Cost: 1 for an object up to the size of a fist, 2 for up to a cubic foot, 3for a one-hex object, 3 more for each additional hex. Continuing the spellcosts the same as the original casting, per minute.Time to cast: 1 minute. Each minute raises the target's temperature by20°. Time can be halved by doubling the energy spent, and so on, but onecannot use less energy per minute for a slower heating.Prerequisites: Create Fire, Shape Fire.Item: Staff, wand or jewelry. Energy cost to create: 400; item mustinclude a ruby worth $300.ColdRegularThe reverse of the above spell. Reduces the temperature of any object toabsolute zero (if maintained long enough).Duration, cost and time to cast: As for Heat. Each minute lowers thetarget's temperature by 20°.Prerequisite: Heat.Item: Staff, wand or jewelry. Energy cost to create: 400; items mustinclude a $300 ruby and a $300 sapphire.Resist FireRegularThe subject (person, creature or object), and anything he carries,become immune to the effects of heat and fire (but not electricity).WATER SPELLSThese are the spells for use and control of the element Water. Note that.although the human body is almost entirely water, these spells will notaffect the water in a human body (or any other living creature) unlessspecifically noted. One hex of water, one foot deep, is about 60 gallons, andcan put out one hex of fire.Seek WaterInformationThis is the basic Water spell. It lets the casterdetermine the direction.distance, and general nature of the nearest significant source of water. Uselong-distance modifiers - p. 151. Any known sources of water may beexcluded if the caster specifically mentions them before beginning.Requires a forked stick; -3 to skill if this is not available.Cost: 2.Item: A forked stick (may also be caned of bone or ivory). Energy cost tocreate: 40 energy, must include $300 of spell materials.Purify WaterSpecialLets the caster remove all impurities from water, by pouring it throughany hoop or ring (or. in a pinch, his own fingers I into a container. Only oneskill roll is required as long as the flow continues.Duration: Purified water stays pure unless re-contaminated.Cost: 1 per gallon purified.Time to cast: Usually 5 to 10 seconds per gallon, unless a large containerand ring are being used.Prerequisite: Seek Water.Item: A hoop of bone or ivory. Energy cost to create: 50.Create WaterRegularLets the caster create pure water out of nothing. This water may appear inany of several forms. It may appear within a container, or as a globe inmidair (it falls immediately). Or it may appear as a dense mist of droplets; inthis form, one gallon of water will extinguish one hex of fire. Water cannot becreated (for instance) inside a foe to drown him!Duration: The created water is permanent.Cost: 2 per gallon created.Prerequisite: Purify Water.Item: Staff, wand or jewelry. Energy cost to create: 200.Destroy WaterAreaCauses water (in any form) to vanish, leaving a vacuum and/or specksof dry impurities. Good for drying things out, saving a drowning victim,etc. (If more water is all around, it will of course rush in to fill the hole.)Cannot be used as a "dehydrating" attack on a foe.Duration: Permanent.Duration: 1 minute.Cost: 2 per person or 1-hex area; 1 per minute to maintain. Cost doubles ifsubject must resist a blast furnace or volcano; cost triples if subject mustresist the heat of a star, nuclear bomb, etc. Only the first level of protection isnecessary against combat -type Fire spells.Prerequisites: Extinguish Fire, Cold.Item: Staff, wand or jewelry. Affects wearer only. Energy cost to create:800; must include a ruby worth $500 and a black onyx worth $200.FireballMissileLets caster throw a ball of fire from his hand. When it strikes something,it vanishes in a puff of flame which may ignite flammable objects. It has SS13, Acc +1, 1/2D 25, Max 50.Cost: Any amount from 1 to 3; the fireball does 1 die damage for eachenergy point spent in casting it.Time to cast: 1 to 3 seconds.Prerequisite: Magery, Create Fire, Shape Fire.Item: Staff or wand - ball is fired from end of item. Energy cost to create:800: must include a ruby worth $400. Usable only by a mage.Summon Fire Elemental, Control Fire Elemental,Create Fire Elemental - see pp. 156-157Base Cost: 3. In deep water, a hex is only 2 yards deep.Prerequisite: Create Water.Item: Wand, staff or jewelry. Energy cost to create: 300.Shape WaterRegularLets the caster sculpt water (or ice or steam) into any form, and evenmove it about. Once given a shape, the water will hold it without furtherconcentration, until the spell ends. Water moved with this spell will travel at3 hexes per turn.A useful shape is a Wall of Water to stop fiery attacks. Twenty gallonswill create a six-foot-high wall across 1 hex. This will stop fireballs andordinary fire; it will do 2 dice of damage to any fire elemental that penetratesit. Twenty gallons of water is about 2.5 cubic feet, or 160 lbs.Duration: 1 minute.Cost: 1 per 20 gal. shaped: 1 (for the whole shaping) to maintain.Time to cast: 2 seconds.Prerequisite: Create Water.Item: Staff, wand or jewelry. Energy cost to create: 400.Breathe WaterAs listed under Air Spells, p. 157.Walk on WaterRegularLets the subject walk on water as though it were land. If the water ismoving, the GM may assess a DX penalty for anything attempted while onthe water. If the water is choppy or wildly moving, a DX roll (perhaps with asubstantial penalty) is required each turn, or the subject will fall. Only acritical failure will break the spell.Duration: 1 minute.Cost: 3 to cast; 2 to maintain.Time to cast: 4 seconds.Prerequisite: Shape Water.Item: Staff, wand, jewelry or clothing. Works only for wearer. Energycost to create: 500.FogRegularAreaCreates an area of dense fog. Even 1 hex of fog will block vision.Flaming weapons and missiles lose their extra power in fog. Entering eachhex of fog does 1 point of damage to Fire elementals, and subtracts 1 pointfrom the damage a Fireball will do when it hits. However, no amount of fogwill extinguish a fire.Duration: 1 minute.Base Cost: 2; half this to maintain.Prerequisite: Shape Water.Item: Staff, wand or jewelry. Energy cost to create: 300.
Ice SphereMissileLets caster throw a ball of ice from his hand. When it strikes, it doescrushing damage and vanishes in a gout of water. A 1 -die Ice Sphere will alsoextinguish 1 hex of fire, if accurately aimed. It has SS 13, Acc +2, 1/2D 40.Max 80.Cost: Any amount from 1 to 3; does 1 die damage for each energy pointspent in casting it. or double damage to creatures of fire.Time to cast: 1 to 3 seconds.Prerequisite: Shape Water.ENCHANTMENT SPELLSThese are the spells used to make and unmake permanently magicalitems. They can only be cast by ceremonial magic (see p. 151).Enchant (VH)EnchantmentThis is the basic Enchantment spell. If any spell is to be placed on anitem, the caster must also know the Enchant spell. This is also a prerequisitefor all spells of the College of Enchantment except Scroll.When an item is enchanted, the caster's spell roll is determined by thelower of his skills with this spell and the specific spell being placed on theitem. If the caster has assistants, their skills with both spells must be 15 orgreater, but the roll is based on the caster's skill.Duration: All magic items are permanent until destroyed or theenchantment is removed - see below.Cost and Time: See pp. 152-153.Prerequisites: Magery 2, and at least one spell from each of 10 othercolleges.ScrollEnchantmentLets the caster write a magical scroll embodying any spell of the otherColleges. Read aloud by a mage who understands its language, this scrollwill cast the spell once. Its power is then lost and the writing vanishes.Reading a scroll requires twice the normal casting time for the spell; themage reading the scroll pays the normal energy cost. No skill roll isrequired when the spell is read, unless the spell is resisted. In that case, rollusing the skill level of the mage who wrote the scroll.A scroll can be read silently, to see what it says. Any mage who understandsthe language will know what spell it is supposed to be. This does notcast the spell!Spells may be written on any material: parchment is usual. Damage to ascroll does not affect it as long as the scroll is legible.Time to cast: The number of days needed to write a scroll is equal to theenergy cost required to cast the spell originally (base cost for area spells),not counting any bonuses for skill. Multiply this by $25 to get the normalmarket value of the scroll. Example: The Rear Vision spell normally costs 3energy to cast. A Rear Vision scroll would take 3 full days to write, andwould normally cost $75. At the end of the writing time, the GM rollsagainst the writer's skill with Scroll or the spell being written - whichever islower. A successful roll means the spell is good. A failure means the scrollwill not work. A critical failure means it will cast a flawed spell!Duration: As long as the spell would normally last. The mage who readthe scroll can maintain the spell, if it could normally be maintained.Weapon EnchantmentsUnless specified otherwise, the subject of any of these spells must be aweapon. The last one to pick the item up is its "owner." All are permanentand do not require the weapon-user to spend energy.AccuracyEnchantmentMakes the subject weapon more likely to hit, by adding to user's effectiveskill. The Accuracy spell can add from +1 to +3 to skill.Energy cost to cast: Depends on the bonus. +1: 250. +2: 1,000. +3:5,000. Divide cost by 10 if subject is a missile - e.g., an arrow +3 to hitwould require only 500 energy.If a weapon already has this spell at a low level, a caster may recast thespell at a higher level (making the weapon more accurate). The energy costfor the new spell is the difference between the levels.Prerequisites: Enchant, and at least 5 Air spells.Item: Staff or wand — ball is fired from end. Energy cost to create: 400must be tipped by a $500 sapphire. Usable only by a mage.RainAs listed under Air, p. 157.AreaSummon Water Elemental, Control Water Elemental,Create Water Elemental - see pp. 156-157Prerequisite: Magery, Literacy. A mage may not write a scroll for aspell he docs not know.Remove EnchantmentEnchantmentTakes one enchantment spell off the subject item. Does not affect otherenchantments on that same item. Exception: A failed attempt to remove a"limiting" enchantment will remove all enchantments from the item.Skill modifiers: -3 if the caster does not know how to cast the enchantmenthe is trying to remove. -3 if he does not know exactly what that spell is.-3 for each other spell on the item. These are cumulative.Duration: Removal is permanent.Cost: 100, or 1/10 the cost to place the enchantment originally, whicheveris more.Time to cast: as per Enchantment (pp. 140).Prerequisite: Enchant.PowerEnchantmentMakes a magic item "self-powered," partially or completely. That is, itdecreases the energy required to use that item. The extra energy is drawndirectly from the surrounding mana. Self-powered items are in greatdemand, because they do not fatigue their users.If an item has 1 point of self-power, that item's wearer spends 1 lesspoint of energy to cast or to maintain the spell. Example: A ring of Flighthas 1 point of self-power. It normally costs 5 to cast this spell and 3 perminute to maintain it. But with the self-power, it costs only 4 to cast and 2per minute to maintain!This assumes the area has normal mana. In a low-mana area, only halfas much power is produced (round down). In a high-mana or very-highmanaarea, double the amount of power provided. A self-powered item cannever provide "extra" power, though.If an item has enough self-power that the cost to maintain is 0. it may betreated as "always on" after the cost to cast is paid - but the wearer muststill stay awake, etc., to maintain the spell normally. But if an item hasenough self-power that the cost to cast is zero, the item is "always on" forall purposes, and requires no conscious maintenance of any kind! Theowner may still turn it off if he wishes.Energy cost to create: 500 each for the 1st and 2nd points of self-power.1,000 for the <strong>3r</strong>d, and double for each additional point. May be re-cast at ahigher level, as per Accuracy (below).Prerequisites: Enchant, Recover Strength.PuissanceEnchantmentMakes the subject weapon do extra damage when it hits. The spellincreases basic damage; enchanted weapons are more likely to penetratearmor.Energy cost to cast: Depends on the bonus. +1: 250. +2: 1.000. +3:5,000. Double cost if subject is a missile weapon. Divide cost by 10 if subjectis a missile (e.g., an arrow). Note that this spell may be recast at a higherlevel as per Accuracy (above).Prerequisites: Enchant, and at least 5 Earth spells.
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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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At the end of your move, if you hav
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The rules for attacking a foe are e
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tell you how long it will take. In
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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