GURPS Magic Styles: Dungeon Magic applies the rules and guidelines in Thaumatology: Magical Styles to cook up seven sorcerous societies that suit any dungeon-delving campaign:
- The Fluidists, easygoing philosophers who seamlessly merge air, water, and movement magic into a unified "flow."
- The Guild of Iron Mages, conservative guildsmen whose magic complements skill at forging and wielding weapons of war.
- The Old School, secretive traditionalists adept at curses, necromancy, and other black magic.
- The Order of the Sun, masters of big-bore magical devastation . . . meaning anything that burns or explodes!
- The Sisters and Brothers of Echoes, peaceful idealists who use magic to promote the arts and brotherhood.
- The Tower of Pentacles, wisdom-seeking thaumatologists with the thankless job of maintaining the magical balance.
- The Wizards of the Mirrored Gaze, enchantresses and illusionists out to bend society to their power-hungry will.
Each group comes with a magical style, unique spells and materials, and design notes explaining everything. But that's not all! You also get a great deal of additional color (views, alliances and rivalries, regalia and armaments, and more) and a character template suitable for use in GURPS Dungeon Fantasy or any high-powered fantasy.
Quick Reference Table[]
This is a quick reference table showing the cost, number of Mandatory Skills, Mandatory Spells, Secret Spells, and Perks. It gives no information regarding the groups that use the styles.
Key[]
- MS: Mandatory Skills
- MSpells: Mandatory Spells
- P: Perks
Style | Cost | MS | MSpells | Secret Spells |
P | Pg |
---|---|---|---|---|---|---|
Fludism | [13] | 6 | 6 | 3 | 22 | 6-9 |
Iron Magic | [13] | 6 | 6 | 8 | 20 | 10-12 |
The Mirrored Gaze | [13] | 6 | 6 | 4 | 19 | 29-32 |
Pentaclism | [13] | 5 | 7 | 4 | 28 | 25-29 |
Thaumaturgics | [13] | 6 | 6 | 3 | 22 | 17-20 |
Underworld Lore | [13] | 6 | 6 | 3 | 22 | 13-16 |
Way of Echos | [13] | 6 | 6 | 3 | 18 | 21-23 |