GURPS Thaumatology - Magical Styles
Book information
Description
Introduction Using This Supplement About the Author About GURPS 1. Building Magical Styles Components of a Style Required Skills Skills Required By Optional Rules Required Spells The Meaning of “Guild” Quick Picks Style Prerequisites Perks Secret Spells Spell List Optional Traits Style Cost Buying Styles at Character Creation Buying Styles in Play Buying Multiple Styles 2. New Perks Magical School Familiarity Magic Perks Ex-Stylists Lapsed Practitioner Academic or Guild Rank Adjustable Spell What’s in a Name? Afflicted Casting Area Spell Mastery Attribute Substitution Better Magic Items Blocking Spell Mastery Combat Ceremony Continuous Ritual Convenience Casting Covenant of Rest Elixir Resistance Extra Option Far-Casting Frightening Side Effects Huge Subjects Immunity to (Specific Hazard) Improvised Items Improvised Magic Intuitive Cantrip What of Clerics? Kill Switch License Life-Force Burn Limited Energy Reserve Magical Style Adaptation Magical Weapon Bond Mana Compensation Melee Spell Mastery Mighty Spell Missile Spell Mastery Mundane Magic Named Possession No Gestures No Incantations Obscure True Name Permit Power Casting Psychic Guidance Quick and Focused Reduced Footprint Rote Alchemy Rule of 17 Rules Exemption Sacrificial Blocking Spell Sanctum Scroll-Reading (Language) Secret Mage Secret Spell Secret Words Shaman’s Trance Shortcut to Power Special Exercises Spell Bond Spell Duelist Spell Hardiness Spell Resistance Spirit Contract Staff Attunement Staff Bond Standard Operating Procedure Other Magic Systems Super-Sympathy Thaumatological Doublespeak Willful Casting Wizardly Dabbler Wizardly Garb 3. Sample Style The Onyx Path Design Notes: The Onyx Path Index
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