From: z_copeab@ccsvax.sfasu.edu Date: 3 Oct 92 14:04:00 CST Newsgroups: rec.games.frp.misc Subject: net.GURPS.spellbook (do with it as ye wish) ============================================================= ANIMAL ============================================================= Messenger 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 , 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 applies. The spell has the following 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 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. +--------------------------------------------------------+ 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, where 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