Experience Thai culture in the heart of the mountains at magical camps

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Thailand Magic Mountain Camp is a unique and exciting destination for those seeking an adventure-filled getaway. Located in the beautiful mountains of northern Thailand, this camp offers a wide range of activities and experiences that will leave visitors with memories to last a lifetime. One of the main attractions at Thailand Magic Mountain Camp is the zip line course. With multiple lines varying in length and difficulty, visitors can soar through the treetops and take in breathtaking views of the surrounding landscape. This exhilarating experience is a favorite among thrill-seekers and nature enthusiasts alike. In addition to the zip line course, the camp also offers opportunities for rock climbing and rappelling.


ENCHANT BAG
ENCHANT DREAMCATCHER

AETHERGOOP ENCHANT SPHERE CHARGES AETHERGOOP BREAK SPHERE THROW SPHERE AT - to trap a beast loyal to you THROW SPHERE AT GROUND - to release a trapped beast ENCHANTMENT AETHERSPHERE - to list costs. 2 more from Construct Handling, Occultism, Speed-Reading, or Teaching, all A IQ-1 1 -14; or buy additional levels of Crafting or Resource Recovery skills.

Magic lore reserved for enchanters solely

In addition to the zip line course, the camp also offers opportunities for rock climbing and rappelling. With experienced guides and top-of-the-line equipment, visitors can challenge themselves and conquer new heights. Whether scaling the rocky cliffs or descending down a steep face, these activities provide an adrenaline rush like no other.

Magic lore reserved for enchanters solely

GURPS: Thaumatology discusses a number of means by which the steep energy costs of enchanting might be met by material means, rather than by laborious effort. Inanimate Sacrifices and the Raw Energy within certain materials (T:55 and T:96, respectively), Mana Organs within certain supernatural creatures (T:99), and even the distilled essence of Raw Magic itself (T:227-229) are all potential sources of energy for enchantments, depending on the campaign. I've created this Adventuring Enchanter template to take advantage of whichever of these options are available in a given world. This allows players to play enchanters without needing to spend years in-game slowly accumulating energy. The Adventuring Enchanter uses Thaumatology to determine what materials could yield the energy needed for their next enchantment, uses Research or Hidden Lore to determine where these might be found, and then goes out to retrieve it. Usually with some friends - if these things were easy to get, the guilds would already control them! Adventuring Enchanters bring a number of unique abilities to the party - they can grant permanent (if delicate) buffs, wield powerful artifacts, command entire squadrons of golems, and access a vast library of scrolls and spellstones. They can, of course, also create enchanted gear for fellow party members - but generally, these enchanters end up spending most of their time and resources on their own projects. They might be able to refer you to a less adventurous colleague, though.

I'm most familiar with Dungeon Fantasy, so I've blended aspects of the Wizard and Artificer templates. I've set the price point at 250 CP with 45 CP of disadvantages; with the expectation of another 5 CP in quirks. This is intended to represent an experienced enchanter who already has some of their own kit built. For a lower CP version, a reduction in attribute levels, advantages, and some reduction in skill level/spell count should be straightforward. There are also some advantages and skills that are not from the Basic Set or Magic; these are detailed in the next post.

Adventuring Enchanter (250 points)
Attributes (139 points)
ST: 10 [0]
DX: 12 [40]
IQ: 15 [100]
HT: 12 [20]
Per: 12 [-15]
Will: 12 [-15]
Fatigue: 15 [9]

Advantages (90 points)
• Versatile [5] and Visualization [10].
• Either Magery 2 [25] and one extra point in Skills or Spells [1], or Magery 0 [5] + Magery 3 (Enchantment Only, -30%) [21].
• 50 points chosen from among DX +1 or +2 [20 or 40], IQ +1 or +2 [20 or 40], FP +1 to +10 [3/level], Ally (Golems) [var], Ambidexterity [5], Better Power Items [1], Charisma 1-4 [5/level], Earlier Works [var.], Energy Reserve 1-20 [3/level], Equipment Bond [1], Extra Power Items [15/level], Fast Scroll Reading [1], Gewgaw [5/level], High Manual Dexterity 1-4 [5/level], Language Talent, Languages (Any) [2-6/level], Luck or Extraordinary Luck [15 or 30], Rank (Wizard's Guild or similar) [5/level], Raw Magic Store [5/level], Serendipity [15/level], Signature Gear [1], Single-Minded [5], Tenure [5], Storied Artifact [1], Wealth (Comfortable, Wealthy, or Very Wealthy) [10, 20, or 30], Weapon Bond [1]

Disadvantages (-45 points)
• -20 points chosen from among Absent-Mindedness [-15], Bad Sight (Nearsighted or Farsighted, Mitigator (Glasses) -60%) [-10], Curious [-5*], Frightens Animals [-10], Obsession (Some great feat of enchantment) [-10*], Hard of Hearing [-10], Pyromania [-5*], Skinny [-5], Social Stigma (Excommunicated) [-10], Unfit [-5], Unnatural Features 1-5 (Something disturbing or an unusual prosthetic) [-1/level], Wierdness Magnet [-15].
• Another -25 points chosen from the above options or Bad Temper [-10*], Clueless [-10], Combat Paralysis [-15], Cowardice [-10*], Greed [-15*], Jealousy [-10], Klutz or Total Klutz [-5 or -15], Loner [-5*], Low Pain Threshold [-10], Nervous Stomach [-1], Oblivious [-5], Odious Personal Habit [-5 to -15], Overconfidence [-5*], Post-Combat Shakes [-5*], Sense of Duty (Adventuring Companions) [-5], Stubbornness [-5].

Suggested Quirks:
Attentive, Obsession (Current Project)

Primary Skills: Fast-Draw (wand, staff, or spellstone) (E) DX [1]-12; Hidden Lore (Magic Items) (A) IQ [2]-15; Thaumatology (VH) IQ-1 [4]-14‡.

Secondary Skills: Research (A) IQ+1 [4]-16; Writing (A) IQ-1 [1]-14.
• Either one of Axe/Mace, Broadsword, Shortsword, or Spear, all (A) DX+1 [4]-13, and one of Shield (E) DX+2 [4]-14, Cloak (A) DX+1 [4]-13; or else Staff (A) DX+2 [8]-14.
• Either Bow (A) DX-1 [1]-11, Crossbow (E) DX [1]-12, or Innate Attack (E) DX [1]-12‡.
• 2 points in Craft skills from Alchemy (VH) IQ-3 [1]-14, Artist (Body Art, Calligraphy, Drawing, Sculpting, or Woodworking), Engineer (Clockwork), Jeweler, or Metallurgy, all (H) IQ-2 [1]-13, Professional Skill (Weaving or Tanning), both (A) DX-1 [1]-11, Leatherworking or Sewing, both (E) DX [1]-12, Carpentry (E) IQ [1]-15, or Smith (H) IQ-1 [1]-14.
• 2 points in Resource Recovery skills, from Hazardous Materials or Prospecting, both (H) IQ-1 [1]-14, Scrounging (E) Per [1]-12, Search or Tracking, both (A) Per-1 [1]-11, or Surgery (VH) IQ-3 [1]-12.
• 2 more from Construct Handling, Occultism, Speed-Reading, or Teaching, all (A) IQ-1 [1]-14; or buy additional levels of Crafting or Resource Recovery skills.

Background Skills: Select 6 from Armoury (Body Armor, Melee Weapons, or Missile Weapons), Cartography, Hidden Lore (Any Other), or Merchant, all (A) IQ-1 [1]-14, Body Sense (H) DX-2 [1]-10, Climbing or Stealth, both (A) DX-1 [1]-11, Diplomacy or Tactics, both (H) IQ-2 [1]-13, First Aid, Gesture, or Savoir-Faire (High Society), all (E) IQ+0 [1]-15, or Hiking (A) HT-1 [1]-11.

Spells: Enchant and at least 1 spell from each of 10 colleges as its prerequisites, and another 19 points in spells or abilities. With Magery 2, spells will be either (H) IQ [1]-15 or (VH) IQ-1 [1]-14 (Enchant will need 2 points assigned); with Magery 4, spells will be either (H) IQ+2 [1]-17 or (VH) IQ+1 [1]-16.

* Modified for self-control number
‡ Adjust for appropriate Magery level

Last edited by 5too; 02-12-2021 at 09:38 PM . Reason: Adjusted Magery options, made Hazardous Materials optional to compensate for cost

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Thailand magic nountain camp

For those looking to explore the surrounding nature, Thailand Magic Mountain Camp offers hiking and trekking adventures. With an abundance of trails leading through lush forests and alongside glistening rivers, visitors can immerse themselves in the natural beauty of the area. Along the way, they may even encounter unique wildlife and exotic plant life. After a day full of adventure, visitors can relax and unwind at the camp's cozy accommodations. With options ranging from rustic cabins to luxury tents, there is something to suit every traveler's preference. In the evenings, guests can gather around a campfire and share stories of their experiences, creating a sense of camaraderie and friendship. Thailand Magic Mountain Camp also offers various cultural experiences, allowing visitors to immerse themselves in the local traditions and customs. From traditional Thai cooking classes to learning about the art of Thai massage, guests can gain a deeper appreciation for the country's rich heritage. Overall, Thailand Magic Mountain Camp provides a thrilling and immersive experience for those seeking adventure and a connection with nature. With its range of activities, stunning surroundings, and warm hospitality, this camp is a must-visit destination for anyone looking to create lasting memories..

Reviews for "Relax and rejuvenate with traditional Thai spa treatments at mountain camps"

1. John - 1/5 stars - I had high expectations for the Thailand magic mountain camp, but I was highly disappointed. The camp was poorly organized, and the staff seemed uninterested and unhelpful. The activities were also lackluster, and not as exciting as advertised. Overall, I would not recommend this camp to anyone looking for a magical experience in Thailand.
2. Emily - 2/5 stars - Unfortunately, my experience at the Thailand magic mountain camp was subpar. The accommodations were basic and uncomfortable, with no air conditioning in the scorching heat. Additionally, the food options were limited and not very appealing. The camp also lacked proper cleanliness and hygiene. While the surrounding scenery was beautiful, it didn't make up for the overall disappointment of the camp itself.
3. David - 2/5 stars - I was not impressed with the activities offered at the Thailand magic mountain camp. The advertised magic shows were amateurish and lacked any real wow factor. The hiking and outdoor activities were also poorly organized and not as adventurous as anticipated. Overall, the camp failed to deliver on its promises and left me wanting more.

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