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GURPS - Magic.pdf

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Detailed GMing of the effect of a large whirlwind is difficult. In<br />

general, assume it causes massive disruption over everything in its path,<br />

and go from there.<br />

Duration: 1 minute after reaching full strength.<br />

Base Cost: 4; half to maintain.<br />

Time to cast: Same as Windstorm.<br />

Prerequisite: Windstorm.<br />

Lightning<br />

Missile<br />

Lets spellcaster shoot a bolt of lightning from his fingertip. A good<br />

missile spell (see p. 11); not as destructive as Fireball, but accurate at<br />

longer ranges. It has SS 13, Acc +3, ½D 50, Max 100. Tends to short out<br />

electronic equipment when used in a high-tech environment. However, a<br />

lightning bolt cannot be fired through a metal grid, between bars, from<br />

within a car, etc. - it will jump to the metal and be lost. Metal armor will<br />

not protect well against this spell - treat any metal armor as PD 0, DR 1.<br />

Lightning can have unpredictable effects. The GM may, for instance,<br />

allow a wizard to shoot a lightning bolt into a metal floor. This would not<br />

electrocute a whole group of people - but it could certainly shock them all,<br />

injuring concentration and doing slight (perhaps 1 hit?) damage. The GM<br />

may encourage creative uses of lightning until they become a nuisance . . .<br />

Cost: Any amount from 1 to 3; the bolt does (1d-1 damage for each<br />

energy point spent in casting it.<br />

Time to cast: 1 to 3 seconds (the caster’s fingers will be seen to<br />

sparkle as the spell builds up).<br />

Prerequisites: At least 6 other Air spells.<br />

Item: Staff or wand - bolt is fired from end of item. Cost to create: 800<br />

energy, $1,200 for platinum decorations. Can be used only by a mage.<br />

Summon Air Elemental, Control Air Elemental,<br />

Create Air Elemental - see p. 33.<br />

FIRE SPELLS<br />

These are spells for use and control of the element Fire. Any time a<br />

“hex” of fire is mentioned, it is assumed that the whole hex is filled with<br />

fire (see Flame, p. B129.). If the volume of an area of flame is important,<br />

assume a hex of flame shoots 6 feet high.<br />

Burning Clothes: Clothes being worn are not easy to ignite. In general,<br />

4 hits of fire injury at once, or “Ignite Fire” at its third level of effect, will<br />

set fire to part of the victim’s clothing. This is very distracting (-2 to DX)<br />

and does 1d-4 damage each turn. Anyone may put out the fire by beating it<br />

with their hands (takes l turn if a DX roll is made).<br />

10 hits of fire damage at once will ignite all the victim’s clothes,<br />

producing a human torch and doing 1d-1 damage per turn. This can only<br />

be put out if the victim rolls on the ground for 3 seconds or jumps in the<br />

water. Victim can do nothing else until fire is out, unless he is protected<br />

(e.g., by Resist Fire). If a wooden shield takes 10 or more fire hits in one<br />

turn, the bearer is at -2 DX and 1d-5 damage per turn until he gets rid of it.<br />

These guidelines assume ordinary clothing. Armor is good protection<br />

against fire attacks; clothes under armor are almost impossible to ignite<br />

and will not stay lit! Clothing worn over armor (e.g., a surcoat) could be<br />

ignited, but the armor would protect from the burning effects as per pp.<br />

B129-130.<br />

On the other hand, fancy dresses or lace cuffs would ignite very easily.<br />

<strong>Magic</strong> Items: All magical items involving Fire spells must include a<br />

ruby; the size of the ruby depends on the spell. If an item has several spells<br />

on it, it needs only one jewel, of a size sufficient for the most powerful<br />

spell.<br />

Ignite Fire<br />

Regular<br />

This is the basic Fire spell. It produces a single spot of heat, and is<br />

used to set fire to a readily flammable object. It works best on paper and<br />

cloth, and will not affect any item that would not bum in an ordinary fire.<br />

In particular, it will not set fire to a living being! Once ignited, the fire<br />

burns normally.<br />

Duration: One second.<br />

Cost: Depends on the amount of heat desired. Cost to maintain is the<br />

same as the original cost.<br />

1 - for an effect as though a match had been held to the subject: will<br />

light a candle, pipe or tinder in one second.<br />

2 - for an effect as though a torch had been held to the subject: will<br />

ignite paper or loose cloth in one second, ordinary clothes being worn in<br />

four seconds.<br />

3 - for an effect as though a blowtorch had been held to the subject:<br />

will ignite dry firewood or clothes being worn in one second, leather in<br />

two seconds, heavy wood in six.<br />

4 - for an effect as though burning magnesium or phosphorous had<br />

been held to the subject: will ignite coal in one second, heavy wood in two<br />

seconds.<br />

Item: Staff, wand or jewelry. Energy cost to create: 100; item must<br />

include a small ruby worth 550.<br />

Create Fire<br />

As for Ignite Fire, except that it lets you<br />

create fire without fuel. Produces a hex or<br />

more of flame (or, in midair, a sphere of<br />

flame which falls). This is real fire, which<br />

will eventually ignite any flammable objects<br />

it touches. Cannot be cast within rock, foes,<br />

etc.<br />

Duration: 1 minute.<br />

Base Cost: 2. Cost to maintain: Half the<br />

cost to create. No maintenance required if<br />

there is fuel for the fire to ignite..<br />

Prerequisite: Ignite Fire.<br />

Item: Staff, wand or jewelry. Energy<br />

cost to create: 300; item must include a ruby<br />

worth $200.<br />

SPELL LIST<br />

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