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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
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