Boil and Bubble: Magical Styles – Spellslinger

Whoa, Black Betty, bam-ba-lam
Black Betty had a child, bam-ba-lam
The damn thing gone wild, bam-ba-lam
Said it weren’t none of mine, bam-ba-lam

– Black Betty, Ram Jam
It’s a pretty established fact that I produce more GURPS material than I can possibly get published – there is only so much space in Pyramid and (for now) the pipeline is closed to freelancer submissions. Add that to the fact that I produce setting bibles for each of my campaigns that are similar in length and composition to most GURPS campaign setting books and I end up with a ridiculous volume of RPG material. So, verbosity aside I thought I’d share something from my upcoming campaign: a magical style ala GURPS Thaumatology: Magical Styles, but with a double header – it’s for both standard spell magic and ritual path magic. If this proves popular I’ll consider adding more. This might as well be a “GURPS301” because of the needed for being grounded in GURPS basics – you’re going to need the Basic Set, GURPS Magic, GURPS Thaumatology: Magical Styles, GURPS Thaumatology: Ritual Path Magic, and Pyramid #3/66 The Laws of Magic. GURPS Low-Tech and GURPS High-Tech is suggested for useful firearms. Now to the crunch!
Magical Style (Basic Magic)

Spellslinger

17 points 

Style Prerequisite: Gunslinger and Magery 1.

Blending spell magic and implausible skill; the Spellslinger is a terrifying foe. Battle mages, or ‘spell slingers’ have been around for a long time, but it wasn’t until the first firearms came around that this style came into being. Using both magical prowess and firearms, the goal of the style is to use spells and guns (specifically pistols, but some practitioners use rifles, shotguns, etc.) as one, making them a extension of the mage.                 Because of the extremely stringent requirements (Magery and Gunslinger) plus the time invested in learning the style itself this style has few practitioners.
The perk, Special Set-up (Staff spell may be used on a firearm) may be bought as soon as the Style Familiarity perk is gained as it is intrinsic to the style, for the purposes of that spell, any firearm with a bulk of -4 or less counts as a “wand” while a bulk of -5 or more counts as a “staff.” Guns enchanted in this way use all the normal rules for a staff (GURPS Magic, p. 13)

Required Skills: Armoury (Small Arms), Connoisseur (Guns), Fast-Draw (Ammo), Fast-Draw (Pistol or Longarm), Guns (any two), Innate Attack (Beam or Projectile), and Thaumatology.
Required Spells: Apportation, Counterspell, Detect Magic, Find Weakness, Keen Hearing, Keen Vision, Measurement, Sound.

Perks: Area Spell Mastery; Attribute Substitution (DX variant); Blocking Spell Mastery; Brute-Force Spell; Combat Ceremony; Continuous Ritual; Convenience Casting (Ghostly Gunsmith); Enhanced Spell; Far-Casting; Fast-Casting; Fastest Gun in the West 1-3; Frightening Side Effects (any offensive spell on list); Improvised Magic (Spellslinger); Intuitive Cantrip (Reinforce or Spark); Limited Energy Reserve 1-5; Magical Weapon Bond; Mighty Spell; Missile Spell Mastery; Magical Style Adaptation (any purely offensive, aggressive, or combat oriented style); Mundane Magic (Apportation as Armoury (Small Arms)); No Gestures; No Incantations; Power Casting; Psychic Guidance; Reduced Footprint; Rule of 17; Secret Material (Fawkes Fuse); Secret Spell (Confound Firearm; Essential Gunpowder, Fighting Irons, Ghostly Gunsmith, Rapid Reload, Semi-Auto Magic, Smash Shot, Sniper Shot, Spell Marksmanship, Steady Hand, or Gun Charm); Special Exercises 1-2 (Basic Speed); Special Exercises 1-4 (DX); Special Exercises (FP can exceed HT by 100%); Special Set-up (Staff spell may be used on a Firearm); Spell Bond; Spell Duelist; Spell Enhancement (Double Knockback, Guided or Homing); Spell Hardiness 1-5 (any damaging spell on list); Spell Resistance (any Resisted spell on list); Stabilizing Skill (Armoury (Small Arms) for Spellslinger style spells); Staff Attunement; Staff Bond; Style Adaptation (any Gun Fu style); Super-Sympathy (any firearm); True Shot*.

Secret Spells: Essential Gunpowder; Ghostly Gunsmith; Rapid Reload; Semi-Auto Magic; Smash Shot; Sniper Shot; Spell Marksmanship; Gun Charm.

*This perk is leveled and requires specialization in a particular type of Gun specialty; it adds 1 to the total Malfunction number reducing the chance that a given gun might misfire.
Optional Traits

Attributes: Improved DX and IQ.
Advantages: Acute Hearing or Vision; Ambidexterity; Combat Reflexes; Danger Sense; Daredevil; Enhanced Time Sense*; Enhanced Tracking*; Imbue*; Night Vision; Signature Gear; Spellslinger; Telescopic Vision*; Unfazeable.
Disadvantages: Bad Temper; Callous; Enemies; Impulsiveness; Loner; On the Edge; Overconfidence; Post-Combat Shakes; Stubbornness.
Skills: Alchemy; Artillery; Axe/Mace; Brawling; Fast-Draw (Long Arm or Pistol); Gunner; Guns; Hazardous Materials (Magical); Hidden Lore (Magical Items); History (Firearms); Knife; Spear; Teaching; and Imbuement skills.
Perks: Imbuement or Gun Fu Perks (any).

* Must have the “Magic, -10%” Power Modifier.
Spell List
Spellslingers must know a minimum number of spells from their current Circle before being admitted to the one above it. Spells marked with a asterisk (*) are from GURPS Technomancer.

First Circle (Gun Hand)
Eight spells are considered basic. A new recruit is required to learn them all.

Apportation
Counterspell
Detect Magic
Find Weakness
Keen Hearing
Keen Vision
Measurement
Sound

Second Circle (Pistoleer)
A Gun Hand becomes a Pistoleer upon learning all nine First Circle spells. This entitles him to learn any of these twenty-two spells.

Conceal Magic
Create Air
Create Fire
Deflect Missile
Ghostly Gunsmith
Haste
Ignite Fire
Levitation
Missile Shield
Purify Air
Recover Energy
Seek Earth
Shape Air
Shape Earth
Shape Fire
Silence
Slow Fall
Steady Hand*
Suspend Spell
Thunderclap
Wallwalker
Ward
Weaken

Third Circle (Shootist)
A Pistoleer is promoted to Shootist upon learning eleven Second Circle spells (a total of 20 spells, with First Circle spells), allowing him to study these nineteen spells.

Air Jet
Air Vision
Catch Missile
Clean
Concussion
Destroy Air
Earth to Stone
Fireball
Flame Jet
Hawk Vision
Hinder
Hush
Lightning
Rapid Reload
Reflect
Restore
Shatter
Sniper Shot
Tell Position

Fourth Circle (Gunfighter)
A Shootist graduates to Gunfighter upon learning at least nine Third Circle spells (a total of 29 spells, with lower-Circle spells), giving him access to twenty more spells.

Ambidexterity
Distant Blow
Explode
Glitch/TL
Great Haste
Great Ward
Flaming Missiles
Flaming Weapon
Lightning Missiles
Lightning Weapon
Repair
Return Missile
Sand Jet
Semi-Auto Magic
Shape Metal
Shield
Slow
Smash Shot
Soilproof
Spell Marksmanship

Fifth Circle (Gunslinger)
A Gunfighter earns the title of Gunslinger upon learning at least eight Fourth Circle spells (a total of 37 spells, with lower-Circle spells), and can then go on to study any of these sixteen options.

Affect Spirits
Block
Devitalize Air
Dispel Magic
Explosive Fireball
Fighting Irons
Flesh to Stone
Flight
Hardiness
Immediate Action*
Malfunction/TL
Magic Bullet*
Reflex
Reverse Missiles
Stone Missile
Stop Healing

Sixth Circle (Gunsmith)
A Gunslinger earns the title of Gunsmith upon learning at least eight Fifth Circle spells (a total of 45 spells, with lower-Circle spells), and can then go on to study any of these 14 options. Those with the Gun Charm spells may go on to learn the following Enchantment spells at any time, though only firearms, ammunition, and gun accessories (like gun belts or cleaning kits) may be enchanted: Accuracy, Bane, Blank Spell Arrow, Cornucopia, Ghost Weapon, Graceful Weapon, Loyal Sword, Penetrating Weapon, Puissance, Quick-Aim, Quick-Draw, Speed Spell Arrow, Spell Arrow. Blank Spell Arrow, Speed Spell Arrow, and Spell Arrow only be used on firearm ammunition, not arrows or bolts.

Burning Death
Catch Spell
Confound Firearm*
Delay
Essential Gunpowder
Gun Charm
Hail of Lead*
Hawk Flight
Missile Shield
Penetrating Spell
Reduce Recoil*
Return Missile
Shatterproof
Throw Spell

Secret Material: Fawkes Fuse
Prepared correctly, this handmade gunpowder becomes a potent one-off magical energy source. Transformation calls for a Thaumatology-4 roll by a spellslinger with the Secret Material (Fawkes Fuse) perk. Any success produces a fine grey powder containing bound energy points equal to margin of success, with no maximum. Failure wastes the gunpowder. Critical failure produces a useless product that increases the Malfunction number of any ammo made with it by 3! The GM rolls in secret – failures are obvious, but it’s impossible to tell success from backfire! There are three uses for it, the first is as energy source for Fire, Breaking (of the Making and Breaking college), and Technology spells. The second is if it is mixed with regular gunpowder in equal amounts, it creates a substance exactly the same as that made by Essential Gunpowder. Finally if used during the enchantment of a magical firearm, ammunition, etc. it counts as five times the margin of success when it was made.

Essential Gunpowder (VH)

Regular

Transforms regular gunpowder into the perfected essence of gunpowder. Essential Gunpowder does not spoil, get wet, or ever go bad. This reduces the Malfunction number by 3 when using ammo that contains Essential Gunpowder. If used in the manufacture of match-grade or extra powerful ammunition it doubles the normal benefits (and drawbacks). This can also be used on explosive powders, but not something like C4 or DET Cord; for these double the REF.

Duration: Indefinite.
Cost: 3 per pound of material; if casting this on ammunition use the WPS.
Time to cast: 30 seconds.
Prerequisites: Secret Spell (Essential Gunpowder) and nine Fifth Circle spells.

Fighting Irons

Blocking

After casting this spell you can use a firearm you have in hand to parry a incoming attack. If the spell succeeds, the gun becomes harder than iron, momentarily – and automatically parries the attacking weapon without harm to the caster. If the spell fails, the wizard is simply parrying with his weapon! (and all that entails), if he critically fails use the results of the spell failure chart and the attack he was attempting to parry automatically hits him. This spell can parry no attack that could not normally be parried. Unlike most Blocking spells this spell may be used up to two times in a singular turn if the only other Blocking spell used was the Fighting Irons spells.

Cost: 1.
Prerequisites: Secret Spell (Fighting Irons), nine 0 Circle spells, and DX 11 or higher.

Item
Any firearm, useable by mages only. Energy cost to create: 600.

Ghostly Gunsmith/TL

Regular

Casting this spell allows you to clean, disassemble, and reassemble a single firearm as if they had a Gun Cleaning Kit (GURPS High Tech, pg 160-161). It also allows the caster to assemble firearm ammunition from the normal ingredients (cartridge, bullet, powder) as if they had a Portable Tool Kit (Armoury (Small Arms)) (GURPS High Tech, pg 24). Assembly still requires a skill check to complete (with a +4 bonus from the spell) use the rules for Handloading and Reloading (GURPS High Tech, p.174) at one-tenth the rate to determine how many rounds can be assembled per casting, assume that this spell does a hour’s worth of work each time it is used.

Duration: See Text.
Cost: 4 to cast.
Time to cast: 10 seconds.
Prerequisites: Secret Spell (Ghostly Gunsmith).

Gun Charm

Enchantment

This spell mirrors the Temporary Enchantment spell and serves as a prerequisite spell for other enchantments much as the Enchant spell (GURPS Magic p.54) does but only for the purpose of enchanting firearms, ammunition, and gun accessories (such as a Gun Cleaning Kit or a Cartridge Bandoleer). See GURPS Magic for further details on enchanting and enchantment.

Prerequisites: Secret Spell (Gun Charm) and nine Fifth Circle spells.

Rapid Reload

Regular

This spell allows you to momentarily speed up your reflexes and agility but only for the purpose of reloading your firearm. This spell does not produce ammunition, which you must already have. You must specialize by reloading scheme: Belt (for machine guns), Breechloader (for double-barreled shotguns), Detachable Magazine (for most modern automatics), Muzzleloader (for black-powder guns), Swing-Out Revolver (for modern revolvers), etc. See High-Tech for a full list. A successful casting lets you reload as a free action for Detachable Magazine or for Swing-Out Revolver (with a speedloader), or with a single Ready maneuver for every other specialty but Muzzleloader. For the Muzzleloader specialty, you can spend extra 2 FP, and a successful roll chops 25% per 2 FP off reload time, to a minimum of three seconds.

Duration: Instantaneous
Cost: 4. See text for further information on Muzzleloaders.
Time to cast: 1 second.
Prerequisites: Magery 1. Fast-Draw (Ammo) 12+. Secret Spell (Rapid Reload) and eight Second Circle spells

Semi-Auto Magic

Regular

This spell is cast on another damage-dealing spell, granting it an enhanced rate of fire (p. B373). The spells are cast one after the other, with no delays between castings. Semi-Auto Magic is cast first, and counts as a spell “on” for determining the effective skill for the second spell. You still have to pay the cost of each spell in FP but make only a single skill roll for all of them, so if you cast this spell for a RoF 3 and then Fireball with a 1d Fireball, the total FP cost would be 8, 5 FP for the Semi-Auto Magic spell, and 1 x 3 for the Fireball.

Duration: Until the second spell expires.
Cost: See table below.

RoF  Cost
2       4

3       5
4-7   7 

8-15 10

Time to cast: 3 seconds.
Prerequisites: Secret Spell (Semi-Auto Magic) and eight Third Circle spells.

Smash Shot

Regular

Your attack’s with a small arms weapon adds the effect of knockback to the target in addition to any other effects. The bullet does normal damage plus does knockback based on the amount of normal damage. For double the cost you may make this Double Knockback or Double Blunt Trauma, for triple cost you may have them both.

Duration: 1 minute.
Cost: 4 to cast. 2 to maintain. (double cost for Double Knockback or Double Blunt Trauma, triple cost for both).
Time to cast: 1 second.
Prerequisites: Secret Spell (Smash Shot) and eight Third Circle spells.

Sniper Shot

Regular

Your next attack with a small arm weapon has its range increment increased by one-half (multiply by 1 1/2). This also affects the 1/2 D range of the weapon, if any.

Duration: 1 use (see text).
Cost: 3 to cast.
Time to cast: 5 seconds.
Prerequisites: Secret Spell (Sniper Shot) and eight Second Circle spells.

Spell-Marksmanship

Special

This spell imbues a bullet with any spell that could be cast by touch. Get your small arm ready to shoot, and then choose a spell and energize your projectile with it. This takes the spell’s standard casting time. It requires energy equal to the spell’s usual cost, reduced for skill with that spell, plus 3 FP, reduced for skill at this one. Don’t roll yet – that comes later! You may hold the charged projectile ready while you take other actions, but unloading the firearm wastes the spell.  When you’re ready to shoot, make a normal ranged attack. Roll for the spell when the projectile hits something, using the lower of your level with that spell and Spell-Marksmanship. All standard casting modifiers apply except those for distance – the target is affected just as if you had cast the spell by touch! The missile does its usual damage.

Duration: Until shot.
Cost: 3 + underlying spell cost.
Time to Cast: Per underlying spell.
Prerequisites: Magery 3+, Secret Spell (Spell-Marksmanship) and Guns or Gunner at 16+.
Magical Style (Ritual Path Magic)

Spellslinger

17 points 

Style Prerequisite: Gunslinger, Magery 0, and Ritual Adept.

Blending spell magic and implausible skill; the Spellslinger is a terrifying foe. Battle mages, or ‘spell slingers’ have been around for a long time, but it wasn’t until the first firearms came around that this style came into being. Using both magical prowess and firearms, the goal of the style is to use spells and guns (specifically pistols, but some practitioners use rifles, shotguns, etc.) as one, making them a extension of the mage. Because of the extremely stringent requirements (Magery and Gunslinger) plus the time invested in learning the style itself this style has few practitioners.
The perk, Object Channel (Firearm) may be bought as soon as the Style Familiarity perk is gained as it is intrinsic to the style, for the purposes of that spell, any firearm with a bulk of -4 or less counts as a “wand” while a bulk of -5 or more counts as a “staff.”

      To gain the energy reduction bonus for this style the spell must have something to do with firearms, guns, or destructive “battle magic” (damaging spells would be acceptable, as would a spell that blinds a foe – but not one that mere stuns them).

Required Skills: Armoury (Small Arms), Connoisseur (Guns), Fast-Draw (Ammo), Fast-Draw (Pistol or Longarm), Guns (any two), Innate Attack (Beam or Projectile), and Thaumatology.
Required Paths: Path of Body, Path of Energy*, and Path of Matter*.

Required Ritual Masteries: Alertness, Fighting Irons, Fireball, Haste.

Perks: Area Spell Mastery; Attribute Substitution (DX variant); Blocking Spell Mastery; Brute-Force Spell; Convenience Casting (Ghostly Gunsmith); Discreet Ritual; Fastest Gun in the West 1-3; Frightening Side Effects (any offensive spell on list); Improvised Magic (Spellslinger); Intuitive Cantrip (Reinforce or Spark); Limited Energy Reserve 1-5; Magical Weapon Bond; Mighty Spell; Magical Style Adaptation (any purely offensive, aggressive, or combat oriented style); Object Channel (Firearms); Path Variation (Body, Energy, or Matter); Power Casting; Psychic Guidance; Reduced Footprint; Rule of 17; Secret Material (Fawkes Fuse); Secret Spell (Confound Firearm; Fighting Irons, Ghostly Gunsmith, Ironmonger, Rapid Reload, Smash Shot, or Sniper Shot); Special Exercises 1-2 (Basic Speed); Special Exercises 1-4 (DX); Special Exercises (FP can exceed HT by 100%); Spell Duelist; Spell Enhancement (Double Knockback, Guided or Homing); Spell Hardiness 1-5 (any damaging spell on list); Spell Resistance (any Resisted spell on list); Stabilizing Skill (Armoury (Small Arms) for Spellslinger style spells); Style Adaptation (any Gun Fu style); Super-Sympathy (any firearm); True Shot†.
* You must have put at least two points into both of these Path skills.
† This perk is leveled and requires specialization in a particular type of Gun specialty; it adds 1 to the total Malfunction number reducing the chance that a given gun might misfire.
Optional Traits

Attributes: Improved DX and IQ.
Advantages: Acute Hearing or Vision; Ambidexterity; Combat Reflexes; Danger Sense; Daredevil; Enhanced Time Sense*; Enhanced Tracking*; Imbue*; Night Vision; Signature Gear; Spellslinger; Telescopic Vision*; Unfazeable.
Disadvantages: Bad Temper; Callous; Enemies; Impulsiveness; Loner; On the Edge; Overconfidence; Post-Combat Shakes; Stubbornness.
Skills: Alchemy; Artillery; Axe/Mace; Brawling; Fast-Draw (Long Arm or Pistol); Gunner; Guns; Hazardous Materials (Magical); Hidden Lore (Magical Items); History (Firearms); Knife; Spear; Teaching; and Imbuement skills.
Perks: Imbuement or Gun Fu Perks (any).

* Must have the “Magic, -10%” Power Modifier.

Secret Material: Fawkes Fuse 
Prepared correctly, this handmade gunpowder becomes a potent one-off magical energy source. Transformation calls for a Thaumatology-4 roll by a spellslinger with the Secret Material (Fawkes Fuse) perk. Any success produces a fine grey powder containing bound energy points equal to margin of success x 5, with no maximum. Failure wastes the gunpowder. Critical failure produces a useless product that increases the Malfunction number of any ammo made with it by 3! The GM rolls in secret – failures are obvious, but it’s impossible to tell success from backfire! It can only be used to power rituals or create magical items. For the former each point of bound energy can be tapped as a source for spells that deal with firearms, explosions, fire, and so on. For the latter, it counts as 1 hour of Slow and Sure enchanting per point of margin of success when created – but only for magic items that is related to one of the above.

New Ritual Path Magic Spells
The following new spells are available to any caster in the setting at the GM’s option, but should probably be restricted to those with the Spellslinger magical style perk. They make excellent candidates for specialization via Secret Spell or multiple levels of Ritual Mastery.

Boom-Boom Round
Spell Effects: Greater Create Energy.
Inherent Modifiers: Damage, Burning Explosive.
Greater Effects: 1 (x3).

This spell is usually cast as a bullet charm, increases the damaging power of an individual round. This adds 10d burning explosive damage as a follow-up to the actual damage of the bullet.

Typical Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Damage, external 10d burning explosive (16). 81 energy (27×3).

 

Ghostly Gunsmith
Spell Effects: Lesser Control Matter.
Inherent Modifiers: Bestows a Bonus, +5 to Armoury (Small Arms)).
Greater Effects: 0 (x1).

Casting this spell allows you to clean, disassemble, and reassemble a single firearm as if you had a Gun Cleaning Kit (GURPS High Tech, p. 160-161). It also allows the mage to assemble firearm ammunition from the normal ingredients (cartridge, bullet, powder) as if he had a Portable Tool Kit (Armoury (Small Arms)) (GURPS High Tech, p. 24). Assembly still requires a skill check to complete (with a +5 bonus from the spell) use the rules for Handloading and Reloading (GURPS High Tech, p.174) at one-tenth the rate to determine how many rounds can be assembled per casting, assume that this spell does a hour’s worth of work each time it is used.

Typical Casting: Lesser Control Matter (5) + Bestows a Bonus, +5 to all Armoury (Small Arms) Rolls (16) + Subject Weight, 30 lbs. (1). 22 energy (22×1).

 

Rapid Reload 
Spell Effects: Lesser Strengthen Body.
Inherent Modifiers: Altered Traits, Quick-Reload (Specific Type).
Greater Effects: 0 (x1).

This spell allows you to momentarily speed up your reflexes and agility but only for the purpose of reloading your firearm. This spell does not produce ammunition, which you must already have. You must specialize by reloading scheme: Belt (for machine guns), Breechloader (for double-barreled shotguns), Detachable Magazine (for most modern automatics), Muzzleloader (for black-powder guns), Swing-Out Revolver (for modern revolvers), etc. See GURPS High-Tech for a full list. A successful casting lets you reload as a free action for Detachable Magazine or for Swing-Out Revolver (with a speedloader), or with a single Ready maneuver for every other specialty but Muzzleloader. For the Muzzleloader specialty, this costs 11, not 7, and reduces the time to reload to 3 seconds. This can be cast as a Blocking spell if the caster likes.

Typical Casting: Lesser Strengthen Body (3) + Altered Traits, Quick-Reload (Specific Type)* (1) + Subject Weight, 300 lbs. (3). 7 energy (7×1).

* Adds an additional three levels of this perk.

Smash Shot 
Spell Effects: Lesser Control Energy.
Inherent Modifiers: Damage, External Piercing (Double Knockback and Double Blunt Trauma).
Greater Effects: 0 (x1).

This spell is cast on a firearm weighing up to 30 lbs., for the next 10 minutes, in addition to any other effects the gun has it also gains both Double Knockback and Double Blunt Trauma.

Typical Casting: Lesser Control Matter (5) + Damage, External Piercing (Double Knockback, +20%; Double Blunt Trauma, +20%) (8) + Subject Weight, 30 lbs. (1). 14 energy (14×1).

Sniper Shot 
Spell Effects: Greater Control Matter.
Inherent Modifiers: Bestows a Bonus, to negate penalties for one specific weapon.
Greater Effects: 1 (x3).

This spell affects one particular firearm weighing up to 30 lbs., the next shot from the weapon ignores up to -7 worth of penalties regardless of whether they are from range, targeting, a hit location, etc. This lasts for one one shot only.

Typical Casting: Lesser Control Matter (5) + Bestows a Bonus, +7 bonus to negating penalties for one specific weapon (64) + Subject Weight, 30 lbs. (1). 210 energy (70×3).

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9 Comments

  1. Detonate
    Spell Effects: Lesser Create Energy
    Inherent Modifiers: None
    Greater Effects: 0 (x1)

    A simple ritual that avoids the need for any sort of mechanism for actually firing a weapon, this fires a single loaded, held weapon up to its full RoF (using the ritual to fire someone else's weapon, or an unattended weapon, may allow a resistance roll to prevent it). At lower TL's this can help avoid reliability issues as well as the problems of having a lit match (or having to buy an expensive wheellock). Mages often use firearms that can't be fired without a ritual! A Greater effect is able to instead detonate wet powder.

    Typical Casting: Lesser Create Energy (6). 6 energy (6×1)

    Magithermal Kinetic
    Spell Effects: Lesser Strengthen Energy, Lesser Control Energy, Lesser Create Energy
    Inherent Modifiers: Bestows a Bonus, Improved Range
    Greater Effects: 0 (x1)

    By carefully controlling the burn rate of the powder, the mage can get more "oomph" out of the weapon, increasing damage and range by up to ~50% (better improvements require Greater Strengthen Energy). This also fires the weapon, as Detonate, above. The below is meant for a Heavy Dragoon Pistol (LT 94).

    Typical Casting: Lesser Strengthen Energy (3) + Lesser Control Energy (5) + Lesser Create Energy (6) + Bestows a Bonus, +4 damage (Narrow, 8) + Improved Range x1.5 (1). 23 energy (23×1).

  2. Oops, intended to preface that with "As mentioned on the GURPS forum, here are two additional rituals to consider for the style."

  3. You probably will, when a certain moratorium has passed and also I have time to work again. It covers the same ground as this although the approach is slightly different. Also it is made to work directly with either The Way of The West, or Point Shooting styles from Gun First or Tactical Shooting respectively.

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