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GURPS - Magic.pdf

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AIR SPELLS<br />

These are the spells dealing with the Air element. Anywhere a “hex” of air<br />

is indicated, it may be assumed to be a volume of air 1 hex by 6 feet,<br />

composed of normal breathing air at 1 atmosphere of pressure.<br />

Purify Air<br />

Area<br />

This is the basic Air spell. It removes all impurities from the air in the<br />

subject hex. This spell is often used to neutralize the effects of poisonous<br />

gas or vapors. Note that a room full of smoke may safely be purified one<br />

section at a time - but truly deadly vapors must all be removed at once, or<br />

some may escape. This spell will also turn old “stale” air into fresh<br />

breathable air. One hex of air, if not renewed from the outside, will last 45<br />

minutes for one person at rest. This time will be less for multiple persons<br />

or someone violently exercising. (GM’s discretion.)<br />

Duration: Works instantly. Purification is permanent.<br />

Base Cost: 1. Cannot be maintained: must be recast.<br />

Item: Staff, wand or jewelry. Energy cost to create: 50.<br />

Create Air<br />

Area<br />

This spell manufactures air where none exists. Cast where there is<br />

already air, it will produce an outward breeze lasting for about five<br />

seconds. Cast in a vacuum, it will instantly create breathable air. Cast<br />

within earth, stone or other material, it will fill any empty spaces with air,<br />

but will not burst the stone. Cast underwater. it makes bubbles!<br />

Duration: 5 seconds. Air created is permanent.<br />

Base Cost: 1 (for 1 hex of air at normal air pressure).<br />

Prerequisite: Purify Air.<br />

Item: Staff, wand or jewelry. Energy cost to create: 200.<br />

Shape Air<br />

Regular<br />

Lets caster create movements of air over a small area. The wind starts<br />

at the “subject” hex; it blows in a stream 1 hex wide, for a distance in<br />

hexes equal to 5 times the energy put into it, and then dissipates. This<br />

wind may cause “knockback” (see p. B106) on someone it hits; roll I die<br />

for every full 2 points of energy in the spell, each turn the wind hits them.<br />

8 points of “knockback” will push someone back 1 hex.<br />

Duration: 1 minute.<br />

Cost: From 1 to 10. 1 produces a gentle breeze; 4 a wind; 6 a heavy<br />

wind: 8 or more a violent blast. Cost to maintain is the same as to cast.<br />

Prerequisite: Create Air.<br />

Item: Staff, wand or jewelry-. Energy cost to create: 200.<br />

Air Jet<br />

Regular<br />

Lets spellcaster shoot a thin jet of air from one finger. The “damage” it<br />

does will only be knockback on most creatures, but will injure vaporous<br />

beings, and stun or kill members of a swarm of small creatures. Each turn,<br />

the caster rolls versus DX-4 or <strong>Magic</strong> let skill to hit (this counts as an<br />

attack); may be dodged or blocked, but not parried. It is also good for<br />

sweeping the floor.<br />

Duration: 1 second.<br />

Cost: 1 to 3; ½ the amount of damage (2 to 6 dice) done. The jet’s<br />

range in hexes is equal to the number of dice. Cost to maintain is the same.<br />

Prerequisite: Shape Air.<br />

Item: Staff, wand or jewelry. Usable only by mages: if item is a staff<br />

or wand, air jet comes from its tip. Energy cost to create: 200.<br />

No-Smell<br />

Regular<br />

Removes the odor of subject and makes it (or him) totally undetectable<br />

by smell. Possessions are also affected. No other properties of the subject<br />

are changed by the spell.<br />

Duration: 1 hour.<br />

Cost: 2 for a man-sized or smaller subject; 1 more per added hex of<br />

size; same cost to maintain.<br />

Prerequisite: Purify Air.<br />

Item: Jewelry; affects wearer only. Cost: 150 energy and $300.<br />

Body of Air<br />

Regular; Resisted by HT<br />

The subject’s body becomes vaporous; it can change shape, seep<br />

through cracks, float in the air, etc. Clothes (up to 6 pounds) also become<br />

vaporous, but lose any magic powers they might have had while in<br />

vaporous form. The subject remains visible and able to speak. He can<br />

carry nothing while in this form.<br />

A person in vaporous form has all his normal senses. He is at -3 when<br />

using spells, and may not make physical attacks except on other vaporous<br />

creatures. He is immune to normal physical harm, but can be affected by<br />

mental spells.<br />

However, an Air Jet or similar effect can damage the vaporous body:<br />

Destroy Air does 2 dice of damage! A person in vaporous form is almost<br />

helpless against such attacks. A wind will move the vapor along without<br />

harming it. A violent wind will do harm (GM’s discretion, depending on<br />

type and source of wind). An explosion will affect vaporous bodies as<br />

though they were solid, but with concussion damage only.<br />

Any vaporous person venturing into the open air is likely to be hit by<br />

some sort of wind. If he is blown into the air. and the spell wears off . . .<br />

trouble. But sneezes. hand-held fans, etc., have no effect.<br />

An attack by an Air Elemental can also be damaging. Air Elementals<br />

attack vaporous creatures (and vice versa) like normal men, punching with<br />

fists. Example: An Air Elemental of ST 10 would do 1d-4 damage each<br />

turn.<br />

Duration: 1 minute.<br />

Cost: 4 to cast; 1 per minute to maintain.<br />

Time to cast: 5 seconds.<br />

Prerequisite: Shape Air.<br />

Item: Staff, wand or jewelry. Usable only by wearer. A severe<br />

drawback is that. as soon as it is activated, the item falls through the user’s<br />

hand - thus, a spell cast with this item lasts only a minute. Energy cost to<br />

create: 800.<br />

SPELL LIST<br />

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