Custom Spellcasting:
Enhancing The Spell List
In GURPS Magic
By S. John Ross
There can be no question that the GURPS spell list is diverse. The Magic
sourcebook boasts over 400 spells, divided into logical groups of skills.
This approach gives rise to new a new level of flexibility in gaming magic.
The goal of this article is to increase that flexibility a thousandfold,
by presenting a simple system of spell modification.
For those of you who use GURPS Supers, the system will already be familiar
to you. The enhancements and limitations concept from that book, with only
minimal modification, can be applied to spells, giving near-infinite variety
as regards specific applications of spells in GURPS. This increases the
list of over 400 spells to effectively billions!
Note that ownership of Magic or Supers is not required to use the information
in this article, although ownership of Magic is recommended to get the
most out of it.
What
Are They And How Do They Work?
Enhancements and limitations can be thought of as "Advantages"
and "Disadvantages" for spells. They are used to modify existing
spells into altered, or even new ones. For instance, to create a mass-healing
spell, you take a Minor Healing spell and apply an Area enhancement to
it. This makes it an area spell for all intents and purposes. the cost
becomes the base cost, and the mage can now heal several people at once!
Note that this is still actually Minor Healing with an enhancement, for
purpose of multiple healings, etc.!
All custom spells are Mental/Very Hard, and otherwise learned as normal
spells. What is required to know them is discussed later in this article.
How do these effects stay balanced? Each enhancement and limitation
is assigned a number from -4 to +4, which affects the level the spell is
known at. In the above example, an Area enhancement is a +4 enhancement,
so the level of the spell would be reduced by 4. This affects the base
level, not just the roll to cast the spell, so casting time and cost are
figured at this level. It is as if the caster's IQ had been reduced with
regards to this spell. Thus, if Laderell, a mage with an IQ of 12 and Magery
2 were to learn the above spell, it would cost him 16 points to learn it
at IQ level. He would have an effective IQ of 12+2-4, or 10. It is a Very
Hard skill, and a 12 (Laderell's actual IQ level), costs 16 points (IQ+2).
Fortunately for Laderell, there are limitations which may be taken to
offset the cost. Whereas enhancements lower the effective IQ of the student
mage, limitations increase it. There is no limit to the amount of enhancement
and limitation that can be applied to a spell, unless the GM decides there
is in a specific case.
Thus, if Laderell, presently sitting at an effective IQ of 10, decides
to apply a -3 limitation (Let's say Recharge, 1 Hour), it would bring him
up to a 13, which means he can get it at 12, a respectable level, for only
4 points. He can now "mass-heal", but only once per hour.
Do custom spells work well in a low-mana world? Yes! In fact, they are
a great way to make magic less powerful without fading it to the degree
that a normal low-mana campaign does. Allowing the players to take limitations
to compensate for the -5 penalty strikes a pleasant middle ground.
Enhancements
Accuracy (+1) This enhancement may
be bought any number of times, each application of it increasing the accuracy
of a missile spell by 1. This enhancement may only be bought for missile
spells or spells with the missile enhancement.
Area (+4) This enhancement is applied
to any Information, Regular, and some Special spells to create an Area
version. The cost to cast becomes the base cost. All other information
is unaltered. If applied to a "jet" spell, the the effect will
merely radiate from the center from the duration, to the distance determined
by the energy placed in the spell. Spell Jet skill is not required for
this form of spell, as the attack atuomatically hits anyone in the radius,
though it may still be blocked or dodged.
Continuing Damage (+4) This enhancement
may be applied to any spell which does damage of any sort. The spell will
then do normal damage on the round it hits, and normal damage -2 dice on
the second round (including any inherent modifiers. Thus, if a spell does
3d+3 on the first round, it will do 1d+1 on the second). Armor counts as
usual for any subsequent damage. If this enhancement is bought twice (+8!!)
the reduction rate becomes 1d per turn instead of 2.
Explosive (+3) This enhancement,
when applied to a missile spell, causes the missile created to explode
on impact. Damage will be full in the hex of impact, and reduced by one
die per hex outward (a 2d missile would do 2d in the impact hex and 1d
in all adjacent hexes). Like any enhancement or limitation that affects
damage done by a spell, it may only be applied to spells that do the damage
themselves, that is to say, this cannot be placed on a Poltergeist spell,
as it is the force of the object hurled by the spell that actually does
the damage! This enhancement may be bought twice. If it is the damage reduction
is 1 die per two hexes.
Homing (+4) This enhancement may
be applied to any missile spell. The missile in question will never miss
its target, so long as it is within range. The target still gets any applicable
defense roll.
Link (+1) See "Linking
Spells Together," below.
Missile (+4) This enhancement is
applied to any regular, area, or information spell, to make it eligible
to be linked with a missile spell. It must always be accompanied by a Link
enhancement. Spells with this enhancement are assumed to have SS13,
Acc 1, 1/2d 20, Max 40.
Fatigue Damage (+3) This enhancement
is applied to any spell that does damage. In additon to the normal damage
done, the victime loses fatigue equal to the damage taken. In other words,
figure damage normally with DR and damage type taken into account, and
apply fatigue equal to final damage.
Movable Area (+3) This enhancement
may be applied to any spell with a duration of one second or longer. It
causes the area to be centered on a subject object or person, and to move
with that subject.
No Obvious Effect (+3) This enhancement
may be applied to any spell that has some obvious sign of operation (GMs
discretion based on his view of the spell). Such a spell with this enhancement
is noiseless, invisible, etcetera. If this enhancement is used to create
an invisible missile (one of the more common uses of the spell), it may
still be actively defended against, but at a -4!
Extended Range (+1) This may be
purchased any number of times, each application increasing the 1/2 D of
a missile by 5 yards, and the Max by 10.
Selective Explosion (+3) This may
be applied only to spells that explode, either Explosive Fireball or a
spell with the explosive enhancement (any new spells at the GMs discretion).
It allows the caster to choose who or what is affected by his explosions.
Limitations
Accessibility (Variable) The Accessibilty
limitation defines the conditions under which a spell may or may not be
cast, or may or may not be effective. This is designed to fill the gaps
in the limitations list, by giving guidelines for the creation of new limitations.
The Accessibility limitation's value must be determined by the Game Master
using the guidelines below.
A -1 limitiation of this sort is
relatively trivial. the restricitive event or condition occurs considerably
less than half the time (the spell may not be cast in moonlight, for instance).
Note that some limitations may be so trivial as to be worthless.
A -2 limitation defines the halfway
mark. The spell may be cast about 35%-65% of the time. Only in daylight
or darkness, Only works against nonhuman races or a specific gender, only
may be cast in- or out-of-doors, etc..
A -3 limitation, the next shade
down, makes the spell generally uncommon in use. A spell that only affects
dwarves, only works in temples, or can only be cast underwater is such
a limitation.
The 4-level limitation opposes the
one-level, and then some. Conditions under which a 1 level may be cast,
a 4 level may not! A spell that could only be cast on a crowded city street,
or only works one hour of the day, or on rare things ("That's odd,
Menelaus, this fireball only seems to burn swamp sprites!") would
be appropriate.
Note that many of these things listed above change levels depending
on the campaign setting. "Only works in the presence of elves"
is a -3 level limitation in a normal fantasy campaign, but worth -4 in
a 1920s horror campaign (where elves are relatively scarce). In addition,
meaningless limitations of other sorts should be avoided. A Create Fire
spell with the limitation "cannot be cast on marble" is pointless,
since the spell can't be cast on anything, and marble wouldn't burn . .
.
Extra Fatigue (-1) For each time
you purchase this limitation for anything but an Area spell, the cost to
cast is increased by 2. Area spell base costs are only increased by 1.
This spell may be bought any number of times.
Fatigue Damage Only (-1) Any spell
that does damage may take this limitation, causing the "damage"
done by the spell to be only lost fatigue. All normal modifiers, such as
armor, impaling damage on an Ice Dagger, fire ignoring armor, etc., are
retained.
No Damage (-4) This is applied to
any spell that normally does damage, creating a harmless spell (usually
missile or jet spells). This is most often used when linking spells to
missiles to get better long-range potential, without killing the target.
for instance, if you link a total paralysis spell to a lighting bolt, you
may not want to kill your target, just hold him still!
Extra Time (-1) Each application
of this limitation increases the time to cast by 300%. (a one-second spell
with 4 levels of extra time would take 13 seconds to cast).
Shock Only (-2) Damage done with
a spell with this limitation on it is not real, but feels real. Shock and
stun, and any other factors from pain, are still considered, but no actual
injury is done. Armor protects normally.
Physical Effect (-1) This limitation
applies only to spells which are not normally accompanied by light, sound,
smell, etc. (GMs call). It adds beams, colored light, smoke, crackling
noises, sulphurous odors, or some other definite sensory accompaniment
to an otherwise covert spell.
Range Limitation (-1) This limitation
is applied to missiles, decreasing the 1/2d by 5, and the Max by 10, for
each time this limitation is purchased. Range
Difficulty (-1) This limitation is applied to regular, area,
or information spells. Any penalty for range (spatial or temporal) is doubled,
including long-range penalties if applicable.
Recharge (Variable) If this limitation
is taken, a certain amount of time must elapse between each casting of
the spell. if 5 seconds must elapse, this is a -1 limitation. 15 seconds
grants -2, and 1 hour grants -3. 1 week (!) is worth -4.
Touch Only (-2) A regular spell
with this limitation requires that the subject be touched. An area spell
with this limitation must center on the caster (a staff still counts as
an extension of the caster, however). Information spells work on similar
principles, depending whether they are area or single-subject spells. Note
that some spells already have similar limitations inherent to them, and
may not be modified by this limitation.
Ingredient Required (Variable) Some
ingredient must be present at the casting of the spell, and is consumed
(lost) as the spell is cast, successfully or not. If the ingredient is
not consumed, then reduce the value of the limitation by 2. Thus, a -3
level base is required to be worth anything. Value of the limitation is
based on the cost of the ingredient. An ingredient costing up to $5 per
casting is worth -1. An ingredient worth $25 is worth -2. An ingredient
worth $100 is worth -3, and an ingredient worth $1000 or up is -4. Round
any odd values to the nearest one to determine the value of the limitation.
Note that the ingredient must be in hand, and requires a step and ready
manuever. Whether or not a fast-draw skill is applicable is up to the Game
Master. For the record, a spell requiring human sacrifice is worth -3,
animal sacrifice is worth -2. -4 is reserved for such things as blue-eyed
virgins named Cecil.
Custom Magical Items
To determine the cost to make a magical item with a custom spell, just
multiply the total modifier by 10% and apply this to the cost to make the
item! That is, if you hav an item that normally costs 100 energy to make,
with a +2 enhancement and a -3 limitation, the total modifier is -1 so
the cost to make the item is 90.
Linking Spells Together: The
Link Enhancement
The link enhancement is a much more complicated enhancement, and requires
special treatment. many Game Masters may wish to ignore it entirely, but
read and consider it first, as it is where the true variety of the system
lies.
A link enhancement simply takes two or more spells and combines them
into one spell, which is cast all at once, and has a single effect that
is a combination of the component spells. This means that you could, for
instance, link a fog spell and a mass sleep spell to create a mass sleep
spell accompanied by an obscuring mist (perhaps for escape, or just to
impress). You could also make combined missiles, or mix combat and non-combat
spells for odd effects!
To link a spell to another, take all the spells as separate skills,
but all with the link enhancement, noting what spell they are linked to.
This forms the composite spell, which is always cast as a single spell.
No part of the link may be ignored, unless it is a partial effect optional
within one of the spells (GMs call). You must then determine the write-up
for the way the new spell will work, using the guidelines below. players
and Game Masters should work together at this, as the player knows what
effect he has in mind.
A link combination is cast at the lowest level of the component spells
for all purposes. If a character has fireball-12 linked to sterilize-11,
then the spell is treated as skill level 11.
The general rule of spell combining is this: The least beneficial of
the original spells' stats are used. This means that if one of the spells
in the link has a time to cast of 1 second and the other 5 seconds, the
combination of the two has a time to cast of 5 seconds. A second rule to
remember is that if one of the spells has an attribute that the others
must share, it must be bought with enhancements. If you have a major healing
spell combined with a mass sleep spell, with the intent that all within
the area of the sleep will be healed, then you must also apply the area
enhancement to the major healing spell. Both of these are general rules,
specifics and exceptions for each of the spells "vital statistics"
follow. They are in the form of "generic" combinations, by spell
type.
Regular/Regular: This is the simplest
combination. If the spells involved can be resisted by more than one attribute,
use the attribute that comes first in this list: IQ,HT,DX,ST. That is to
say, if one is resisted by HT and the other by IQ, then the combined spell
is resisted by IQ. Note that duration of spells need not be combined to
a single number. One effect can be over and the other continue. Time to
cast is determined as above. Cost is the most expensive of the originals,
+the number of other spells in the link set (two spells would have a cost
of the most expensive + 1).
Area/Regular: These spells may be
linked normally, allowing the area effect to center on the subject of the
regular spell, or may be linked as a total area spell by giving the regular
spell the area link. use the guidelines below for area/area combinations.
For the first sort, use the regular/regular rules for cost, time to cast,
etc..
Area/Area: Treat as Reg/Reg with
the exeption of cost. Base cost is the added base costs of the component
spells. This makes combined area effects expensive, so have a powerstone
ready.
Information/Anything: Treat the
info spell as the closest spell type to it for linking purposes, usually
regular or area.
Missile/Regular or Area
or Information: The Regular, Area or
Info spell must first be given a missile enhancement. This allows the spell
to be "carried" by the missile. The main usefullness of this
is that the combination spell is treated as a missile spell for all purposes,
eliminating the range penalties for most normal spells (you must now hit
the target, instead!). For purposes of snap- shot, ranges, etc., use the
least favorable of the missiles involved. The missile part of the spell
will usually take effect as normal, and the other part (or parts) will
as well, but centered at the impact. A clumsiness spell combined with a
lightning bolt creates a lightning bolt that does normal damage, and causes
a DX reduction in the target. Area spells work in a similar fashion. Casting
time for missile spells, remember, are never reduced below one for skill.
This applies to linked missiles, as well. Casting times for missile links
are listed as "the casting time of the non-missile, or 1 per die of
damage, whichever is worse." i.e. A fireball combined with a hush
spell would have a casting time of 2 seconds or 1 second per die of damage,
whichever is longer. cost to cast is the cost of the non-missile +1, +1
per additional die of damage (up to 2 more).
Missile/Missile: Use the least favorable
ranges, the least favorable damage, and the most favorable damage type
(player's choice). use the armor effect that the player chooses, as well.
Thus, a lightning bolt combined with an ice dagger does 1d-1 per point
of energy impaling damage, that tends to ingore metal armor! (No, the damage
is not combined.)
Special Note Regarding Resisted Spells:
Remember that only one resistance roll is made for the entire spell! In
the case of Area/Regular spells. The subject's resistance applies to all
effects, and magic resistance counts normally. Any additional targets in
the area of effect resistance negated the area effect on them only, and
magic resistance counts double. Resistance negates the whole spell if all
parts of the spell have a duration longer than instantaneous. Any instantaneuous
effects will take affect regardless of resistance, unless they could have
been resisted in the original spell.
Learning Custom Spells: Campaign Limits And Balance
There are a few choices to be made if you decide to use custom spells
in your campaign. Who can use them? What is required? Does the Link enhancement
exist? There are a few more, too. The "default" rules for custom
spells is that anyone with Magery 1 can learn and cast them, and prerequisites
are as for the spells involved. If you know shape and create fire at 12
or up, you can learn a modified fireball, without neccessarily knowing
the basic fireball. That's just the way you learned it. Modified spell
may be used as prerequisites themselves. There is no special cost or advantage
required. This setup does not disturb game balance and gives players a
great deal of leeway in spell choice, by customizing spells in the same
way you customize a character; You take some weaknesses to make it better
or cheaper or more in line with your image of it.
Many Game Masters, however, may prefer to restrict custom spells in
one way or another, and this is a matter of personal taste. The most common
way is to remove the link enhancement, which eliminates the GM-work involved
in combining spells. An unusual background may be required to learn custom
spells, higher levels of Magery, or Research (see p.M00) may be needed.
Another method is to rule that the base spells be known as prerequisites
(you have to know how to make lightning before you can make lightning carry
an illusion spell). Many other restrictions are possible, including the
use of enhancements and limitations only for magical items! In this case
it is assumed that they are subsumed as special methods of modifying the
enchantment structure. Use whatever method you are most comfortable with,
and send comments on this to us!
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* ARCHIVE NOTE: This is an ANCIENT article, and I'm not really *
* sure I can reccommend its use anymore, but it is popular in *
* some circles, and I still see it mentioned favorably now and *
* again on the net. So, here it is . . . get from it what you *
* can. - S. John Ross, February 1997 *
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