12.07.2015 Views

GURPS - Basic Set 3r..

GURPS - Basic Set 3r..

GURPS - Basic Set 3r..

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!