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Even with the best textbooks, an unsupervised student learns at half speed each spell costs twice as many character points. And most spell-books - especially those found in non-magical worlds - are complex and deliberately obscure! At that point, the GM can require that characters either pay double points for further improvement, or find someone of superior skill to teach them. Such skilled teachers may be hard to find and costly to hire! Prerequisites All spells except the most basic have prerequisites - requirements that must be met before the spell can be learned.

If the prerequisite is another spell, it must be known at skill level 12 or better before the higher spell may be studied. Thus, a magic-user must learn simple spells first, and proceed to advanced ones as his knowledge increases.

This means that no one but a mage - a person with Magical Aptitude - can learn them. Some spells also require a minimum basic DX or IQ, or a particular advantage.

A grimoire is a book of spells. This will save a lot of reference time in play - because, with over spells, not even the most dedicated player will know the details for every one! A character has his spells memorized, and can leave his spellbooks at home. Hiring a Wizard PCs may want to hire a wizard for a teacher. Or a group of adventurers may need a mercenary magician! Use the same procedure and pay rules as for any other hireling see p.

The more common magic is in your world, the easier it will be to find any sort of wizard and the less you will have to pay him. See p. However, it will be harder to find a wizard hireling if you want to specify the exact spells he must know, especially if you choose complex ones.

To find a wizard with Create Fire, for instance, you would need to roll at only a -1, since this is a common spell. But to find a wizard who knew both Lesser Geas and Summon Spirit two complex, unrelated spells you would have to roll at a -8! Specifying a high level of skill will also make a hireling harder to find: in general, -1 to the search roll for each skill level above 15 which you require.

Casting Spells In order to cast a spell, you must know that spell, or possess an item that lets you use the spell see p. Then you must spend one or more turns in concentration. At the beginning of the turn after your last turn of concentration, you must make your skill roll for that spell. You may then do something else on that turn use a weapon, start concentrating again, etc.

Casting a spell works just like any other use of a skill. If his roll is less than or equal to his skill level. If his roll is greater than his skill, the spell fails. Magic will work only if the mana of the game world or the specific area allows it. Mana is rated as follows: Very high mana: Anyone can cast spells. Energy spent by a mage is fully renewed every turn! However, any slip is likely to be disastrous. Very high mana is extremely rare.

High mana: Anyone can cast spells, if he knows them. This condition is rare in most worlds, but some game worlds have High Mana throughout them.

Normal mana: Only mages can cast spells. These spells work normally, according to all rules given in this section. Low mana: Only mages can cast spells, and all magic use is at -5; this also affects energy cost, time, and ritual required to cast a spell. Power of magical items is also at -5 - so items with Power below 20 will not work at all.

However, critical spell failures have very mild effects or no effect at all. Our Earth is a low-mana world. The GM may, if he wishes, add gradations of mana between low and normal - e.

No mana: No one can use magic at all. Magic items do not function but regain their powers when taken to an area with mana. No-mana conditions occur in isolated spots in magical worlds. Some entire game worlds may have no mana, making magic use impossible. Certain very powerful spells can change the level of mana in an area - see p.

Sensing Mana A mage does not automatically know the mana level of an area, but whenever he crosses a boundary between mana types, he may roll to detect the change, and whether it was up or down.

This roll is based on Magery only: Magery 1 gives a roll of 8 or less, Magery 2 gives a roll of 11 or less, Magery 3 gives a roll of 13 or less. Critical success will tell everything about the local mana!

A little experimentation, or an Analyze Magic spell cast for the purpose, will easily determine exact mana level. Types of Mana It is also possible to have localized areas where the mana is especially favorable or unfavorable to certain types of magic. The modifiers depend on the class of spell - see p. The nature of this great success is left to the GM, who should be both generous and creative.

There is never an energy cost if you get a critical success when you cast a spell. A failed roll means the spell was not cast. If a successful use of the spell would have cost energy, the caster loses one energy point. If the spell would not have required energy, the caster loses nothing. A critical miss any roll of 18; a 17 if your skill is under 16; or any roll 10 over your effective skill means that the energy cost of the spell was spent, but the spell failed badly.

If this seems arbitrary or unfair. Again, magic is fickle. Any time you cast a spell, you are using powers you do not fully understand, and exposing yourself to the whim of the fates - as represented by the GM. Critical Spell Failure Table Roll 3 dice. The GM does not have to use this table; he is free to improvise though improvisations should be appropriate to the spell and the situation. If a result on this table is inappropriate, or if it happens to be the result that the caster actually intended, roll again.

Roll randomly, or GM makes an interesting choice. Caster can study spell during this time, but it is a waste of his time. A demon see p. Instead, roll again. If the caster is casting the spell on himself, he is both caster and subject. The subject can also be another person; another being; an inanimate object; or even an area on the game map. Time Required to Cast Spells Most spells take one turn to cast. At the beginning of his next turn, he attempts his skill roll.

If the roll succeeds, the spell takes effect instantly. The caster is then free to make another maneuver, or to concentrate again. Example: Wat the Wizard wants to cast Create Fire. He can do nothing else that turn. At the beginning of his second turn, Wat rolls. He makes his roll; fire is created. Now Wat may move, ready a weapon, or take any other maneuver Some complex spells take more than one turn to cast. Example: If a spell takes 3 seconds to cast, the wizard must spend three turns doing nothing but concentrating.

With high enough skill see below a spell can be cast instantly. See Blocking Spells, p. Magic Rituals The higher your basic skill with a spell, the easier it is to cast. This applies both to the energy cost see p. If you do not know a spell at all, you cannot cast it unless you have a magical item. Skill 11 or below: The wizard must have both hands and both feet free for elaborate ritual movements, and speak certain words of power in a firm voice.

The spell takes twice the listed time to cast, because it is not yet fully known. Skill The wizard must speak a few quiet words and make a gesture to activate the spell. At this level and above spells take the listed time to complete. However, many magical effects can also be achieved by psionics. If your foe stares at you balefully, and your clothes burst into flame, you may be facing a pyrokinetic - or a mage using the Ignite Fire spell.

For the most part, it makes little difference. But an anti-magic spell will not stop psionics nor will a psionic screen stop magic. However, physical countermeasures are usually effective against either.

Neither a mage nor a psi is immune to honest steel. Alternate Magic Ritual Rule Here is another way to treat magic rituals.

This rule makes magic slightly more powerful, because it gives wizards more flexibility in the way they can cast their spells. The standard method of casting a spell is to gesture with both hands, make certain ritual foot motions like dance steps and speak the appropriate incantation in a firm, clear voice. Wizards may choose to omit parts of this ritual, at a penalty to their effective skill: -2 for soft speech, or -4 for no speech.

Wizards who have extra time may enhance the ritual. And some attack spells require that the caster touch the subject. As his next action assuming the spell roll was successful. In combat, roll this just like any other attack. If the mage misses, or if the foe defends successfully, the spell is lost. A bare-handed or staff attack does its normal physical damage if the mage wishes , in addition to whatever damage the spell does.

A wand touch does no damage. In that case, he must Break Free, and then touch on a subsequent turn. However, since it is impossible to concentrate while in close combat, no spells can be used this way except those the mage knows so well that he can cast them in zero time!

Skill The wizard must speak a word or two and gesture - a couple of fingers are enough. He is allowed to move one hex per turn while taking the Concentrate maneuver. Skill The wizard must speak a word or two or make a small gesture, but not necessarily both. Skill No ritual is needed. The wizard simply seems to stare into space as he concentrates. Casting time is halved round up , and if this would reduce casting time to less than a second, it takes effectively no time.

The wizard can cast it while taking another maneuver - fighting, talking, etc. You still may not cast two spells during the same turn, unless one is a blocking spell! Skill 25 or over: As above, but casting time is halved again round up, as above. Each further 5 levels of skill will halve casting time again and reduce energy cost by 1 more. Some spells always require a certain ritual or item; this is noted in the spell lists, and overrides the general rules given above.

Note that time to cast missile spells is not reduced by skill. Distraction and Injury If the caster is hurt, knocked down, forced to use an active defense or otherwise distracted while concentrating, he must make a Will-3 roll to maintain his casting. A failed roll means he must start over. If the caster is injured while concentrating, his effective skill for that spell is lowered by the total number of hits he suffered. Example: While concentrating on a spell, Wat the Wizard is hit by an arrow for 2 hits of damage.

He must make a Will-3 roll to maintain concentration. Even if he succeeds, he will be at -2 when he casts the spell. Energy Cost to Cast Spells Each spell has an energy cost. When you cast a spell, it costs you energy either HT or ST.

The better you know a spell, the less energy is required to cast it. If you know it well enough, you can cast it at no cost. The mana level of the area see sidebar, p. Low mana will also prevent his use of the Recover Strength spell p. If your basic skill with a spell modified by mana level is 15 or more, the cost to cast that spell is reduced by 1.

If your skill is 20 or more, the cost to cast it is reduced by 2 - and so on. The energy is still going into the spell - but your skill lets you draw it from the surrounding mana rather than supplying it yourself. Thus for instance at Skill 20 you can cast a 2-die fireball requiring 2 energy points at no energy cost. To build it into a 3-die fireball, you would have to add 1 point of your own energy.

Note that the entire cost for a spell is calculated before any subtraction for high skill. A mage who can create many small fires, one after the other, at no cost, might still be exhausted by creating a single multi-hex fire. High skill also lowers the cost to maintain a spell - see below. When ST reaches 3, you are stumbling with fatigue, and your Move and Dodge scores are halved.

When ST reaches 0, you fall unconscious. Your ST score cannot go negative. Lost fatigue can be recovered by rest - see p. A mage who knows the Recover Strength spell see p. In other words, the spell is doing actual harm to the caster! This is dangerous, but may be necessary if the caster is badly fatigued and has to throw another spell.

HT lost this way is treated just like any other injury. Duration of Spells and Maintaining Spells Some spells take effect instantly and cannot be maintained - for instance, Flash, Thunderclap, Sleep. Other spells last for a certain time given in the Spell List and then wear off - unless they are maintained. If a spell can be maintained, it will continue for a time equal to its original duration.

A spell may be maintained as often as the caster wants, as long as he keeps paying the energy cost. However, the caster cannot renew a spell while he is sleeping, even if there is no energy cost to maintain it!! Only the caster can maintain a spell. No new skill roll is required. However, further energy must be spent to maintain the spell. If a spell can be maintained, the cost will be given in the Spell List.

Example: Light has a minute duration, and a maintenance cost of 1. So the spell lasts for only a minute unless, at the end of that minute, the caster spends one more energy point to renew it. If the caster is conscious, he will know when one of his spells needs to be renewed. Distance is not a factor in maintaining a spell.

But any spell that requires constant manipulation and change - e. If something happens to distract the caster, a Will-3 roll is required each turn.

A critical failure will break the spell. Note that casting another spell will not break concentration - but the caster suffers a skill penalty for doing two things at once. See below. Reduced Cost. If you know a spell so well that its energy cost is reduced see above , then its cost to maintain is reduced by the same amount.

If you know a spell at level 15 or better, it costs one less point of energy to maintain it. This can be very important! But for game purposes, we have not provided a long list of substances required for spells. This is left to the GM as a specific, powerful tool with which to balance his campaign! As long as your campaign goes well, assume that your wizards can get everything they need.

But if any spell, or group of mages, gets out of hand. A caster may wish to have a spell end sooner than it normally would. For instance, he might want a created fire normally good for one minute to end after only 30 seconds. If he specifies this at the time the spell is cast, it will last exactly as long as specified - there is no extra difficulty.

The size of the circle depends on the energy put into the spell. Cost to cast the spell in this area is equal to base cost. Cost to cast here is double base cost. And so on. Some Area spells have a minimum cost to cast - e. This means it will cost 2 to cast, even if you choose to restrict it to one hex.

Less than yards: 0 Up to a half-mile: -1 Up to a mile: -2 Up to 3 miles: -3 Up to 10 miles: -4 Up to 50 miles: -5 Up to miles: -6 Up to miles: -7 Up to 1, miles: -8 Another -1 for each additional 1, miles. For instance, you would need to ignore the water in your canteen when you cast Seek Water in the desert! However, many spells last a long time - especially if maintained.

A caster may cast a new spell before older ones end. This is relatively easy if the existing spells do not require concentration - that is, active control. If the existing spells require control, it becomes much harder to cast a new spell! These modifiers affect effective skill at all times: -3 for each other spell you are concentrating on at the moment.

The Spell List specifies which spells require concentration. A spell which lasts permanently e. Different Kinds of Magic There are many different types of magic. Many spells have unique features, as described in the Spell List. Most mages choose to specialize in only a few colleges thus making it possible to learn some advanced magic , but it is possible to learn spells from every college if you desire.

Some spells fit in more than one college. For instance, Earth Vision is both an Earth spell and a Knowledge spell. This only becomes important when counting up prerequisites.

In general, anyone is free to learn any type of magic he desires - for instance, there is no reason you cannot study both Fire spells and Water spells, even though the two elements are opposed.

GMs may put special restrictions on this for their own campaigns - see Chapters 5 and 9. Each type follows its own rules for casting. All Resisted spells also belong to another class. Regular Spells Most spells fall into this category. Follow the general rules given above. A regular spell only affects one subject at a time. For a subject larger than 1 hex e. If the caster cannot touch the subject, apply a skill penalty equal to the distance in hexes between caster and subject.

If the spell takes time to cast, figure distance at the moment the spell is finished and cast. There are two ways to direct such a spell. If there is nobody there, you wasted the spell. This is risky. The caster is inviting failure, or even critical failure. If the subject is farther away than he thinks, or not there at all, he may get a backfire! Aside from this, no physical barrier affects a regular spell.

Unless the spell backfires, a regular spell never hits the wrong target. Area Spells These are spells that can be cast over an area of several hexes. If the spell affects living beings e. However, the area of effect cannot move!

Otherwise, they are just like regular spells. The size of the area governs the energy cost, but not the difficulty of the roll. The cost for these spells is given as Base Cost. This is the cost to affect just one hex. To affect a circle with a 2-hex radius e. To affect a circle with a 3-hex radius, triple the cost - and so on. Some spells have a very low base cost - e. You must spend a minimum of one energy point to cast one of these spells. You may choose to affect only a part of the area, rather than the whole circle, but the cost is still the same.

If the caster cannot touch some part of the affected area, the skill penalty is equal to the distance from the caster to the edge of the area. Assume that area spells extend 4 yards up from the ground, with two general exceptions. The second exception is weather spells: Clouds, Rain, and so on. These spells produce their effects at the normal height for weather. But the Fog spell is essentially a defensive combat spell, and only extends 4 yards up! B, B for all purposes. Missile Spells Certain long-distance attacks Fireball, Lightning, etc.

The first is the regular skill roll to determine whether the spell succeeds; this is made after one second of concentration, with no modifier for distance. This skill defaults to Throwing skill or DX A missile spell flies in a straight line. If it hits a physical barrier and breaks that barrier, its remaining power continues through. Exception: A Curse Missile is stopped by a barrier. An accurately-thrown missile spell may be blocked or dodged, but not parried.

If the defender fails his defense roll, the spell takes effect. Armor does protect against damage from missile spells, except for Curse Missile. Neither passive defense nor damage resistance helps against this spell! If the same protective spell is thrown more than once on the same subject, only the strongest one takes effect; they do not add together.

The same is true for hostile spells like Foolishness, Fatigue and Clumsiness. Otherwise, just make it fun! If the Hearing roll is failed, he may swing at a randomly chosen hex.

His attack roll will be at -6 if he is accustomed to being blind , and cannot be aimed at any particular body part. Attacker cannot see his foe, but can see his other surroundings: As above, except the attack penalty is only Attacker cannot see his foe, but knows his location for sure e. Defender cannot see attacker: If the defender is aware he is being attacked and makes a Hearing-2 roll, he defends at Otherwise he gets no active defense at all!

If the attacker is in a hex of Darkness see p. Example: Mordecai is invisible, and fighting a bandit in daylight. The bandit must make a Hearing-2 roll to locate Mordecai before each attack - if he succeeds he attacks at Mordecai attacks normally and defends normally.

Any defense roll the bandit makes against an attack by Mordecai is at -4, and if he misses his Hearing roll he gets no active defense at all. Note also that an unseen fighter can safely try things stand on a table, lie down, etc. He may also just wait in a corner until his foe is exhausted!

For instance, a fireball does 1 die of damage for each point of energy used in creating it. Time to prepare a missile spell depends on the energy put into it; each turn gives it I point of energy.

After completing one turn of concentration, the caster tries his spell roll at the beginning of his new turn. If he succeeds, the missile has I point of energy and can be released on that turn; releasing it is a free action, and the caster can immediately start another spell. Thus, he can cast a 1-point missile spell every turn. Or he can hold it and enlarge it! Another second of concentration no additional roll required gives it another point of energy.

A third second of concentration makes it a 3-point missile. This is as big as most missiles can get. Thus, a wizard could create and release a 1-point missile every turn - or a 2-point missile every other turn - or a 3-point missile every third turn. He may not aim while he is creating the missile; if he is going to aim, he must take another turn to do so after the missile is created. He may move while holding it, or use the Aim maneuver to increase his chances of hitting.

He does not have to release the spell until he wants to. Blocking spells are at -2 while a missile is in hand, and a critical failure on the Blocking spell causes the missile to go off prematurely and affect its creator If he fails the roll, he loses control of the missile. A solid missile will simply fall to the floor, but fireballs, lightning and curses will immediately affect the unlucky caster! This is the magical equivalent of a block, parry, or dodge.

You may only use one blocking spell each turn. A critical success on an attack makes a blocking spell impossible. If you try a Blocking spell, it automatically interrupts your own concentration. Any spell you were preparing is lost. However, you may concentrate again when your own turn comes. And if you have an already-prepared missile spell in hand, it is unaffected. You cannot cast or enlarge it that turn, but you may retain it for later use. Some information spells require that the subject be touched by the caster.

Modifiers for each information spell are given in the Spell List. The GM rolls, in secret. If the spell succeeds, the GM gives the caster the desired information - the better the roll, the more information. Therefore, the caster always pays the full energy cost for each information spell -because he does not know whether it succeeded or not. Most information spells can only be tried once per day by each caster or group, for a ceremonial casting ; if they fail, too bad!

Resisted Spells Certain spells may be resisted. These are noted on the Spell List. When one of these spells is attempted, it works automatically only on a critical success. The subject is always aware that something is happening, and has a chance to resist. It just goes out! If he fails, he fails, and the subject notices nothing. If he succeeds, note how much he succeeded by. For example, a roll of 6, when a 13 was needed, succeeds by 7 points.

The subject then tries a resistance roll. Strong Will always adds to resistance; Weak Will always subtracts. It counts double against area spells only. Resistance by Spells: If the subject is another spell, it resists using the skill by which it was cast. Likewise, if the subject is protected by a spell like Scryguard, that spell will resist information spells cast on the subject.

Therefore, the skill of the caster of any such protective spells should be recorded when they are cast. See examples below. If the subject is human and conscious, he will feel a slight mental or physical wrench depending on whether he resisted by IQ, ST, DX or HT but no other effects. The caster knows if his spell was resisted. If the defending spell was a general defense, like Utter Dome or Scryguard, then the new spell penetrates the defense and the defense spell, while remaining in place, is weakened.

Should another attempt be made to penetrate it, it is at -1 on the Contest of Skills. This is cumulative with repeated penetrations. Likewise, a player who casts a protective spell should not know that an attempt has been made to penetrate it. However, if he specifically asks about it, - 13 - Magic Resistance Magic Resistance p.

Its effects are summarized below. Note that the Magic Resistance spell p. It does not affect his ability to use elixirs or magical items. Casting Spells: You cannot have magic resistance and cast spells at all. Magical Weapons: Magic weapons - e. No device that lets the user cast a spell, whether it is a friendly or a hostile one, will work for you.

Resisted Spells: If you are the subject of a spell which can be resisted, and you choose to resist, your MR adds to your resistance. Note that you do not have to resist! Area Spells: If you are in an area that is subjected to an area spell, and the spell is one which can be resisted, your MR adds double to your resistance roll if you choose to resist. If the spell cannot be resisted, your MR does not aid you.

Missile Spells: Your MR does not aid you in any way against missile spells. However, if you are hit by a Curse Missile, your MR will help you resist the spell carried by the missile; see above.

Alchemical Elixirs: These are less likely to work on you. You roll vs. Dealing with Magical Creatures: Foes that attack by spell-casting will find you a harder target, as described above. Your MR does not aid against physical attacks, even those made by magical creatures. Many wands are enchanted so that only their owner may use them; some contain other powerful spells as well. Only once-living materials wood, bone, ivory, etc.

Touching an item with a wand is as good as touching it with a finger, for casting purposes. Pointing with the staff also reduces range to the target by 1 hex. Whether you're trying to stop the Dark Lord's invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you're likely to get into battles that are far too big to resolve with ordinary GURPS combat.

It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include: Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight. Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that's important when the enemy is in sight.

Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning. Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more.

Everything is fast and easy to use in play, thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types.

It's all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game - every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them.

Score: 3. Score: 5. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player—character relations.

Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

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