would make the secret spell version very hard to raise to a high level, but maybe that is ok. I'm interested in people's thoughts on this.
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Old 09-24-2009, 12:07 PM   #37
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Hands of Restoration 11 points

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

The Hands of Restoration school teaches that those who have special gifts bear special responsibilities. To be a mage is to have a duty to help others and the special calling of those who master this style is to provide magical healing. Healers are in high demand everywhere so the mage should have little trouble selling their skills, but many prefer to focus on helping those with least ability to pay, the poor, the old and the disenfranchised. Some are openly political and criticize the injustices of their society, arguing that the rich should do more to promote the common good – an attitude that is prone to make powerful enemies. Others put ideals firmly behind them and enthusiastically get on with the business of making money from their craft.

Required Skills: Diagnosis, Esoteric Medicine, First Aid, Hazardous Materials (Magical), Herb Lore, Naturalist, Philosophy (Utilitarian), Physician, Veterinary.

Required Spells: Lend Energy.

Perks: Better Magic items (Healing), Elixir Resistance, Intuitive Cantrip (Aid), Intuitive Cantrip (Reinforce), Limited Energy Reserve 1-5, Mana Compensation, Secret Spell (Testament to the Angel of Death, Touch of Solidarity, or Tread of the Living Earth), Secret Words, Spell Bond (Major Healing), Spell Bond (Cure Disease).

Optional Traits

Attributes: Improved IQ, Improved HT.

Advantages: Allies (The grateful), Reputation (Kind Healer).

Disadvantages: Code of Honor, Pacifism, Reputation (Political Troublemaker), Selflessness.

Skills: Politics, Public Speaking, Stealth, Streetwise, Symbol Drawing.

The student begins their studies at the level of Watcher of the Poor, entitling them to learn the following 8 spells.

Watcher of the Poor

Beast-Soother, Counterspell, Detect Magic, Final Rest, Lend Energy, Levitation, Simple Illusion, Sound.

A mage who learns 4 of the above spells including Lend Energy becomes a Watcher of the Sick, entitling them to learn the following eleven spells.

Watcher of the Sick

Detect Poison, Flight, Lend Vitality, Mage Sense, Mage Sight, Minor Healing, Neutralize Poison, Recover Energy, Restore, Share Energy, Sleep.

A mage who learns 6 of the above spells becomes a Watcher of the Aged, entitling them to learn the following fourteen spells.

Watcher of the Aged

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-two spells.

Watcher of the Friendless

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 eleven spells.

Watcher of the Weak

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.


Watcher of the Mighty

Bless, Great Geas, Rebuild, Testament to the Angel of Death, Touch of Solidarity, Tread of the Living Earth.


Secret Spell: Testament to the Angel of Death (VH)

Testament to the Angel of Death is a spell for raising the dead. Except where otherwise noted, this spell functions as Resurrection (GURPS Magic, p.94). The spell will only work if the caster would genuinely prefer for the subject to be alive again (and not for any indirect reason, such as being paid for a resurrection). General good will towards people or even specific goodwill towards people of a certain notation would be insufficient, but the mage might be able to raise somebody because they are a friend, or fights for a cause that the caster believes in, or is in some way an individual that the caster greatly admires. The “one try” limit does not prevent a mage from trying Resurrection where Testament has failed, or Testament where Resurrection has failed.

The spell requires the caster (and any assistants in a ceremony) to verbally give reasons as to why the subject should be allowed to live. Any language may be used, but the pronouncements must be loud and clear. Social skills and spells, like Fast-Talk, Public Speaking or Glib Tongue are useless when addressing the Angel of Death, only sincerity matters.

Duration: Permanent.

Cost: 50. One try.

Time to Cast: 8 hours.


Secret Spell: Touch of Solidarity (VH) Regular

Damage inflicted on the subject is inflicted on the caster instead. The caster and subject must grab each other by the wrist for this spell to take effect.

Duration: Until the next full moon or the caster terminates the spell or falls unconscious.

Cost: 4

Time to Cast: 2 hours.


Secret Spell: Touch of the Living Earth. (VH)

The caster may heal a number of people equal to twice their margin of success by touching them on the forehead with their fingers. Each individual touched will be healed for 3 HP. Tread of the Living Earth will not heal the subject further unless they are wounded again or a day passes.

Duration: 1 hour.

Cost: Variable. For each FP spent, the mage may heal one individual 3 HP.

Time to Cast: 5 seconds
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Old 09-24-2009, 04:28 PM   #38
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Litany of Refusal 12 points

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

Litany of Refusal is a scholastic style, focused on protecting humans from evil spirits. The basics were laid down over a century ago by a disparate group of mages pooling their knowledge to put down the demon Uzzschael, who had unleashed a plague of murder and cannibalism. While stylists study folkloric, religious, and occult traditions for the useful information they provide, the style does not endorse any particular view of the universe, since the founders were more concerned with stockpiling magical secrets than laying out a philosophy. The Litany freely plunders tricks from other styles with little regard for the cultural or religious significance of the “trick” in its original context. In some worlds, this could be worth a negative reputation for profaning sacred things. In theory, mages study this style because they want to help people. In practice, it is also an excellent style for those who wish to make money, especially if they don’t mind exaggerating their client’s problems a little. Also, while Litany of Refusal does not teach the adept how to summon evil spirits, it is a very useful secondary style for mages who wish to traffic with Dark Things.

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

Required Spells: Astral Block, Counterspell, Final Rest.

Perks: Blocking Spell Mastery (Any), Elixir Resistance, Knower of Names, Limited Energy Reserve 1-5, Mana Compensation, Obscure True Name, Sanctum 1-2, , Scroll Reading, Secret Spell (Castigation, Chains of Binding or Knives of Compulsion), Secret Words, Willful Casting.

Optional Traits

Attributes: Improved IQ, Improved Will.

Advantages: True Faith, Reputation (Caster Out of Evil Spirits).

Disadvantages: Cursed, Code of Honor, Enemies (Demons, Spirits and their Cults), Pacifism, Reputation (Heartless Shyster).

Skills: First Aid, History, Interrogation, Physician.

Apprentices begin their studies at the level of The Consecrated, entitling them to learn the following ten spells.

The Consecrated

Astral Block, Counterspell, Detect Magic, Final Rest, Purify Air, Scryguard, Sense Danger, Sense Foes, Shield, Suspend Spell.

When the mage has learned 6 Consecrated spells, including Astral Block Counterspell and Final Rest, they become Exorcists, entitling them to learn the following sixteen spells.

Exorcist

Amulet, Armor, Detect Poison, Fear, Identify Spell, Mage Sense, Mage Sight, Nightingale, Purify Water, Recover Energy, Scrywall, Seek Magic, Sense Observation, Talisman Terror, Watchdog.

When the mage has learned 8 Exorcist spells, they become Wardens, entitling them to learn the following twelve spells.

Warden

Analyze Magic, Materialize, Reflect Gaze, Resist Disease, Resist Fire, Resist Pain, Resist Poison, Resist Water, Scryfool, See Invisible, Solidify, Turn Spirit.

When the mage has learned 6 Warden spells, they become a Watchman, entitling them to learn the following eleven spells.

Watchman

Affect Spirits, Astral Vision, Coolness, Dispel Possession, Iron Arm, Magic Resistance, Resist Cold, Resist Lightning, Resist Sound, Turn Zombie, Warmth.

When the mage has learned 6 Watchman spells, they become one of the Ordained, entitling them to learn the following seventeen spells.

Ordained

Banish, Bind Spirit, Delay, Dispel Magic, Entrap Spirit, Pentagram, Reflex, Remove Curse, Repel Spirits, Resist Acid, Resist Enchantment, Soul Jar, Spellguard, Spell Shield, Spell Wall, Suspend Curse, Suspend Magic.

A mage who learns 8 Ordained spells becomes a Harrower, entitling them to learn the following 7 spells.

Harrower

Bless, Castigation, Chains of Binding, Hang Spell, Knives of Compulsion, Link, Suspend Magery.


Secret Spell: Castigation (VH) Regular, Resisted by Will

Castigation may only be cast on spirits and demons. If Castigation is not successfully resisted by a target, then any immediately follow Banish spell cast on that target is resisted at a penalty equal to the degree by which the target failed to resist Castigation. Castigation is quite painful for the subject, even if resisted. There is no Shock Penalty, but the spell may convince the subject to go home even if not successfully Banished. Or it may just really make them mad.

Cost: 10

Time to Cast: 10 minutes


Secret Spell: Chains of Binding Special

Chains of Binding functions the same way as Entrap Sprit (GURPS Magic p.157) unless otherwise noted. The main difference is that Entrap Spirit is temporary, whereas Chains of Binding will hold the sprit until someone lets them go.

Duration: Permanent.

Cost: Spirit’s (ST+IQ) divided by 2.


Secret Spell: Knives of Compulsion (VH) Regular, Resisted by Will

This spell causes a spirit intense pain in order to make them tell the truth. For every point by which the subject fails the contest, the mage is at +1 to Interrogation. On a critical success by the caster or critical failure by the subject, the subject will tell all they know unless magically prevented from doing so. Mages may have strong moral qualms about if and when it is appropriate to use such a spell.

Duration: 1 minute.

Cost: Spirit’s (ST+IQ) divided by 5.

Time to Cast: 10 seconds.

Last edited by Greg 1; 09-24-2009 at 04:31 PM.
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Old 09-25-2009, 06:34 AM   #39
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The Low Road 18 points

Style Prerequisite: DX 10+, Magery, (not One College Only).

The Low Road is the magical art of robbing graves, as unromantic and practical a style as has been developed. Whether the craft was originally developed by sages who grew greedy or thieves who grew magically sophisticated, it is today a criminal tool and a highly effective and profitable one at that. Mages of this school are very rarely open about it and generally pass themselves off as either urban poor or comfortable idlers of independent means. They generally shun fame and recognition, moving on if they become too well known. Being driven by money rather than by love of the work, they are frequently willing to turn their hand to tasks other than grave robbing if they pay well, so may be found among adventurers, thieves who prey on the living, and even security experts.

Required Skills: Architecture, Archaeology, Climbing, Cryptology, Hazardous Materials (Magical), Hidden Lore (Tombs), Hidden Lore (Undead Lore), Forced Entry, Lockpicking, Occultism, Research, Search, Stealth, Traps.

Required Spells: Climbing, Light, Measurement.

Perks: Blocking Spell Mastery (Any), Flexible Ritual (Any), Intuitive Cantrip (Corpse Smart), Intuitive Cantrip (Intuitive Illusionist), Kill Switch, 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 (Graveweird, Slumber of the Earthen Bed, Touch of Avarice).

Optional Traits

Attributes: Improved DX and IQ.

Advantages: Acute Senses (Any), Catfall, Double-Jointed, Languages, Night Vision.

Disadvantages: Cursed, Enemies (Undead), Greed, Overconfidence, Nightmares, Reputation (Suspicious Behavior).

Skills: Fast-Talk, Heraldry, Merchant, Metallurgy, Symbol Drawing, Thanatology.


The student begins their study at the level of Magpie, entitling them to learn the following fifteen spells.

Magpie

Apportation, Astral Block, Climbing, Counterspell, Detect Magic, Light, Measurement, Scryguard, Seek Air, Seek Earth, Sense Danger, Sense Foes, Suspend Spell, Tell Time, Ward.

When a mage has learned 8 of the above spells including Climbing, Light and Measurement,, they become a Black Dog, which entitles them to learn the following twenty spells.


Black Dog

Continual Light, Great Ward, Know Illusion, Infravision, Levitation, Lockmaster, Locksmith, Mage Sight, Neutralize Poison, Recover Energy, Mage Stealth, Night Vision, Seek Magic, Sense Observation, Sense Spirit, Silence, Slow Fall, Tell Position, Wallwalker, Test Load.

When a mage has learned 8 of the above spells, they become a Banisher, which entitles them to learn the following fifteen spells.

Banisher

Alarm, Identify Spell, Dark Vision, Earth Vision, Flight, Hush, Light Tread, Know Location, Materialize, Poltergeist, Relieve Sickness, See Invisible, Shape Earth, Turn Spirit, Wizard Eye.

When a mage has learned 8 of the above spells, they become a Graveworm, which entitles them to learn the following fifteen spells.

Graveworm

Affect Spirits, Ancient History, Astral Vision, Cure Disease, Dispel Illusion, Earth to Air, Hawk Flight, History, Resist Disease, Resist Poison, Scryfool, Shatter, Solidify, Turn Zombie, Wizard Hand.

When a mage has learned 8 of the above spells, they become a Taxman, which entitles them to learn the following thirteen spells.

Taxman

Banish, Delay, Dispel Magic, Displace Spell, Graveweird, Link, Reflex, Remove Curse, Repel Spirits, Slumber of the Earthen Bed, Touch of Averice, Suspend Curse, Suspend Magic.


Secret Spell: Graveweird (VH) Regular Resisted by Will

The subject can tell when they are being observed by the undead. Nothing about the location or nature of the observer can be determined – the subject can just tell that they are being watched. Graveweird is an unpleasant sensation for most normal people.

Duration: 8 hours.

Cost: 2

Time to Cast: 5 minutes


Secret Spell: Slumber of the Earthen Bed (VH) Area, Resisted by Will

Undead in the spell’s area of effect are at -4 for rolls to notice anything. This will has no effect on undead who are restlessly active, only those who are dormant, or resting, or dozing or in some other way in a state analogous to sleeping or being only partly awake. Any attempt to place an undead creature in a dormant state (killing or destroying them is not “placing them in a dormant state”) is at +2 to skill.

Duration: 1 hour

Base Cost: 1

Time to Cast: 5 Minutes


Secret Spell: Touch of Avarice (VH) Regular

The caster can tell whether they are touching rare metals or stones with a successful Per roll. On a successful Metallurgy or Jeweler roll (as appropriate) they can identify the type. As a side effect, they can tell by touch whether what they are touching is metal, or rock, or neither. This does not count as a spell “on”.

Duration: 8 hours

Cost: 3

Time to Cast: 3 seconds.
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Old 09-25-2009, 10:21 AM   #40
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Path of No Path 12 pts

Style Prerequisite: IQ 12+, Animal Empathy or Frightens Animals, Magery, (not One College Only).

The Path of No Path teaches that human beings have fallen out of harmony with the natural world, wounding our souls, and that it is only by becoming one with nature once again that we can become whole. The journey back to nature is one that every human must take alone, finding their own way, and it is a journey that may take multiple lifetimes. A natural affinity for magic is viewed as evidence that the possessor has come far in previous lifetimes. The magical art of Path of No Path is not necessary for the journey, but is regarded as an extremely useful tool which greatly enhances the seekers chances of success. While practicing Path of No Path generally brings about changes in the wielder, the changes vary depending on the subject’s nature – some grow gentle, some violent and wild, some become obsessed with food and sex, some with protecting the natural world.

Required Skills: Camouflage, Climbing, Herb Lore, Hidden Lore (Wilderness Spirits), Naturalist, Stealth, Survival (Any), Weather Sense.

Required Spells: Keen Hearing, Keen Taste and Smell, Keen Vision.

Perks: Intuitive Cantrip (Friendly Undergrowth), Intuitive Cantrip (Good with Animal, Any type of wild animal), Limited Energy Reserve 1-5, Mana Compensation, Melee Spell Mastery (Any), Mighty Spell (Any melee), No Gestures (Any), No Incantations (Any), Obscure True Name, Secret Spell (Creature of the Land, Metamorphosis or Rage of the Wild).

Optional Traits

Attributes: Improved ST, DX, IQ and HT.

Advantages: Absolute Direction, Acute Senses (Any), Catfall, Combat Reflexes, Hard to Kill, Outdoorsman, Perfect Balance

Disadvantages: Berserk, Bestial, Bloodlust, Callous, Hidebound.

Skills: Esoteric Medicine, Jumping, Running, Survival (Any), Thaumatology.


The student of the Path of No Path begins their studies as a Supplicant of the Beast. This entitles them to learn the following fourteen spells.

Supplicant of the Beast

Beast-Soother, Climbing, Detect Magic, Find Direction, Haste, Keen Hearing, Keen Taste and Smell, Keen Vision, Seek Plant, Seek Water, Sense Danger, Sense Foes, Shield, Test Food.

A mage who has learned 8 of the above spells, including Keen Hearing, Keen Taste and Smell and Keen vision gains the Eyes of the Beast, an achievement enabling them to learn the following twenty-four spells

Eyes of the Beast

Alertness, Beast Seeker, Beast Speech, Armor, Beast Summoning, Detect Poison, Hide, Hush, Identify Plant, Instant Neutralize Poison, Lighten Burden, Might, Neutralize Poison, Nightingale, Night Vision, No-Smell, Pathfinder, Purify Food, Purify Water, Quick March, Recover Energy, Sense Observation, Silence, Watchdog.

A mage who has learned 8 of the above spells gains the Breath of the Beast, enabling them to learn the following twenty-four spells.

Breath of the Beast

Bless Plants, Blossom, Blur, Boost Health, Boost Strength, Conceal, Forest Warning, Gloom, Heal Plant, Hide Path, Light Tread, Mage-Stealth, Plant Growth, Plant Vision, Predict Weather, Rejuvinate Plant, Relieve Sickness, Remove Contagion, Resist Disease, Resist Poison, Tangle Growth, Vigor, Walk Through Plants, Warmth.

A mage who has learned 8 of the above spells attains the Soul of the Beast, enabling them to learn the following sixteen spells.

Soul of the Beast

Beast Link, Coolness, False Tracks, Freedom, Invisibility, Plant Form, Plant Sense, Plant Speech, Protect Animal, Remember Path, Shapeshifting (Bear), Shapeshifting (Boar), Shapeshifting (Crow), Shapeshifting (Deer), Shapeshifting (Hawk), Shapeshifting (Wolf).

A mage who has learned 8 of the above spells becomes an “Animal”, enabling them to learn the following spells.

Animal

Arboreal Immurement, Creature of the Land, Enchant, Metamorphosis, Rage of the Wild. At this rank, Shapeshifting spells that transform the subject into a mundane animal that lives in the wild should generally be available. The mage could learn Shapeshift (Badger) or Shapeshift (Salmon) if they wish, for example. As always, the GM has final ruling.


Secret Spell: Creature of the Land (VH) Regular

If the caster makes an appropriate Survival (Wilderness) skill roll, they will receive the following benefits while in the wild. The caster is at +2 Per and has an additional +2 to Tracking. All attempts to detect the caster, including spells and Tracking, are at -2 to skill. The caster travels 100% faster when off-road and on foot. This does not affect combat Move.

Duration: Until sunrise or sunset, whichever comes first.

Cost: 2

Time to Cast: 5 minutes.


Secret Spell: Metamorphosis (VH) Regular

Cast immediately before the caster casts a Shapeshift (Animal) spell on themselves, metamorphosis will have the following effects. The Shapeshifting spell will be cast at +4 to skill. The Shapeshifting spell will not cause IQ decrease. The duration of the Shapeshift (Animal) spell will be until sunrise or sunset, whichever comes first.

Cost: 1

Time to Cast: 2 minutes.


Secret Spell: Rage of the Wild (VH) Regular

This spell function as Beast Summoning (GURPS Magic, p.30) except where noted. Any summoned beast will immediately attack anyone the caster likes, fighting to the death. The caster can change the target of the beast’s attacks at will, but failure to will an attack on a target the beast can sense will terminate the spell. If the GM rules that the animal summoned was in close proximity to pack mates, 1d animals will arrive instead of one.

Cost: 1

Time to Cast: 1 second.
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