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GURPS - Magic.pdf

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Great Wish (VH)<br />

Enchantment<br />

This spell can do just about anything. In particular:<br />

(1) It can be used to cast any one spell, at no strength cost, with<br />

automatic success and no chance of resistance (for spells with variable<br />

cost, the maximum energy available is 1,000). The caster does not have to<br />

know the spell, or even have it in a book - he just has to know the spell<br />

exists. If the spell is a “continuing” one, it is up to the GM to determine<br />

how long it should last.<br />

(2) It can permanently improve a character’s scores. It will increase<br />

any one attribute by l level, or any one skill or spell by 3 levels. It can also<br />

reduce an enemy’s scores, but only if that enemy is present when the wish<br />

is made.<br />

(3) It will grant any one advantage worth 20 points or less, or remove<br />

any one disadvantage worth 20 points or less. An enemy can likewise be<br />

cursed by losing an advantage or gaining a disadvantage, but only if that<br />

enemy is present when the wish is made. The enemy does not get a chance<br />

to resist!<br />

(4) It can do absolutely anything else that the GM feels will not<br />

ridiculously unbalance the adventure or the campaign!<br />

Though incredibly powerful, this spell is not often used. It can never<br />

be learned at a level better than 15. Furthermore, any failed roll when<br />

creating a Great Wish will cost the caster, and each helper, 1 point of IQ<br />

and 6 dice of damage! Critical failures should be utter catastrophes. Great<br />

Wishes are not normally found for sale. If they are, the price should be at<br />

least $100,000.<br />

Cost: 2,000.<br />

Prerequisite: Magery 3, Wish, and a combined DX and IQ of 30+.<br />

Golem (VH)<br />

Enchantment<br />

Lets the caster create and animate a permanent servant or warrior. The<br />

attributes for the different sorts of Golem are given on p. 116. Golems<br />

make excellent warriors; they never grow tired, and are immune to<br />

stunning, pain, and the like. Likewise, there is no known spell to “steal” a<br />

golem from its maker. The spell is permanent; the golem is “always on.”<br />

A golem will follow verbal orders from its maker; the maker may<br />

instruct it to obey others, as well. It understands only one language (must<br />

be spoken by the caster). It has no initiative. It will ignore any situation for<br />

which it has no orders. However, it never forgets.<br />

Golems cannot heal on their own, and are destroyed if their HT<br />

reaches 0. Any Healing spell except Resurrection will work on a Golem, if<br />

cast by the golem’s creator. There is no other way to heal or repair a<br />

Golem. The creator of a Golem must first make its body doing all the<br />

work himself - and then animate it with this spell. The golem lasts until its<br />

HT is reduced to zero, or until its creator (in its presence) commands it to<br />

cease being. No concentration or spell maintenance is required to control a<br />

golem.<br />

Cost and time to cast vary: see p. 116.<br />

Prerequisite: Shape Earth, Animation. Other spells may also be<br />

required, depending on the type of golem; see p. 116.<br />

WEAPON ENCHANTMENTS<br />

Unless specified otherwise, the subject of any of these spells must be a<br />

weapon, and the last person to pick the item up is its “owner.” All these<br />

spells are permanent and require no energy expenditure on the user’s part.<br />

Accuracy<br />

Enchantment<br />

Makes the subject weapon more likely to hit, by adding to user’s<br />

effective skill. The Accuracy spell can add from +1 to +3 to skill.<br />

Energy cost to cast: Depends on the bonus. +1: 250. +2: 1,000. +3:<br />

5,000. Divide cost by 10 if subject is a missile - e.g., an arrow +3 to hit<br />

would require only 500 energy.<br />

Note: If a weapon already has this spell at a low level, a caster may<br />

recast the spell at a higher level (making the weapon more accurate). The<br />

cost for the new spell is the difference between the levels; the “old” spell<br />

does not add to the item’s resistance to the “new” one.<br />

Prerequisite: Dexterity, or 5 Air spells.<br />

Puissance<br />

Enchantment<br />

Makes the subject weapon do extra damage when it hits. The spell<br />

increases basic damage; enchanted weapons are more likely to penetrate<br />

armor.<br />

Energy, cost to cast: Depends on the bonus. +1: 250. +2: 1,000. +3:<br />

5,000. Double cost if subject is a missile weapon. Divide cost by 10 if<br />

subject is a missile (e.g., an arrow). Note that this spell may be recast at a<br />

higher level as per Accuracy (above).<br />

Prerequisite: At least 5 Earth spells.<br />

Quick-Draw<br />

Enchantment<br />

Weapon will leap to the owner’s hand when he wants it, becoming<br />

ready instantly (no Ready maneuver required!). Only the owner’s mental<br />

command is required; no die-roll is needed. Will not work if the weapon is<br />

more than a yard away, or if it is tied down, peacebonded (tied into the<br />

scabbard with rope or wire), within a pack, etc. A weapon with this spell<br />

will not become unready after attacking or parrying, even if it is<br />

unbalanced (see p. B104).<br />

Item: May be cast on any sort of tool - not just a weapon.<br />

Energy cost to cast: 300 per pound of weight (minimum 1 lb.): 2,000<br />

for a quiver, bag, etc., from which ordinary missiles will leap into the<br />

wearer’s hand at need.<br />

Prerequisite: Apportation.<br />

Hideaway<br />

Enchantment<br />

Cast on an object, it makes it larger inside than it is outside. Can be<br />

used on a pocket, pouch, drawer, pitcher, etc. Added size of the “inside” is<br />

2 cubic feet per pound of capacity; the extra space may be hidden by a<br />

false bottom, etc. Depending on the energy used to cast the spell. objects<br />

within the Hideaway may or may not count as encumbrance. Contents<br />

vanish forever if the object is destroyed. Time to find an object in a<br />

Hideaway depends on how deep it is!<br />

A large enough Hideaway could hold a person. There is no problem<br />

with air unless the Hideaway is sealed off.<br />

Prerequisite: Create Object, Lighten.<br />

Energy Cost to Cast: 50 per pound of extra capacity if the objects<br />

count as encumbrance; 100 if they do not.<br />

Item: Anything that can normally hold other things.<br />

SPELL LIST<br />

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