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Metaspells
Changes to Metaspells from GURPS Magic
Bless - Blessings can't be "stacked", but they can be made cumulative. If two blessings are cast the first blessing (or the more powerful one if they were cast simultaneously)
takes precedence and the second blessing doesn't go into effect until the first blessing expires.
Conceal Magic - This spell is an "always on" enchantment. Source: Sean Punch.
Curse - Curses may be made "selective" so that they only apply in certain conditions or if the subject does, or doesn't, do something. The conditions of the curse must be set
when the caster casts the spell. If a curse is made conditional, then at the GM's option, the skill roll penalty and bad luck could be doubled, or even tripled, depending on how
easy it is for the subject to avoid the conditions set forth by the caster. Of course, if the subject isn't present when the mage invokes the curse, he won't know what the
conditions are!
As a variation, the GM can allow this spell to be automatically, be linked to another Regular spell that only activates when the curse is triggered. If the mage chooses to do
this, he must cast the other spell first and then cast Curse at -1 (for having another spell "on" while casting). All conditions for both spells must be met if the "linked" spell is to
take effect. For example, a mage could first cast Blindness and then Curse. If conditions are met for casting both of the spells, then the Blindness spell would take effect (and
the subject would make his resistance roll) when the curse is triggered.
Curse-Missile - At the GM's option, Deathtouch or any other "attack" spell that normally requires touch may be thrown using this spell.
Delay - This spell can't be cast ceremonially, nor can it hold ceremonially cast spells.
Detect Magic - This spell no longer requires the Magery advantage to cast. It will also detect the presence of magic on a person or in an area, however, a second casting is
required to determine the sort of magic. If magic on a person can only be detected by means of the Aura spell, then Detect Magic automatically fails.
If the mage is not familiar with the spell on an item or person, the GM should just tell what college the spell belongs to. If the magic is inherent (due to a magical Knack or
ability), then the GM should just tell the player that the creature is inherently magical and leave it at that.
Dispel Magic - For double cost, the mage can select which spells he wishes to remove. This spell won't work against spells that create lasting or permanent creatures or
objects, such as Golem, Zombie, Create Person, or water created with the Create Water spell.
Drain Mana - Any area can be permanently drained of mana for 100 times the basic cost. When they enter a no-mana zone magical spells end, and magical items will not
function until they are removed from the area. Item: A box, chest, or carpet that creates a small, portable "no mana zone". Energy Cost to Create: 2,000 points per hex.
Link - This is one of the most badly abused and misunderstood spells in the whole GURPS system. Links can be maintained when a mage enters a No Mana Zone. Mages
with Limited Magery lose their links when they lose their Magery due to the limits of their Magery advantage.
As written, a mage with an extremely high skill in an attack spell (0 Fatigue) can put hundreds of spells into a Link. When the link is triggered, the victim is hit by hundreds of
attack spells all at once! GMs who wish to limit this can use one or more of the following fixes:
1. The number of spells that a mage can put into a link is limited to (Link Skill-10).
2. The link remains "malleable" for only 5 minutes, then it "sets" and no more spells can be added to it.
3. On any failed skill roll for any spell (or a roll of 16 or more) when a spell is triggered, the link crumbles and all other spells in the link are lost.
4. Allow only one spell of each type in the link, Or allow multiple spells of the same time only to allow multiple attempts to overcome the target's resistance, multiple
spells of the same type can't "stack."
5. Spells put into a Link get no cost reduction for high skill. Source: Sean Punch.
Reduce casting time to 1 hour. A link on an area can be made permanent for 100 times the base cost.
Pentagram - Pentagram spells are normally fixed by being etched or drawn on the ground, but since the magic is actually contained in the symbol, it can be placed on a
moveable surface such as the bed of a wagon or the deck of a ship.
Likewise, the pentagram spell can be cast on a rug or similar portable item. Item: A small rug, big enough for the caster to stand on, weighs 5 lbs. and costs $20, $80 for a
high quality work. Add the cost of the spell to that - at $1/ Energy point. A 1 hex Pentagram, cast at skill-15 would cost $10, or $30 for a deluxe skill-20 version.
An entity summoned into a pentagram is prevented from intentionally damaging the surface on which the pentagram is drawn. An entity summoned outside of a pentagram
can attack the area outside of the pentagram itself, possibly with effects that will affect the pentagram hexes. However, the entity can't intentionally attack the area within the
pentagram. For example, if a mage stands in a pentagram and summons a demon on board a ship, the demon can set fire to the ship. If the fire spreads into the pentagram hex,
causes a mast to fall on the mage, or sinks the ship, tough for the mage. However, the demon can't intentionally set fire to or attack the pentagram hex.
Pentagram - like all Area spells - extends 12 feet (4 yards) up from the surface it is cast on. An imprisoned entity can't reach out of the top or bottom of this "cylinder."
However , the entity must fit within the Pentagram. If it fills more than 1 hex standing, then it cannot be contained within a 1-hex Pentagram; likewise, if it is taller than 12',
the mage must increase the Energy cost to increase the height multiplier. Source: Sean Punch.
The term "pentagram" can refer to any area of permanent magical protection such as magic circles, magic squares, hexagrams, and so forth. A Pentagram excludes any sort of
wholly (or mostly) magical creature, including magical undead (such as ghosts), spirits, and any other creature that the GM rules is "magical". Note that creatures that are only
partially magical or mundane creatures created by magic (and illusions of these things) can penetrate a pentagram. For example, a ghost, demon, or nature spirit could not
cross a pentagram, but a vampire, golem, or magically created animal could. An illusion of a demon could cross a pentagram, but that would probably reveal its nature as an
illusion.
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Magical creatures can be let into (or out of) a pentagram by cutting or erasing part of the pentagram. This can be done symbolically so that the mage doesn't have to recast the
spell.
Mundane creatures (like people) can cross the pentagram at will without requiring you to cut it. In addition, while they are in the pentagram, the spell still protects them.
Note that a mundane mage can teleport in or out of a pentagram with impunity. However, if the mage has "hostile intentions", the teleport is blocked. This is because the
Pentagram senses hatred, anger and angst, and won't let beings with these motivations cross its borders via magic. It has no concept of who "owns" it. It is not a spell "on" isn't
maintained and belongs to no one once it is cast. The caster is creating an impartial magical barrier that judges only intentions, not ownership.
Remove Curse - Essentially, this spell is a "super" version of the Dispel Magic spell and can be used instead of that spell when attempting to remove any non-area spell. If it
is used instead of Dispel Magic, it is at +10 to the contest of spell skills. If the GM so rules, Remove Curse can be used as a "cure" for certain types of magically-induced
ailments (such as diseases caused by the Pestilence spell or weight loss caused by the Wasting spell) or contagious conditions which are associated with magic (such as
lycanthropy or contagious undeath).
Restore Mana - Any area can have its mana permanently restored for 100 times the base cost.
Scryguard and Scrywall - This spell will also block the various "(Element) Vision" spells.
Spell Shield - If the shield is breached the effective skill level of the shield is reduced by 1.
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Item: Altar, Throne, or other heavy, bulky object. Energy Cost to Create: 50,000. Mage only. Such items are very rare and are highly prized. Kingdoms have been won or lost
for such a thing.
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This spell makes it much more likely that a mage's spell will backfire. It gives -1 to skill to cast any spell.
If the affected spell fails, the spell backfires on a roll of 14+ (or 4 more than the caster's skill with the spell, whichever is less). Backfires caused by this spell are "normal" and
use the Spell Backfire table. Spells already cast when the spell is cast can't be affected.
Duration: 10 seconds, or one spell, whichever is less.
Cost: 5 points
Time to Cast: 5 seconds
Prerequisite: Magery, Curse
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. Mage only. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost
to Create: 250 points.
Benediction Regular
Temporarily confers the Luck advantage on the subject. This effect lasts until the spell duration ends or until the subject achieves some notable success or avoids some major
catastrophe.
Duration: 12 hours
Cost: 5, can't be maintained (for 10 points the Extraordinary Luck advantage can be conferred.)
Time to Cast: 1 minute
Prerequisite: Magery, Bless
Item: Jewelry, Clothing or Charm. Energy Cost to Create: 3,000 points.
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should be used as a penalty if the caster is not physically touching the powerstone. If the mage the caster is trying to block fails the resistance roll, he can try to roll his Tap
Powerstone skill vs. the caster's Break Powerstone Tap skill to reestablish contact. The caster can choose to block any or all opposing mages from using the source while freely
permitting others to use it, but each opposing mage resists separately.
Duration: 1 minute
Cost: 4, 2 to maintain.
Prerequisites: Seek Powerstone, Magery 2, and Tap Powerstone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Mage only.
Author: Charles Jacob Cohen
Chant Special
Chant allows the mage to sing or recite an incantation that has magical or holy power. As long as the mage remains motionless and concentrates he can sing or recite
incantations of power which pull extra mana through his body, allowing him to "self-power" a spell.
The mage first begins the Chant, he then can cast a single Regular spell and use the mana drawn through him by the Chant to maintain the spell.
However, in order to maintain the spell with the chant, the mage must be able to sustain the spell just by using mana gained by the chanting. If the mage has to draw mana
from himself to maintain the spell, the Chant spell ends, though the mage can still extend the spell's duration by using his own power.
If the mage is wounded or is otherwise distracted he must roll vs. Will to keep his concentration, otherwise the spell ends. Also, for every hour of chanting the mage must
make a HT or Will roll. If either roll fails, the spell ends because the mage was physically unable to continue or because he lost concentration.
The amount of mana gained by the chant is as follows:
Skill Level
Mana
10-12
1/2
13-17
18-22
23+
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At the GM's option the mage might get bonuses to this skill if he has Singing or Musical Instrument skills. He might also get bonuses to skill for using chant to cast a
particularly appropriate spell. The exact details are left the to GM's imagination.
A variant of this spell called "Dance" is also available. It works identically to Chant, but the mage must dance for the spell to work.
Duration: Indefinite (see above)
Cost: None. Energy gained from this spell can only be used to maintain spells, not to cast them.
Time to Cast: 1 minute, may be continued indefinitely.
Prerequisites: Magery, Regain ST
Combine Regular
This spell allows the caster to throw two spells at once. The first spell is cast normally, but is saved until the second spell is completed. Some spells will change or cancel if
they are combined. For example, Water Jet would cancel Fireball.
Range, duration and other effects are always those of the less useful spell. If the caster wishes it, the second spell can be slightly delayed until the first spell takes effect, but in
this case, the second spell has no effect if the first spell fails. Likewise, if either spell fails the whole combined effect fails. Effects of Critical Failures are up to the twisted
ingenuity of the GM.
For example, Haram wishes to combine Dispel Magic and Fireball so that he can simultaneously breach a foe's Fire Resistance and Reverse spells and then strike before his
opponent can put up another defense. In this case, he wants to slightly delay the fireball so that the Dispel Magic spell can drop the defensive spells first. First, he spends 2
seconds and three points to cast the Combine spell. Then he casts Dispel Magic for 3 points and 3 seconds. The effects of dispel magic are "held" and don't take effect until he
casts his final spell. Finally, he casts a 2d fireball for 2 points and takes 2 seconds to do it.
Once the fireball is successfully cast, the entire combined effect goes off. If the Dispel Magic spell is successful, the fireball takes effect on the same turn. If the Dispel Magic
spell fails, the Energy dedicated to the Fireball is lost and Haram has wasted a lot of time and Energy for nothing.
Duration: The duration of the two subsequent spells.
Cost: 3 points.
Time to Cast: 2 seconds plus the time
Prerequisite: Link
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,500 points.
Condition Regular
This spell is similar to the Link and Delay spells, but this spell makes a second spell trigger only when certain conditions are met. For example, a spell could be set up so that
it is triggered only if people (or a certain sort of people) are in the area of effect, when a person of a certain type touches an item, when people are looking at the place hex
where the magic spell will go off (or not looking), etc. Any condition that the mage can imagine and which the GM will allow can be specified, but once set, the Condition
can't be changed unless the Condition spell and any spells it modifies are all canceled.
While this spell exists, both it, and any spells it modifies are considered to be "on" spells.
Duration: 1 hour
Cost: 4, same to maintain. The duration of this spell can be made indefinite (and self-powering, so it no longer counts as an "on" spell) for 25 times the base cost.
Time to Cast: 1 minute
Prerequisite: Link, Delay
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Damper Regular
This spell gives the caster some insurance against the worst effects of Critical Failures on spell rolls, by allowing him a +4 or -4 shift towards "10" on the Critical Spell Failure
table. Once the spell has served its purpose, it is dispelled and must be recast..
Multiple damper spells can't be "stacked" nor can Damper be used to avoid the effects of other critical failures. In addition, Damper can't be used to lessen the effects of
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This spell creates a false magic aura around a non-magical item or an area. This will fool Magic Sense or Magery, or the Detect Magic spell unless the observer wins a Contest
of Skills or make a Resistance Roll.
If the observer is viewing the area via spell, he must win a Contest of spell skills. If he is viewing the area with Magery or Second Sight, he must make a Resistance Roll vs.
IQ.
The mage can control the magic aura to make it faint, extremely obvious, or aspected to a particular type of mana.
Duration: 12 hours.
Cost: 1 point for up to 5 lbs. of material, 2 points for up to 25 lbs. or 3 for a larger amount of material, half to maintain (minimum 1 point). If cast as an Area spell, the cost is
3 per hex, half to maintain.
Time to Cast: 10 seconds.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be permanently cast on an object or area for 25 times the base cost.
Fortune Regular
Fortune allows the mage to determine the correct rituals that will allow the subject to maximize his luck. If the subject performs the prescribed actions, his luck will be
improved. If he does not follow the proper actions, his luck remains unchanged.
The GM must invent a reasonably simple task that will enhance the victim's luck, which must be carried out in a reasonable amount of time (GM's determination of what is
reasonable). This task will usually be reasonably easy (e.g. visit a temple, give a coin to a beggar, or draw a prick of blood from each of your wrists) but can be harder if the
GM chooses. The GM may roll on the Reaction table to determine the difficulty of the act with bad reactions requiring more difficult acts to "trigger" the Fortune.
A character who has a Fortune spell cast on him who has correctly performed the prescribed ritual may carry it until he needs a bit of extra luck (player's choice as to when).
The player can then use the spell by "taking back" a die roll that has already been made. He then rolls dice twice and chooses the best of the three rolls.
A mage can only cast Fortune once per day, but untriggered Fortune spells don't act as an "on" spell. If the subject does not perform the necessary ritual in a reasonable amount
of time, he must wait at least a week before he may again benefit from the Fortune spell. A person cannot have more than one Fortune spell cast on him at any one time, nor
can the effects of the Fortune spell be combined with the Bless spell. The subject can have both spells cast on them, but he can't combine the benefits of the two spells. The
mage can cast fortune on himself.
Duration: Until used, simple rituals must be carried out within 8 hours for the spell to work. Difficult rituals can have a longer time limit (GM's option).
Cost: 5 points
Time to Cast: 1 hour.
Prerequisites: Magery, Divination, and Bless
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Greg Littmann
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Allows a curse to be permanently bestowed on the subject. The type of curse is entirely up to the caster and is limited only by the caster's imagination and the Energy he can
dedicate to the spell. Possible curses can jinx the subject (as the disadvantage), affect his health, possessions, associates and loved ones, luck, or reputation. This spell is
resisted by Will, with minus one to the roll for every 30 points of Energy the caster put into the spell. If the subject of the curse is not physically present, Long Distance
modifiers apply to the spell. If the spell backfires, the caster is hit with his own curse, unless, in the GM's opinion, the caster had just motives for his attempt to curse the
victim.
Duration: Permanent
Cost: 10+ (As a general rule of thumb every 10 points of Energy used to cast the spell allows a curse that is the equivalent of -1 character point in disadvantages or which
cancels one character point in advantages.)
Prerequisite: Magery, Curse
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.
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Interrupt Regular
This spell allows a mage to "turn off" a spell with a duration without canceling it, and then "turn it on" later. If the duration of the Interrupt spell expires, then the spell is
automatically turned "back on" unless the caster choose to cancel it.
Duration: 1 minute, or until the other spell expires.
Cost: 4 points, 3 to maintain
Time to Cast: 3 seconds
Prerequisite: Link
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Duration: Instantaneous
Cost: 2 points
Item: (a) Staff, Wand, Clothing or Jewelry. Energy Cost to Create: 50 points.
Author: Adapted from GURPS Magic Items 1
Magebolt Missile
The caster can hurl up to 3 glowing bolts of pure mana, each of which can do up to 3d of damage.
The mage may distribute the damage (and the missiles) as he sees fit. For example, a mage who invests 4 points of Energy into this spell could create 2 missiles that do 2d
each or one with 3d and one with 1d damage. Alternatively, he could create three missiles that have 2d, 1d and 1d respectively.
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Likewise, the bolts may be targeted as the mage wishes as long as all the targets are in his line of sight when he casts the spell. However, each bolt rolls to hit individually.
The bolts have SS 13, Acc 3, 1/2D 30, Max 80.
Duration: Instantaneous
Cost: 1 to 9 points. Each bolt may do a maximum of 3d damage.
Time to Cast: 1 second for every 3 points of mana used.
Prerequisites: Drain Mana
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from D. Barrett.
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Manabolt Missile
The caster can hurl up to five glowing bolts of pure mana. The target must be seen or otherwise detected to be hit, however, so near-total concealment can render the spell
ineffective. Likewise, the caster must be able to identify the target.
The number of manabolts (i.e. maximum base cost to cast) a caster can evoke is determined by the caster's Magery level; Magery - up to 3 bolts (max. base cost 6), Magery 2 up to 4 bolts (max. base cost 8) and Magery 3 - up to 5 bolts (max. base cost 10).
The caster may aim at multiple targets in his field of vision simultaneously, receiving the +3 Acc bonus to all missiles. The bolts have SS 13, Acc +3, 1/2D 30, Max 80.
Cost: 2 to 10; the bolts do 1d damage for every 2 Energy points spent in casting. Damage dice may be allocated to each bolt however the caster wishes. Example: For 6 points
a mage could throw a 2d bolt and a 1d bolt, 3 1d bolts, or 1 3d bolt. By expending an additional Energy point per die of damage, the caster is not required to roll to hit the
targets. The bolts unerringly strike their targets. The victims still gets an active defense roll if applicable.
Time to Cast: 1 to 5 seconds
Author: Keith Horsfield
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All mana absorbed by this spell is lost when the spell expires. Mana gained by use of this spell is used before the mage's "natural" fatigue.
Duration: 1 hour
Cost: 1 point per 3 points of Energy absorbed above the mage's normal Fatigue level, up to 9 points maximum, half to maintain..
Time to Cast: 1 minute
Prerequisite: Magery, Powerstone
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points. Mage only.
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This spell Curses (as the spell) either an area or a group of people in an given area. If cast on a group of people, each person in the group resists the spell individually.
Alternately, instead of a simple reduction of die rolls, a Mass Curse can inflict a more subtle or cruel curse, similar to the effects of the Great Curse spell.
Duration: 1 hour
Cost: 10 per hex for -1, 50 per hex for -2, 500 per hex for -3. Alternatively, 1 point per hex per point of disadvantages inflicted. (GM's ruling is final.)
Time to Cast: 1 minute
Prerequisite: Magery 2, Curse
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This spell is identical to the Share Magery spell, except that the mage permanently gives the subject one or more of his levels with the Magery advantage. Once the spell is
cast, the caster's Magery level is permanently reduced, and the subject's Magery level is permanently increased. The mage can use this spell to give away all his levels of the
Magery advantage, but by doing so, he loses his ability to cast most spells, use Mage Only magic items, and sense magic. If the spell fails, no levels of Magery are transferred.
This spell automatically fails (and no Magery is transferred) if it is cast on a character with the Magic Resistance advantage.
Typically, this spell is used by mages who are about to die or who are renouncing the arts of magic forever. It is widely recognized as committing professional (or actual)
suicide.
Duration: Permanent
Cost: 10 points per level of Magery bestowed.
Time to Cast: 1 hour per level of Magery bestowed.
Prerequisite: Share Magery
Item: Altar or other large immobile object. If both the caster and the subject touch the object and speak an incantation, this spell will automatically be cast. Energy Cost to
Create: 2,500 points.
Prosperity Regular
This spell brings material wealth and professional security to the subject.
For the duration of the spell, the recipient is treated as if he automatically made his job skill roll exactly, even if he failed the roll. The spell automatically ends if the subject
rolls a critical failure, but as a final benefit, the critical failure is turned into a normal failure.
This spell will only work for "routine" on- the- job use of skills in relatively low-violence situations. If the character faces a significant risk of death every day - like a combat
soldier or a gladiator - this spell won't work. However, professions where extreme violence isn't routine (most criminal professions, professional martial artists, police work)
can benefit from this spell.
Duration: 1 month
Cost: 10, same to renew
Prerequisite: Magery, Bless
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 15,000,. Mage only. (b) Jewelry. Works for wearer only. Always on. Energy Cost to Create: 5,000
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Duration: 1 minute
Cost: 3, 2 to maintain
Prerequisite: Aura
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 150 points. Some
versions can't be removed.
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Safeguard Regular
This spell allows a mage to protect himself from critical spell failures. If the mage critically fails a spell roll while this spell is in effect the spell is immediately cancelled but
the critical failure is turned into a normal failure.
Critical failures on this spell keep the mage from casting spells for 1d days but have no other effect.
Duration: 1 hour
Cost: 4, 3 to maintain
Prerequisite: Magery, Bless
Item: Clothing or Jewelry. Works for user only. Energy Cost to Create: 1,000.
Safety/TL Regular
While the spell is in effect the subject gets a bonus to ST, DX, HT or appropriate skill to avoid accidents while using a tool, driving a vehicle, or moving about in routine
situations.
This spell has no other effect on skill use. Note that the definition of "accident" does include hurting yourself with your own weapon, or crashing your vehicle in combat, but
not failure to resist an opponent's attack or weapon or vehicle damage caused by enemy action. This spell also gives you no protection if you deliberately engage in dangerous
behavior, beyond protecting you from equipment failure.
This is also a Protection and Warning spell.
Duration: 1 hour
Time to Cast: 1 minute
Cost: 2 per +1 bonus, half to maintain (minimum 1, 1)
Prerequisite: Bless
Item: (a) This spell can be cast on a location for 25 times base cost per hex (anyone in the affected hex is affected by the spell), (b) this spell can be permanently cast on an
item for 1 point per pound of equipment to be affected (minimum of 20 points).
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This powerful enchantment allows an item of jewelry to be enchanted so that it will "catch" spells like the Spellcatcher Ring, GURPS Magic Items 1, p. 56-57.
Cost: 1,500 points
Prerequisite: Magery 3, Enchantment, Reverse Spell, and 15 other Metaspells.
Author: Adapted from GURPS Magic Items 1
Supercharge Special
This spell makes other magical spells more powerful allowing them to temporarily ignore limits on the amount of mana that can be placed in them.
For every 3 points of mana dedicated to this spell, an extra point of mana can be dedicated to a Missile spell or a spell that does damage. Extra damage follows the standard
progression. For example, if a spell turns 2 points of mana into 1d of damage, then it takes 2 points of extra mana to get an extra 1d of damage.
Alternately, the Supercharge spell can be used to make it more difficult for a subject to resist a spell. Every 3 points of extra mana added to a spell reduces the subject's
resistance roll by 1. If this option is chosen, damage cannot be increased, and vice-versa.
Not all spells can be modified with this spell. Enchantment and Information spells can't supercharged, nor can spells that have a casting time longer than the duration of the
Supercharge spell itself.
Duration: 10 seconds
Cost: 3 per extra mana point of Energy or -1 to resistance roll. Can't be maintained.
Time to Cast: 5 seconds
Prerequisites: Magery, 4 Other Metaspells.
Item: Jewelry or Clothing. Energy Cost to Create: 5,000. Mage only.
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Duration: 10 seconds.
Cost: 4 points, 3 to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery 2, Identify Spell.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
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Duration: Instantaneous.
Cost: Twice the cost to cast the original spell, doubled for every minute since the spell was cast.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Counterspell, and Reverse Stupidity.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.
Die Roll
Effects
3-5
6-7
Impressive - Positive
8-9
10-11
Neutral/Pointless Effect
12-13
14-15
Negative Effect
16-18
Die Roll
Effects Description
Immediate Environment
4-5
Note that all the effects of the Whimsy spell should be silly (or at least not straightforward). Lets assume that the party is fighting a dragon that is guarding the only way out of
a collapsing volcanic dungeon. The GM rolls a 4 on the Effects Description Chart and decides that the dragon, for good or ill, will be the thing altered. He could just as easily
say that the thing to be altered would be the wizard's left foot, or the floor, or the party's Dwarf.
A Really Impressive Positive (R.I.P.) effect might cause the dragon to turn into a ton of fragrant marijuana! A positive effect might blind it, a barely positive effect might turn
it into an iron wall (the party is saved, but they still have to escape the volcano. . .). A neutral effect might turn it into the rare Draconis Humerus, or Giggling Dragon, which
would chuckle for the rest of the fight. A barely negative effect would heal the beast of 2d wounds, a negative effect would double its size (or summon a twin), a Really Nasty
Negative (R.N.N.) would turn it into a dragon-shaped golem made of Off-White Ooze!
Under no circumstances should a PC with the Unluckiness disadvantage cast this spell.
Duration: GM's whim (optionally, 1dx10 seconds)
Cost: 3, usually can't be maintained (if it can, cost is equal to base cost).
Prerequisites: Magery 2 (or Magery 1 and Overconfidence), 15 spells
Item: Staff, Wand or Jewelry. Energy Cost to Create: 120 points.
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Clerical Magic
These spells are appropriate for a campaign that uses "Clerical" magic. They might not be appropriate to all campaigns. Unless otherwise specified, assume that Clerical
Power Investment is a prerequisite to use all of these spells. For a full description of Clerical magic, along with the full spell descriptions of some of the spells in this section,
see GURPS Religion.
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Break Holy Ground Tap (VH) Regular, resisted by Tap Holy Ground skill
This spell functions identically to Break Faithful Tap, except that it allows the caster to prevent another cleric from using holy ground as a power source. Combined with the
Seek Holy Relic penalties and the inherit penalties for working against opposing holy areas, this spell has a very low chance of success!
Duration: 1 minute
Cost: 5, same to maintain
Time to Cast: 10 seconds
Prerequisites: Seek Holy Ground, Break Tap to Faithful
Author: Charles Jacob Cohen
Break Holy Relic Tap (VH) Regular, resisted by Tap Holy Relic skill
This spell allows the caster to prevent someone else from using a holy relic. As with all power source manipulation spells and skills, the long-range modifiers for seek spells
should be used as a penalty if the caster is not physically touching the powerstone. If the cleric the caster is trying to block fails the resistance roll, he can try to roll his Tap
Holy Relic skill vs. the caster's Break Holy Relic Tap skill to reestablish contact. The caster can choose to block any or all opposing cleric from using the source while freely
permitting others to use it, but each opposing cleric resists separately. The spell is at +4 if the holy item or area is aligned to the cleric's religion, +2 if the item is aligned to a
friendly deity or religion. The spell is at -2 if the item or area is aligned with an hostile deity or religion, and -4 if aligned with a directly opposed deity or religion.
Duration: 1 minute
Cost: 4, same to maintain
Time to Cast: 10 seconds
Prerequisite: Seek Holy, Tap Holy Relic
Author: Charles Jacob Cohen
Consecrate Enchantment
Author: GURPS Religion, Undead
Consecration Enchantment
Makes an item "holy" to the caster's religion or god, possibly giving it powers against enemies of that religion or deity or making that item suitable for use in some religious
ritual. Consecrated items of some religions might have special power against the undead.
Duration: Permanent
Cost: 2 for up to 2 lbs. of material, 5 for up to 20 lbs., 1 point per every additional 10 pounds. A pint of water, oil, or wine can be consecrated for 2 points.
Prerequisite: Benediction
Convinces members of other religions to acknowledge and accept caster's religion as their own. Note that the convert's behavior might not be notably affected by his
conversion!
Duration: Permanent
Cost: 10 points
Prerequisite: Miracle, Sermon
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Desecrate Special
This spell will desecrate any holy (or unholy) item if the mage wins a Contest of Skill vs. the item. If there is no obvious skill level for the item (normally the skill of the
enchanter who created the item, a "normal" has a "skill" of 12, a very holy item might have a "skill" of 20 or more.
A desecrated item will immediately change in appearance. For example, a metal items will tarnish and become pitted and fragile, a stone altar would look worn and cracked. A
holy item made of cloth would look dirty and frayed and be extremely fragile, holy writings would look faded, water-stained and unreadable.
A desecrated item does not lose its enchantment entirely, but it can't be used until it is reconsecrated by priests of the item's sect. This ceremony takes 1 day for each week
required to make the item, or 1d months for items of divine origin. Sometimes a quest or other special ceremony will be required instead, at the GM's option.
Item: Devilstone. GURPS Magic Items 2, p. 73. Energy Cost to Create: 1,000 points.
Author: GURPS Religion
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Excommunicate Regular
Author: GURPS Religion
Fall From Grace makes a member of a religion register as "impure" or "sinful" to all spells cast by priest of the victim's religion, all supernatural creatures associated with the
victim's deity, and all prayers or spells that require the subject to be "pure" or in a state of grace to work. Only the subject's deity will know the true state of the subject's soul.
To all others, it will seem as if the victim is estranged from his religion. At the GM's option, advantages such as True Faith, Blessed, or Clerical Power Investiture will be
temporarily lost or reduced. The subject might also suffer in other ways.
This spell can be countered by undertaking the proper rituals of atonement (which will immediately cancel the spell) or by the Atonement, Remove Curse or Bless spell.
Duration: Permanent
Cost: 10 points
Time to Cast: 10 seconds
Prerequisite: Atonement
Item: Staff or Wand. User must touch subject. 500 to create. Usable only by a cleric with Power Investment advantage.
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Inspiration Area
Similar to the Sermon spell, but the caster motivates and inspires the subjects. Morale is improved by +1 per 2 Energy points spent on the spell. (Note that this morale doesn't
give a bonus against Fright Checks, but does allow increased bravery against "ordinary threats").
Duration: 30 minutes
Cost: 4 to cast, 2 to maintain (minimum radius is 2 hexes)
Time to Cast: 5 minutes
Prerequisite: Benediction
Item: Staff, Wand, Jewelry, Clothing or Holy Relic. 2,000 to create plus 1,000 per +1 bonus and 500 per hex of radius. Usable only by a cleric with Power Investment
advantage.
Intercession Regular
This spell represents an attempt to gain the attention of a servant of the cleric's deity which might be linked to some particular area of expertise and who might be persuaded to
intercede with the deity on behalf of supplicant.
This is a limited form of the Miracle Spell, with a +4 bonus to the miracle roll if the correct servant is invoked for a given task.
Duration: Variable
Cost: 4, +1 for every 3 extra points invested.
Prerequisite: Bless, 5 other clerical spells
Item: Idol, holy symbol, or portable shrine. 3,000 to create. Usable only by a cleric with Power Investment advantage.
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Oath Regular
Author: GURPS Religion
Petition Regular
This spell allows the mage to inform a god, divine minion, or other powerful extra-planar being that the mage wishes to communicate with that entity. How the entity
responds, if it responds at all, is up to the GM.
Duration: Instantaneous
Cost: 1 point, can't be maintained.
Item: Idol, holy symbol, or portable shrine. 400 to create. Usable only by a cleric with Power Investment advantage.
Ritual Regular
This spell sanctifies some event in the life of the subject in terms of the subject's religion. This spell has the same effect as the Benediction spell but might also carry other
effects. Unlike other spells, each variation of the ritual spell can only be cast upon a given subject once and only when certain conditions are fulfilled.
In the Christian religion, the following rituals are available, other religions will have different rituals which will give similar effects:
Baptism: Can only be performed upon conversion to the faith or 10 days (or later) after birth. (In some sects, baptism is performed at the age of consent). Prevents the use of
the subject's body in certain necromantic rituals. Cost: 3 points.
Confirmation: Can only be performed at or after puberty. Confirms the subject as an adult member of the church and allows them to take part in the sacrament of Communion.
Allows them to contribute Energy to spells cast by a cleric of their religion. Cost: 3 points.
Communion: Reaffirms the subject's relationship with Christ. Usually part of a worship service, but it might be a necessary part of a larger ceremony. Gives +1 to one die roll
for up to an hour after the Communion service. Cost: 1 point.
Marriage: Blesses a marriage and legitimizes any children produced by that marriage in the eyes of the church. Might legally confirm the marriage as well. Gives benefits as
the Harmony spell (+1 reaction) on both the participants. Cost: 10 points
Extreme Unction: Removes all the subject's sins and allows his soul to enter heaven. Can only be cast on a dying subject. Cost: 1 point
Burial: Blesses the body and the grave of a dead Christian and prevents the body from being used for necromantic spells. Also prevents the body from turning into certain
forms of undead. Cost: 1 point
Ordination: Confers the Clerical Investment and/or Power Investment advantage on the subject. Cost: 3 points
Investiture: Confers an increased level of Clerical Rank advantage on the subject. Cost: 3 points
Coronation: Confers an increased level of Social Status on the subject and legitimizes the succession of a king (or possibly some lower social rank) in the eyes of the church.
(Historically, there were religious or quasi-religious ceremonies for the creation of a knight or any type of noble.) Cost: 3 points
Excommunication: Bans a person from taking communion and from any other contact with the church or the congregation. In many societies, this results in social ostracism
(-3 Social Stigma). -4 to cast this spell if the subject is not truly deserving of Excommunication. Cost: 20 points
Interdiction: Bans all members of a community or country from taking part in religious rituals. This results in social disruption and ostracism. -4 to cast this spell if the
subjects are not truly deserving of Interdiction. Cost: 10,000 points.
Duration: Permanent
Cost: See Above.
Time to Cast: 1 minute per point of base cost of a given ritual.
Prerequisite: Clerical Power Investment.
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Reunion Area
This is also a Necromantic spell.
Author: GURPS Egypt
Scripture Information
This spell allows the mage to recall an appropriate text or verse from the holy scriptures (or whatever) of his religion, or another religion of his choice.
To activate the spell, the mage must ask a question. The spell will mentally give the mage an appropriate quotation, along with the appropriate citation of source (i.e., chapter
and verse for Biblical quotes, Surya and verse for quotes from the Koran, etc.).
If the mage wishes, the spell can be commanded to quote extensive passages, or even the entire scripture in order, as long as the spell is maintained. Alternately, the mage can
use this spell to remember the words and music for holy songs, texts of sermons or theological texts, or any other book that pertains to his religion.
This is a also a Knowledge spell.
Duration: 1 minute
Cost: 2 points, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Icon of Divine Guidance GURPS Magic Items 2, p. 74. Energy Cost to Create: 300 points
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spells apply. This spell will also tell the caster if a given person is really of the cleric's faith or not.
Cost: 3
Time to Cast: 3 seconds
Item: Idol or holy symbol. Works for user only. 100 to create.
Ushabti Enchantment
This is also a Making and Breaking spell.
Author: GURPS Egypt
Worship Special
The caster gives thanks to his deity or a servant of that deity by releasing mana to that being. Unlike other spells, the Energy cost of this spell can't be reduced. A creature
summoned by the caster can be strengthened by means of this spell, as can people with the Blessed or Very Blessed advantage.
Duration: Permanent
Cost: 1 point of Energy given for 2 points invested.
Prerequisite: Belief in that god or religion, Clerical Investment is not required.
Break Ley Line Tap (VH) Regular, resisted by Tap Ley Line skill
This spell functions identically to Break Powerstone Tap, except that it allows the caster to prevent another mage from using a ley line.
Duration: 1 minute
Cost: 6, 3 to maintain
Prerequisites: Seek Ley Line, Break Powerstone Tap, Magery 3, and Tap Ley Line
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Mage only.
Author: Charles Jacob Cohen
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Missile Metaspells
Missile metaspells can only be cast on Missile spells or Regular spells that produce a missile-like effect, such as the various "Jet" spells.
They are designed to allow offensive spells to "compete" against high tech and ultratech weaponry. If he wishes, the GM can instead rule that these metaspells are
"maneuvers" which are discovered at TL6 and are available for free to high tech mages.
GMs who allow these spells in a low-tech campaign should be aware that these spells will make battle mages much more powerful against "mundane" weaponry. Because of
this, they have been placed in their own section.
General Notes on Missile Metaspells: Generally, a mage can cast only one missile metaspell on a given projectile.
The cost of the metaspell is added to the cost of the missile when the spell is first cast and is cast simultaneously with the missile spell. Only one skill roll is needed to cast a
missile spell with a metaspell on it, but the mage must use the lower of his two spell skills. The mage's default targeting skill is based on his skill with the missile spell.
It is up to the GM whether a missile with a metaspell on it can be "built up" like a normal missile.
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Long-Cast Special
This spell can't be cast alone, it is used to modify another spell. Roll versus skill with Long-Cast or with the modified spell, whichever is lower. The effect of the spell is to
increase the range at which a spell can be cast.
For Missile spells, multiply range by x10.
For touch-only spells, range is increased to 1 yard.
For most other spells, including all Regular spells unless the GM rules otherwise, replace usual range penalties with "Seek" penalties or Teleport skill penalties, whichever is
less. In addition, apply the following penalties: -5 for unseen target, -0 for target seen through optical telescope, -3 for target seen through another's eyes (e.g., the Telereceive
psionic skill, locked on with Telescan or Seeker, or seen over live TV).
For "Seek" or Teleport spells, halve skill penalties for range.
On a Critical Success or a Success by 10+ on a "Seek" spell to locate a target, halve skill penalties for range for the first Long-Cast spell following. This is cumulative with a
Teleport, or with another "Seek" spell on the same target - 1/4 normal range penalties.
Unlike the Spell Targeting spell from GURPS Technomancer, this is not an enchantment spell.
Duration: As for the spell modified.
Cost: 2 to cast, 0 to maintain.
Time to Cast: 2 seconds, plus the time to cast the underlying spell.
Prerequisites: Magery 2, Apportation, Seeker, Wizard Eye, one Missile spell, 4 spells from the Metaspell college, and one spell from each of 9 other colleges.
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Allows any missile spell cast by the mage to "home in on its target, even following the target around corners or through crowds.
Missiles that are aimed at targets the caster cannot see strike on a roll of 12 or the caster's Thrown Missile skill less range and target size modifiers, whichever is less. If the
caster can see the target, this spell gives +4 to the caster's chance to hit with the spell, and the spell automatically avoids anyone standing between the mage and his target.
Duration: 10 seconds or the duration of one missile spell, whichever is less.
Cost: 2 points.
Prerequisite: Cornering Missile.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.
times.
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