A critical miss means the energy cost of the spell was spent, but the spell failed badly. Atable of "backfire" results is provided. However, the GM may improvise any "backfire" thathe finds amusing, as long as he does not actually kill the caster.If this seems arbitrary or unfair . .. it is! Again, magic is fickle. Any time you cast aspell, you are using powers you do not fully understand, and exposing yourself to the whim ofthe fates - as represented by the GM.Critical Spell Failure TableRoll 3 dice. The GM does not have to use this table; he is free to improvise (thoughimprovisations should be appropriate to the spell and the situation). If a result on this table isinappropriate, or if it is the result that the caster actually intended, roll again.3 - Spell fails entirely; caster takes 1d of damage.4 - Spell is cast on spellcaster.5 - Spell is cast on one of the caster's companions (roll randomly).6 - Spell is cast on a nearby foe - roll randomly.7 - Spell produces only a whining noise and an awful odor of brimstone.8 - Spell affects someone or something other than its target - friend, foe, or random object -roll randomly, or GM makes an interesting choice.9 - Spell fails entirely; caster takes 1 hit of damage.10 - Spell fails entirely; caster is stunned (IQ roll to recover).11 - Spell produces nothing but a loud noise and a flash of colored light.12 - Spell produces a weak and useless shadow of its intended effect.13 - Spell produces the reverse of the intended effect.14 - Spell has the reverse of the intended effect, on wrong target (roll randomly).15 - Nothing happens except caster temporarily forgets the spell - make an IQ roll after aweek, and again each following week, until he remembers.16 - Spell seems to work, but it is only a useless illusion.17 - Spell fails entirely: caster's right arm is crippled - 1 week to recover.18 - Spell fails entirely. A demon (see p. 154) appears and attacks the caster, unless. in theGM's opinion, caster and spell were both lily-white, pure good in intent.Caster and SubjectThe "caster" of a spell is the person who is attempting to cast it.The "subject" of a spell is the person, place, or thing upon which the spell is cast. If youare casting a spell on yourself, you are both caster and subject. The subject can also beanother person; another being; an inanimate object; or even an area on the game map. If thesubject is a place, the caster can "touch" it by extending a hand over it or touching theground, as appropriate for the spell.Time Required to Cast SpellsMost spells take one turn to cast. The caster uses the "Concentrate" maneuver for onesecond. At the beginning of his next turn, he attempts his skill roll. If the roll succeeds, thespell takes effect instantly. The caster is then free to make another maneuver, or to concentrateagain.Example: Wat wants to cast Create Fire (a one-second spell. On Turn 1. Wat says "I'mconcentrating." He must tell the GM what he is casting. He can do nothing else that turn. At thebeginning of his second turn, he rolls. He makes his roll: fire is created. Now Wat may takeany maneuver, or announce another spell and Concentrate again.Some complex spells take more than one rum to cast. All this time must be spent in the"Concentrate" maneuver.Example: It a spell takes 3 seconds to cast, the wizard must spend three turns doingnothing but concentrating. The spell is cast at the beginning of the caster's fourth turn. Thecaster may "abort" the unfinished spell before then, at no penalty, but must start over if hewishes to try again.Magic RitualsThe higher your skill with a spell, the easier it is to cast. This applies both to the energycost and to the "ritual" required to cast it. If you cannot perform the ritual, you cannot cast thespell! For instance, if the ritual requires you to speak, you can't cast the spell if you aregagged or under a spell of silence. These skill levels are not "effective" skill, but the level atwhich the skill is known, at a -5 penalty if in a low-mana area I see sidebar). If you don't know aspell, you can't cast it without an appropriate magical item.Skill 11 or below: The wizard must have both hands and both feet free for elaborate ritualmovements. He must speak certain words of power in a firm voice. The spell takes double thelisted time to cast - it is not vet fully known.ManaMana is the energy behind magic.Magic will work only if the mana of thegame world (or the specific area) allows it.Mana is rated as follows:Very high mana: Anyone can castspells, if he knows them. Energy spent bya mage is renewed every turn. However,any slip is likely to be disastrous. Even anordinary failure is treated as a "critical failure"- and critical failures produce spectaculardisasters. Very high mana isextremely rare.High mana: Anyone can cast spells, ifhe knows them. This condition is rare inmost worlds, but some game worlds havehigh mana throughout them.Normal mana: Only mages can castspells. These spells work normally, accordingto all rules given in this section. This is the"default" condition for fantasy gameworlds; mages use magic, others don't.Low mana: Only mages can cast spells,and all spells perform at an effective -5 toskill level, for all purposes. Power of magicalitems is also at -5 - so items withPower below 20 will not work at all.However, critical spell failures (see maintext) have very mild effects or no effect atall. Our Earth is a low-mana world.No mana: No one can use magic at all.Magic items do not function (but regaintheir powers when taken to an area withmana). No-mana conditions occur in isolatedspots in magical worlds. Some entiregame worlds may have no mana, makingmagic use impossible.The Ethics of MagicSome religions teach that magic isinherently evil, and that any magic-user isendangering his immortal soul. Certainly,badly-cast spells seem to attract the attentionof something powerful and malicious -and occasionally a clumsy spellcaster isdevoured by a genuine demon!But it is also true that many good menknow and use magic - and the saintliest ofthese seem to be immune to the worstmagical "fumbles."No one really knows. The consensus isthat magic, of itself, is neither good norevil. It is the intent behind it that determineswhether magic is "white" or "black." Butthere is no doubt that certain forms of magic -that powered by human sacrifices, forexample - are inherently evil and are despisedby all honest mages.
Magical Termsabort: To stop the casting of a spell beforeits completion.backfire: A critical miss when a spell iscast. Same as "fumble."base skill: A level of spell skill given byspending 1 character point (the minimum)for an ordinary (Mental/Hard)spell, or 2 points for a M/VH spell.basic spell: A spell with no other spells asprerequisites.cancel: To end your own spell before itwould normally be over.caster: The person casting a spell.effective skill: Your true skill, plus orminus any bonuses or penalties (usuallypenalties) for range, circumstances, etc.A caster rolls against effective skill.energy: The "cost" to cast a spell. Energycost may be paid in either ST points(fatigue) or HT points (hits). Lost energyof either kind is recovered as usual:resting for fatigue, healing for hits.grimoire: A book of spells. Specifically,the list of spells available to a particularcharacter, and their cost.mage: Anyone with the advantage ofMagical Aptitude.magery or Magical Aptitude: Two wordsfor the same thing. Magery is theadvantage of being "in tune" with thepowers of magic; see p. 21.maintain: To continue a spell after itwould normally end. Costs more energy,unless the caster has high skill.mana: The energy of magic. Differentareas (or worlds) have different levelsof mana. See sidebar, p. 147.mastered spell: A spell known at a highenough skill to eliminate the need toconcentrate to cast it.missile spell: A spell which is first cast,and then "thrown" at the subject.Requires two rolls: a skill roll to cast, aThrowing or Spell Throwing roll to hit.prerequisite: A requirement for learning aspell.resisted: Any spell that has to overcomethe "power" of its subject before itworks.subject: The person, place or thing onwhich a spell is cast.wizard: Any user of magic, whether he is amage or not.Skill 12-14: The wizard must speak a few quiet words and make a gesture to activate thespell. At this level (and above) spells take the listed time to complete.Skill 15-17: The wizard must speak a word or two and gesture - a couple of fingers areenough. He is allowed to move one hex per turn while taking the Concentrate maneuver. At level15, the spell's energy cost is reduced by 1.Skill 18-20: The wizard must speak a word or two or make a small gesture, but not necessarilyboth. At level 20, the spell's energy cost is reduced by 2.Skill 21-24: No ritual is needed. The wizard simply seems to stare into space as he concentrates.Casting time is halved (round up). A spell that would normally take one second cannow be cast without a turn of concentration, even while taking another maneuver - fighting,talking, etc. You may never cast two spells at once!Skill 25 or over: As above, but casting time is now 1/4 normal, rounded up. At level 25, thespell's energy cost is reduced by 3. Each further 5 levels of skill will halve casting time again andreduce cost by 1 more.Some spells always require a certain ritual or item; this is noted in the spell lists, andoverrides the general rules. Note that time to cast missile spells is not reduced by skill.Distraction and InjuryIf the caster is hurt, knocked down, forced to use an active defense, or otherwise dis tractedwhile concentrating, he must make a (Will-3) roll to maintain his casting. A failed roll means hemust start over. If he is injured while concentrating, his effective skill for that spell is lowered bythe number of hits he suffered.Energy Cost for Casting SpellsEach spell has an energy cost. When you cast a spell, it costs you energy - either HT or ST.The better you know a spell, the less energy is required to cast it. If you know it well enough, youcan cast it at no cost. The mana level of the area (see sidebar, p. 147) affects a wizard's effectiveskill with spells. Low mana also prevents use of the Recover Strength spell (p. 162), reducing thefrequency with which any spells can be cast.If your basic skill with a spell (modified by mana level) is 15+, the cost to cast that spell isreduced by 1. If your skill is 20+, the cost to cast it is reduced by 2 - and so on. The energy-is stillgoing into the spell - but your skill lets you draw it from the surrounding mana rather thansupplying it yourself! Thus (for instance) at skill 20, in a normal-mana area, you can cast a 2-diefireball (requiring 2 energy points) at no energy cost. To make it a 3-die fireball, you would haveto add 1 point of your own energy.The entire cost for a spell is calculated before any subtraction for high skill. A mage whocan create small fires repeatedly, at no cost, might still be exhausted by creating a single multihexfire. High skill also lowers the cost to maintain a spell - see below.Normally, the energy cost from a spell is considered "fatigue" - see p. 134. Lost fatigue canbe recovered by rest. A mage who knows the Recover Strength spell (see p. 162) can regain lostST faster than normal. A caster may take energy from his body's vital force instead of just hisStrength. He marks off some or all of the spell's cost against HT rather than ST. In other words,the spell is doing actual harm to the caster! This is dangerous, but may be necessary if the casteris badly fatigued and has to throw another spell. HT lost this way is treated just like any otherinjury.A wizard's skill is at -1 for every point of HT he used to cast that spell.A wizard may "burn" HT until he falls unconscious. Should a failed HT roll indicate he hasdied, the HT for that particular casting wasn't actually spent, and he falls unconscious instead ofdying, thus ending the HT drain.Duration of Spells and Maintaining SpellsSome spells take effect instantly and cannot be maintained. Other spells last for a given time(see the Spell List) and then wear off - unless they are maintained.If a spell can be maintained, it will continue for a time equal to its original duration. A spellmay be maintained as often as the caster wants, if he keeps paying the energy cost. He cannotmaintain a spell while he sleeps! But only the caster can maintain a spell. No new skill roll isrequired.However, further energy must be spent. If a spell can be maintained, the cost is in the SpellList. Example: The Light spell has a 1-minute duration, and a maintenance cost of 1 per minute.So the spell ends after a minute - unless, at the end of that minute, the caster spends one moreenergy point to maintain it. If a caster is conscious, he will know when one of his spells needs tobe renewed. Distance is not a factor in maintaining a spell.Concentration. Most spells can be maintained without "concentration" on the part of thecaster. But any spell that requires constant manipulation and change - e.g., control of a livingbeing - naturally requires constant concentration by the caster. This requires the caster to takeonly the "Concentrate" maneuver. If he is distracted, a Will-3 roll is required each turn. A failed
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17. FLIGHT.........................
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Materials Needed for PlayThe GURPS
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WHAT IS ROLEPLAYING?A roleplaying g
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Character TypesThere are no "charac
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Four numbers called "attributes" ar
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You are free to set the physical ap
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REPUTATIONSome characters are so we
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These are character traits that are
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Legal Enforcement Powers 5, 10 or 1
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Rapid Healing5 pointsThis advantage
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A minor deity as Patron to a travel
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ReputationVariable (see p. 17)Socia
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Lame-15,-25, or -35 pointsYou have
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Bad Temper-10 pointsYou are not in
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Dyslexia-5 or -15 pointsYou have a
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Pacifism-15 or -30 pointsYou are op
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Shyness-5,-10,-15 pointsYou are unc
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You have a significant responsibili
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A "quirk" is a minor personality tr
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SpecializingRequired Specialization
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MEANING OF SKILL LEVELSSo you have
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Teamster (Mental/Average)Defaults t
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Skiing (Physical/Hard)Defaults to D
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Guns/TL (Physical/Easy)Defaults to
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Any of these skills can be self-tau
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Levels of Language SkillThis table
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Most outdoor skills can be learned
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PSIONIC SKILLSThese are special men
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Forensics/TL (Mental/Hard)Defaults
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Few Hundred Acres: Knowledge of far
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Many skills in this category are ta
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Lockpicking/TL (Mental/Average) Def
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Gunner/TL See Combat Skills, p. 50M
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Now you need to decide what equipme
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Each suit of "real" armor includes
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Listing Weapons On Your Character S
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Recording Encumbrance on YourCharac
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Passive Defense. The first blank is
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The longer (and the more skillfully
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When you improve a skill, the cost
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Not all the advantages and disadvan
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But remember . . . some skills have
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ClimbingTo climb anything more diff
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SwimmingThe Swimming skill (p. 49)
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WILL ROLLSWhen a character is faced
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The GURPS combat system is designed
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Features of a GoodAdventureA good a
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World-BuildingA game world is a com
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CRITICAL HIT TABLEAll doublings or
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When the players meet an NPC whose
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Weapons are listed in groups, accor
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MODERN AND ULTRA-TECH WEAPONSWeapon
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ANCIENT/MEDIEVAL ARMORUse this tabl
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FANTASY/MEDIEVAL EQUIPMENTThe follo
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After eight printings of the GURPS
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of Divination should match the "fla
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Minor disadvantage: -5 points. Agai
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Whether through an accident of birt
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Note that this disadvantage is inco
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SKILLSARTISTIC SKILLSVideo Producti
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traders, and chess-like games are c
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If, during an adventure, a philosop
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VITAL ORGANSThese are optional rule
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INSTANT CHARACTERSThis quick refere