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GURPS - Magic.pdf

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Pain<br />

Regular; Resisted by HT<br />

The subject feels a stab of agonizing pain. He must make an IQ roll to<br />

avoid crying out (if it matters). If he is in a precarious position (climbing, for<br />

instance) he must make a DX roll to avoid catastrophe! His DX and all<br />

DX-related skills are at -3 for the next turn onlv. If the subject is in the middle<br />

of a spell requiring gestures, he must roll vs. IQ or start over. The subject’s<br />

Toughness and Strong Will both add to any of the above rolls. High Pain<br />

Threshold gives +3.<br />

Duration: 1 second.<br />

Cost: 2.<br />

Time to cast: 2 seconds.<br />

Prerequisite: Spasm.<br />

Item: (a) Staff or wand; usable by mages only. Must touch victim. Energy<br />

cost to create: 400. (b) Any item: always on. Wearer feels stabbing pain, as<br />

above, but continuing until he makes a HT roll. Wearer can do nothing until<br />

the roll is made! Energy cost to create: 300.<br />

Stun<br />

Regular; Resisted by HT<br />

The subject is physically stunned (p. B127) and must roll vs. HT each turn<br />

to recover.<br />

Cost: 2.<br />

Prerequisite: Pain.<br />

Clumsiness<br />

Regular; Resisted by IQ<br />

Reduces the subject’s DX temporarily. Ability with all DX-based<br />

skills is also reduced.<br />

Duration: 1 minute.<br />

Cost: 1 for every point of DX reduction to a maximum of 5; half that<br />

amount per minute (round up) to maintain.<br />

Prerequisite: Spasm.<br />

Item: (a) Any item. Always on; reduces wearer’s DX. Energy cost to<br />

create: 100 for each point of DX reduction. (b) Staff or wand. Usable by<br />

mage only; must touch subject. Energy cost to create: 800.<br />

Dexterity<br />

Regular<br />

Raises the subject’s DX temporarily. Speed and ability with all<br />

DX-based skills are also raised. A caster can raise his own dexterity to<br />

increase his chances of hitting with missile spells, etc.<br />

Duration: 1 minute.<br />

Cost: 2 for every point of DX increase (maximum of 5); the same cost<br />

to maintain.<br />

Prerequisite: Clumsiness.<br />

Item: (a) Any item. Always on: wearer’s DX is raised while item is<br />

worn! A very rare item. Energy cost to create: 2,000 per point of increase<br />

(maximum 5). (b) Staff or wand. Usable by mage only: must touch<br />

subject. Energy cost to create: 2,000.<br />

Might<br />

Regular<br />

Raises the subject’s ST temporarily. This will affect damage,<br />

encumbrance, fatigue. and possibly readying times for weapons. .A caster<br />

can raise his own strength, but note that if the subject’s fatigue is higher<br />

than his ST when the spell wears off he will immediately lose<br />

consciousness. High skill does not reduce cost to cast this spell.<br />

Duration: 1 minute.<br />

Cost: 2 for every point of ST increase (maximum of 5); the same cost<br />

to maintain.<br />

Prerequisite: Lend Strength.<br />

Item: (a) Any item. Always on; wearer’s ST is raised while item is<br />

worn. Energy cost to create: 1,500 per point of increase (maximum 5). (b)<br />

Staff or wand. Usable by mage only; must touch subject. Energy cost to<br />

create: 1,000.<br />

Vigor<br />

Regular<br />

Raises the subject’s HT temporarily. This will affect basic speed and<br />

damage sustainable, but will not heal wounds or restore the use of<br />

already-crippled limbs. If the subject’s wounds when the spell wears off<br />

put him below -HT, he will have to make a HT roll to live if he has not<br />

already done so. High skill does not reduce cost of this spell.<br />

Duration: 1 minute.<br />

Cost: 2 for every point of HT increase (maximum of 5); the same cost<br />

to maintain.<br />

Prerequisite: Lend Health.<br />

Item: (a) Any item. Always on: wearer’s HT is raised while item is<br />

worn. Energy cost to create: 1,500 per point of increase (maximum 5). (b)<br />

Staff or wand. Usable by mage only; must touch subject. Energy cost to<br />

create: 1,000.<br />

Climbing<br />

Regular<br />

Gives the subject a strong, sure grip to increase his Climbing ability.<br />

Duration: 1 minute.<br />

Cost: 1 to 3 to cast; the same amount to maintain. The increase in the<br />

subject’s Climbing ability is equal to twice the energy put into the spell.<br />

Item: Shoes, gloves, clothing, or jewelry. Affects wearer only. Energy<br />

cost to create: 250 times the maximum Climbing bonus (no more than 5)<br />

the item can give.<br />

Strike Blind<br />

Regular; Resisted by HT<br />

The subject is temporarily blinded. See p. 12 for a description of the<br />

effects: the most important is that he is at -10 to attack anyone physically,<br />

and cannot see targets to cast spells at.<br />

Duration: 10 seconds.<br />

Cost: 4 to cast; 2 to maintain.<br />

Prerequisite: At least 2 Light spells and Spasm.<br />

Items: (a) Any item. Always on; wearer is blinded. Energy cost to<br />

create: 500. (b) Staff or wand. Usable by mage only; must touch subject.<br />

Energy cost to create: 2,000.<br />

Strike Deaf<br />

Regular; Resisted by HT<br />

The subject is temporarily deafened.<br />

Duration: 10 seconds.<br />

Cost: 3 to cast; 1 to maintain.<br />

Prerequisite: At least 2 Sound spells and Spasm.<br />

Items: (a) Any item. Always on; wearer is deafened. Energy cost to<br />

create: 400. (b) Staff or wand. Usable by mage only: must touch subject.<br />

Energy cost to create: 1,000.<br />

Strike Dumb<br />

Regular; Resisted by HT<br />

The subject cannot speak. This may make it difficult to cast spells. if<br />

they are not well known (see p. 7).<br />

Duration: 10 seconds.<br />

Cost: 3 to cast; 1 to maintain.<br />

Prerequisite: Spasm.<br />

SPELL LIST<br />

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