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GURPS 4th edition. Magical Styles: Dungeon Magic PDF

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TM D M UNGEON AGIC TM Written by SEAN PUNCH Illustrated by ABRAR AJMAL, JEAN ELIZABETH MARTIN, PAT MORRISSEY, DOUGLAS SHULER, BOB STEVLIC, and MICHAEL S. WILSON GURPSSystem Design (cid:0)STEVE JACKSON e23 Manager (cid:0)STEVEN MARSH GURPSLine Editor (cid:0)SEAN PUNCH Marketing Director (cid:0)LEONARD BALSERA Managing Editor (cid:0)PHILIP REED Director of Sales (cid:0)ROSS JEPSON Assistant GURPS Line Editor(cid:0)JASON “PK” LEVINE Prepress Checker (cid:0)NIKKI VRTIS Production Artist & Indexer (cid:0)NIKOLA VRTIS Page Design (cid:0)PHIL REEDand JUSTIN DE WITT Art Direction (cid:0)MONICA STEPHENS andNIKKI VRTIS GURPSFAQ Maintainer(cid:0)VICKY “MOLOKH” KOLENKO Reviewers: Jason “PK” Levine and Steven Marsh GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Magical Styles, Dungeon Magic, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Magical Styles: Dungeon Magicis copyright © 2014 by Steve Jackson Games Incorporated. Some art © 2014 JupiterImages Corporation. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. STEVE JACKSON GAMES Stock #37-1655 Version 1.0 – March 2014 ® C ONTENTS INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . 3 Publication History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 There were really only About the Author. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1. SEVEN SORCEROUS SOCIETIES . . . . . . . . 4 four types of people in Style Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 THEFLUIDISTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 the world: men and Fluidism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Design Notes: Fluidism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 women and wizards THEGUILDOFIRONMAGES. . . . . . . . . . . . . . . . . . . . . 10 Iron Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 and witches. Design Notes: Iron Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . 12 THEOLDSCHOOL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 – Terry Pratchett, Underworld Lore. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Design Notes: Underworld Lore. . . . . . . . . . . . . . . . . . . . . . 16 I Shall Wear THEORDEROFTHESUN. . . . . . . . . . . . . . . . . . . . . . . . 17 Thaumaturgetics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Midnight Design Notes: Thaumaturgetics. . . . . . . . . . . . . . . . . . . . . . 20 THESISTERSANDBROTHERSOFECHOES. . . . . . . . . . . 20 Way of Echoes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Design Notes: The Way of Echoes. . . . . . . . . . . . . . . . . . . . 23 THETOWEROFPENTACLES. . . . . . . . . . . . . . . . . . . . . . 24 Iron Mage (Red-Robe) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Pentaclism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Underworld Mage (Black-Robe) . . . . . . . . . . . . . . . . . . . . 36 Design Notes: Pentaclism. . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Arcane Arts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 THEWIZARDSOFTHEMIRROREDGAZE. . . . . . . . . . . . 29 Thaumaturgeticist (Yellow-Robe) . . . . . . . . . . . . . . . . . . . 37 Echoist (Green-Robe). . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 The Mirrored Gaze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Pentaclist (Orange-Robe) . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Design Notes: The Mirrored Gaze . . . . . . . . . . . . . . . . . . . . 32 Mirror-Mage (White-Robe). . . . . . . . . . . . . . . . . . . . . . . . . 41 2. CHARACTER TEMPLATES. . . . . . . . . . . . 33 Power-Ups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Fluidist (Blue-Robe) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Fatigue Points and Energy Reserve. . . . . . . . . . . . . . . . . . . 33 About GURPS Steve Jackson Games is committed to full support of Internet. Visit us on the World Wide Web at GURPS players. Our address is SJ Games, P.O. Box sjgames.com for errata, updates, Q&A, and much more. 18957, Austin, TX 78760. Please include a self-addressed, To discuss GURPS with our staff and your fellow gamers, stamped envelope (SASE) any time you write us! visit our forums at forums.sjgames.com. The web page We can also be reached by e-mail: [email protected]. for GURPS Magical Styles: Dungeon Magiccan be found Resources include: at gurps.sjgames.com/dungeonmagic. Bibliographies.Many of our books have extensive bibli- New supplements and adventures. GURPScontinues to ographies, and we’re putting them online – with links to let grow – see what’s new at gurps.sjgames.com. you buy the resources that interest you! Go to each book’s Warehouse 23. Our online store offers GURPS adven- web page and look for the “Bibliography” link. tures, play aids, and support in PDF form . . . digital copies Errata.Everyone makes mistakes, including us – but we of our books, plus exclusive material available only on do our best to fix our errors. Up-to-date errata pages for all Warehouse 23! Just head over to warehouse23.com. GURPSreleases, including this book, are available on our Pyramid (pyramid.sjgames.com). Our monthly PDF website – see above. magazine includes new rules and articles for GURPS, sys- temless locations, adventures, and much more. Look for Rules and statistics in this book are specifically for the each themed issue from Warehouse 23! GURPS Basic Set, Fourth Edition. Page references that begin with B refer to that book, not this one. C 2 ONTENTS I NTRODUCTION GURPS Thaumatology: Magical Styles provides the tools liches are Bad Guys, it’s of limited value. That’s typical of to give different wizardly orders (academies, fraternities, GURPS Dungeon Fantasy, which tends to be about monster- guilds, etc.) distinctive magical arts without more than slaying treasure-seekers who are the Good Guys (if only nom- slightly bending the standard magic rules on pp. B234-253. inally). And while Dungeon Fantasy has several varieties of Wizards who satisfy their school’s mundane skill require- spellcasters, non-wizards rely on advantages besides Magery ments and select spells from its shorter, more focused list are and wield GURPS Powers-style abilities as often as spells. rewarded with access to perks that change how magic works, They’re more users of alternative magic systems than gradu- new spells available only to insiders, and alternative prereq- ates of different schools of wizardry. uisite chains that avoid irrelevant or dissonant choices (such What GURPS Magical Styles: Dungeon Magic aims to do as Fire spells for ice specialists!). This allows the campaign to is provide further worked examples for Thaumatology: feature a greater diversity of magic-users – each group enjoy- Magical Styles in the form of schools of wizardly magic – as ing its own culture and methods – without sacrificing the opposed to shamanism, theurgy, or whatever – for Dungeon comfortable Magery-and-spells framework for unfamiliar Fantasy. While it sticks to the conventions of Dungeon and potentially unbalanced alternatives. Fantasy,it doesn’t require that series. With only minor adapta- The catch is that Thaumatology: Magical Styles offers tion (reading “power items” as “Powerstones,” mainly), every- only one worked example of such a tradition, the Onyx Path, thing should work in any fantasy campaign that features which is for sedentary black magicians who hope to become Magery-based wizards. There’s simply a bias away from slow, undead. In campaigns where PCs are adventurous heroes and costly magic – for instance, the Enchantment college and the Resurrection spell – and toward the sort that’s handy for adventuring activities such as clue- finding, travel, survival, combat, and looting. (If your adventures occasionally feature grander goals, mix in some styles from Pyramid, like those in issues #3/4, #3/28, #3/43,and #3/48.) P H UBLICATION ISTORY This is the first edition of GURPS Magical Styles: Dungeon Magic. It invokes many concepts and perks from GURPS Thaumatology: Magical Styles, and draws on GURPS Magic (not just the GURPS Basic Set) for spell lists; both supple- ments are necessary to use this one. The GURPS Dungeon Fantasy series is not required outside of a Dungeon Fantasy campaign. A A BOUT THE UTHOR Sean “Dr. Kromm” Punch set out to become a particle physicist in 1985, ended up the GURPS Line Editor in 1995, and has engi- neered rules for almost every GURPS product since. He developed, edited, or wrote dozens of GURPS Third Edition projects between 1995 and 2002. In 2004, he produced the GURPS Basic Set, Fourth Edition with David Pulver. Since then, he has created GURPS Powers (with Phil Masters), GURPS Martial Arts(with Peter Dell’Orto), GURPS Zombies, and the GURPS Action, GURPS Dungeon Fantasy, andGURPS Power-Upsseries . . . among other things. Sean has been a gamer since 1979. His non-gaming interests include cinema, mixol- ogy, and Argentine tango. He lives in Montréal, Québec with his wife, Bonnie. I 3 NTRODUCTION C O HAPTER NE S EVEN S ORCEROUS S OCIETIES GURPS Magical Styles: Dungeon Magic describes seven The Order of the Sun (pp. 17-20) is modeled on a modern- wizardly orders that pursue distinctive styles of magic. Each day self-help movement or lifestyle cult, complete with group has a different outlook; each style, tasks at which it aggressive recruiting, tracts, and retreats. However, users of excels. The GM needn’t use anything but the styles – but it’s its Thaumaturgetics style aren’t chanting followers but trig- more funto give schools of magic a presence in the game world ger-happy wielders of direct-damage magic. Perhaps they’re as well as on character sheets! To facilitate this, these societies more like those survivalists who hole up in compounds with come with few background assumptions, yet allow for the pos- lots of guns. Their quick-and-dirty magic dominates at pure sibility that they coexist and interact. They’re designed for easy offense against nearly all kinds of targets, but at the cost of adaptation to practically any TL2-4 fantasy setting. defense and broader utility. The Sisters and Brothers of Echoes (pp. 20-24) are another Who Are These Guys? cultish group, but one that leans toward peace, love, unity, and respect; their “conservatories” resemble communes or art col- A quick overview to help players match philosophies and lectives more than anything. Their Way of Echoes style is gold capabilities to PCs: for negotiating deals, working around language barriers, and The Fluidists (pp. 6-9) teach magic on a mentor-to-disciple managing the PCs’ communications, and decent at defending basis. This makes the order ideal for gamers who want to role- against evil influences on the mind. Combat applications are play a wizard as a mystical enlightenment-seeker (perhaps limited though not absent, but don’t include mind control. guided by a venerable master) or as a philosopher tutored in The Tower of Pentacles (pp. 24-28) is an academic group that the Classical mode (Socrates, Plato, or Aristotle as a magi- can’t decide whether it prefers traditional apprenticeship or the cian). The associated Fluidism style has much to offer roguish university system. Members tend to be old-timey bearded wiz- burglars, is valuable for travel and survival (especially for ards with magic staffs – but some of them venture into the world avoiding thirst and disagreeable weather), and has modest- to deal with magical dangers and punish wizardly criminals. but-respectable offensive applications. Their Pentaclism style is exceptional at detecting, resisting, and The Guild of Iron Mages (pp. 10-13) comes closest to the negating magic, and at all varieties of information-gathering, but traditional “wizards’ guild,” with apprentices studying for weak at physical matters, in or out of combat. years to become journeymen and finally masters. Its Iron The Wizards of the Mirrored Gaze (pp. 29-32) is a secret soci- Magic style excels at defensive and “buffing” spells for indi- ety that hides behind the trappings of an “innocent” old reli- viduals and groups alike (it rivals even the clerical magic of gion. The majority of members are charming, wealthy, and GURPS Dungeon Fantasyhere), but offers little direct mag- female. Their Mirrored Gaze style is unparalleled in the realm ical offense. There are also many spells for repairing gear, of visual and mental deceptions, and includes a lot of potent making this order a great choice for the stereotypical dwar- mind control that’s valuable in a fight. However, it’s far better ven craftsman-wizard. at offense than defense, and worthless against targets without The Old School (pp. 13-17) is another fairly traditional guild, minds, such as inanimate objects. It’s tailor-made for the clas- but with a large dash of secret society. The secrecy is because sic fantasy RPG illusionist. its Underworld Lore style is clear-cut black magic, strong at “curses” (Resisted offensive spells) and at coping with demons Using Dungeon Magic in and undead. It’s weak in combat against anything but living GURPS Dungeon Fantasy beings or spirits, as nearly all of its offensive magic either blights the body or repels the supernatural; it teaches neither Although the Dungeon Fantasy series is largely self- direct-damage spells for blasting inanimate objects nor gener- contained, using the styles in Dungeon Magicmeans import- alized defensive magic. ing rules from GURPS Thaumatology: Magical Styles – concepts like Magical School Familiarity and Magic Perks. S S S 4 EVEN ORCEROUS OCIETIES The GM may allow players to tweak the standard wizard tem- include his order’s perks – and where most wizards get one plate (Dungeon Fantasy 1: Adventurers,p. 13) to accommo- perk per 20 points in spells, the stylist gets this and one extra date style elements, introduce the templates in Chapter 2 to choice from his school’s perk list per 10 points he has in its save time, or even requireplayers who wish to play stylists to spells. The GM might go further, allowing only specialists to use those specialized templates. The GM might also want to enter play with Magic Perks . . . or to purchase them at all! cook up some applications for skills that these styles require but that Dungeon Fantasy 1pointedly omits; see Arcane Arts Using Dungeon Magic (p. 37) for suggestions. in Other Campaigns A larger issue is whether the GM wants to make magical styles mandatory,replacing the generalist wizard template with These groups and their styles should work almost “as is” in the specialized ones in Chapter 2. The default assumption is any campaign featuring fantasy magic-users. The social and that this isn’t true, and that generalist and specialist wizards cultural assumptions in Dungeon Fantasy are vague and can coexist – much as Dungeon Fantasy 7: Clerics defines Dungeon Magic follows suit, making such aspects trivial to priests dedicated to specific spheres without forbidding adjust. Just remember to read mentions of “power items” as “generic” clerics. This matches hack-and-slash RPG tradition, referring to Powerstones when not playing Dungeon Fantasy. in which generalists appear in the core and specialists show up Still, these styles deliberately omit Enchantment spells, so later, trading narrower focus for niftier tricks. If the GM the GM may wish to add them. Including Enchant in a style’s requires everyone to adopt a style, he should be open to comb- spell list enables stylists to manufacture magic items associ- ing Pyramidmagazine for more choices, and willing to design ated with their spells. Enforce its standard prerequisites, further styles that suit his players’ interests. counting the style’s spells as belonging to their usualcolleges And specialists doget nifty tricks. First, only they can have when assessing “one spell from each of 10 other colleges.” If secret spells and materials. Next, a style’s teachings may this requires out-of-style learning, so it goes! After that, if an include ways for adherents to work magic that’s normally Enchantment spell has prerequisites found in the style, assume restricted to clerics and druids, meaning the occasional Ani- that it’s on the spell list. Alternatively, the GM could allow suit- mal, Healing, Plant, or Weather spell. This isn’t blanket per- able spells with revised prerequisites; e.g., any weapon or mission for wizards to cast non-wizardly spells via alternative armor enchantment for Iron Magic, or Malefice for Under- prerequisites, but a boon enjoyed by stylists. Finally, where a world Lore and the Mirrored Gaze. This is left vague because generalist can acquire only the Magic Perks on pp. 14-15 of in many campaigns, dedicated enchanters’ guilds monopolize Dungeon Fantasy 11: Power-Ups, a specialist’s options also item creation. Style Guide The following information appears for each order of Required Skills and Spells: Skills and spells that must be wizards: bought at the 1-point level to gain access to the style’s advanced teachings. Group Name: The formal name of the academy, guild, Perks: Magic Perks available to stylists with Magical movement, sisterhood, etc. School Familiarity and all required skills and spells. Prac- Nicknames: Less-formal names, at a minimum including titioners may buy one such perk per 10 points in the style’s one that refers to the color of the group’s ceremonial robes. spells. Every 20 points in spells furtherentitles them to buy Allies and Rivals: Other orders in Dungeon Magicthat one perk from the style or from whatever list the GM (if the GM is using them) would plausibly be on especially deems “general” (just like other wizards). good or bad terms with the group. Secret Spells: Spells available to stylists who’ve bought the Group Description: A brief summary of who these peo- style’s required elements andrelevant Secret Spell perks. ple are, how others see them, the reasons for alliances and Optional Traits: Advantages, disadvantages, skills, etc. rivalries, and their preferred wizardly regalia. In short, that are likely but in no way required for stylists. anything outsiders could easily find out about them. Spell List: The style’s spells for the purposes of Magical Style Name: The formal name of the group’s magical School Familiarity, Magic Perks, etc. All but secret spells style. can be learned in play simply by paying points. Alternative Style Cost: The cost to buy Magical School Familiarity prerequisites replace standard ones. Some differ enough and put 1 point in each required spell and skill. All styles from standard versions to justify a footnote. in this supplement cost 13 points, to keep them on an Secrets: A secret materialis a special “substance” the styl- even footing in campaigns where their adherents might ist can prepare if he has the associated Secret Material perk; be rivals. some such things aren’t matter in the usual sense. A secret Style Prerequisites:Non-spell prerequisites for the style’s spell is available only to full-fledged stylists who have the rel- requiredspells and skills. evant Secret Spell perk and the correct prerequisites. Style Description: A detailed write-up of the style itself – Design Notes: A box on the game-mechanical thinking how things are taught and why, plus deeper insights into the behind the style. associated order (which often aren’t public knowledge!). S S S 5 EVEN ORCEROUS OCIETIES Similar logic applies to remedying other omissions made as Thaumaturgetics; Dungeon Magic excludes these because concessions to Dungeon Fantasy. For instance, teleportation they’re a so-so fit to fantasy in general. magic is forbidden there – but in a campaign where it isn’t, Flu- Be aware that Dungeon Magic omits no Animal, Healing, idism ought to include Teleport, Teleport Other, Blink, etc. Like- Plant, or Weather spell on the grounds that Dungeon Fantasy wise, if Gate spells are permitted, Pentaclism might encompass forbids such magic to wizards. As noted earlier, such spells Create Gate, while Underworld Lore is likely to have magic for appear wherever they make sense. There’s no special need to dealing with scary planes of existence (lots of Planar Summons pore over those four colleges looking for spells that ought to be spells, anyway). It’s up to the GM whether broader Technologi- added to the styles in Dungeon Magic. cal spells suit Iron Magic, or whether Radiation spells belong in T F HE LUIDISTS Nicknames: Blue-robes. of thaumatology and the particulars of Fluidist thaumatol- Allies: Order of the Sun (pp. 17-20); Sisters and Brothers of ogy, which emphasizes magic’s place in nature (especially in Echoes (pp. 20-24). the skies and oceans) and a wizard’s innate responsibilities as Rivals: Old School (pp. 13-17). a tutor. Once the mentor is satisfied with his disciple’s philosoph- Fluidism is a thaumaturgical philosophy – “All things are in ical growth, he passes along the key spells behind the rest of flux, catalyzed by mana” – and Fluidists are magic-users who the style’s magic, so that the learner isn’t straitjacketed later subscribe to it. Their magic concerns flow, freedom of move- in his career. After that, the sky’s the limit – often literally! If ment, and constant change. It encompasses water and air, the teacher knows a spell, the student is welcome to learn it. refuting the classical view of these things as distinct “elements” Fluidist magic strives to keep prerequisite spells to the bare and eschewing spells that deal with boringly static manifesta- minimum that wizardry’s innate structure requires; they’re tions such as ice and sludgy poisonous gas (except to remove often inevitable, but they’re never intentional hurdles placed such crud). Similar thinking is evident in blue-robes’ social by snooty archmages or keepers of secrets. views. Unified by a shared rejection of structure, they are about Fluidists consider it the instructor’s moral obligation to give as loosely organized as a magical society can be without losing lessons in anyphysical disciplines required to use magic safely. its identity, and stand willing to teach anything to anyone, “an Details vary by spell (e.g., the Aerobatics and Flight skills nor- it harm none.” mally accompany the Flight spell). As a consequence, blue- This movement attracts youthful magic-workers, particu- robes are on average more graceful than most wizards. Some larly radical ones. The blue-robes’ indifference to authority wholeheartedly embrace this element of their training, becom- puts them on excellent terms with the Order of the Sun (pp. 17- ing adept at dance, prestidigitation, and other performance 20), while their philosophical ideals stand them in good stead arts, and often claiming that this makes them better magic- with the Sisters and Brothers of Echoes (pp. 20-24) – a situa- users. Such individuals are common enough to give blue-robes tion that has led to an informal alliance centered on the a reputation as “carnies” (and occasionally as tricksters and Fluidists. However, their dynamism and open-mindedness are thieves) in certain areas. at odds with the static, conservative views of the Old School As Fluidists develop their art, they’re encouraged to dabble (pp.13-17). While most blue-robes are satisfied with merely and improvise, to work magic flexibly and intuitively rather accusing the black-robes of being “a fossilized old-boys’ club,” than by rote, and to weave casting into everyday tasks. Many enough of them actively seek to reveal the Old School as evil come to master magical “flow,” perfecting tricks like shaping that a genuine enmity festers. jets and areas of effect in bizarre ways, and causing ritual gar- Fluidists favor blue robes, mostly as symbols of clear skies ments to blend seamlessly with magical effects instead of being and ever-changing oceans. They also adore wands and flowing harmed by them. Those who go adventuring often become garb, as these accessories emphasize fluid gestures. They pre- adept at defending against magical attacks and beefing up the fer jade for power items (Powerstones, in a campaign that style’s offensive spells (“Fluid melts aside/Yet winds tear, waves doesn’t use GURPS Dungeon Fantasy), and especially prize crash”). This frequently extends to using namesthat shift with blue jadeite and bits of jade found in rivers. winds and tides, blunting the power of True Name-seeking curses; Obscure True Name is common. F LUIDISM Although Fluidism cares little for magical paraphernalia and materials, many Fluidists grow fascinated with magical fluids, 13 points and pursue ways to imbue ordinary liquids with the effects of Style Prerequisite:Magery 1 (notOne College Only). their spells. Some learn to brew alkahest (GURPS Magic, p. 220); a few master the trick of producing Essential Fluid. This While Fluidists aren’t fond of formality, they take philosophy last accomplishment requires a Secret Material perk not because seriously. A blue-robe will teach spells to almost anybody who it’s kept hush-hush, but to represent the time and effort needed has sufficient magical aptitude . . . but only after ensuring that to master the slippery stuff. Indeed, Fluidism has no deliberate the junior mage has internalized the movement’s worldview. The secrets – merely a few spells and methods that make no senseto teacher-student relationship isn’t the “master-and-apprentice” other schools of magic! Cynics like to point out that secrecy arrangement favored by guilds, but the “guide-and-seeker” through obscurity is still secrecy, however. model common among mystics. Early lessons impart the basics S S S 6 EVEN ORCEROUS OCIETIES Required Skills: Philosophy (Fluidism); Teaching; Thauma- name. The catch is that these double-duty spells are Very Hard, tology; Weather Sense; and any two of Acrobatics, Aerobatics, meaning that Fluidists function at an effective -1 to IQ+Magery Aquabatics, Body Sense, Flight, or Swimming. when working much of their most fundamental magic. Required Spells: Apportation; Create Fluid; Haste; Purify When learning non-Fluidist magic, a polymorphic spell can Fluid; Seek Fluid; Shape Fluid. stand in as either an Air spell or a Water spell for prerequisite Perks: Area Spell Mastery (any Area spell on list); Blocking purposes, and can fill the slot of both of the spells it replaces if Spell Mastery (Flow); Continuous Ritual (any spell on list); specific prerequisites are named. However, it still counts as Convenience Casting (Create Fluid); Fast Casting (any spell on only one spell. For instance, Shape Fluid replaces Shape Air list); Flexible Ritual (any spell on list); Improvised Magic (Flu- and Shape Water for spells that depend on either, and can idism); Intuitive Cantrip (Eye of the Storm, Filter, Mystic Ges- count as an Air spell or a Water spell – but for a spell that ture, or Rinse); Mighty Spell (Concussion or Winged Knife); requires “four Air spells and four Water spells,” it would count Missile Spell Mastery (Concussion); Mundane Magic (Apporta- just once, leaving the need for seven other spells. tion or Shape Fluid as Filch, Pickpocket, or Sleight of Hand); Fluidists have yet to merge Essential Air with Essential No Gestures (any spell on list); No Incantations (any spell on Water, or to discover unified rituals for dealing with air and list); Obscure True Name; Psychic Guidance (Concussion or water elementals. Coming up with polymorphic solutions to Winged Knife); Rote Alchemy (Alkahest, Flight, Speed, Water these puzzles is an important goal for the movement. Cutting Breathing, or Water-Walking); Secret Material (Essential such a knot would be a reasonable Obsession for a high-pow- Fluid); Secret Spell (Dissipate, Flow, or Infiltrate); Spell Hardi- ered blue-robe PC. ness 1-6 (any damaging spell on list); Spell Resistance (any Spell Prerequisites Resisted spell on list); Spell Variation (Fluid Jet); Thaumato- Air Vortex Magery 2, Body of Fluid, and either logical Doublespeak; Wizardly Dabbler*; Wizardly Garb. Flight orWindstorm Secret Spells: Dissipate; Flow; Infiltrate. Apportation Magery 1 * Fluidists can and often do select spells from outside their Balance Grace spell list, favorites being Climbing, Detect Magic, Find Body of Fluid (VH)* Shape Fluid Direction, Scryguard, Shield, Simple Illusion, and Sound. Body of Wind Magery 3, Air Vortex, and Windstorm Boost Dexterity Magery 1 Optional Traits Breathe Water Shape Fluid Attributes and Secondary Characteristics: Improved IQ, DX, Clouds Create Fluid and Basic Move. Cloud-Vaulting (VH) Magery 2, Cloud-Walking, and Jump Advantages: Absolute Direction; Ambidexterity; Energy Cloud-Walking Walk on Fluid Reserve; Flexibility or Double-Jointed; High Manual Dexterity; Concussion Shape Fluid improved Magery; Perfect Balance; Serendipity; Wild Talent. Control Air Summon Air Elemental Disadvantages: Curious; Impulsiveness; Intolerance (Elitists Elemental and keepers of secrets); Kleptomania; Laziness; Trickster; low Control Water Summon Water Elemental Wealth. Elemental Skills: Carousing; Cloak; Dancing; Escape; Innate Attack Counterspell Magery 1 (Beam or Projectile); Naturalist; Occultism; Performance; Create Air Elemental Magery 2 and Summon Air Elemental Sleight of Hand; Ventriloquism; and any skill allowed but not Create Fluid (VH)* Purify Fluid or Seek Fluid selected as a required skill choice. Create Spring Four Fluidism spells, including Create Fluid Create Water Magery 2 and Summon Elemental Water Elemental Fluid melts aside Current Shape Fluid Yet winds tear, waves crash Dancing Object Magery 2 and Apportation Deflect Missile Apportation – Fluidist maxim Dispel Magic Magery 2 and eight Fluidism spells, including Counterspell Dissipate (VH) Magery 3, Body of Fluid, and Earth to Fluid Spell List Divination Magery 1, IQ 12+, and six Fluidism As befits Fluidism, this spell list is less “hierarchical” than (Lecanomancy spells including Shape Fluid the standard one, its fewer prerequisites allowing wizards to or Sortilege) learn powerful spells quickly. This is accomplished in part by Earth to Fluid (VH)* Magery 2 and Create Fluid merging nine pairs of classic Air and Water spells into nine Essential Air Six Fluidism spells, including spells that Fluidists term polymorphic: Body of Fluid, Create Create Fluid Fluid, Earth to Fluid, Fluid Jet, Fluid Vision, Purify Fluid, Seek Essential Water Six Fluidism spells, including Fluid, Shape Fluid, and Walk on Fluid. Each can be cast in two Create Fluid ways. The wizard’s player must declare whether he’s replacing Flight (VH) Magery 2 and Levitation the word “Fluid” with “Air” or “Water” when he starts casting, Flow Body of Fluid after which the magic has the usual casting time, energy Fluid Jet (VH)* Shape Fluid cost, duration, effects, etc. of the standard spell with that Fluid Vision (VH)* Shape Fluid S S S 7 EVEN ORCEROUS OCIETIES Spell Prerequisites Secret Material: Essential Fluid Flying Carpet (VH) Flight or Walk on Fluid Essential Fluid isn’t the product of a polymorphic replace- Fog Create Fluid ment for the Essential Air and Essential Water spells, but a cre- Freedom Grace, Jump, Lockmaster, and Undo ation described as “fluid without material identity.” Preparation Grace Magery 1 begins with a Fluidist who knows the Secret Material (Essential Grease Haste Fluid) perk casting Essential Water to conjure up a one-gallon Great Haste (VH) Magery 2 and Haste lot. Immediately afterward, the samewizard must dedicate one Haste None workday to bubbling magical energy through the liquid. This Hawk Flight (VH) Flight process requires a roll against the lower of Thaumatology or Infiltrate (VH) Body of Fluid Essential Air, at -3. Success produces Essential Fluid, while any Jump Apportation failure dissipates the sample, wasting the effort. Lend Energy Magery 1 The resulting gallon of Essential Fluid weighs 8 lbs. It tends Levitation Apportation to flow uphill, fountain from unsealed containers, and otherwise Light Tread Apportation and Grace behave in unintuitive ways. Thus, it has to be carried in a closed Lighten Burden Apportation or Haste jug, wineskin, or other vessel, which has its own weight. Lockmaster Either Locksmith or Magery 2 and To use Essential Fluid, the blue-robe opens its container (a Apportation Ready maneuver) and lets it escape. A second later, he begins a Locksmith Apportation spell, weaving the silvery stream into his gestures (which are Manipulate Either Locksmith or Magery 2 and always required to benefit from the material). Immediately Apportation before he rolls for the spell, he must roll against DX – or Sleight Melt Ice Shape Fluid of Hand, if better. Success supplies the spell with energy points No-Smell Purify Fluid equal to margin of success (minimum 1 point), which are always Poltergeist Apportation consumed before energy from other sources. Any failure causes Pull Magery 2 and four Fluidism spells, the spell to fail. Either way, the attempt expends the Essential including Levitation Fluid. Only one batch of Essential Fluid can be used per casting. Purify Fluid (VH)* None Essential Fluid instantly loses its magical energy if mixed Quick March Magery 1 and Haste with other liquids – wine, stomach contents, the ocean, or Rain Clouds even other batches of Essential Fluid created by the same wiz- Recover Energy Lend Energy ard. Its power also runs out if it’s separated from a mage’s per- Repel Magery 2 and four Fluidism spells, son (any kind of Magery will do) for more than a minute. Most including Levitation users carry around one-gallon “doses” in skins, which can Resist Water Umbrella serve as pillows when resting. Only magic-users who have the Seek Coastline Seek Fluid Secret Material (Essential Fluid) perk can employ the stuff, Seek Fluid (VH)* None limiting use to advanced Fluidists. A blue-robe who’s loaded Shape Fluid (VH)* Apportation and Create Fluid down with it might give some away, but the order is philo- sophically opposed to sellingit. Slide Apportation and Grease Essential Fluid is safe to drink, though it isn’t water any- Slow Fall Apportation more and won’t quench thirst. It’s an amusing addition to Snow Shoes Light Tread or Shape Fluid cocktails, however! Storm Rain and Wind Summon Air Magery 1 and eight Fluidism spells, Secret Spell: Dissipate (VH) Elemental including Create Fluid Summon Water Magery 1 and eight Fluidism spells, Regular; Resisted by HT Elemental including Create Fluid Causes any subject made mostly of water or air to lose Swim Shape Fluid structural integrity, melting to goo (if mainly water) or diffus- Tide Two of Current, Waves, and ing (if gaseous). Living beings that require water (humans, Whirlpool elves, tigers, trees, fungi, etc.) are definitely affected, as are Umbrella Shape Fluid flesh golems, air and water elementals, and rotting undead. Undo Either Locksmith or Magery 2 and Creatures of earth, fire, or metal definitely aren’t; neither are Apportation immaterial spirits. The GM settles corner cases; e.g., he might Walk on Fluid (VH)* Shape Fluid rule that robots made of “wet nanotech” or “liquid metal” are Walk Through Water Shape Fluid affected, while classic metal men aren’t. Wall of Wind Shape Fluid Dissipate amounts to a death spell on anyone it affects. Wallwalker Apportation However, Remove Curse can reverse it if the victim’s goo or Ward Magery 1 vapor is collected first (tiny traces excepted). Shape Fluid is Waves Shape Fluid valuable here. Whirlpool Shape Fluid Wind Windstorm Duration: Permanent, unless reversed by Remove Curse. Windstorm Shape Fluid Cost:12. Must affect the entire subject, not just part of it! Winged Knife Either Poltergeist or Magery 2 and Time to cast: 2 seconds. Apportation Prerequisites:Magery 3, Body of Fluid, Earth to Fluid, and Secret Spell (Dissipate). * One of the nine polymorphic spells of Fluidism. S S S 8 EVEN ORCEROUS OCIETIES Secret Spell: Infiltrate (VH) All things are in flux, Regular; Resisted by HT Lets the caster “flow” bodily through any remotely porous catalyzed by mana barrier – GM’s decision, but doors and walls of mundane wood – Fluidist maxim or stone qualify. This magic can permeate flesh, enabling escape when swallowed by gigantic monsters or (at high skill, or with the No Gestures perk) when grappled. Living beings resist such attempts to get away with HT. Secret Spell: Flow The wizard must touch the obstruction and specify the direction of flow, but he need not know what lies beyond. Suc- Blocking; Special Resistance cess means that he and up to 6 lbs. of clothing instantly seep Avoid any attack by turning to fluid at the point of impact, through the barrier and reform on the far side. Other posses- allowing the blow to pass harmlessly through the body, sions are left behind. which flows around the disturbance and reforms behind it. Modifiers:-1 per yard of obstruction thickness. No penalty For an attack involving an enemy’s body part (hand, mouth, if the obstacle is half a yard thick or less. etc.), the attacker may try to resist with HT – and if he suc- ceeds, he hits the wizard! The GM shouldn’t tell the player the penalty! He should For combat purposes, treat Flow as a dodge that succeeds simply say whether the spell succeeded. If the barrier is so automatically if the spell works. Critical failure doesn’t cause thick that the penalty guarantees failure (e.g., 10 yards for a the wizard to fall down, however. Instead, the blow penetrates wizard with skill less than 13) – or on a critical failure – the more deeply, increasing the wounding modifier of a damaging caster briefly “liquefies,” all of his possessions fall to the attack by 0.5 (e.g., crushing to the torso gets ¥1.5, while impal- ground, and he suffers 1d HP of injury. ing to the vitals gets ¥3.5) or adding the attacker’s usual punch- In all cases, the caster must roll vs. Body Sense (p. B181) to ing damage to the effects of a grapple. act on arrival. Cost:2. Cost:3. Prerequisites:Body of Fluid andSecret Spell (Flow). Prerequisites:Body of Fluid andSecret Spell (Infiltrate). Design Notes: Fluidism Fluidism is part elemental style built around a new col- Most of the others are there because they seem fun lege that overlaps Air, Movement, and Water, part theoret- (notably Mundane Magic to twist currents to steal things) ical style rooted in a philosophy. Its required skills are or because stylists tend to be adventurers (explaining likewise split: physical skills addressing flowing move- Mighty Spell, Missile Spell Mastery, Spell Hardiness, and ments, and travel through fluids, in the real world; Philos- Spell Variation). Finally, a Secret Material perk provides a ophy and Thaumatology for pure theory, plus Teaching to magical fluid to play with, as befits the style. satisfy the devotion to pedagogy; and Weather Sense, The spell list restructures prerequisites. The most radical which is the applied theory of fluids (a.k.a. “meteorology”). change is merging pairs of Air and Water spells. Making Optional skills cover specialized examples of fluidity of these VH balances them – wizards end up spending at least movement (Cloak, Escape, etc.), outlying theory (Natural- an extra point per spell (or 10 points for another Magery ist and Occultism), and adjuncts to spells (Innate Attack) – level) to attain a desired skill level. The six mandatory skills with Carousing and Dancing tacked on to suit stylists’ more than compensate for the occasional generous prereq- lifestyle. The GM is welcome to swap the roles of Natural- uisite requirement, which mostly means one polymorphic ist and Weather Sense. spell filling in for two prerequisites. Three secret spells – one As Fluidism uses alternative prerequisites that see attack, one defense, and one utility – round things out. Shape Fluid crop up repeatedly, it’s fair to regard that spell In optional traits, improved IQ and Magery are logical as vital (if not genuinely basic); thus, the style requires it for a style full of VH spells, while high DX and Basic Move and its prerequisites. Haste, like Apportation, actually is suit wizards who gesture grandly and speak of “flow.” Wild basic. It appears for symmetry: having two Movement Talent also fits the magic-user who goes with the flow. spells balances four Air/Water spells. Remaining advantages aid required or optional skills. Dis- Fluidism therefore requires six skills and six spells. advantages match Fluidism’s spontaneous, structure-deny- Adding in Magical School Familiarity, style cost is 6 + 6 + ing outlook. 1 = 13 points. The sole style prerequisite is Magery 1, due to Apporta- Perks are chosen mostly on the basis of “What suits a tion. A case could be made for calling the style’s magic the style preoccupied with flux and flow?”, leading to Area “Fluid” college and allowing One College Only, but that Spell Mastery, Continuous Ritual, Fast Casting, Flexible seems unfair given that the polymorphic spells explicitly Ritual, Improvised Magic, No Gestures, No Incantations, merge two colleges. Anyway, it’s unlikely that anyone Spell Variation, and Wizardly Dabbler. Elemental classics would have natural-born talent for an artificial, philosoph- – e.g., Intuitive Cantrip and Rote Alchemy – also fit. ical style. Only full Magery 1 will do. S S S 9 EVEN ORCEROUS OCIETIES T G I M HE UILD OF RON AGES Nicknames: Red-robes; war-wizards. In action, Iron Mages sport their colors on practical tabards or Allies: Order of the Sun (pp. 17-20). surcoats. They favor ornate weapons – especially swords – as Rivals: Sisters and Brothers of Echoes (pp. 20-24). power items, studding them with rubies (which are Power- stones, if not using GURPS Dungeon Fantasy). The name of this league of wizards is revealing: they teach magic to strengthen body, mind, and equipment for the I M inevitability of combat, using the peace between clashes to RON AGIC work rituals that hone blades, hammer out dents, and forge 13 points new gear. Unlike the Order of the Sun (pp. 17-20), Iron Mages prefer steel to spells for offense, saving their arcane energies Style Prerequisite:Magery 2 (notOne College Only). for combat preparations, whether that means weeks of The Iron Mages’ style is rooted in the guild’s desire to earn smithing or a few seconds of hasty casting immediately money as both craftsmen and mercenaries. Would-be appren- before battle. This conservatism tends to discourage megalo- tices must show that they’re gifted enough to cast the Shield maniacs from joining the guild, but red-robes often end up spell, which underlies the red-robes’ best defensive magic. serving such individuals, particularly warlords – a situation Thus, while the order rarely teachesShield, except to aspirants the order tacitly tolerates for economic reasons. who’ve proved their magical aptitude in some other way, it’s Despite some differences in opinion on how to use spells in knownto all members – at least in theory. combat, the Iron Mages are on good terms with the Order of After demonstrating their talent, apprentices are immersed the Sun – both value battle magic, and the yellow-robes’ mas- in a syllabus known as the “three Ms”: Metalwork, Magic, and tery of fire comes in handy around the forge. As for rivalries, Martial Arts. On every day of the week but one, they spend the red-robes are somewhat at odds with the Sisters and mornings and afternoons learning smithwork, half of the stu- Brothers of Echoes (pp. 20-24). They find the green-robes’ ten- dents specializing in forging armor and half in crafting weapons. dency to privilege the ephemeral above the practical exasperat- The exceptional day – “Marday” – is set aside for training in how ing, and dislike it intensely when their rivals’ gift for to fight,with each wizard studying the sword best suited to his communication averts a conflict that would have provided physical gifts and being drilled in tactics, theoretical and practi- war-wizards with steady work. This manifests as social dis- cal. The credo in both the workshop and the gym is mereri in tance and coolness rather than quarrels, however, and many a absentia mana (“merit in the absence of mana”), as forging and canny warlord has Iron Mages andEchoists on retainer. wielding weapons often leads red-robes to nonmagical lands. Formally, Iron Mages wear red robes. Hearsay about this Nevertheless, nights are spent studying basic spells: Inspired symbolism abounds; it may signify the bloody battlefield or Creation and metal magic. the ruddy glow of hot iron, and it’s the sacred hue of war gods. Apprenticeship, which often lasts as long as seven years, is grueling. The apprentice is learningthree trades – and of course the Inspired Creation spell is particularly taxing to cast. Consequently, guild training incorporates methods for sustaining mind and body. Some of these tricks are spells (notably Recover Energy). Others are breathing and mind-calming exercises similar to those practiced by non-wizardly martial artists, empowered by the student’s magical spark rather than by mystical energy (“chi”). This period ends when the apprentice is declared a journeyman and granted access to the brotherhood’s full magical wisdom – a transition known as “earning the red robe” (or “The Rust and the Blood”). Some red-robes live out their careers in the forges, perfecting ever-more-potent crafting magic to support their war-fighting brethren. Others focus on battle wizardry, starting with spells for individual combat and working up to the guild’s jealously guarded grand-scale castings for defending whole compa- nies of troops. Unlike archetypal wizards, such Iron Mages are often strong, fit fighters, inured to fear and pain, capa- ble of marching for days and leading troops in battle. Holding the order together demands balancing the interests of Metalwork with those of Martial Arts, how- ever. Thus, red-robes are encouraged to take a middle path. The best of them are adept in both fields. These generalists are especially well-represented among the guild’s masters. S S S 10 EVEN ORCEROUS OCIETIES

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