GURPS Fourth Edition

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GURPS Fourth Edition MAGIC IS EVERYWHERE Finally, the secrets of the sorcerers are collect- ed in a single volume. Magic – The Great Art – brings great power to its practitioners, and offers the opportunity to do great good or great evil. This book is the complete guide to magic for GURPS Fourth Edition. GURPS Magic presents an expansive, colorful magic system. Players can create any sort of wizard they can imagine. GMs can adapt the system to fit their own campaign or set adven- tures in the world of their favorite fantasy author. The rules can be modified to fit almost any world or wizard. This book is completely compatible with the magic rules in the GURPS Basic Set, with hun- dreds of new spells and several alternate magic systems, including improvisational magic, sym- bol magic, clerical magic, ritual magic, and alchemy. Open, and learn strange new wonders . This PDF is an electronic copy of the first (and only to date) printed edition of GURPS Magic for the Fourth Edition of GURPS. All known errata as of the date of publication have been fixed. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD. of Steve Jackson Games Incorporated. Pyramid, GURPS Magic, and the PRINT. names of all products published by Steve Jackson Games Incorporated are reg- PLAY. istered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved. GURPS Magic is copyright © 1989, 1990, 1994, 1998, 2000. 2004, 2006 by Steve Jackson Games Incorporated. The scanning, uploading, and distribution of this material via the Internet or e23 via any other means without the permission of the publisher is illegal, and pun- ishable by law. Please purchase only authorized electronic editions, and do not STEVE JACKSON GAMES participate in or encourage the electronic piracy of copyrighted materials. Your e23.sjgames.com TM support of the authors’ rights is appreciated. STEVE JACKSON GAMES e23.sjgames.com Stock #82-0127 Version 1.0 February 27, 2006 TM Based on GURPS Magic by STEVE JACKSON and GURPS Grimoire by S. JOHN ROSS and DANIEL U. THIBAULT Compiled by MICHAEL SUILEABHAIN-WILSON Edited by ANDREW HACKARD and JEFF ROSE Cover Art by ABRAR AJMAL, ROBERTO CAMPUS, KIRK REINERT, ROMAS, DOUGLAS SHULER, ROGÉRIO VILELA, and JOHN ZELEZNIK Illustrated by ABRAR AJMAL, DOUGLAS SHULER, BOB STEVLIC, and ERIC WILKERSON Spell Prerequisite Charts by MICHELLE BARRETT ISBN 1-55634-733-2 12 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES CONTENTS INTRODUCTION . 4 Dissipating Held Melee WEAPON ENCHANTMENTS . 62 and Missile Spells . 14 ARMOR ENCHANTMENTS . 66 1. PRINCIPLES OF MAGIC . 5 Long-Distance Modifiers . 14 PIECE-BY-PIECE Glossary of Magical Terms . 5 INVENTING NEW SPELLS . 14 ARMOR PRICES . 66 Player-Created Spells . 15 LEARNING MAGIC . 6 LIMITING ENCHANTMENTS . 68 Finding a Teacher . 6 Designing Wizard Characters . 15 WIZARDLY TOOLS . 69 Prerequisites . 6 Devotional Enchantment . 71 2. MAGIC ITEMS . 16 Mana . 6 Enchanting . 16 CASTING SPELLS . 7 9. FIRE SPELLS . 72 Controlling PC Enchantment . 17 CRITICAL SPELL FAILURE TABLE . 7 Small Fire Elemental . 76 Multiply Enchanted Items . 18 Distraction and Injury . 7 Enchantments Caster and Subject . 7 10. FOOD SPELLS . 77 Without Items . 18 Time Required . 7 Enchantments ATE PELLS Energy Cost . 8 11. G S . 80 Without Spells . 18 Magic Rituals . 8 Interruptions . 18 EALING PELLS Optional Rule: 12. H S . 88 USING MAGIC ITEMS . 19 Magic Ingredients . 8 Controlling Magic Items . 19 13. ILLUSION AND Limits on Effect . 9 BUYING MAGIC ITEMS . 20 Duration of Spells and CREATION SPELLS . 95 Powerstone Costs . 20 Maintaining Spells . 9 Scary Illusions . 95 Selling Magic Items . 21 Optional Rule: Alternate Magic Rituals . 9 ECONOMICS AND ENCHANTMENT . 21 14. KNOWLEDGE SPELLS . 100 Spell Descriptions . 22 Secret Spells . 9 DIVINATION . 108 Canceling Spells . 10 3. AIR SPELLS . 23 Standard Divinations . 108 Casting Spells While Maintaining Other Spells . 10 ELEMENTAL SPIRIT SPELLS . 27 15. LIGHT AND Small Air Elemental . 28 DARKNESS SPELLS . 110 4. ANIMAL SPELLS . 29 16. MAKING AND Hybrids . 29 BREAKING SPELLS . 115 5. BODY CONTROL SPELLS . 35 17. META-SPELLS . 121 6. COMMUNICATION AND LINKING SPELLS . 130 EMPATHY SPELLS . 44 DIFFERENT KINDS OF MAGIC . 11 18. MIND CONTROL Colleges of Magic . 11 7. EARTH SPELLS . 50 SPELLS . 133 Spell Classes . 11 Small Earth Elemental . 55 Ceremonial Magic . 12 19. MOVEMENT SPELLS . 142 Area Spells on a Battle Map . 13 8. ENCHANTMENT SPELLS . 56 Magic Staffs . 13 Clay Golem . 59 GURPS System Design ❚ STEVE JACKSON Prepress Checker ❚ MONICA STEPHENS Managing Editor ❚ ANDREW HACKARD Print Buyer ❚ MONICA STEPHENS GURPS Line Editor ❚ SEAN PUNCH Marketing Director ❚ PAUL CHAPMAN Production Manager ❚ MONIQUE CHAPMAN Sales Manager ❚ ROSS JEPSON Page Design ❚ PHILIP REED Errata Coordinator ❚ ANDY VETROMILE Production Artist ❚ JUSTIN DE WITT GURPS FAQ Maintainer ❚ STÉPHANE THÉRIAULT Additional Material by Drew Bittner, Graeme Davis, Lee Gold, Ken Hite, Marc Janssen, Hunter Johnson, Steve Kenson, Chris McCubbin, Walter Milliken, Steffan O’Sullivan, W. Dow Rieder, Sean Punch, Brett Slocum, William H. Stoddard, and Jonathan Woodward. Playtesters: Jim Cambias, Peter Dell’Orto, Devin Ganger, Roberto Hoyle, Steve Kenson, Phil Masters, Elizabeth McCoy, Kenneth Peters, William H. Stoddard, and Chad Underkoffler. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Magic is copyright © 1989, 1990, 1994, 1998, 2000, 2004 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. 2 CONTENTS 20. NECROMANTIC SPELLS 149 ENERGY SPELLS . 178 Renaming Spells . 201 Skull-Spirits . 150 RADIATION SPELLS . 181 IMPROVISATIONAL MAGIC . 201 Undead Templates . 152 METAL AND PLASTIC SPELLS . 182 Magery and Demon . 155 New Meta-Trait: Improvised Magic . 201 Demonic Contracts . 156 Body of Plastic . 183 Wild Talents . 201 Black Magic . 156 Wildcard Magic . 202 25. WATER SPELLS . 184 Spell Defaults . 202 BLACK CRITICAL TABLE . 157 Lich . 160 Small Water Elemental . 191 SYNTACTIC MAGIC . 202 Wraith . 160 Spell Parameters . 202 26. WEATHER SPELLS . 193 Word Parameters . 203 21. PLANT SPELLS . 161 THE BEAUFORT SCALE . 194 Casting the Spell . 203 Plant Meta-Traits . 165 New Meta-Trait: Scaling . 203 Body of Lightning . 198 Transform . 204 22. PROTECTION AND Linking Syntactic Spells . 204 27. VARIATIONS . 199 GMing Syntactic Magic . 204 WARNING SPELLS . 166 ALTERNATIVE MAGIC A Syntactic Spell: 23. SOUND SPELLS . 171 SYSTEMS . 199 Waterproofing . 205 Clerical Magic . 199 SYMBOL MAGIC . 205 24. TECHNOLOGICAL “Holy” Spells . 200 Symbols . 205 Ritual Magic . 200 Casting the Spell . 206 PELLS S . 175 Other Ritual Idioms . 200 Alternatives . 206 MACHINE SPELLS . 175 Alternate Prerequisites . 200 Example of Symbol Casting . 206 An Emergency Symbol-Casting . 207 The Futhark Runes . 209 The Ogham Alphabet . 209 About GURPS 28. ALCHEMY . 210 Steve Jackson Games is committed to full support of the GURPS sys- THE ALCHEMY SKILL . 210 tem. Our address is SJ Games, Box 18957, Austin, TX 78760. Please Making Alchemical Items . 210 include a self-addressed, stamped envelope (SASE) any time you write The Herb Lore Skill . 211 us! We can also be reached by e-mail: [email protected]. Resources Other Alchemist Abilities . 211 include: Inventing New Elixirs . 212 USING ALCHEMICAL ITEMS . 212 Pyramid (www.sjgames.com/pyramid/). Our online magazine Forms of Elixir . 213 includes new GURPS rules and articles. It also covers the d20 system, Magic Resistance . 213 Ars Magica, BESM, Call of Cthulhu, and many more top games – and Cost and Availability . 213 other Steve Jackson Games releases like Illuminati, Car Wars, TYPES OF ELIXIRS . 213 Transhuman Space, and more. Pyramid subscribers also get opportuni- Animal Control . 213 ties to playtest new GURPS books! Combat Abilities . 214 New supplements and adventures. GURPS continues to grow, and Hostile Elixirs . 214 we’ll be happy to let you know what’s new. For a current catalog, send us Magical Abilities . 216 Medical Elixirs . 217 a legal-sized or 9”¥12” SASE – please use two stamps! – or just visit Popular Elixirs . 218 www.warehouse23.com. Mental Abilities . 218 e23. Our e-publishing division offers GURPS adventures, play aids, Mental Control . 219 and support not available anywhere else! Just head over to Skills and www.sjgames.com/e23/. Physical Abilities . 219 Errata. Everyone makes mistakes, including us – but we do our best ALCHEMICAL CHARMS . 220 to fix our errors. Up-to-date errata sheets for all GURPS releases, Time and Cost to Make . 220 including this book, are available on our website – see below. Detection and Analysis . 220 Internet. Visit us on the World Wide Web at www.sjgames.com for Using Charms . 220 errata, updates, Q&A, free webforums, and much more. The GURPS EXOTIC PREPARATIONS . 220 Magic web page is www.sjgames.com/gurps/books/magic/. Alkahest . 220 Homunculus . 221 Bibliographies. Many of our books have extensive bibliographies, and Philosophers’ Stone . 221 we’re putting them online – with links to let you buy the books that inter- MAGICALLY POTENT MATERIALS . 222 est you! Go to the book’s web page and look for the “Bibliography” link. GURPSnet. This e-mail list hosts much of the online discussion of APPENDIX: SPELL TABLE . 223 GURPS. To join, point your web browser to www.sjgames.com/ mailman/listinfo/gurpsnet-l/. SAMPLE SPELL PREREQUISITE CHART . 238 Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth Edition. Page references that begin with B refer to that book, INDEX .
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