GURPS Magic: Death Spells

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DEATH SPELLSTMWritten by SEAN PUNCHIllustrated by DAN SMITH and RUTH THOMPSONGURPS System Design STEVE JACKSONGURPS Line Editor SEAN PUNCHChief Operating Officer PHILIP REEDManaging Editor MIRANDA HORNERAssistant GURPS Line Editor JASON “PK” LEVINEProduction Artist and Indexer NIKOLA VRTISGURPS Project Manager STEVEN MARSHDirector of Sales ROSS JEPSONMarketing Director KALI DUGANArt Direction and Prepress Checker NIKKI VRTISPage Design PHIL REED and JUSTIN DE WITTGURPS FAQ Maintainer VICKY “MOLOKH” KOLENKOReviewers: Jason “PK” Levine and Steven MarshGURPS, Pyramid, Warehouse 23, the all-seeing pyramid, Death Spells, and the names of all products publishedby Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.GURPS Magic: Death Spells is copyright 2014 by Steve Jackson Games Incorporated. All rights reserved.The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Pleasepurchase 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.STEVE JACKSON GAMESStock #37-0148Version 1.1 – October 2014

CONTENTSINTRODUCTION . . . . . . . . . 3Recommended Books. . . . . . . . . . . 3Publication History. . . . . . . . . . . . . 3About the Author . . . . . . . . . . . . . . 31. WHAT ISA DEATH SPELL? . . . . . 4Faces of Death. . . . . . . . . . . . . . . . . 4Natural Causes?. . . . . . . . . . . . . . . . 5There Are No Nice Colleges . . . . . . 5Stayin’ Alive . . . . . . . . . . . . . . . . . . . 6Vital Statistics . . . . . . . . . . . . . . . . . 7Death College? . . . . . . . . . . . . . . . . . 7Creepy Supernatural Drawbacks. . . 82. A GRIM GRIMOIRE . . . . 9Air Spells . . . . . . . . . . . . . . . . . . . . . 9Animal Spells . . . . . . . . . . . . . . . . . 9Body Control Spells . . . . . . . . . . . 10Sudden Death. . . . . . . . . . . . . . . . . 10Communication andEmpathy Spells . . . . . . . . . . . . 11Earth Spells . . . . . . . . . . . . . . . . . . 11Burial Dress . . . . . . . . . . . . . . . . . . 12Enchantment Spells . . . . . . . . . . . 12Fire Spells . . . . . . . . . . . . . . . . . . . 12Food Spells . . . . . . . . . . . . . . . . . . 12Gate Spells. . . . . . . . . . . . . . . . . . . 13Healing Spells . . . . . . . . . . . . . . . . 13Illusion and Creation Spells. . . . . 14Knowledge Spells . . . . . . . . . . . . . 15Resurrection. . . . . . . . . . . . . . . . . . 15Light and Darkness Spells . . . . . . 16Making and Breaking Spells . . . . 16Meta-Spells . . . . . . . . . . . . . . . . . . 16Mind Control Spells . . . . . . . . . . . 17Movement Spells. . . . . . . . . . . . . . 17Necromantic Spells. . . . . . . . . . . . 18Plant Spells . . . . . . . . . . . . . . . . . . 19”You Can’t Kill Me;I’m Already Dead!” . . . . . . . . . . 19Protection andWarning Spells. . . . . . . . . . . . . 20Sound Spells . . . . . . . . . . . . . . . . . 20Technological Spells . . . . . . . . . . 20Water Spells . . . . . . . . . . . . . . . . . 21Weather Spells . . . . . . . . . . . . . . . 22Death and Clerics. . . . . . . . . . . . . . 22INDEX . . . . . . . . . . . . . . 23About GURPSSteve Jackson Games is committed to full support of GURPS players. Ouraddress is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a selfaddressed, stamped envelope (SASE) any time you write us! We can also bereached by e-mail: info@sjgames.com. Resources include:New supplements and adventures. GURPS continues to grow – see what’snew at gurps.sjgames.com.Warehouse 23. Our online store offers GURPS adventures, play aids, andsupport in PDF form . . . digital copies of our books, plus exclusive materialavailable only on Warehouse 23! Just head over to warehouse23.com.Pyramid (pyramid.sjgames.com). Our monthly PDF magazine includesnew rules and articles for GURPS, systemless locations, adventures, and muchmore. Look for each themed issue from Warehouse 23!Internet. Visit us on the World Wide Web at sjgames.com for errata, updates,Q&A, and much more. To discuss GURPS with our staff and your fellow gamers,visit our forums at forums.sjgames.com. The web page for GURPS Magic:Death Spells can be found at gurps.sjgames.com/deathspells.Bibliographies. Many of our books have extensive bibliographies, and we’reputting them online – with links to let you buy the resources that interest you!Go to each book’s web page and look for the “Bibliography” link.Errata. Everyone makes mistakes, including us – but we do our best to fixour errors. Up-to-date errata pages for all GURPS releases, including this book,are available on our website – see above.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, not this one.“Avada Kedavra!” Moody roared.There was a flash of blinding green light and a rushing sound,as though a vast, invisible something was soaring through the air –instantaneously the spider rolled over onto its back, unmarked,but unmistakably dead.“Not nice,” he said calmly. “Not pleasant. And there’s nocountercurse.”– J.K. Rowling, Harry Potter and the Goblet of FireCONTENTS2

INTRODUCTIONMagical rituals designed to snuff out life appear often inmyth and folklore – so often that “death spells” are among thedefining abilities of sorcerers in most cultures. Tales of fantasyadventure uphold this tradition, arming wizards with all manner of killing curses. Murderous magic is an essential weaponin the arsenal of any self-respecting sword-and-sorcery villain.That last point identifies one of the problems with suchmagic, however: In adventure fiction, death spells are traditionally the province of villains, and only rarely wielded byheroes. Enabling good guys to wipe out evildoers with a gesture removes much of the struggle and risk that make for anengaging story. Moreover, death magic is bereft of the moralbenefit of the doubt that other combat spells offer. Heroic casters can claim that, say, fireballs were meant to demoralizeor incapacitate (probable outcomes even when playingfor keeps) . . . but because death spells don’t work unlessthey kill, using them implies homicidal intent bettersuited to bad guys.Such dramatic considerations don’t always matter togamers, a somewhat pragmatic lot whose alter-egos ofteninhabit black-and-white worlds where evil needs killing.For them, a deadly magical arms race between heroes andvillains suggests a different problem: an NPC could endthe career of a well-loved PC in an abrupt puff of sorcery.Now that is hard to accept! The players of wizards mightconsider turnabout fair play (they have access to specialized defenses, after all), but others may not agree.GURPS Magic avoids death spells for all of these reasons. Yet there’s no denying that they have a place in talesof fantasy and magic – particularly in hack ’n’ slash gameswhere life is cheap, such as GURPS Dungeon Fantasy. Toforbid such curses is to omit a fixture of a popular genre.The solution is to make death spells balanced. Energycosts and prerequisites ought to be steeper than usual.Victims must receive a fair chance (perhaps severalchances) to resist, dodge, be cured, or tough it out – andsome categories of subjects may be entirely immune.High-powered examples should pose risks to the caster.GURPS Magic: Death Spells offers options that satisfythese conditions.The other major goal here is to provide variety. The practical wizard might invest in a single death spell, but fantasyoffers countless grisly possibilities – each unique in some way– and magic-wielders pursue many paths. Even the most pragmatic hack ’n’ slash spell-slinger will want backup plans forslaughtering foes who have special immunities. And fantasyisn’t the only genre with sorcery! The needs of GURPS Horrordiffer from those of GURPS Fantasy, and alternate historiesfeaturing folkloric magic are another thing again.So here are 48 ways to die . . .RECOMMENDED BOOKSThis supplement requires the GURPS Basic Set to use.Except when ignoring spell prerequisites (as with clericalmagic), GURPS Magic is necessary, too. Nothing else is essential, but the GM seeking a way to control access to death magicthat’s more flavor than fiat will find GURPS Thaumatology:Magical Styles valuable.PUBLICATION HISTORYThis is the first edition of GURPS Magic: Death Spells.The only material published in earlier works consists of threespells adapted from GURPS Magical Styles: Dungeon Magic(Death, Dissipate, and Soul Prison) and two from GURPSThaumatology: Magical Styles (Annihilation and Rift toHell). All have been altered to make them more generic.ABOUTTHEAUTHORSean “Dr. Kromm” Punch set out to become a particlephysicist in 1985, ended up the GURPS Line Editor in 1995,and has engineered rules for almost every GURPS productsince. He developed, edited, or wrote dozens of GURPS ThirdEdition projects between 1995 and 2002. In 2004, he producedthe GURPS Basic Set, Fourth Edition with David Pulver. Sincethen, he has created GURPS Powers (with Phil Masters),GURPS Martial Arts (with Peter Dell’Orto), GURPS Zombies,and the GURPS Action, GURPS Dungeon Fantasy, andGURPS Power-Ups series . . . among many other things. Seanhas been a gamer since 1979. His non-gaming interests includecinema, mixology, and Argentine tango. He and his wife,Bonnie, live in Montréal with their cat, Zephyra.INTRODUCTION3

CHAPTER ONEWHAT IS ADEATH SPELL?Before cracking the grim grimoire, it’s necessary to define“death spell.” The simplest description is that it’s magic that –with a single casting and as its primary goal – has an effect thatleaves a living subject dying or fated to die in short order, if notoutright dead, destroyed, or even unmade. It may inflict afflictions or wounds, too, but that’s incidental. This disqualifiesseveral classes of potentially deadly spells:Damaging spells. Spells which deal damage or direct injury– e.g., Dehydrate, Fireball, and Frostbite – can certainly killwith sufficiently large or numerous castings. A few even havecolorful names that suggest as much: Burning Death, Deathtouch, Rotting Death, etc. Yet all inflict harm a few HP at atime. To cause death, they must reduce the victim to -HP bybrute force, whereupon the subject has to fail a HT roll – notto resist magic, but to survive grievous wounds. Even if suchspells work flawlessly, overcoming whatever defenses affectthem (DR, Magic Resistance, and so on), they might fail to kill.Thus, they aren’t death spells.Incapacitating spells that endure indefinitely but don’t kill.Other spells aim to “take out” the subject in a lasting way without wounding, but don’t cause death. Instead, they incapacitatethe victim until a specific countermeasure – almost always farcheaper than the Resurrection spell! – reverses the effects.Examples include Entombment (which can undo itself), Flesh toStone (reversed by Stone to Flesh), and Suspended Animation(terminated by Awaken). None of these are death spells, either.Spells with potentially deadly consequences. Yet other spellsare outright lethal under the right circumstances – or perhapsthe wrong circumstances, if death is accidental – but don’t have“kills the target” as their first purpose. Charm is a great example:The caster could order the subject to commit suicide in a waythat cannot fail, but that isn’t the sole use of Charm. If someoneis using Walk on Water to traverse the mythic River of Death,then even Dispel Magic would be deadly if it dunked the traveler.Such magic never qualifies as a death spell.So what does qualify?FACESOFDEATHMost genuine death spells fall into a few broad categories.The lethal possibilities offered below are meant as primar

the GURPS Basic Set, Fourth Edition with David Pulver. Since then, he has created GURPS Powers (with Phil Masters), GURPS Martial Arts (with Peter Dell’Orto), GURPS Zombies, and the GURPS Action, GURPS Dungeon Fantasy, and GURPS Power-Ups series . . . a

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