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GURPS - Magic.pdf

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Walk on Water<br />

Regular<br />

Lets the subject walk on water as though it were land. If the water is<br />

moving, the GM may assess a DX penalty for anything attempted while on<br />

the water. If the water is choppy or wildly moving, a DX roll (perhaps<br />

with a substantial penalty) is required each turn, or the subject will fall.<br />

Only a critical failure will break the spell.<br />

Duration: 1 minute.<br />

Cost: 3 to cast; 2 to maintain.<br />

Time to cast: 4 seconds.<br />

Prerequisite: Shape Water.<br />

Item: Staff, wand, jewelry or clothing. Works only for wearer. Energy<br />

cost to create: 500.<br />

Fog<br />

Area<br />

Creates an area of dense fog. Even one hex of fog will block vision.<br />

Flaming weapons and missiles lose their extra power in fog. Entering each<br />

hex of fog does 1 point of damage to Fire Elementals, and subtracts 1<br />

point from the damage a Fireball will do when it hits. However, no<br />

amount of fog will extinguish a fire.<br />

Duration: 1 minute.<br />

Base Cost: 2; half this to maintain.<br />

Prerequisite: Shape Water.<br />

Item: Staff, wand or jewelry. Energy cost to create: 300.<br />

Water Vision<br />

Information<br />

This spell lets the subject see through water - to see sunken treasure,<br />

lurking monsters, etc.<br />

Duration: 30 seconds.<br />

Cost: 1 per 20 yards of depth to cast (up to 200 yards); the same to<br />

maintain.<br />

Prerequisite: Shape Water.<br />

Item: Any. Cost to create: 200 energy.<br />

Umbrella<br />

Regular<br />

Lets subject walk about under rain, snow, etc., without getting wet. An<br />

invisible “shield” is seen to deflect incoming raindrops. Would not work<br />

on intense (or magical) hail, rains of stones or frogs, etc.<br />

Duration: 10 minutes.<br />

Cost: 1 to cast, 1 to maintain.<br />

Time to cast: 2 seconds.<br />

Prerequisite: Shape Water or Shield.<br />

Item: Jewelry. Always on. Works for wearer only. Cost to create: 100<br />

energy.<br />

Body of Water<br />

Regular; Resisted by HT<br />

The subject’s body (and clothes) become liquid, able to seep through<br />

cracks, etc. The subject remains visible and able to speak (though with a<br />

gurgle). He can carry nothing while in this form.<br />

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

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

creatures. He is immune to normal physical harm (except for crushing<br />

blows, which do one point of damage each), but can be affected by mental<br />

spells.<br />

Fire and water magic both affect him. Destroy Water does 2d damage,<br />

Freeze will immobilize him (if not resisted by HT), and combat type Fire<br />

spells do double damage.<br />

He can merge with a lake, ocean, river, etc., to become a half-visible<br />

form, still moving at his full speed, and regaining 1 HT per minute while<br />

there (though strong currents may prove troublesome). He does not need<br />

to breathe. If the liquid subject should attempt gravity-defying feats (like<br />

flowing uphill), the GM should demand ST rolls at appropriate penalties.<br />

Should the subject’s body be divided at the time the spell expires, he will<br />

reappear at the location of the largest part of his body, and take damage: 1<br />

hit for every 5 lbs. of his body that is missing. Ignore water blown away<br />

by Fire spells, if the damage for those spells has been accounted for<br />

already.<br />

Duration: 1 minute.<br />

Cost: 5 for a 1-hex creature, more in proportion to size: 2 per hex to<br />

maintain.<br />

Time to cast: 5 seconds.<br />

Prerequisite: Shape Water.<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. Cost to create:<br />

1,200 energy.<br />

Water Jet<br />

Regular<br />

Lets spellcaster shoot a thin jet of water from one finger. It does<br />

knockback to all targets, and damage to creatures of flame; it can kill or<br />

knock down flying swarm creatures. It will extinguish 1 hex of normal<br />

fire. Each turn, the caster rolls vs. DX-4 or <strong>Magic</strong> Jet to hit (this counts as<br />

an attack); it may be dodged or blocked, but not parried. Anyone hit in the<br />

face by a Water Jet is at -3 DX next turn for each point of ST put into the<br />

jet.<br />

Duration: 1 second.<br />

Cost: 1 to 3. Does 1d damage for each point put into it. Range is equal<br />

to the number of dice.<br />

Prerequisite: Shape Water.<br />

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

wand or staff, it must have a blue tip (or a blue-jeweled tip) and the jet<br />

comes from the tip. Energy cost to create: 600.<br />

Icy Weapon<br />

Regular<br />

Causes any weapon to become freezing cold; this does not harm the<br />

user or the weapon, but does +2 damage to most foes if it penetrates<br />

armor, and +3 to creatures of flame. Add this bonus after all other damage<br />

is calculated - for instance, an “impaling” icy attack is still only good for<br />

+2 damage, not +4.<br />

Duration: 1 minute.<br />

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

Time to cast: 3 seconds.<br />

Prerequisite: Create Water.<br />

Item: A weapon that becomes freezing cold whenever wielded, at no<br />

energy cost to the user. Cost to create: 750 energy, $2,000 spell materials.<br />

SPELL LIST<br />

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