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GURPS - Basic Set 3r..

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AuraInformationShows the caster a glowing halo, or "aura," around the subject. Thisaura gives the caster a general insight into the subject's personality - thebetter the skill roll, the better the insight. In particular, the aura also showswhether the subject is a mage (and about how powerful); whether the subjectis possessed or controlled in any way; and whether the subject is in the gripof any violent emotion. All living beings have auras; inanimate things do not.A zombie is detectable by his faint, death-haunted aura. A vampire retainsthe aura he had in life.Illusions and created beings have no auras, so a successful casting ofthis spell will also distinguish them from real persons. A critical successwill detect secret magical traits like lycanthropy, vampirism, unnaturallongevity and the like.Cost: 3 (for any size subject).Prerequisite: Detect Magic.Item: Staff, wand, or jewelry. Usable only by mages. Energy cost tocreate: 100.SeekerInformationAttunes caster to one individual, or one manmade object, he is lookingfor. Useful for finding lost items. A successful roll gives the caster a vision ofthe item's whereabouts, or leads him to it if it is within a mile. Skillmodifiers: Standard long-distance modifiers (see p. 151). Something associatedwith the item sought (e.g.. part of a lost person's clothing) should beavailable at the time of casting; roll at -5 if it is not. +1 if the caster has heldthe item sought or is already familiar with it.Cost: 3. One try per week.Prerequisites: Magery. IQ 12+, and at least two "Seek" spells (e.g..Seek Earth, Seek Water.)Item: A forked stick (wood, bone, or ivory) or compass-needle (carvedout of ivory) which always points to a certain subject, chosen when the itemis created. Something pertaining to the subject must be incorporated intothe item. Energy cost to create: 500.TraceRegularMay be cast on any person, animal or object. As long as the spell ismaintained, the caster will know where the subject is if he concentrates fora second. Either the subject must be with the caster when the spell is firstcast, or Seeker must first be successfully cast. Standard long-distance modifiersif subject is not in caster's presence.Duration: 1 hour. One try per day.Cost: 3 to cast; 1 to maintain.Time to cast: 1 minute.Prerequisite: Seeker.Identify SpellInformationLets the caster know what spell or spells have just been cast (within thelast five seconds), or are being cast at the moment, on or by the subject.Does not identify the spells on a permanently -enchanted item. One castingwill identify all spells cast on or by the subject. However, if any of thesespells are totally unknown to the caster - not just spells he doesn't know,but spells he has never heard of - the GM should provide only a general,vague description - e.g., "Some kind of physical protection." As a generalrule, wizards will have heard of every spell in this list, unless the GM rulesthat some are secret. But wizards will not have heard of new spells createdby the GM or players.Cost: 2.Prerequisite: Detect Magic.Item: Staff, wand, or jewelry. Energy cost to create: 1,100.Analyze Magic Information;Resisted by spells to conceal magicTells the caster exactly what spell(s) are on the subject. If the subjecthas more than one spell on it. Analyze Magic will identify the one that tookthe least energy, and tell the caster "there are more spells." It can then becast again to determine the next spell, and so on.Like Identify Spell, above, it will give limited results when faced with aspell the caster has never heard of.Cost: 8.Time to cast: 1 hour.Prerequisite: Identify Spell.Item: Staff, wand, or jewelry. Energy cost to create: 1,200.LIGHT AND DARKNESS SPELLSLightRegularProduces a small light like a candle-flame. It stays still unless the casterconcentrates on moving it: then it can move at a speed of 5. Duration: 1minute. Cost: 1 to cast; 1 to maintain. Item: Wand, staff, or jewelry. Energycost to create: 100.Continual LightRegularCast on a small object (up to fist-sized or 1 pound) or a small part of alarger object, makes that object glow with white light.Duration: Variable. Roll 2 dice for number of days.Cost: 2 for a dim glow. 4 for the brightness of a fire. 6 for a glare sobright as to be painful at close range.Prerequisite: Light.Item: Any item can be made to glow permanently, for 100 times theabove energy cost (e.g., 200 for a dim glow. etc.).FlashRegularCreates a brilliant flash of light. This will totally blind some who see it.and reduce the DX of others by 3 (which reduces all DX-based skills). Itmay affect anyone who is facing the flash and has his eyes open (GM'sdecision, if miniatures are not being used). The caster himself is not affectedif he closes his eyes as he casts the spell. Each other creature in range mustmake a HT roll to avoid the worst effects:Distance If HT roll is made If HT roll is not madeWithin 10 hexes 1 minute at -3 DX 3 sec. blind.1 min. at -3 DX11 to 25 hexes 10 sec. at -3 DX 1 minute at-3 DX26 or more hexes no effect 3 seconds at -3 DX.Cost: 4.Time to cast: 2 seconds.Prerequisite: Continual Light.DarknessAreaCovers one or more hexes in pitch darkness. A person in a dark hex cansee out of the hex normally, but can see nothing else in his own hex or otherdark ones. Those outside a dark hex can see nothing inside it but darkness.Thus, attacks out of darkness suffer no penalty, but attacks into darkness areat a penalty: -4 to skill if the defender is in a lone darkness hex. -6 if thereare several such hexes and the defender's location isn't known for sure.The Dark Vision spell (listed in <strong>GURPS</strong> Magic) allows one to see throughdark hexes. Infravision does not.Duration: 1 minute.Base Cost: 2 to cast; 1 to maintain.Prerequisite: Continual Light.Item: Floor, ground, or a rug can be enchanted so that the area above(about 6 feet) is in permanent darkness. Energy cost to create: 120 per hex.BlurRegularMakes the subject harder to see. and therefore harder to hit with anyphysical attack or ranged spell. Each point of energy subtracts 1 from theeffective skill of any attack on the subject — maximum 5.Duration: 1 minute.Cost: 1 to 5 to cast: the same amount to maintain.Time to cast: 2 seconds.Prerequisite: Darkness.Item: Staff, wand, or jewelry: affects wearer/holder only. Energy cost tocreate: 100 per point of subtraction.

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