won't work. If anyone but the caster and assistants is present (within 10 yards, or able to see thecaster), the spell is at a further -1. Thus, keeping guards to protect against a possiblebackfire adds to the danger of a backfire.A failed roll means the enchantment is perverted in some way, or is a wholly differentspell - GM's choice. The caster won't know his spell went wrong unless he uses AnalyzeMagic or tries the item!Slow and Sure EnchantmentThis method is used when the "quick and dirty" method can't generate enough power, orwhen a mage wants to be sure it's done right. The process takes one mage-day for each pointof energy required. Thus, if an item has an energy cost of 100, it may be created by one mage in100 days, two in 50 days, three in 34 days, and so on. Again, full eight-hour days of work arerequired. As for other types of ceremonial magic, all the caster's assistants must be presentevery day. Spectators may not help.Example: Four mages are making a Stone Missile staff (see p. 156). This requires 400points of energy. So the casting takes 400/4, or 100, days.Each mage in the Circle must be present for each day of work. If a day's work isskipped or interrupted, two days will be required to make up for each day skipped. Loss of amage simply ends the project! The final skill roll is made on the last day. No energy expenditureis required; the energy has been put in gradually as the spell progressed.A failed roll means the enchantment simply didn't work. The time and energy are lost, asare the materials used in the spell. (Exception: If the item was already magical, it isunharmed, though extra materials are lost.) Note that, as with other ceremonial magic, a roll of16 fails automatically.This method can be combined with "energy for skill." p. 151. to let a mage take a verylong time and make an item of very high Power.USING A MAGIC ITEMMagical items follow the rules given for the spell(s) they contain - see the Spell List.Most items give the user the power to cast that spell. Some let him cast the spell only onhimself; others let him cast it on any subject. If a spell can be put into a magic item, this will bedetailed at the end of the spell description. Unless specified otherwise:Casting time is as described for the spell: high Power does not affect this.No ritual is required unless specified for a particular item. In general, the user just wills itto work.Energy cost is the same as for a normal casting of the spell, and is not affected by theitem's Power (though an item may be "self-powered" to reduce the energy required to use it -see p. 160).Success is determined normally, using the item's Power as the caster's basic skill andapplying normal modifiers. Power is at -5 in low-mana areas.The item can be used indefinitely - the magic does not "wear out."All other effects are as described for normal use of the spell.Only one person at a time can control a magic item. If two people are touching a magicitem (struggling for control of a staff, for instance), only the first to touch it can use it. If onecan't use it (e.g.. because it is only for mages) his touching it doesn't count.Resistance and Power: If a spell can be resisted when cast normally, it can be resistedwhen cast from a magic item. Roll a contest: the item's Power (see p. 152) vs. the subject'sresistance for that spell. Therefore, items of high Power are harder to resist. And magic items areeasier to resist in low-mana areas - their Power is reduced by 5."Always On" ItemsCertain magical items are described as "always on." They must be worn or carried inorder to work. These items don't let the wearer cast the spell: they automatically cast it on thewearer at no energy cost. If the spell is one which could be resisted if cast normally, aresistance roll may be made.Picking an item up momentarily, to examine it. is not "wearing" it. But cam ing it inyour hand, or putting it on. is. As a rule, a beneficial item must be worn or touched in order towork, but a harmful one will affect you even if carried in your pocket.If an arrow or dart is enchanted with hostile magic, it may be carried without harm. Itonly affects the person it sticks in! That person is "wearing" it until it is removed by a successfulPhysician or First Aid roll (requires one minute) or by brute force (does the samedamage the missile initially did)!The new owner of a magic item may not immediately learn its powers. Some effects(e.g.. increased ST or DX) will be obvious immediately. Others (e.g.. water-breathing) willPowerstone CostsPowerstones (see p. 161) are a specialcase, because a Powerstone is built up by anumber of small castings, each requiring20 energy. The size of a gem, in carats,gives the maximum strength it can have as aPowerstone - a 20-carat gem can become aST 20 Powerstone, but no more.We make the following assumptions:Cost for each casting of the spellPowerstone: $20. Cost for a gem that issuitable for making a strength P Powerstone:$10 x P 2 + $40 x P. Daily pay for anaverage enchanter mage: $25. Expectedrate of return for money invested inPowerstones: 0.1% per day (36% peryear).The average cost of Powerstones, especiallylarge ones, is increased by a cumulativefactor which represents the chance thatone of the castings will result in a criticalfailure, destroying the stone. For a Powerstoneof ST 60, the chances are over 2 in 3that the stone will be destroyed before itreaches the desired size! Thus, the expectedcost to make a ST 60 Powerstone ismore than three times that which would begiven simply by adding the cost of the gemto the cost of casting the spell 60 times.There is always a demand for goodPowerstones without peculiar quirks (seep. 161), so retail magic-sellers alwaysmark the price up. Typical retail prices areshown in the second column.SizeCost to make Typical retail12.80175150300343004505009005 620 1,2006 850 1,600781,0501,3502,0002,5009 1,650 3,10010 2,000 4,00012 2,750 5,50015 4,250 8,20020 7,700 15,00025 12,500 24,00030 19,000 40,000354028,00039,00058,00080,00045 54,000 110,00050 72,000 150,0006070120,000195,000250,000500,00080 305,000 850,00090 460,000 1,200,000100 680,000 2,000,000
Making Magic Items in aCampaignPlayers will often want magic itemswhich aren't available in the marketplace.One way to get these is to have them madeby PC mages. "Quick and dirty" enchantmentswill be possible for less powerfulitems. But for most important items, the"slow and sure" method will be needed.This requires eight-hour days of work fromall participating mages. But that does nottake the character out of play. He may doother things while he's not working ... orfoes may interrupt him while he works.The following rules apply to any mageinvolved in making a magic item by the"slow and sure" method:(1) If interrupted while at work, he willbe somewhat fatigued; roll 1 die to determinethe amount of lost fatigue.(2) If interrupted while at work, hemust keep concentrating on his enchantment.Therefore, any other spell use willbe at -3. Or he may stop concentrating butthen he loses the day's work.(3) Time spent in making a magicalitem counts 50% as study of theEnchantment spell, and 50% as study ofthe spell being placed on the item.(4) A wizard who is molested while notactively working on his enchantment isunder no disadvantage, unless he has justquit work and is fatigued (the GM maydecide this).(5) A mage may work on only oneenchantment at a time. He may not "worktwo shifts," either on the same or differentitems.GMs do not have to permit the creationof PC wizards who do nothing but makemagic items. Players who want such a wizardin their service must hire one!Controlling PCEnchantmentGMs will probably want to limit thenumber of magic items in the campaign.Restricting magic items may cause playersto decide to make their own. If the GMfeels that any item is too easy to make, hereare some ways to make it more difficult:Rare materials: The item could requirerare ingredients in addition to the energyand time. Attempting to get the neededmaterials could become an adventure initself. ..Side effects: After making the item, thePCs might discover that strange thingshappen when they try to use it. The GMcould rule that additional obscure precautionsor rituals are needed to make the itemsafe.Additional expenses: The GM can rulethat additional common but expensivematerials (such as gems or rare metals) areneeded to make the item, raising the cost towhatever level is necessary.not be noticed until a situation occurs where they can take effect. In such a case, the GM shouldtry not to drop inadvertent clues to the item's true nature!For all "always on" items, unless specified otherwise: Casting time is irrelevant. The itemdoes not let the wearer cast the spell; it puts the spell on him. "Hostile" magic items aresometimes designed to take effect over a period of about five minutes, so it is not immediatelyobvious that they are dangerous. Beneficial items work instantly.Energy cost is zero.The subject gets a resistance roll, if the spell is hostile and can normally be resisted.The item can be used indefinitely; the effect lasts as long as the item is worn.All other effects are as usual for that spell.MAGICAL ENTITIESThere are many different kinds of spirits and magical entities; see <strong>GURPS</strong> Fantasy Bestiaryand <strong>GURPS</strong> Magic for thorough listings. Two important sorts of entities are:DemonsDemons are malign magical creatures, summoned from another plane by spells. They oftenappear because of magical backfires. When "summoned" thus, a demon attacks the caster andanyone else in sight, until it is killed. But a demon cannot injure a truly good or innocent person(GM's decision), though it can destroy his property.The GM generates stats for the demon as he wishes. A simple formula for a demon thatattacks with its claws only: ST = 3d; DX = 3d; IQ = 2d; HT = 4d; Move = 2d. Some demonsmay have magic spells or attack with weapons!ElementalsElemental spirits, or "elementals," are the embodiments of the elements: Earth, Air. Fire andWater. Spells to summon, control and create them are listed on p. 156.Elementals will have DX and IQ no greater than 12, but ST and HT are unlimited.Earth elementals have a +2 on any roll to resist control, and a -1 on reactions to most people(+1 to farmers, etc.). Move 3; DR2. Affected by all spells and weapons, but take only halfdamage from Fire and Water combat spells, and none from Air (except Lightning). Fight withtheir hands, doing Thrust/Crush damage for their ST.Air elementals have +1 on any roll to resist control. Move 12. They are unaffected bymaterial weapons, and attack by using Shape Air (p. 157) for knockback and nuisance.Fire elementals, or "salamanders," have a -2 reaction to people in general, +2 to anyproposal to burn. Move 6; no DR. Attack with hands; do Thrust-2 fire damage for their ST. Thehex each occupies is a "fire hex." They take double damage from Water combat spells; regain 1point of ST from a 1-die Fireball, and so on.Water elementals react at -4 to proposals to set fires. Move: 4 out of water, 10 in water. NoDR. Attack as a bare-handed human. Immune to Water spells; take double damage from Firespells. Can merge with any large body of water, becoming invisible and regaining 1 HT perminute. Freezing them solid will immobilize them but not hurt them.SPELL LISTOn the following pages are 97 magic spells. These are by no means all the possiblespells; for much longer lists, see <strong>GURPS</strong> Magic and <strong>GURPS</strong> Grimoire. We have selectedspells that are suitable for a beginning campaign. Each spell description includes:Name of Spell and Class(es) it belongs to. A (VH) indicates a Very Hard spell; otherwise,it's Hard.Description of Effect, and special rules. If any particular items are required, assume thespell uses them up unless the description states otherwise.Duration: the time the spell's effect lasts. If maintained, it lasts for a time equal to theoriginal duration. Some spells have an instantaneous effect, so no duration is given.Cost: the energy (ST or HT) spent when the spell is cast. If given as Base Cost, it is thecost for each one-hex radius of an "area" spell - see p. 150. Some spells also have a cost tomaintain. Those with an instantaneous effect can't be maintained.Time to Cast: If no time is given, the spell requires one second of concentration andtakes place at the beginning of the caster's next turn.Prerequisites: Magery and/or IQ requirements, and other spells that must be known at askill level of 12 or better before this spell may be studied.Item: Type of permanent magical item that can be made with the spell, and special rules (ifany). Energy costs to create it, and costs for required materials (if any). See p. 152 for ruleson creating magical items, and p. 160 for the spells used. If there is no "Item" listing, nomagic item can be made with the spell, at least as far as the PCs know.
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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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WaitDo nothing unless a foe comes w
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You may only block one attack per t
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Missile WeaponsMissile weapons are
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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