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GURPS - Basic Set 3r..

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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.

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