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GURPS - Magic.pdf

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<strong>Magic</strong> in the<br />

Basic Combat System<br />

These rules give very precise descriptions of<br />

range and area-of-affect, on the assumption that<br />

most campaigns will use some or all of the<br />

advanced combat rules.<br />

But if you are playing without a map, use<br />

these guidelines for “range modifiers” to skill:<br />

Missile spells are always thrown at the<br />

caster’s basic Spell Throwing skill or the DX-3<br />

default. Other combat-type spells are cast at<br />

basic skill if the GM rules the subject is in<br />

“striking range” of the caster. Otherwise,<br />

subtract 3 from the caster’s effective skill.<br />

For other spells: On the rare occasion when a<br />

“mapless” GM needs a precise range or<br />

distance, use those given. Otherwise, just make<br />

it fun!<br />

Special Combat Rules:<br />

Invisibility and<br />

Darkness<br />

In a combat situation where some fighters<br />

can’t see their foes, there will be certain effects<br />

on attack and defense abilities:<br />

Attacker cannot see anything: Attacker must<br />

make a Hearing-2 roll (or use some other<br />

method) to discover his foe’s location. If the<br />

Hearing roll is failed, he may swing at a<br />

randomly chosen hex. His attack roll will be at<br />

-10 (-6 if he is accustomed to being blind), and<br />

cannot be aimed at any particular body part.<br />

Attacker cannot see his foe, but can see his<br />

other surroundings: As above, except the attack<br />

penalty is only -6.<br />

Attacker cannot see his foe, but knows his<br />

location for sure (e.g., defender is in a lone<br />

Darkness hex): As above, but no Hearing roll is<br />

required and the attack penalty is only -4.<br />

Defender cannot see attacker: If the defender<br />

is aware he is being attacked and makes a<br />

Hearing-2 roll, he defends at -4. Otherwise he<br />

gets no active defense at all! If the attacker is in<br />

a hex of Darkness (see p. 58), but the defender<br />

is not, he defends normally since he can see the<br />

weapon coming.<br />

Example: Mordecai is invisible, and fighting<br />

a bandit in daylight. The bandit must make a<br />

Hearing-2 roll to locate Mordecai before each<br />

attack - if he succeeds he attacks at -6.<br />

Mordecai attacks normally and defends<br />

normally. Any defense roll the bandit makes<br />

against an attack by Mordecai is at -4, and if he<br />

misses his Hearing roll he gets no active<br />

defense at all.<br />

Note also that an unseen fighter can safely<br />

try things (stand on a table, lie down, etc.) that<br />

a normal fighter could never do. He may also<br />

just wait in a corner until his foe is exhausted!<br />

The strength of a missile spell depends on the energy put into it. For instance,<br />

a fireball does 1 die of damage for each point of energy used in creating it.<br />

Time to prepare a missile spell depends on the energy put into it; each turn<br />

gives it I point of energy. After completing one turn of concentration, the caster<br />

tries his spell roll at the beginning of his new turn. If he succeeds, the missile has<br />

I point of energy and can be released on that turn; releasing it is a free action, and<br />

the caster can immediately start another spell. Thus, he can cast a 1-point missile<br />

spell every turn.<br />

Or he can hold it and enlarge it! Another second of concentration (no<br />

additional roll required) gives it another point of energy. A third second of<br />

concentration makes it a 3-point missile. This is as big as most missiles can get.<br />

Thus, a wizard could create and release a 1-point missile every turn - or a<br />

2-point missile every other turn - or a 3-point missile every third turn. He may<br />

not aim while he is creating the missile; if he is going to aim, he must take<br />

another turn to do so after the missile is created.<br />

A wizard may keep a missile spell “in hand” after it is ready to throw. He<br />

may move while holding it, or use the Aim maneuver to increase his chances of<br />

hitting. He does not have to release the spell until he wants to. This is the only<br />

sort of spell that can be “held until ready.” A wizard cannot cast another spell<br />

(except a Blocking spell) while holding a missile spell. Blocking spells are at -2<br />

while a missile is in hand, and a critical failure on the Blocking spell causes the<br />

missile to go off prematurely and affect its creator...<br />

If a wizard is injured while he has a missile “in hand,” he must roll vs. Will.<br />

If he fails the roll, he loses control of the missile. A solid missile will simply fall<br />

to the floor, but fireballs, lightning and curses will immediately affect the<br />

unlucky caster!<br />

Blocking Spells<br />

A “blocking” spell is a spell that can be cast instantly as a defense - either<br />

against a physical attack or against another spell. This is the magical equivalent<br />

of a block, parry, or dodge. You may only use one blocking spell each turn. A<br />

critical success on an attack makes a blocking spell impossible.<br />

If you try a Blocking spell, it automatically interrupts your own<br />

concentration. Any spell you were preparing is lost. However, you may<br />

concentrate again when your own turn comes. And if you have an<br />

already-prepared missile spell in hand, it is unaffected. You cannot cast or<br />

enlarge it that turn, but you may retain it for later use.<br />

PRINCIPLES OF MAGIC<br />

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