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.
MAKING AND BREAKING SPELLSFind WeaknessInformationLets the caster sense the weakest part of the subject, if any. Can be caston any part of a large object; you would not have to cast it on a whole citywall, for instance, but could check one hex of wall at a time.Cost: 1 per hex (minimum 1). Double this if subject is alive.Time to cast: 2 seconds.Prerequisites: One spell for each of the four elements.Item: Jewelry. Works for wearer only. Energy cost to create: 100.WeakenRegularDoes 1 die of damage to the weakest part of the subject (works only oninanimate items). See p. 125 for strengths of various items. No caster mayuse this spell on the same subject more than once per hour. Subjects's DRdoes not protect it.Duration: Permanent.Cast: 2.Time to cast: 5 seconds.Prerequisite: Find Weakness.Item: Wand, staff, or glove. Works for wearer only; must be used tostrike subject. Energy cost to create: 200.Shatter (VH)Similar to Weaken, but quicker — can be cast in a singleRegularturn, and may be cast repeatedly. Can do up to 3 dice damage. But if the spelldoes not do enough damage to actually break the subject, the subject takesno harm. Inanimate objects only.Cost: 1 to 3; does 1 die damage for each energy point put into it.Prerequisites: Magery, Weaken.Item: Wand, staff, or glove. Works for wearer only; must be used tostrike subject. Energy cost to create: 500.RestoreRegularTemporarily makes a broken inanimate object look as good as new.Other senses will not be fooled, nor will Mage Sight.Duration: 10 minutes.Cost: 2 per hex of the subject to cast; half that to maintain. Very smallsubjects still cost 2.Time to cast: 3 seconds.Prerequisite: Either Weaken or Simple Illusion.RejoinRegularTemporarily fixes a broken inanimate object. If some small parts aremissing, skill is at -3, but if the spell succeeds the object will hold togetherwithout the missing parts.Duration: 10 minutes.Cost: 1 per 10 pounds of subject's weight (minimum 2) to cast; half thatcost (rounded up) to maintain.Time to cast: 4 seconds per 10 lbs. of subject's weight.Prerequisites: Weaken and Restore.RepairRegularPermanently repairs a broken inanimate object. If some small parts aremissing, skill is at -5, and appropriate material to make the missing partsmust be provided - e.g., a lump of gold to make gold filigree-work. If thespell succeeds, the missing parts will reappear. Broken once-magical itemswill not regain their magic when repaired, but this spell will restore a weakenedmagic item to full durability.Duration: Permanent.Cost: 3 per 10 pounds of subject's weight (minimum 6) to cast.Time to cast: 1 second per lb. (minimum 10).Prerequisites: Magery 2, Rejoin.MIND CONTROL SPELLSFearArea; Resisted by IQThe subject(s) feel fright. A subject who fails to resist must make a reactioncheck at -3 OR +3; the GM decides whether that particular subject will have a"better'' or "worse" reaction because he is frightened. A foe might surrender, orattack madly; a merchant might be intimidated, or order you away. Thus, thisspell is chancy! A subject who does resist will be angered. PCs subjected to thisspell may be required to make a Fright Check, at -3, instead of a reaction roll.Duration: 10 minutes unless countered by Bravery.Base Cost: 1. Cannot be maintained.Prerequisite: Sense Emotion.Items: (a) Any item. Always on; causes wearer to feel fear. Energy cost tocreate: 200. (b) Staff or wand. Usable by mage only; must touch subject.Energy cost to create: 300.BraveryArea; Resisted by IQ-1Makes the subject(s) fearless. Anyone under this spell must make an IQroll to avoid being brave, should caution be called for.Duration: 1 hour unless countered by Fear.Base Cost: 2. Cannot be maintained.Prerequisite: Fear.Items: (a) Any item. Always on; keeps Bravery spell on wearer. Energycost to create: 500. (b) Staff or wand. Usable by mage only; must touchsubject. Energy cost to create: 500.FoolishnessRegular; Resisted by IQReduces subject's IQ temporarily. Ability with all IQbasedskills, and all spells, is also reduced. The GM may also require an IQroll to remember other complex things while under the influence of this spell.Duration: 1 minute.Cost: 1 for every point of IQ reduction (maximum 5): half that amount(round up) to maintain.Prerequisite: IQ 12+.Items: (a) Any item. Always on; reduces wearer's IQ. Energy cost tocreate: 100 for each point of IQ reduction, (b) Staff or wand. Usable bymage only; must touch subject. Energy cost to create: 800.DazeRegular; Resisted by HTSubject looks and acts normal, but will not notice what is going onaround him, or remember it later. A dazed guard will stand quietly while athief walks past! Any injury, or successful resistance to a spell, causes thesubject to snap out of the daze and return to full, alert status.Duration: 1 minute.Cost: 3 to cast; 2 to maintain.Time to cast: 2 seconds.Prerequisite: Foolishness.Items: (a) Any item. Always on; causes effects of Daze spell. Energycost to create: 400. (b) Staff or wand. Usable by mage only; must touchsubject. Energy cost to create: 1,000.Area; Resisted by HTAs above, over a large area. Base Cost: 2 to cast; 1to maintain. Minimum radius 2 hexes. Time to cast: 1 second foreach energy point spent. Prerequisite: Daze, IQ 13+.SleepDazeRegular; Resisted by HTSubject falls asleep. If standing, he falls; this does not wake him. He can beawakened by a blow, loud noise, etc., but will be mentally "stunned" (see p.127). The Awaken spell will arouse him instantly.Cost: 4.Time to cast: 3 seconds.Prerequisites: Daze.Items: (a) Any item. Always on; wearer sleeps until it is removed.When the item is created, the caster can specify whether its effects are gradualor immediate. Energy cost to create: 600. (b) Staff or wand. Usable by mageonly; must touch subject. Energy cost to create: 1.200.Mass SleepAs above, but can be cast over an area.Base Cost: 3. Minimum radius 2 hexes (costs 6). Time tocast: 1 second for each energy point spent.Prerequisites: Sleep, IQ 13+.Area; Resisted by HT
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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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You may normally parry only one att
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CLOSE COMBATUsing the Move, Step an
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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