Magic in the Drifting World



Magic in General


The Drifting World is full of paranormal and metanormal effects and processes. For the purposes of the basic magic system, the Drifting World is a Normal mana world, with pockets of Very High mana, many of them aspected. All spells from GURPS Magic and most spells from GURPS Grimoire are known, with the exception of the Tech college. Improvised and rune magic are practiced as well, although plain Magic-style spells are most common.

Magic in the style of GURPS Voodoo is found on the Drifting World. In addition to the usual paths, rituals of the Path of Nature are practiced. While gods (in the sense of massively powerful beings responsible for the creation of the world) are few and far between in religions of the Drifting World, powerful spirits, avatars, and elemental spirits are rife.

Psionics are available if relatively rare and may even, on the Drifting World, be a magically-related effect. After all, the difference is largely semantic. The GM may allow super powers as well as magical "gifts," perhaps as the result of magical experimentation or having a spirit being as an ancestor.

There are perhaps not so many spellcasters as there were at the height of the elven empire or the glory days of Calanxian emperors, nor are those who remain as skilled as the best wizards of the past. The most powerful wizards, the eldest elves, died or dissapeared during the civil wars surrounding the collapse of the elven empire. However, their secrets are rumored to survive in lost books and scrolls, and enchanted objects, the magical detritus of ten thousand years powered by forgotten spells and unknown rituals, may be found in less inhabited places.

Path of Nature

This path is to Voodoo-style magic what elemental magic is to the system of GURPS Magic. The rituals produce fairly specific effects on aspects of the natural world, mostly beasts, plants, and the elements, rather than influencing spirits or having generalized effects on probability or minds. Rituals in this path tend to have high defaults, but their effects are powerful as well.

Rainmaker
Defaults of Path of Nature-5

As the same ritual in the Path of Luck (p. V76).

Drought
Defaults to Path of Nature-5

As the Rainmaker ritual, but decreases the chance of rain.

Storm
Defaults to Path of Nature-7

Same effects as Rainmaker, but produces storm conditions appropriate to the area. This may be a hurricane, blizzard, tornado, etc. For the purposes of the spell, assume a minimum 2% chance of a storm (3 or less on 3d6). The effects of the ritual take place in two days, with the same penalties as Rainmaker for quicker effect.

Plague
Defaults to Path of Nature-8

This ritual inflicts an area similar to that of Rainmaker (Initiation Level/2 miles) with a plague. For every point by which the the caster makes the roll, .5% of the population in the area is afflicted with a temporarily debilitating and possibly lethal disease, which will take its course naturally. As a rule of thumb, the GM may assume that 5% of those afflicted will eventually die per point by which the roll was made. The plague cannot be targeted at specific individuals. To determine if any given individual is afflicted by the plague, convert the percentage to a 3d6 roll using the chart on p. B45. While generally directed at people, it may be directed at any one species with which the caster has a passing familiarity (cattle, wheat, etc.) to cause famines. Non-human intelligent species must likewise be attacked separately, unless they are subject to the same diseases as humans. A similar effect can be obtained with Malaise, but this is a more efficient means of visiting one's wrath on an offending area.

Hunter
Defaults to Path of Nature-5

This ritual allows the caster to unfailingly follow the path of a chosen prey. Within an hour of performing the ritual, the caster must chose one target while he is looking at it. Thereafter, he will be able to follow the exact path taken by the target without hesitation even if he loses sight of it. He will not know where the prey is, only which direction it went from the last place he saw it. This allows the character to track the target across covered trackes, up elevators, even if it teleports. The spell ends if the target dies or is destroyed, or if the caster ceases actively following the target for a day.

Gardener
Defaults to Path of Nature-1

This area-effect ritual (see p. V73 for modifiers) ensures that the land, if cultivated, will produce a bountiful crop regardless of soil quality and weather conditions unless active steps are taken to destroy the plants. The ritual must be recast every growing season. In a low-tech setting, it takes about an acre of land to support one person (radius 118 yards, -11 to skill).

Earthquake
Defaults to Path of Nature-8

This ritual causes an earthquake. While it effects a broad area, it does not use the area effect modifiers. Rather, a more powerful quake effects a larger area. If the ritual succeeds, consult the following chart to determine the quake's power at the center.

Success by Effect
1-2 Very slight shaking, no damage, can knock over precariously poised objects and trigger avalanches in susceptable areas.
3-4 Slight shaking, will knock over small objects and knock pictures from walls.
5-6 Weak shaking, may knock over cabinets and other tall pieces of furniture.
7-8 Moderate shaking, will cause cracking in stronger walls, light buildings may collapse. DX+3 roll to remain standing.
9-10 Strong shaking, light buildings will collapse, weaker parts of strong structures (towers, roofs, etc.) may collapse. DX roll to remain standing.
11+ Very strong shaking, most structures will collapse or suffer severe damage. DX-3 roll to remain standing.

The most powerful effect produced will be felt over an area with a radius of about a quarter mile. The next less powerful effect will be felt for a half-mile or so beyond that, the next another mile farther out, and so on. If the ritual is cast in an area where earthquakes are particularly unlikely (say, Kansas or Moscow), the GM may impose an additional penalty of up to -10.

True Aim
Defaults to Path of Nature-6

This ritual, often used in conjunction with Hunter, allows uncanny accuracy with a weapon. The recipient of the ritual must be present at the casting holding the weapon he will use (the GM may rule that artillery, missiles, and other large weapons are too large to "hold" properly). If the ritual is successful, the next attack the recipient makes with that weapon gets a bonus equal to the amount the ritual was made by. The target may, if circumstances allow it, get an active defense. While this ritual may be used on automatic weapons, the bonus applies only to the first shot, not the first burst or first turn of automatic fire.

Talk to the Animals
Defaults to Path of Nature-3

This ritual allows the caster to call an animal of a desired type and, if desired, converse with it, perhaps even asking a favor of it. For instance, a hunter might call up an animal if he is having trouble getting meat, or an initiate with a need to communicate secretly might call up a bird to carry a message for him. The ritual will call up the closest animal of the desired type. It will head towards the caster at a reasonable speed, although if there is no such animal within a mile or so, none will appear. Once it arrives, it will be willing to spend a few minutes conversing with the caster, although the caster must phrase questions carefully if he wants a useful answer. Animals
are more likely to remember scents than overheard conversations, and will completely overlook many things, like piles of gold and arms caches, that humans would find extremely important. If the animal has a Good reaction or better to the caster, it might perform a favor for him, such as carrying a message or briefly doing surveylance.

Swarm
Defaults to Path of Nature-5

This area-effect ritual will call up a swarm of small animals appropriate to the region. This may be mosquitoes in a swamp, locusts or gnats in farmland, or rats or cockroaches in a city. The swarm will persist for an hour or so, then disperse.


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