Magical University Notes
Magical University Notes
Magical University Notes
Typical Advantages and Disadvantages are: Typical skills are: Dancing (A) DX+1 [4],
Curious (self control 12 or less) [-5], Easy Streetwise (A) IQ-1 [1], Holdout (A) IQ
to Read [-10], Gregarious [-10], Hard of [2], Climbing (A) DX+2 [8], Area
Hearing [-10], Impulsiveness (self-control 9 Knowledge (Glantri City) (E) IQ+2 [4],
or less) [-15], Jealousy [-10], Laziness Jumping (E) DX+2 [4], Escape (H) DX-2
[-10], Loner (self-control 12 or less) [-5], [1], Axe/Mace (A) DX [2], Bow (A) DX+1
Obsession (become best artist ever, [4], Spear (A) DX+1 [4], Brawling (E)
self-control 12 or less) [-10], Acute Vision DX+3 [8], Knife (E) DX+3 [8], Riding (A)
+5 [10], Eidetic Memory [5], Gifted Artist DX+1 [4], Hiking (A) HT+1 [4],
2 [10], Versatile [5], Trademark [-5] Acrobatics (H) DX [4], Swimming (E)
HT+2 [4], Survival (A) Per [2], Games
Typical skills are: Artist (pick specialty) (Sport Rules) (E) IQ [1].
(H) IQ+1 [8], Current Affairs (E) IQ+1 [2],
Philosophy (H) IQ-1 [2], Literature (H) IQ Bootlicker
[4], Symbol Drawing (H) IQ [4], Dancing
(A) DX+1 [4], Singing (E) HT+2 [4], The Bootlicker is a spineless little creature
Streetwise (A) IQ-1 [1], Connoiseur (A) that prefers living in the shadows of
IQ+1 [4], Research (A) IQ [2], Disguise (A) someone stronger and more skilled. While
IQ [2], Fast Talk (A) IQ-1 [1], Sex Appeal often underestimated, some bootlickers are
(A) HT-1 [1], Area Knowledge (Glantri experts at the manipulation of others.
City) (E) IQ [1], Carousing (E) HT [1], Typical Advantages and Disadvantages are:
Poetry (A) IQ [2], Public Speaking (A) IQ Acute Hearing +5 [10], Cultural
[2], Musical Instrument (pick one) (H) IQ-1 Adaptability [10], Empathy [15], Pitiable
[2], Brawling (E) DX [1], Savoir-Faire (E) [5], Smooth Operator 1 [15], Social
IQ [1]. Chameleon [5], Cowardice (self-control 9
or less) [-15], Feafulness 3 [6], Hunchback
Athlete [-10], Intolerance (pick one group) [-5], No
Your magical talent is very limited but you sense of humour [-10]
are an excellent athelete, representing your Typical skills are: Current Affairs (E) IQ
university in competitions. You like [1], Acting (A) IQ-1 [1], Detect Lies (H)
physical activity a lot and you are easily Per [4], Diplomacy (H) IQ+1 [8], Search
bored by classroom study and long (A) Per [2], Observation (A) Per [2],
theoretical discussions. Shadowing (A) IQ+1 [4], Connoiseur (A)
Typical Advantages and Disadvantages are: IQ [2], Fast Talk (A) IQ+2 [8], Area
Ambidexterity [5], Combat Reflexes [15], Knowledge (Glantri City) (E) IQ+2 [4],
Danger Sense [15], Enhanced Defenses Carousing (E) HT [1], Savoir-Faire (E)
(Dodge) [15], Fearlessness 2 [4], Very Fit IQ+2 [4].
[15], High Pain Threshold [10], Rapid
Healing [5], Resistant (Metabolic Hazards Bully
+3 HT) [10], Single-Minded [5], Bully A Bully enjoys pushing others around,
(self-control 15 or less) [-5], Chummy [-5], especially Nerds and other undesirables.
Some bullies are also somewhat cowardly, (H) IQ-2 [1], Accounting (H) IQ-1 [2],
avoiding stronger targets. Note that a bully Propaganda (A) IQ [2], Merchant (A) IQ+2
will not be the most popular character and [8], Symbol Drawing (H) IQ [4],
there should be a strong tie to the rest of the Thaumatology (VH) IQ-1 [4], Observation
group. Also, the bully should overcome his (A) Per [2], Connoiseur (A) IQ [2],
bad habits during play. Research (A) IQ [2], Forgery (H) IQ-1 [2],
Fast Talk (A) IQ+1 [4], Area Knowledge
Typical Advantages and Disadvantages are:
(Glantri City) (E) IQ [1], Detect Lies (H)
Fit [5], Peripheral Vision [15], Bad Temper
Per [4], Riding (A) DX+1 [4], Savoir-Faire
(self-control 12 or less) [-10], Bully
(E) IQ+3 [8],.
(self-control 12 or less) [-10], Callous [-5],
Cowardice (self-control 15 or less) [-5],
Personality Change (Low Self-Image when Cheerleader
drunk) [-1], Odious Personal Habits 2 [-10], You are either a mimbo or a bimbo, relying
Selfish (self-control 9 or less) [-10], on good looks and/or popularity to reach
Shyness 1 [-5], Trickster (self-control 15 or your goals. You might also be a bit of a
less) [-7] dandy, even though there are many
"Cheerleader" types to whom popularity
Typical skills are: Search (A) Per+1 [4],
comes quite natural.
Observation (A) Per [2], Streetwise (A)
IQ-1 [1], Shadowing (A) IQ+2 [8], Typical Advantages and Disadvantages are:
Intimidation (A) Will+2 [8], Holdout (A)
Fashion Sense [5], Squeamish (self-control
IQ [2], Climbing (A) DX [2], Area
12 or less) [-10], Charisma 3 [15], Fit [5],
Knowledge (Glantri City) (E) IQ+2 [4],
Honest Face [1], Voice [10],
Interrogation (A) IQ [2], Gesture (E) IQ [1],
Absent-Mindedness [-15], Gregarious [-10],
Axe/Mace (A) DX-1 [1], Brawling (E)
Lecherousness (self-control 15 or less) [-7],
DX+2 [4], Knife (E) DX+1 [2], Stealth (A)
Overconfidence (self-control 12 or less)
DX [2], Tracking (A) Per [2].
[-5], Short Attention Span (self-control 12
or less) [-10]
Career Type
Typical skills are: Current Affairs (E) IQ+3
You have money on your mind big time
[8], Acting (A) IQ+1 [4], Makeup (E) IQ+1
and always tell people about your side
[2], Dancing (A) DX+1 [4], Observation
business performing lesser rituals for
(A) Per [2], Fast Talk (A) IQ+1 [4], Sex
money.
Appeal (A) HT+2 [8], Area Knowledge
Typical Advantages and Disadvantages are: (Glantri City) (E) IQ+3 [8], Carousing (E)
Greed (self-control 6 or less) [-30], HT+2 [4], Jumping (E) DX+2 [4], Musical
Jealousy [-10], Miserliness (self-control 12 Instrument (pick one) (H) IQ-1 [2], Erotic
or less) [-10], Nervous Stomach [-1], No Arts (A) DX [2], Acrobatics (H) DX [4].
Sense of Humour [-10], Overconfidence
(self-control 9 or less) [-7], Selfish Frat Guy
(self-control 9 or less) [-7], Stubborness
You are conservative, chauvinistic, and
[-5], Unfit [-5], Workaholic [-5], Business
well trained in the art of ritual fencing. You
Acumen 2 [20], Charisma 1 [5], Fashion
proudly display your scars and are quick to
Sense [5], Honest Face [1], Independent
challenge those belittling your Corps.
Income 5 [5], Indomitable [15], Rapier Wit
[5], Serendipity 1 [15] Typical Advantages and Disadvantages are:
Code of Honour (Gentleman's) [-10],
Typical skills are: Current Affairs (E) IQ+3
Combat Reflexes [15], Danger Sense [15],
[8], Administration (A) IQ+1 [4], Law (H)
Enhanced Defenses (Parry) [5],
IQ [4], Occultism (A) IQ [2], Mathematics
Fearlessness 2 [4], Fit [5], High Pain IQ-1 [4], Archaeology (H) IQ-1 [4],
Threshold [10], Rapid Healing [5], Gesture (E) IQ [1], Poisons (H) IQ-1 [2],
Single-Minded [5], Bully (self-control 15 or Poetry (A) IQ-1 [1], Stealth (A) DX+1 [4].
less) [-5], Dull [-1], Hidebound [-5],
Honesty (self-control 12 or less) [-10], Mad Scientist
Post-Combat Shakes [-5], Stubborness [-5],
Related to the Nerd, the Mad Scientist is
Intolerance (other races) [-10], Chauvinism
obsessed with his studies and his
[-1], Ally (the corps, 25% of own point
knowledge sometimes puts his teacher to
value [1], group size 20 x8, appears on 6 or
shame. On the other hand, he is
less x1/2) [4]
uncomfortable outside a classroom setting,
Typical skills are: Hidden Lore (Frat Rites) due to his improper grasp on reality.
(A) IQ+1 [4], Law (H) IQ [4], History (H)
Typical Advantages and Disadvantages are:
IQ+1 [8], Geography (H) IQ [4], Streetwise
Delusions (minor, nobody minds if you
(A) IQ-1 [1], Connoiseur (A) IQ [2],
harvest body parts from the graveyards)
Intimidation (A) Will [2], Area Knowledge
[-5], Clueless [-10], Xenophilia
(Glantri City) (E) IQ+2 [4], Carousing (E)
(self-control 12 or less) [-10], Workaholic
HT+2 [4], Gambling (A) IQ+1 [4],
[-5], Weirdness Magnet [-15], Bad Sight,
Interrogation (A) IQ [2], Gesture (E) IQ+2
Gullibility (self-control 12 or less) [-10],
[4], Musical Instrument (War Horn) (H)
Intuitive Mathematician [5], Unfazable
IQ-2 [1], Bow (A) DX+1 [4], Rapier (A)
[15], Unfit [-5], Megalomania [-10],
DX+2 [8], Brawling (E) DX+1 [2], Knife
Missing Digit [-2], Obsession (Build
(E) DX [1], Riding (A) DX+1 [4], First Aid
Golem) [-5]
(E) IQ [1], Savoir-Faire (E) IQ+3 [8],
Swimming (E) HT [1], Disarming (Rapier) Typical skills are: Alchemy (VH) IQ [8],
+2 [3] Esoteric Medicine (H) Per [4], Pharmacy
(Herbal) (H) IQ [4], Surgery (VH) IQ [8],
Goth Occultism (A) IQ+2 [8], Mathematics (H)
IQ+1 [8], Machinist (A) IQ+1 [4], Engineer
Depressed and obsessed with death and
(H) IQ [4], Symbol Drawing (H) IQ [4],
undeath, Goths like to dress in black and
Thaumatology (VH) IQ [8], Research (A)
wear silver. While they seem like serious
IQ+3 [12], Forgery (H) IQ [4].
perople, they are also a bit on the theatrical
side. Many strife to become necromancers.
Nerd
Typical Advantages and Disadvantages are:
You like books, collecting magical toys,
Fearlessness 1 [2], Night Vision 2 [2],
and working alone. On the other hand, your
Pitiable [5], Disturbing Voice [-10],
social skills are as lacking as is your
Incurious (self-control 12 or less) [-5],
personal hygiene. On the other hand, the
Loner (self-control 12 or less) [-5], Low
fact that others underestimate you
Pain Threshold [-10], Lunacy [-10],
sometimes works to your advantage.
Nightmares (self-control 9 or less) [-7],
Obsession (Fascination with Death) [-5], Typical Advantages and Disadvantages are:
Odious Personal Habits 1 [-5], Chronic Clueless [-10], Low Self-Image [-10],
Depression (self-control 15 or less) [-7] Stuttering [-10], Bad Sight [-25], Bad Smell
[-10], Gullibility (self-control 12 or less)
Typical skills are: Occultism (A) IQ+2 [8],
[-10], Easy to Read [-10], Loner
Literature (H) IQ [4], History (H) IQ [4],
(self-control 12 or less) [-5], Oblivious [-5],
Geography (H) IQ [4], Expert Skill
Very Unfit [-15], Social Stigma (Nerd) [-5],
(Undead Lore) (H) IQ+1 [8], Symbol
Language Talent [10], Deafness [-20],
Drawing (H) IQ [4], Thaumatology (VH)
Disturbing Voice [-10], Honesty
(self-control 12 or less) [-10], Hunchback Typical Advantages and Disadvantages are:
[-10], Unluckiness [-10] Unfazable [15], Resistant (Metabolic
Hazards +3 HT) [10], Luck [15], Plant
Typical skills are: Alchemy (VH) IQ [8],
Empathy [5], Green Thumb 2 [10],
Philosophy (H) IQ+1 [8], Occultism (A)
Addiction (cheap, incapacitating, illegal)
IQ+2 [8], Mathematics (H) IQ+1 [8],
[-15], Confused (self-control 15 or less)
Literature (H) IQ [4], History (H) IQ+1 [8],
[-5], Indecisive (self-control 15 or less)
Geography (H) IQ+1 [8], Archaeology (H)
[-5], Klutz [-5], Laziness [-10], Motion
IQ+1 [8], Research (A) IQ+3 [12],
Sickness [-10], Unfit [-5]
Crossbow (E) DX+4 [12], Stealth (A)
DX+1 [4]. Typical skills are: Alchemy (VH) IQ [8],
Law (H) IQ [4], Esoteric Medicine (H) Per
Party Dude [4], Pharmacy (Herbal) (H) IQ+1 [8],
Expert Skill (Horticulture) (H) IQ+1 [8],
You know how to have a good time, often
Acting (A) IQ [2], Search (A) Per-1 [1],
at the cost of your work. On the up side,
Smuggling (A) IQ+1 [4], Streetwise (A)
you usually know about all parties and
IQ+1 [4], Forgery (H) IQ-2 [1], Holdout
other events taking place.
(A) IQ+2 [8], Lockpicking (A) IQ-1 [1],
Typical Advantages and Disadvantages are: Fast Talk (A) IQ+1 [4], Area Knowledge
Lecherousness (self-control 12 or less) (Glantri City) (E) IQ [1], Filch (A) DX-1
[-15], Danger Sense [15], Curious (self [1], Carousing (E) HT+3 [8], Merchant (A)
control 12 or less) [-5], Gregarious [-10], IQ [2], Urban Survival (A) Per-1 [1], Detect
Hard of Hearing [-10], Impulsiveness Lies (H) Per-1 [2], Poisons (H) IQ-1 [2 or
(self-control 9 or less) [-15], Laziness [-10], 0], Pickpocket (H) DX-2 [1], Escape (H)
Charisma 2 [10], Fashion Sense [5], DX-2 [1], Knife (E) DX [1], Camouflage
Overconfidence (self-control 12 or less) (E) IQ [1], Stealth (A) DX [2].
[-5], Short Attention Span (self-control 12
or less) [-10] Snob
Typical skills are: Current Affairs (E) IQ+3 You are very proud of your family, dress
[8], Acting (A) IQ+1 [4], Makeup (E) IQ+1 only in the finest clothes, and find little of
[2], Dancing (A) DX+1 [4], Law (H) IQ value in others. However, snobs are very
[4], Search (A) Per+1 [4], Smuggling (A) much at home in the higher circles and can
IQ [2], Streetwise (A) IQ-1 [1], Holdout be useful due to their connections.
(A) IQ+1 [4], Fast Talk (A) IQ+1 [4], Sex Typical Advantages and Disadvantages are:
Appeal (A) HT+1 [4], Area Knowledge Code of Honour (Gentleman's) [-10],
(Glantri City) (E) IQ+2 [4], Carousing (E) Enhanced Defenses (Parry) [5],
HT+3 [8], Gambling (A) IQ+1 [4], Urban Fearlessness 2 [4], Single-Minded [5],
Survival (A) Per-1 [1], Erotic Art (A) Bully (self-control 15 or less) [-5], Dull
DX+1 [4], Brawling (E) DX+1 [2], Knife [-1], Hidebound [-5], Honesty (self-control
(E) DX+1 [2], Hiking (A) HT [2], 12 or less) [-10], Post-Combat Shakes [-5],
Savoir-Faire (E) IQ+2 [4]. Stubborness [-5], Intolerance (other races)
[-10], Chauvinism [-1], Greed (self-control
Slacker 6 or less) [-30], Jealousy [-10], Miserliness
You love to hang out, with or without (self-control 12 or less) [-10], No Sense of
friends and always have a stash of herbs Humour [-10], Overconfidence (self-control
ready. More ambitious slackers grow herbs 9 or less) [-7], Selfish (self-control 9 or
themselves and often become expert less) [-7], Stubborness [-5], Unfit [-5],
horticulturalists. Charisma 1 [5], Fashion Sense [5],
Independent Income 10 [10], Rapier Wit Determine attributes etc. in the standard
[5]. GURPS fashion as described in the rule
book.
Typical skills are: Current Affairs (E) IQ+3
[8], Heraldy (A) IQ+1 [4], History (H) IQ
[4], Geography (H) IQ [4], Connoiseur (A)
IQ+1 [4], Fast Talk (A) IQ+1 [4], Area
Knowledge (Glantri City) (E) IQ+1 [2],
Carousing (E) HT+2 [4], Gambling (A) IQ
[2], Detect Lies (H) Per [4], Poetry (A) IQ
[2], Public Speaking (A) IQ [2], Crossbow
(E) DX+1 [2], Broadsword (A) DX+2 [8],
Riding (A) DX [2], Savoir-Faire (E) IQ+3
[8], Tracking (A) Per+1 [4].
Major Faculties
FIRE - Fire Magic
WATR - Water Magic
AIRM - Air Magic
ERTH - Earth Magic
DRAC - Dracology
NECR - Necromancy
RUDI - Runic Divination
ABJU - Abjuration
ILLU - Illusionism
TRMT - Transmutation
Minor Faculties
MT - Magical Theory
LD - Lore Dragons
AL - Alchemy
PE - Physical Education
ST - Strategy and Tactics
CK - Classical Knowledge
MC - Magical Combat
LE - Lore Extraplanar
AN - Astrology and Natural Law
FM - Fencing and Melee
DT - Diplomacy and Trading
MA - Magical Arts
LA - Law and Administration
ET - Engineering and Technology
Finishing Touches
Pseudomedieval University in GURPS magical research of their doctores, masters,
or in rare cases the grand master.
The language spoken at the school is
Classical (the original form of Thyatian). University Ranks
Classes are non-interactive and there is
0. Scholarius (=student)
corporal punishment for those who are too
loud. 1. Baccalaurius (tutor), Librarius (= book
Studying is expensive aquisition etc.)
All exams are oral / practical.
2. Bedellus (= janitor, policeman of the
University starts of 14.
university)
Officially, there are no class differences
within the university, however, all are 3. Magister ( = teacher)
nobles anyway. There is a rudimentary
4. Doctor (=professor)
democracy and students are exempt from
the laws of the city. 5. Master (= dean of a faculty)
Students often wander between universities
6. Grand Master
and are exempt from local law (but subject
to the judgement of their university
superiors).
Students live on their own, often in a
hospicium (run by different student
fraternities, ranging from conservative to
purpose-oriented) or in a bursa (= cheap
student quarters w/ very strict rules).
Steps in Education
Trivium
The following knowledge is imparted and
those who pass the first 2 years have a
univeristy rank of 1.
Grammar - teaches the classical Thyatian
language
Dialectics - the art of logics
Rethorics - the art of public speaking
Quadrivium
The next two years of harsh university
lecturing grant a rank of 2 and allow
teaching of the basic non-magical arts.
Arithmetics
Geometry -mathematical knowledge
Astrology
Magical Theory
Magical Study
Those who have passed the basic classes
are trained in the art of magic, half of it via
lectures, the other half by taking part in the
Magic
Magic follows the rules of psionics, but none of the powers described in the book exist. Also,
each ability listed has the powers before as prerequisites, sometimes replacing a previous
power.
Skills
y Symbol Drawing (Hard IQ): certain magical rituals require symbols to be drawn and
this is the skill needed to do it right. Rituals allow one to achieve magical effects beyond
the strictly codified confines of spells and are used to create lasting effects such as the
conjuration of a guardian elemental, the creation of a magical sword etc. The difficulty of
Symbol Drawing is two less than that of the Thaumatology roll for the ritual and a
successful roll grants +2 on the Thaumatology roll (+3 on a critical success).
y Thaumatology: As a rule of thumb, any item of TL 8 or less can be simulated by magic, if
its general nature fits any of the magical talents of the caster. For example, a magical box
showing interesting stories (effectually a DVD player - TL 8) might require Illusion
magic. The creation difficulty modifier is the TL of the item (-8 in the example). After TL
8, the difficulty is increased by 3 per TL. The creation of items that grant a specific
advantage are a special case; the difficulty modifier is 1 per point of cost (making it a
good idea to include limitations) and the creation cost is 1000 Crowns per point. Note that
some materials may not even be available and can require a quest of sorts.
y Occultism (Average IQ): a general non-working knowledge if magic, i.e., what kind of
magic items exist, what spells and rituals exist and what effects do they cause.
Fire Magic
Fire magic is fast and energetic, geared towards attack spells. Fire mages are often impatient,
impulsive people.
9. Fire Shield
12. Furious
Flames
4. Fire Cone
6. Inferno
1. Create Water
2. Magical
Immunity (Fire)
4. Swim Like a
8. Ice Storm 10. Solid Fog
Fish
6. Speak
Underwater
2. Magical Immunity (Fire) [6]: you can resist attacks made with fire magic with a quick
contest of Water talent vs. Fire talent. If such a roll is already required you gain +5. (Psi
Static [30], resistible -50%, only against fire magic -30%)
3. Walk on Water [14]: you can walk on water and other liquids. (Walk on Liquid [15], psionic
-10%)
8. Ice Storm
9. Fog [9]: Creates fog around the caster with a 2 yard radius. The fog gives a penalty of 5
to all vision-based actions.(Obscure (Vision) 5 [10], psionic -10%)
10. Solid Fog
11. Acid Fog
Air Magic
The manipulation of air allows flight and other manipulations of the medium air. Air mages
are considered to be absent-minded and mercurial.
1. Remove Smell
11. Shocking
Grasp
10. Tornado
3. Gliding Jump
4. Walk on Air [18]: you can walk on air as if it were solid but if your are knocked down or
slip you will fall. (Walk on Air [20], psionic -10%)
5. Flight
6. Obscuring Mist [9]: You can create a cloud of mist that hides you and your allies. The
mist centers around you and has a radius of 2 meters, giving a penalty of 5 to all
vision-based actions. (Obscure Vision 5 [10], psionic -10%)
7. Deflect Missiles
8. Air Shield
9. Push Back
10. Tornado
Earth Magic
Earth magic is defensive in nature but also allows several interesting attacks. Generally, earth
mages are considered to be stoic, bordering on the passive.
1. Strength of the
Earth
3. Greater
9. Unmovable 7. Shatter
Stoneskin
4. Slow
10. Tunnel
5. Turn to Stone
11. Earthquake
Earth Talent [5/level]: +1 to all required attribute checks. Quick contests use Will attribute
as a base.
1. Strength of the Earth [2]: While standing on bare earth, you can lift more weight than
normally (+1 ST for lifting purposes only). (Lifting ST+1 [3], psionic -10%, only while standing
on bare earth -20%)
2. Stoneskin [14]: Your skin is as hard as stone while you use this magical power (DR 4)
but you are less agile (-1 DX). (Damage Resistance [20], psionic -10%, reduce DX by 1 -20%)
3. Greater Stoneskin [20]: Your skin is as hard as stone while you use this magical power
(DR 8) but you are less agile (-2 DX). (Damage Resistance [40], psionic -10%, reduce DX by 2
-40%)
4. Slow
5. Turn to Stone
6. Fists of Stone
7. Shatter
8. Roots of Earth
9. Unmovable
10. Tunnel
11. Earthquake
Dracology
Dracologists try to emulate the inherent magic of dragons, with astonishing effects. The art of
dracology is seen with scepticism by some. Dragon mages chose the type of dragon they
which to emulate, e.g., there are red dragon mages, shadow dragon mages, and gold dragon
mages.
1. Manifest Claws
9. Spit Fire
3. Salamander
Form
Dracology Talent [5/level]: +1 to all required attribute checks. Quick contests use Will
attribute as a base.
1. Manifest Claws [3]: Your punches and kicks deal cutting damage due to claws of pure
energy. (Sharp Claws [5], psionic -10%, temporary disadvantage (no fine manipulators) -30%)
2. Lizard Form
3. Salamander Form
4. Wyrmling Form
5. Dragon Form
6. Smell Gold
7. Gliding Wings
8. True Wings
9. Spit Fire [9]: You can spit a small ray of fire costing you one point of fatigue and
needing 5 seconds to recharge. Acc +0, 1/2D 10, Max 100, RoF 1, Recoil 1, Damage 3d
burn. (Innate attack burn [15], Inaccurate 3 -15%, Costs Fatigue 1 -5%, takes recharge 5 seconds -10%,
psionic -10%)
1. Detect Undead
Necromancy Talent [5/level]: +1 to all required attribute checks. Quick contests use Will
attribute as a base.
1. Detect Undead [4]: You can detect the presence of undead via a sense roll with the usual
range modifiers with an Per test. On a critical success you also know the direction and
quantitiy of the undead. (Detect (occasional) [10], psionic -10%, vague -50%,)
2. Ghoul Touch [6]: Your touch can paralyze others. Your target must make a HT check or
be stunned, being able to recover every second with an additional check. If the roll is
failed by 5 or more, the target is paralyzed for one minute per point of failure and stunned
afterwards. Armour automatically stops the effect, so an unarmoured body part must be
touched. The ghoul touch only works on living beings. (Affliction [10], psionic -10%,
accessibility -10%, contact agent -30%, secondary effect: paralysis +30%, melee attack reach 1 -25%)
3. Vampiric Touch
4. Draining Ray
5. Repel Undead
6. Disrupt Undead [6]: You can shoot a ray of light from your finger that damages undead
creatures. Acc +0, 1/2D 2, Max 20, RoF 1, Recoil 1, Damage 3d corrosion (also damages
DR). Each attack costs you 1 FP. (Innate attack cor [30], Inaccurate 3 -15%, Costs Fatigue 1 -5%,
reduced range -20%, psionic -10%, accessibility (undead only) -30%)
7. Control Undead
8. Spirit Touch
9. Bone Wall
10. Spirit Wall
Runic Divination
Runic divination is a magical art that concentrates on the gathering of knowledge. At the
lower levels, its power is somewhat limited but the archmages of runic divination are
powerful mages indeed. Runic divinators are seen as wise and trustworthy.
1. Intuitive
Compass
6. Track
3. Portents 9. Identify Item
Supernatural
8. Clairvoyance
Runic Divination Talent [5/level]: +1 to all required attribute checks. Quick contests use
Will attribute as a base.
1. Intuitive Compass [4]: You always know where north is and you never get lost. (Absolute
Direction [5], psionic -10%)
2. Intuition
3. Portents
4. Split-Second Precognition
5. Detect Magic
6. Track Supernatural
7. Clairaudio
8. Clairvoyance
9. Identify Item
10. Analyze Dweomer
Abjuration
1. Lesser 9. Confuse
Elemental Shield Divination
6. Globe of
3. Shield 10. Web
Resistance
11. Black
7. Antimagic Field 4. Shield Globe Boldavian
Tentacles
8. Banish Demon
Illusionism
The art of illusion allows the manipulation of reality. While some mages scoff at an art,
which has no real impact on the world, illusionism can be quite powerful indeed. Illusionists
are said to be eccentric and flamboyant.
1. Minor Illusion
8. Chromatic
2. Dancing Lights
Lights
12. Blur
14. Chameleon
11. Rainbow
5. Full Illusion 7. Terror
Hellfire
15. Invisibility
16. Mass
Invisibility
Talent [5/level]: +1 to all required attribute checks. Quick contests use Will attribute as a
base.
1. Minor Illusion [1]: You can produce a small illusion that is immediately recognizable as
such but can be used for entertainment purposes. The skill Art (Illusion) can be used to
create more beautiful effects. (Perk [1], psionic -10%)
2. Dancing Lights [5]: You can create a group of 1 to 6 small lights of any colour you like.
The lights can be moved by concentrating to any spot within 50 yards of the caster. (New
Advantage)
3. Optical Illusion [10]: You can create an optical illusion without sound. A quick contest
of your IQ vs. the victims' Per decides whether they fall for the illusion or not. Both sides
may add their Illusionism Talent to the attribute but the size modifier of the illusion is
applied as a bonus to the defenders value. The illusion costs 1 fatigue point to create but
none to maintain (max 1 hour). (New Advantage)
4. Audiovisual Illusion [15]: You can create an illusion consisting of both sound and visual
effects. A quick contest of your IQ vs. the victims' Per decides whether they fall for the
illusion or not. Both sides may add their Illusionism Talent to the attribute but the size
modifier of the illusion is applied as a bonus to the defenders value. The illusion costs 2
fatigue point to create but none to maintain (max 1 hour). (New Advantage)
5. Full Illusion [20]: The full illusion is similar to the audiovisual one but also adds smell
and touch to the created figment. A quick contest of your IQ vs. the victims' Per decides
whether they fall for the illusion or not. Both sides may add their Illusionism Talent to the
attribute but the size modifier of the illusion is applied as a bonus to the defenders value.
The illusion costs 3 fatigue point to create but none to maintain (max 1 hour). (New
Advantage)
6. Lesser Terror
7. Terror
8. Chromatic Lights [18]: This spell fires small polychromatic spheres of light at an
enemy. The spheres automatically hit their intended target. A quick contest of Will is
rolled to determine whether the victim is affected (Illusionism Talent bonus applies for
both sides). Your Will is reduced by 1 for every yard of distance to the target. The target
is stunned but can recover every second with a successful Will check. Creatures unable to
see the lights are not affected. The chromatic lights take 4 seconds of concentration to
cast. (Affliction 1 [10], Malediction +100%, based on will +20%, sense based (vision) -20%, takes extra
time 2 -20%)
9. Chromatic Cone
10. Chromatic Blast
11. Rainbow Hellfire
12. Blur [13]: While blurred you are harder to hit, which improves your ability to dodge by
+1 while active. Blur costs 1 fatigue point to activate and 1 additional point per minute to
maintain. (Enhanced Dodge [15], -10% psionic, -5% costs fatigue)
13. Change Self [14]: You can change your face to look like somebody else of your or a
similar race. This takes 10 seconds to do and 3 to return to your original form. +4 to
disguise rolls. The process of changing requires Pixie dust, an expensive substance
costing 200 gold peices per dose. (Elastic Skin [20], psionic -10%, requires common trigger -20%)
14. Chameleon [18]: You can change the colour of your skin to reflect your surroundings.
(Chameleon 4, -10% psionic)
15. Invisibility [20]: You can turn invisible at will but your equipment stays visible! Also,
you still cast a reflection in mirrors and insubstantial beings such as ghosts might still see
you. You get +9 stealth under the appropriate circumstances. After you have turned
visible again, it takes 1 hour until you can use this spell again. (Invisibility 40, switchable
+10%, visible reflection -10%, substantial only -20%, recharge time 1h -30%)