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GURPS - Magic.pdf

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Share Strength<br />

Regular<br />

Allows the caster to make his ST available to another mage’s spell<br />

casting. The caster may only cast this spell on himself. He must specify<br />

who is able to draw ST from him in the next second - nobody else may do<br />

so. More than one mage may be specified, and a limit of 5 ST may be<br />

drawn in a single turn. The caster may specify a lower limit! HT may not<br />

be used to cast this spell.<br />

If a specified mage does not draw ST before the caster’s next turn, the<br />

Share ST spell expires, costing the caster one fatigue. The mage casting<br />

the other spell does not have to be aware of the Share spell’s existence. As<br />

he casts his spell, he will feel an outside energy attempting to aid him - he<br />

may yield to that or deny it, paying the cost himself.<br />

A spell can draw power from only one Share spell. If more than one<br />

Share spell is cast, use the closest one; roll randomly if two are equally<br />

close.<br />

Duration: The ST must be used in a spell that turn. Cannot be<br />

maintained.<br />

Cost to Cast: Twice the amount actually used by the wizard who<br />

draws the ST. The energy spent by the caster goes to power another<br />

mage’s spell. ST beyond that needed by the spell is not transferred to the<br />

other mage - use Lend ST to do that. The cost to cast this spell is never<br />

reduced by high skill. A minimum of 1 ST is always spent when casting<br />

this spell.<br />

Prerequisite: Lend ST.<br />

Minor Healing<br />

Regular<br />

Restores up to 3 HT to the subject. Does not eliminate disease, but will<br />

cure harm already done by disease.<br />

This spell is risky if used more than once per day by the same caster<br />

on the same subject. If you try, your skill will be at -3 the first repetition,<br />

-6 for the second, and so on.<br />

If you have the Physician skill at level 15 or better, a “critical failure”<br />

roll with this spell counts only as an ordinary failure - unless you are<br />

trying the spell more than once per day on the same subject.<br />

Duration: Instantaneous.<br />

Cost: 1 to 3; the same amount is restored to the subject.<br />

Prerequisite: Lend Health.<br />

Item: Wand or staff, decorated in a snake pattern. Subject must be<br />

touched by item. Usable only by mages. or by non-mages with Physician<br />

skill 15+. Energy cost to create: 600.<br />

Major Healing (VH)<br />

Regular<br />

Restores up to 8 HT to the subject. Does not eliminate disease, but will<br />

cure harm already done by disease.<br />

This spell is risky if used more than once per day by the same caster<br />

on the same subject. If you try, your skill will be at -3 the first repetition.<br />

-6 for the second, and so on.<br />

If you have the Physician skill at level 15 or better, a “critical failure”<br />

roll with this spell counts only as an ordinary failure - unless you are<br />

trying the spell more than once per day on the same subject. However, a<br />

caster can use both Major and Minor Healing on the same subject in the<br />

same day, without penalty.<br />

Duration: Instantaneous.<br />

Cost: 1 to 4. Twice the amount spent is restored to the subject.<br />

Prerequisite: Magery, Minor Healing.<br />

Item: Wand or staff decorated in a snake pattern. Subject must be<br />

touched by item. Usable only by mages, or by non-mages with Physician<br />

skill 20+. Energy cost to create: 1,500.<br />

Sterilize<br />

Area<br />

Kills all microorganisms in the subject area. Cast on a living being, it<br />

will also kill some friendly microorganisms within its body; this will cure<br />

all germ-caused diseases but does 3 dice damage to a man-sized creature!<br />

(Damage will be proportional to size for others.)<br />

Duration: Those germs stay dead, but the subject isn’t rendered<br />

permanently clean or immune.<br />

Cost: 2 for a fist-sized object or flat area up to 30 square inches; for<br />

larger areas, base cost 3.<br />

Time to cast: 2 seconds for an object; 5 minutes for a living being.<br />

Prerequisite: Decay (p. 48) or Insect Control (p. 24).<br />

Item: Wand or staff, decorated in a snake pattern. Subject must he<br />

touched by item. Energy cost to create: 400.<br />

Suspended Animation<br />

Regular; Resisted by HT<br />

Holds the subject in apparent sleep. indefinitely. The effects of severe<br />

bleeding, disease, age, etc. are all halted while the spell is in effect. The<br />

subject requires neither food nor air, but can still be harmed by fire,<br />

weapons, and other natural hazards.<br />

Duration: remains in effect until broken (the Awaken spell is one good<br />

way).<br />

Cost: 6.<br />

Time to cast: 30 seconds.<br />

Prerequisite: Sleep (p. 66) and at least 4 Healing spell.<br />

Item: (a) Jewelry. arrow or clothing. Always on; puts wearer in<br />

suspended animation instantly. Spell lifts immediately when item is<br />

removed. Energy cost to create: 2,000. (b) Crypt. coffin, etc. Always on;<br />

puts occupant in suspended animation. Energy cost to create: 2,000 per<br />

human-sized space.<br />

Cure Disease<br />

Regular<br />

Eliminates all disease, plague, or infection microorganisms of one<br />

chosen type from the body of the subject. A successful Diagnosis roll (by<br />

caster or another) should first be made; if not, spell use is at -5l Does not<br />

cure any damage the illness has done to the subject - just eliminates the<br />

organisms responsible. If no organism is responsible, the spell has no<br />

effect!<br />

Duration: The germs stay dead, but the subject isn’t immune forever...<br />

Cost: 4 (for a normal human - no less for a smaller creature. but<br />

proportionately more for a larger one).<br />

Time to cast: 10 minutes. One try.<br />

Prerequisite: Sterilize and Major Healing.<br />

Item: Wand or staff, decorated in a snake pattern. Subject must be<br />

touched by item. Usable only by mages. Energy cost to create: 800 to cure<br />

one specific disease, or 1,500 for an item that cures any disease.<br />

Neutralize Poison<br />

Regular<br />

Eliminates all traces of one chosen poison from the body of the<br />

subject. A successful Poisons roll (by the caster or another character)<br />

should first be made in order to identify the poison being treated; if not,<br />

spell use is at -5! This spell is of no use against elixirs other than those<br />

which do direct damage. Does not cure existing damage -just removes the<br />

remaining poison, avoiding any further damage.<br />

Duration: Permanent.<br />

Cost: 5 (for a one-hex creature, more in proportion to size).<br />

Time to cast: 30 seconds (beware fast-acting poisons!). One try.<br />

Prerequisite: Cure Disease, or Magery 3 and Test Food.<br />

Item: Staff or wand decorated in a snake pattern. Usable only by a<br />

mage or a physician of skill 20+. Must touch the subject. Cost to create:<br />

400 for an item that cures one specific poison. 1,500 for an item that cures<br />

any poison.<br />

SPELL LIST<br />

- 50 -

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