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1993-01-08
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From: bfwong@ocf.berkeley.edu (Raven)
Subject: GURPS_SPELL_BOOK so far... (LONG /448 lines about)
======================================================================
GURPS_SPELL_BOOK
vol1 out of hopefully more
======================================================================
What follows is the initial attempt at a net GURPS spell book,
there were only 3-4 people who sent in stuff. Their names appear
next to the spells, unfortunatly I lost everybody's email address
These spells are 'unedited' and 'untested' , so it's entirly up to
you as to except em or not, but then even if they had been edited
and tested, it'd still be up to you :-)
If, after seeing this, people are intrested in the idea
of a GURPS spell book, we can give it another run.
---Raven
(I claim no responsibility for these spells, the rights to
each of which belong to thier designers, and it is suggested
that you get thier permission first before using any of
these commercially, etc, etc, blah, blah blah... )
======================================================================
ANIMAL
======================================================================
Messanger Regular
College: Animal
Summons a small animal who will act as a messanger. It must be given
simple directions and a small item to deliver. Once it delivers the item
the spell is over.
dur: 2 hr
cost: 3/2
time: 1 min
prereq: control <appropriate animal>, beast summoning
author: Rick Hunt (converted from AD&D)
=====================================================================
BODY
=====================================================================
Heavy Hand Regular
Each point invested will inflict 1d+2 of pseudo-damage,
which does not actually harm the target, but causes
knockback normally. Every 8 hits will move the subject 1
hex away from the caster. Though is no direct damage, being
pushed into a stone wall or similar obstacle would cause
damage as per falling. DR does not protect.
Cost: 1 to 3; each point does 1d+3 for knockback.
Prerequisites: Might.
Designer: D. Barrett (adapted from Vibrating Touch on GURPS BBS)
---------------
Boneshatter (VH) Regular; Resisted by HT
Caster must touch one of the subject's limbs. Neither
passive defense or damage resistance protects. If the spell
succeeds, the limb targeted is broken and splintered,
resulting in an automatic crippling (Bp.127). The target
takes damage equal to HT/2, round down, no DR applies. The
spell has no effect if aimed at the torso or the head. A
given limb may not be Boneshattered again until it heals.
Cost: 5.
Prerequisite: Wither Limb (MAp.24) or Shatter (MAp.51)
Designer: D. Barrett (adapted from D&D version).
=====================================================================
EARTH
=====================================================================
Multimissle Regular
College: Earth
This spell is cast upon any missle and the instant it is fired, it creates
duplicate missles that attack the same target with separate attack rolls
and random hit locations. After they hit, the duplicates vanish. The
spell doesn't work with missle spells. The missle should be fired before
the 10 seconds elapse or the spell will have to be maintained.
dur: 10 sec
cost: 1/extra missle/2d damage max 5 extra (same to maintain)
time: 1 sec
prereq: stone missle
item: Missle weapon. When enchanted the weapon becomes capable of firing
multiple missles at no fatigue cost to the user. Energy: 1500/extra
missle.
author: Rick Hunt (converted from Runequest)
======================================================================
FIRE
======================================================================
Balefire (VH) Regular
Lets caster produce a blast of black colored balefire
from one fist, as per Flame Jet (MAp.34). Balefire is the
essence of fire's ability to consume, and will cause damage
to materials not normally affected by fire, such as steel
and water. Balefire radiates no heat and must touch an
object in order to cause damage. Balefire will not start
secondary fires. It can only be extinguished by Dispel
Magic or a Counterspell.
Non living material hit by Balefire loses HT directly,
ignoring DR. Armor hit by Balefire loses 1 DR for every 2
damage points, leaving behind a weakened or useless armor
position. Living things take normal damage, but only after
the Balefire has burned through clothes, armor, etc.
Balefire does full damage on the first turn. It will
adhere to a target and continue to do 1/2 damage, round
down, each turn until it has exhausted itself. PD does not
protect, but armor DR and Toughness does (until the Balefire
burns through).
Duration: 1 second; burning may continue.
Cost: 1-3 points. Does 1d-1 damage for each point put
into it. The Balefire's range in hexes is equal to the
number of dice. Cannot be maintained.
Prerequisites: Magery 2, Essential Flame, Shape Fire
Designer: D. Barrett
---------------
Bloodfire Regular
Covers the subject in a white fire that heals damage
caused by any sort of fire. The subject must make a Will
roll for each hit restored, as the tissue regeneration is
very painful. A failed Will roll indicates that the subject
has passed out for 1d turns, regaining the hit for that
roll, but no more. High Pain Threshold gives +3 to the Will
roll.
Duration: 1 second per hit healed, or until subject is
unconsious.
Cost: 1 to 3. Twice the amount is possibly restored to
the subject.
Prerequisite: Magery 2, Essential Flame.
Designer: D. Barrett
=====================================================================
ILLUSION
=====================================================================
Mirror Image Regular
College: Illusion
The spell causes exact duplicates of the subject to appear in adjacent
hexes that mimic the subjects actions. There is also a distortion and
blurring such that it is impossible to locate the real person among the
illusions. If an image is struck for more than 1 point of damage it
vanishes and the spell must be recast to get that image back.
duration: 1 min
cost: 3/image 5 max
time: 2 sec
prereq: Complex Illusion, Blur, Hide
item: jewelry that causes the wearer to able to cast the spell. energy:
500.
author: Rick Hunt (converted from AD&D)
=====================================================================
LIGHT
=====================================================================
Darklight Area
Covers one or more hexes in pitch darkness as per Darkness.
The caster is granted Dark Vision in the area of the spell
only.
Duration: 1 minute.
Base Cost: 5 to cast; 2 to maintain.
Prerequisites: Dark Vision (MAp.50), Darkness.
Designer: D. Barrett
---------------
Dazzle Missile
Shoots a brilliant bolt of light at the subject. As per
Flash, but only affects the subject. Does not have to be
aimed at the head, but a successful hit to the head allows
the victim no HT roll. Dazzle has SS 13, Acc 0, Max 40
Cost: 1.
Prerequisites: Flash.
Designer: D. Barrett
---------------
Fairie Fire Regular resist-HT
College: Light & Darkness
Coats the subject in a halo of light. This causes the penalties to hit due
to darkness to be cut in half. The darker it is, the easier it is to see
the subject. This will also negate invisibility, but remember the penalty
to cast this on an already invisible opponent. In bright sunlight, this
spell may not help a lot to spot someone who is invisible.
dur: 1 minute
cost: 3/2
time: 3 sec
prereq: continual light
item: wand, staff or jewelry. energy cost: 600.
author: Rick Hunt (converted from AD&D)
---------------
Glitterdust Area
College: Light & Darkness
This spell fills the area with sparkling golden particles that stick to
everything. The particles can be carried beyond the original area. The
dust will reveal invisible creatures but gives no other bonuses to hit.
dur: 10 sec
cost: 1 (area)
time: 2sec
prereq: colors, create earth
item: ground, floor or rug can be permanently enchanted to have a cloud
of glitterdust above it at all times. energy cost: 200/hex.
author: Rick Hunt (converted from AD&D)
---------------
Laser Missle
College: Light & Darkness
This spell shoots a highly concentrated beam of light, or laser, at
the target. All normal info about lasers as per GURPS space applys, please
flame me if I haven't included that info by the type this book gets posted
The spell has the foolowing ranged attack numbers:
SS: 9 Acc 7 1/2D 200 Max 500
The spell can be maintained on the target as per a jet spell, and the
skill to 'throw' it defaults to beam-weapons -2 instead of throwing.
duration: instant
cost: 1-3 1d impaling damage per energy point.
Time to Cast: 1-3 , 1 per energy point.
Prereq: Light Jet, magery, Flash
Item: often a wand, or 'gun' in society's that have them, such as a flintlock
in a renaissance society like that of my campaign, energy cost to create
is 600.
Designer: Raven Blackburn
---------------
Meld with Shadows Regular
The subject is Invisible as long as he remains in
darkness or shadow. If the subject enters a lighted area or
is touched by light he will remain visible until he enters
darkness again. See Invisible would still requires a normal
vision roll if the subject is in a dimly lit area. The
Great Hall with a single guttering torch would have many
shadows. So would a forest at twilight. Remember, the GM
decides if it is dark enough to Meld with Shadows.
Duration 1 minute.
Cost: 3, 1 to maintain.
Time to cast: 2 seconds.
Prerequisite: Blur.
Designer: D. Barrett
=====================================================================
META-SPELLS
=====================================================================
Magebolt Missile
The caster can hurl up to 3 glowing bolts of pure mana.
The damage dice may be allocated to each bolt however the
mage wishes. Example: For 3 points a mage could throw a 2d-
2 and a 1d-1 missle, 3 1d-1 missles, or 1 3d-3 missle.
The caster may aim at multiple targets in his field of
vision simultaneously, receiving the +3 acc bonus to all
missles. The bolts have SS 13, Acc +3, 1/2D 30, Max 80.
Cost: 1-3; All bolts combined do 1d-1 per point
invested.
Prerequisites: Drain Mana
Designer: D. Barrett.
+--------------------------------------------------------+
Magic Missle missle
College: Meta
This spell produces a magical 'missle' which is then thrown
at a chosen target, multiple castings can be done to
hold more than one missle at a time, but these are subject
to the rules on maintaining multiple spells.
The missle may be blocked or dodged, but not parried.
Armor, even toughness and other defences, offer no
protection from the missles damage. It's ranged attack
modifiers are as follows:
SS: 13, Acc +20, 1/2D: N/A Max: 50.
Duration: instant
Cost: 1-3 , does Cost*2 damage.
Time to Cast: 1-3 seconds (1 per point of energy)
Prerequisite: Magery 2
Item: ussually a wand or staff, Energy cost to
create is 400.
Designer: I forgot who posted, and I modifyied it a
little
+--------------------------------------------------------+
Wizard's Mark Regular
The caster inscribes an invisible glyph on some surface
at his present location. This mark reduces any long
distance penalties for other spells involving the location
by 1/4 the skill it was cast at. The Wizard's Mark has a
small aura and can be seen by Detect Magic at -2. A mage's
mark is unique and may not be duplicated.
Duration: 1 month.
Cost: 2.
Time to Cast: 3 seconds.
Prerequisite: Magery.
Designer: D. Barrett.
=====================================================================
MINDCONTROL
=====================================================================
Arouse Regular, resisted by IQ
Mind and Body Control
This spell causes the victim to become sexually aroused. This
gives anyone (of a sex the victim is attracted to) with Sex Appeal a
+1 for every two fatigue put into the spell. Those with Lecherousness
will be at -1/Fatigue to resist.
If the target makes his resistance roll, he will realize the
reaction was not normal and can make another reaction roll modified by
the amount the made the resistance roll by and the reverse of the
spell's desired effect.
Example: A nymph casts Arouse on Jandor, using four points of
Fatigue. Jandor makes his resistance roll by 5, so he can make another
reaction check against the nymph at -(5+2), or -7!
Duration: 1 minute if resisted; unknown otherwise
Time to Cast: 1 second
Cost: 2/ +1 desired
Prerequisites: Emotion Control or Pain
Item: Ring, clothing, or necklace, 400. Can also effect wearer.
Designer: Racially innate spell for nymphs/ by Robert Crawford.
---------------
Feign Death Regular
College: Mind Control
This spell causes a willing subject to be placed in a cataleptic sleep
that is impossible to distinguish from death. The subject can smell and
hear, but not see and feel. Wounding is not felt and bleeding is stopped.
Poison has no effect until the spell wears off.
dur: 1 hour
cost: 4/2
time: 5 sec
prereq: peaceful sleep
item: (a) wand, staff or jewelry. energy cost: 1200 (mage only). (b)
any item. When worn by a willing subject it will allow him to decide when
to awaken. energy cost 1100.
author: Rick Hunt (converted from AD&D)
---------------
Wizard's Veil (VH) Regular; Resisted by IQ
All sensory input is severed. The subject immediately
falls, and can take no action at all. Perfect Timing and
Absolute Direction are negated, and the subject will feel
that time is passing 4 times slower than it really is. The
subject can still think, so a mage could cast a spell that
required no ritual as long as an additional will roll is
made. At the end of the spell, the subject makes a fright
check at -1 per minute spent under the veil.
Duration: 1 minute.
Cost: 7.
Time to cast: 3 seconds.
Prerequisite: Magery 2; at least 10 Mind Control
spells.
Designer: D. Barrett (adapted from Sensory Deprivation on GURPS BBS)
=====================================================================
MOVEMENT
=====================================================================
Death Haste regular
Speeds subject's metabolism to the point
where they risk death from exhaustion/heart attack/etc...
Armor offors no protection, nor does toughness and like, but in a SUPERS
game, having a negative level of altered time rate cuts the effects of this
spell in half.
Duration: instant
Cost: 1-3 1d per point. spell also does 2 fatigue per energy pt to victim.
Time to Cast: 1 second
Prereq: Great Haste, spasm, Fatigue, at least 4 move and/or Body cont spells
Item: Various Item, items of this spell tend to be of the cursed variety, were
anyone putting them on suffers the effects of the spell every turn until the
item is removed. Common items include shoes, little lightning streak buttons,
sneakers :-) ... etc... Energy cost to create is 1000.
=====================================================================
WARNING
=====================================================================
Doom Cloud (VH) Area
Creates a rolling green fog, slightly heavier than air
that will obscure figures seperated by more than 2 hexes
unless Mage Sight is used. Targets in the area also take 1d-
3 hits each round. Those who were within the mist when it
was cast are immune to its effects.
Duration: 1 minute.
Base Cost: 3.
Time to Cast: 4 seconds.
Prerequisites: Magery 2, Mystic Mist.
---------------
Stoutlock Regular
Magically locks and fortifies any door. The door and
lintel double HT and DR. The door will not open unless the
spell is removed or the door is destroyed. Lockmaster will
not counter this spell.
Duration: 1 hour.
Cost: 5 to cast; 3 to maintain.
Time to Cast: 4 seconds.
Prerequisites: Armor and Magelock.
Designer: D. Barrett
======================================================================
SUBMITTED SPELLS SHOULD USE THE FOLLOWING FORMAT:
======================================================================
+--------------------------------------------------------+
Spell name type,resisted by
College:
+-----------------------------------------+
| |
| spell description |
| |
+-----------------------------------------+
Duration:
Cost:
Time to Cast:
Prerequisite:
Item:
Designer:
+--------------------------------------------------------+
======================================================================
Raven Blackburn (anime junkie)
bfwong@ocf.berkeley.edu