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Old 11-09-2011, 12:34 AM   #1
Refplace
 
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Location: Yukon, OK
Default Chalice World: Magic

OK, I finished another one of my magic systems. I think I will stick all my systems under here from now on, not sure if that's better or starting a new one is better for anyone who cares to read them.
Having them all in once place could be confusing for comments but on the other hand give an idea if at least one persons efforts at mixing and matching multiple systems in one campaign.

A general rule of all magic in the game is that mortal magic cannot actually create only summon, find, seek, transform, purify/corrupt, etc.

There are several cultural magic systems and most of them can be learned by other cultures or races and a character could learn more then one.

The systems I have now (not all have been converted from 3e to 4e) are Alchemy, Herbalogy, Bardic, Blood (Vampire), College (probably dropping this), Control, Craft, Divine, Dwarven Ancestor Magic (Divine Powers), Dwarven Rune magic, Gem Magic, Hekau, Language Magic, Lantern Guild (Path/Book), Nature Magic, Necromancy, Pathos/angst, Shamanic, Sorcery, Tree magic, and Wizardy (Realm)
Some of those have already been posted and I'm happy to repost or add to what I have if anyone wants to see something in particular.

Please note that I am not just posting these to see them in print. I have all this in a nice database for that :)
I want feedback and suggestions so I can improve it. Also some of this might be useful to others as I have found many posts on the forums useful to me.
In particualr the Path/Book thing is something people are always asking for more and its nice to give back by making a few. Also I have a long way to go and can use more Rituals a well as ways to make everything better.

Last edited by Refplace; 11-09-2011 at 12:46 AM. Reason: Added request
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Old 11-09-2011, 12:39 AM   #2
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Default Lantern Guilds

First up are the Lanterns guild, just finished the first one. I have them all built using Thaumatology but will only post them after I have made a few new Rituals for each guild. Otherwise there just a reorginzation of whats already out there. Feel free to suggest other rituals, complain about the ones I have or suggest additional style options.
Basic background and design switches in this post, the guilds later. One thing to note is that since magery is not required this makes the path/Book system more accessible and adds to the overall level of magic in the campaign. Almost any village of size will have a guild member or a hedge mage who uses different paths. Major cities will have many of these guys and it is a fairly common profession compared to lower magic worlds.

The lantern guilds use a flexible form of magic (Path/Book from Thaumatology p125) Specific switches are Magery is not required but is a bonus to skill, Effect Shaping, Ritual Magic (Lantern) is the core skill and each Guild is its own path skill with techniques and defaults. Use the Rule of 20 for skill caps to defaults. Mortal magic cannot create or destroy a substance, but it can find, control, transform, conjure, banish, or purify and corrupt it.
The Lantern Guild is the primary human organized system of magic and it is broken up into several individual guilds. Most of these guilds are named after a particular color or style of Lantern. It is said the Lantern symbol was chosen as it represents the light holding back the darkness and thus symbolizes the benefits of magic to human society. It is also in use by the Dwarves, especially Blue Lanterns.

Black Lanterns (Water, Ice) POSTED
Blue Lanterns (Communications, Empathy, Mind Control) AKA The Communications Guild
Brass Lanterns (Fire)
Brown Lanterns (Animal)
Green Lanterns (Plant)
Gold Lanterns (Enchantment, Meta) AKA The Society of Enchanters
Grey Lanterns (Air, Weather)
Iron Lanterns (Protection and Warning)
Orange Lanterns (Making and Breaking)
Red Lanterns (Entertainment, Body, Illusion, Sound)
Shadow Lanterns (Necromantic)
Silver Lanterns (Knowledge)
Violet Lanterns (Body, Healing)
Yellow Lanterns (Earth, Food)
White Lanterns (Light and Darkness)
Winged Lanterns (Gate, Movement)

Last edited by Refplace; 11-09-2011 at 06:48 PM.
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Old 11-09-2011, 12:40 AM   #3
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Default Re: Chalice World: Black Lanterns

Black Lanterns (Water, Ice)
Black Lanterns are experts at water magic and highly desired in any town but especially coastal cities and villages that rely on fishing. They are considered essential to the growth and health of a city.
First Circle (Basic Style)
Required: Ritual Magic (Lantern), Path Skill: Black, Style perk,
Perks: Intuitive Cantrip (Rinse), Sanctum, Super Sympathy,
Optional Traits: Special Exercises (HT), Fit, Very Fit
Second Circle (General Administrator)
Required: Administration 12, Ritual Magic Lantern 14, Swimming 12, Expert Skill (Hydrology), Guild Rank 1
**Allowed Benefits:
Third Circle
Required:
**Allowed Benefits: Special Exercises (Magery), Ritual Adept 1
Fourth Circle
Required:
**Allowed Benefits: Ritual Adept 2, Secret Spells and Books
Fifth Circle:
Required:
**Allowed Benefits: Ritual Adept 3, Amphibious,
Standard Rituals: Command the Waves (Black -4, 10 minutes; p 143); Endure Elements (Black, Brass, Grey -2; 10 minutes; p 143); Mist (Black -3; p 144); Predict Weather (Black -2, Grey; 10 minutes; p156); Summon Water Spirit (Black*; 1dx10 minutes; p162); Weatherworking (Black -6, Grey -4; 1 hour; p156)
New Rituals
Chill Object (Black -1; 30 minutes; lowers the temp of an object by up to 10 degrees per margin of Success and specific temperatures can be specified; Objects enchanted this way act as coolers for the duration)
Life Preserver (Black -5; 30 minutes; Cast on an object it lets that object float and carry up to the specified weight and remain floating. Normally cast as a conditional spell on life preservers or vests that activated when the wearer goes into the water.)
Purify Water (Black -4; 10 minutes; Cast on a container of water it purifies the water by destroying small impurities or pushing larger ones and objects out of the water. The water must be in a container and not a natural body like a pond, lake or sea. Can be cast on bottles, water towers or other things of that ilk and most used to provide clean water to a town. Will cause larger objects up to 10 lbs to float to the top until scooped out or the duration expires. Bacteria and minor plants are killed and purged with smaller life pushed to the top up to the weight limits for objects.)
Seafarers Curse (Black -5; 1 hour; This curse harms the sailor or fisherman while on the sea. If successful the victim suffers a mishap in 3d days, no duration modifier is required or permitted. The mishap is equivalent to a missed job skill roll and a critical success on the Ritual or effectiveness roll treats it as a criticial job failure roll. Note that this can be especially dangerous in rough weather.)
Seafarers Luck (Black -5; 1 hour; Grants a charm the ability to make its bearer do especially well at work for the next month. No duration modifiers required or permitted. Counts as a successful job roll, ordinary success turned into a critical success, normal failure counts as a success and a critical job failure becomes instead a failure by 1! This only works for those who do their work on the sea but is very popular.)
Seek Coastline (Black; 20 minutes; Finds the nearest coastline if it succeeds and points the caster to it and tells how far away it is. Often cast on a charm and sold to sailors)
Seek Fish (Black -4; 30 minutes; Finds the nearest school of the specified fish type. You need a fish of the type your trying to find (and get the modifiers) or a successful use of Fisherman or naturalist skill to correctly visualize the fish your looking for.)
Seek Water (Black; 10 minutes; Finds the nearest amount of water or can be cast to look for multiple sources! MoS determines number of qualifying sources. Caster can exclude known sources, specify a type (bottle, well, underground pool, pond, etc for -2 skill))
Swimming Enhancement (Black -2; 10 minutes; Grants +1 to endurance rolls (swimming or HT) per two full points of success, min +2 AND +1 move (Swimming) for the duration.)
Water Bucket (Black -6; 1 hour; Conjures fresh clean water within the specified parameters. Weight (Thaumatology p243) for the amount of water and the water may also be specified to appear dispersed equally over an area when the Ritual is preformed. Note that for a large ball of water no area is needed and in most cases the water will quickly spread out. However this Ritual is also used to create sprinkler like effects to place on charms to put out fires or water a field and for that the area needs to be added.)
Secret Rituals
***Enrich Water (Black -5; 1 hour; Transforms ordinary water into essential water. This is an instant effect and no duration modifiers are allowed.)

Last edited by Refplace; 11-09-2011 at 06:50 PM.
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Old 11-09-2011, 03:13 PM   #4
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Default Gold Lanterns

Still need to make some more rituals for these guys but I wanted to post this and see if there are any comments on the Enchanters perk or the new Ritual I added. They both can be very powerful, though I put a penalty on the Ritual so it can make larger powerstones but there is a limit.

Gold Lanterns (Enchantment, Meta) AKA The Society of Enchanters
Gold Lanterns focus on Charms.
First Circle (Basic Style)
Required: Ritual Magic (Lantern), Path Skill: Gold, Style perk,
Perks: Sanctum, Super Sympathy, Headhunter, Enchanter*
Optional Traits:
Second Circle (General Administrator)
Required: Administration 12, Ritual Magic (Lantern) 14, Guild Rank 1
**Allowed Benefits:
Third Circle
Required:
**Allowed Benefits: Special Exercises (Magery), Ritual Adept 1
Fourth Circle
Required:
**Allowed Benefits:Ritual Adept 2, Secret Spells and Books
Fifth Circle:
Required:
**Allowed Benefits: Ritual Adept 3,
Standard Rituals: Journeyman's Blessing (Gold -3; 1 hour; p153), Journeyman's Curse (Gold -3; 1 hour; p153), Love Charm (Gold -3; 1 hour; p154), Loyal Item (Gold -4; 1 hour; p154), Perfect Control (Gold -5, Orange -2; 20 minutes; p147), Warrior's Blessing (Gold -6; 1 hour; p150), Weapon Blessing (Gold -6*; 1 hour; p155)
New Rituals:
Ritual of Preparation for Enchantment (Gold-2, 1 hour; Cast on an object it cleanses it from unwanted magical influences and makes it easier to enchant the object. This has the effect of changing a failure to a success and a critical failure to a normal one and is then used up. It must be case on an object to be enchanted and the spell flashes when triggered so it is noticeable and the spell can be recast if desired, for casting another enchantment for instance. Each enchantment on an item increases the skill penalty by -2 however)
Secret Rituals:

*Enchanter Perk: May buy a style perk for any other Lantern style (and many other magics as well, though less commonly) and this allows the caster to aid in rituals that create charms, fetishes, amulets, talisman's, etc as if this caster had that path or training at his Gold path level. This wont help with casting Rituals as spells and this enchanter is acting as an assistant and using the collaboration rules.

Last edited by Refplace; 11-09-2011 at 06:49 PM.
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Old 11-09-2011, 06:45 PM   #5
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Default Blue Lanterns

Blue Lanterns (Communications, Empathy, Mind Control) AKA The Communications Guild
Blue Lanterns are experts at Communication magic and it mostly relies on mental abilities to communicate. They are one of the most powerful and influential guilds and the headquarters is always a blue tower in the city or town. They also work closely with the Winged Lanterns.
First Circle (Basic Style)
Required: Ritual Magic (Lantern), Path Skill: Blue, Style perk,
Perks: Sanctum, Super Sympathy, Penetrating Voice, Auto trance,
Optional Traits: Special Exercises (IQ), Meditation,
Second Circle (General Administrator)
Required: Administration 12, Ritual Magic (Lantern) 14, Dreaming, Guild Rank 1
**Allowed Benefits:
Third Circle
Required:
**Allowed Benefits: Special Exercises (Magery), Ritual Adept 1
Fourth Circle
Required:
**Allowed Benefits: Ritual Adept 2, Secret Spells and Books
Fifth Circle:
Required:
**Allowed Benefits: Ritual Adept 3,
Standard Rituals: Dream Sanctum (Iron -6, Blue -3; 20 minutes; p142), Dream Shackles (Blue -8; 1 hour; p142), Dream Visitor (Blue -2; 10 minutes; p142), Dreamwalk (Blue; 1 hour; p142), Night Terrors (Blue -5; 1 hour; p142), Read Thoughts (Blue -7, Silver -7; 10 minutes; p 152), Read Memories (Blue -7; 1 hour; p 151), Suggestion (Blue -6; 10 minutes; p 141), Slumber (Blue -2, Violet -2; 10 minutes; p143)
New Rituals:
Compel Truth (Blue -3; 10 minutes; Cast on a subject it forces the subject to tell the truth. Note the truth is what he subject believes and may not be accurate. This is resisted and lasts for 10 minutes per margin of success.)
Hall of Dreams (Blue -2; 1 hour; Cast on a space, typically a bed or room those in that space are more accessible to outsiders dreams. MoS reduces the range penalty by the same margin. This spell effectively lights up the area with a huge aura that makes it easier to find and reach by Dream spells. It is usually cast along with Dream Sanctum to help keep unwanted visitors out.)
Imbue Message (Blue -5; 10 minutes plus length of time to speak or think the message.; Cast on an object it imbues the object with an echo of your speech or thoughts and it will when triggered talk aloud if the message was spoken or project the thoughts into the holders mind if it was a thought message.)
Ritual of language (Blue -3, 1 hour, Allows the subject, who must be in the casters presence to understand a language the caster knows or is being spoken in their presence)
Secret Rituals:

Last edited by Refplace; 11-09-2011 at 06:51 PM.
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Old 11-09-2011, 10:24 PM   #6
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Default Brass Lanterns (Fire) Path/Book

Brass Lanterns (Fire)
Brass Lanterns are experts at Fire magic.
First Circle (Basic Style)
Required: Ritual Magic (Lantern), Path Skill: Brass, Style perk,
Perks: Sanctum, Super Sympathy, Ignition
Optional Traits: Special Exercises (IQ),
Second Circle (General Administrator)
Required: Administration 12, Ritual Magic (Lantern) 14, Guild Rank 1
**Allowed Benefits:
Third Circle
Required:
**Allowed Benefits: Special Exercises (Magery), Ritual Adept 1
Fourth Circle
Required:
**Allowed Benefits: Ritual Adept 2, Secret Spells and Books
Fifth Circle:
Required:
**Allowed Benefits: Ritual Adept 3, Temperature Tolerance (Heat), Up to DR 3 (fire/burning damage only, -40%) [9]
Standard Rituals: Conjure Flame (Brass -4; 10 minutes; p 143), Endure Elements (Brass -0, 10 minutes; p 143), Firecalm (Brass -1; 10 minutes; p 143), Summon Fire Spirit (Brass*; 1dx10 minutes; p162)
New Rituals:
Fire Breath (Brass -5; 10 minutes; cast on the subject or a charm it enables the wearer to breathe out flames of fire! This is a Fire jet and damage is decided when the spell is cast using the normal modifiers. No area is required or permitted)
Fire Resistance (Brass -0; 10 minutes; Cast on an object it makes it harder for the object to catch fire. MOS provides DR 1 (fire only) and Temp tolerance (Heat) 1 per point.)
Fire Stone (Brass -2; 30 minutes; Raises the temp of an object by up to 10 degrees per margin of Success and specific temperatures can be specified. These are like hot coals or handwarmers and have many uses.)
Flaming Weapon (Brass -4; 10 minutes; The weapon is hot and flames come out of it that do not harm it but cause 1 point of burning damage per MOS)
Seek Fire (Brass; 10 minutes; Finds the nearest fire or can be cast to look for multiple sources! MoS determines number of qualifying sources. Caster can exclude known sources, specify a type (hearth, wildfire, campfire, burning building, forge, etc for -2 skill))
Shape Fire (Brass -2; 10 minutes; Controls a flame and allows the caster to move it or shape it. The spell must be cast on a flame as an area and can move that flame around for the duration. Note that if the flame gets away from the fuel it will go out.)
Vulcans Forge (Brass -2; 10 minutes; Increases the heat of a fire in a forge or kiln but increases fuel consumption by the same percentage. Each point of success on the roll allows up to double the heat)
Secret Rituals:
Essential Flame (Brass -5; 1 hour; Transforms ordinary fire into essential fire for the duration.)

Last edited by Refplace; 11-10-2011 at 12:06 AM.
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Old 11-10-2011, 12:59 AM   #7
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Default Brown Lanterns (Animal) Path/Book

Brown Lanterns (Animal)
Brown Lanterns are experts at Animal magic and highly desired in rural areas and villages that rely on animal exports. They have a respect for and often love of animals but they are pragmatic about it and are willing to kill animals for food and clothing.
First Circle (Basic Style)
Required: Ritual Magic (Lantern), Path Skill: Brown, Style perk,
Perks: Call of the Wild, Sanctum, Super Sympathy, Pet
Optional Traits: Animal Empathy
Second Circle (General Administrator)
Required: Administration 12, Ritual Magic (Lantern) 14, Guild Rank 1
**Allowed Benefits:
Third Circle
Required:
**Allowed Benefits: Special Exercises (Magery), Ritual Adept 1
Fourth Circle
Required:
**Allowed Benefits:Ritual Adept 2, Secret Spells and Books
Fifth Circle:
Required:
**Allowed Benefits: Ritual Adept 3, AF: Animal,
Standard Rituals: Command Beast (Brown -4; 10 minutes; p155), Fertility (Brown -2, Violet -2; 1 hour; p149), Gentle Beast (Brown; 10 minutes; p156), Hasten Mount (Brown -5; 10 minutes; p149), Hunters Blessing (Brown -3; 1dx10 minutes; p15), Malaise (Brown -5, Violet -5; 1 hour; p149), Reversion of Form (Brown -5, Iron -5; 30 minutes; p144), See the True Face (Brown -2, Silver -6; 10 minutes, p145), Seek Beast (Brown -0; 10 minutes; p156), Soothe (Brown, Violet; 10 minutes; p150), Speak With Beasts (Brown -3; 10 minutes; p156), Sterility (Brown -1, Violet -1; 1 hour; p150), Succor (Brown -4, Violet -4; 30 minutes; p150), Summon Beast (Brown -3; 10 minutes; p156), Tirelessness (Brown -5, Violet -5; 30 minutes; p150), Vitality (Brown -3, Violet -3; 1 hour; p150)
New Rituals:
Attract Animal (Brown; 10 minutes; makes the area very desirable (resist with MOS if forced to leave) for an animal to enter or stay in the area. This spell is cast for a broad type of animal such as Insects, Mammals, Birds, Fish, Reptile, etc OR it can be narrowed down to a smaller category or type. It may be cast on an area or amulet and it attracts them to the wearer)
Beast Link (Brown-3; 10 minutes; Cast on a specific animal it creates a minor mental link between the caster and the animal. It will stay nearby (within 30 minutes travel) and come when called and when it arrives the spell expires. There is no duration required)
Beast Possession (Brown -10; 10 minutes; Allows the caster to take over the animals mind and body. The caster is in full control and this spell is resisted by the animals will. The caster is not aware of his body for the duration and the spell can be canceled at any time)
Beast Rider (Brown -6; 10 minutes; cast on an animal the Caster becomes able to use its senses or his own. It takes a concentrate maneuver to change orientation. Provides no control over the animal and duration may be ended at any time and regardless of distance)
Bless Animal (Brown -5; 1 hour; Insures the animal will do really well for the next month. No duration modifiers required or permitted. Counts as a successful survival roll, with ordinary success changed to a critical success, ordinary failure becoming a success and a critical failure becoming a failure by 1)
Curse Animal (Brown -5; 1 hour; this curse insures the victim suffers a mishap in 1d days, no duration modifier is required or permitted. This is treated as a failure on its survival roll or rather one step lower on the roll, so crit success becomes ordinary success and success becomes a failure with a failure becoming a critical failure. Critical success on the Ritual lowers the survival roll by 2 steps. This is most often used to trap or get rid of vermin and is typically cast on a barn or house for one or more critters.)
Protect Animal (Brown -6; 1 hour; Provides the subject animal with DR 1 for the duration.)
Repel Animal (Brown; 10 minutes; makes it uncomfortable and scary (resist with MOS if forced to enter) for an animal to enter or stay in the area. This spell is cast for a broad type of animal such as Insects, Mammals, Birds, Fish, Reptile, etc OR it can be narrowed down to a smaller category or type. It may be cast on an area or amulet and it protects the area around the wearer)
Secret Rituals:
Skinchange (Brown -6*; 20 minutes; p145)



Note that several rituals are shared with the Violet path but if it calls for a skill roll use Vet skill instead of Physician for healing animals.
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Old 11-10-2011, 11:56 AM   #8
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Default Green Lanterns (Plant) Path/Book

Green Lanterns (Plant)
Green Lanterns are experts at plant magic and are found most commonly in farming villages. Like Brown lanterns they are pragmatic and though they care for plants they consider themselves stewards and manage the resources rather then abuse or not allow anyone to cultivate.
First Circle (Basic Style)
Required: Ritual Magic (Lantern), Path Skill: Green, Style perk, Herb Lore
Perks: Sanctum, Super Sympathy,
Optional Traits: Plant Empathy, Botony
Second Circle (General Administrator)
Required: Administration 12, Ritual Magic (Lantern) 14, Guild Rank 1
**Allowed Benefits:
Third Circle
Required:
**Allowed Benefits: Special Exercises (Magery), Ritual Adept 1
Fourth Circle
Required:
**Allowed Benefits: Ritual Adept 2, Secret Spells and Books
Fifth Circle:
Required:
**Allowed Benefits: Ritual Adept 3,
Standard Rituals: Plant Fertility (Green -1; 1 hour; p149(Fertility but plant only)), Blight (Green; 1 hour; p150 (Sterility but plants only)), Summon Plant Spirit (Green*; 1dx10 minutes; p162)
New Rituals:
Identify Plant (Green; 10 minutes; This ritual tells you the name of the plant and its characteristics, including how well it will grow in the area based on normal conditions)
One with the Green (Green -5; 30 minutes; Attunes the caster to plants in the area and can sense what they can sense. This includes magical effects on them, people trampling grass or bending branches or being cut down by lumberjacks)
Overgrowth (Green -4; 1 hour; Causes a specific plant or all those in an area to grow very fast. Within a matter of minutes the plants grow as if the same time had passed as specified using the Duration modifiers. Note that this can drastically deplete the soil mineral content but the ritual summons water and supplies magical energy for much of the growth)
Plant Health (Green -2; 1 hour; Cures most diseases and repairs damage to plants. Heal HP by up to MoS and gives them the same bonus to HT to resist disease for the duration)
Seek Plant (Green; 10 minutes; Locates and tells where the nearest plant of the specified type is. Can exclude known plants and the plant type can be specific or broad, from sunflowers to trees)
Shape Plant (Green -3; 20 minutes; Causes the plant to grow in the imagined shape and provides limited animating energy to aid this. Cannot make a plant defy gravity or do impossible things but for the duration the plant will try to mold itself to the shape imagined when the ritual is cast)
Walk Among Plants (Green -4; 10 minutes; Cast on a subject it enables plants to move slightly out of the way and recover quickly from passage. This reduces movement penalties and makes tracking harder, both by the MoS)
Secret Rituals:
Essential Wood (Green -5; 1 hour; Transforms ordinary wood into essential wood. This is an instant effect and no duration modifiers are allowed.)
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Old 11-10-2011, 07:54 PM   #9
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Default Grey Lanterns (Weather, Air) Path/Book

Not really satisfied with this guild/path
The idea behind path/book magic is to be more strategic then tactical, especially compared to the core magic system. However these guys lack oomph that the others have. Open to suggestions as with the rest.


Grey Lanterns (Air, Weather)
Grey Lanterns are experts at weather and air magic and are among the least populous guilds but are desired in areas where there are rough weather or industries that are vulnerable to it, especially farming and coastal towns.
First Circle (Basic Style)
Required: Ritual Magic (Lantern), Path Skill: Grey, Style perk,
Perks: Sanctum, Super Sympathy, Air Jet
Optional Traits:
Second Circle (General Administrator)
Required: Administration 12, Ritual Magic (Lantern) 14, Guild Rank 1, Meteorology/TL3
**Allowed Benefits:
Third Circle
Required:
**Allowed Benefits: Special Exercises (Magery), Ritual Adept 1
Fourth Circle
Required:
**Allowed Benefits:Ritual Adept 2, Secret Spells and Books
Fifth Circle:
Required:
**Allowed Benefits: Ritual Adept 3,
Standard Rituals: Calm the Winds (Grey; 10 minutes; p143), Command the Waves (Black -4, Grey -4; 10 minutes; p 143), Endure Elements (Black, Brass, Grey -2; 10 minutes; p 143), Inexorable Breeze (Grey -1; 10 minutes; p143), Mist (Black -3, Grey -2; 10 minutes; p144), Predict Weather (Black -2, Grey; 10 minutes; p156), Summon Air Spirit (Grey*; 1dx10 minutes; p162). Thunderbolt (Grey -6; 1 hour +10 minutes (see notes); p144), Weatherworking (Black -6, Grey -4; 1 hour; p156)
New Rituals:

Secret Rituals:
Essential Air (Grey -5; 1 hour; Transforms ordinary air into essential air. This is an instant effect and no duration modifiers are allowed.)

***Possible Air sight to see from the sky
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Old 11-12-2011, 02:58 AM   #10
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Default Iron Lanterns (Protection and Warning) Path/Book

Iron Lanterns (Protection and Warning)
Iron Lanterns are experts at protection and warning magic and commonly found in only the larger towns and cities.
First Circle (Basic Style)
Required: Ritual Magic (Lantern), Path Skill: Iron, Style perk,
Perks: Sanctum, Super Sympathy, Rule of 15 (fright checks)
Optional Traits: Fearlessness
Second Circle (General Administrator)
Required: Administration 12, Ritual Magic (Lantern) 14, Guild Rank 1
**Allowed Benefits:
Third Circle
Required:
**Allowed Benefits: Special Exercises (Magery), Ritual Adept 1
Fourth Circle
Required:
**Allowed Benefits: Ritual Adept 2, Secret Spells and Books
Fifth Circle:
Required:
**Allowed Benefits: Ritual Adept 3, Mind Shield
Standard Rituals: Chaperone (Iron -5; 1 hour; p152), Charm Against Dark Beasts (Iron-6; 1 hour; p157), Cleansing (Iron -4, Gold -4; 20 minutes; p157), Curse Mirror (Iron-3, Gold -3; 20 minutes; p157), Curse Sanctum (Iron, Gold; 1 hour; p157), Dispel Ritual (Iron -6, Gold -6; 1 hour; p157), Dream Sanctum (Iron -6, Blue -3; 20 minutes; p142), Exorcise (Shadow -2, Iron -5; 1 hour; p161), Ghost Shirt (Iron -7; 1 hour; p158), Journeyman's Blessing (Iron -5, Shadow -3; 1 hour; p153), Obscurity (Red -5, Iron -6; 0 minutes; p141), Reversion of Form (Brown -5, Iron -5; 30 minutes; p144), Veil (Silver -3, Iron -4, Gold -4; 20 minutes; p152), Ward (Iron -4*; 1 hour; p158)
New Rituals:
Lucky Block (Iron; 10 minutes; May be cast on a shield, cloak or other item that can block and it will replace a normal failure to block with a success and then expire. Duration is not required nor permitted. Add -1 skill per pound of the item)
Lucky Parry (Iron; 10 minutes; May be cast on a weapon or other item that can parry and it will replace a normal failure to parry with a success and then expire. Duration is not required nor permitted. Add -1 skill per pound of the item)
Major Block (Iron-5; 1 hour; May be cast on a shield, cloak or other item that can block. It adds half (round down) the margin of success to blocks with that item for the duration)
Major Parry (Iron-5; 1 hour; May be cast on a weapon or other item that can parry. It adds half (round down) the margin of success to parries with that item for the duration)
Watchdog (Iron -2; 30 minutes; Cast on an area it alerts the caster when an intruder crosses the border. This wakes the caster without being stunned even if he is asleep. It can be set to warn of any intruder, those with hostile intent, those above a minimum size or even a specific thing at the casters intent when casting the ritual. An option at an additional -1 to skill is it can growl then bark as the designated intruders cross the area until they leave or the caster stops it. The spell expires when the duration is meant not when the alarm is triggered.)
Secret Rituals:
Thicken the Walls of the World (Iron-3; 1 hour; p165)

EDIT: Added weight cost to Lucky Parry and Lucky Blow based on Weapon Blessing.
Weapon Blessing mods suggested by aesir23

Last edited by Refplace; 11-12-2011 at 03:08 PM. Reason: Added suggestions from aesir23
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