GURPS Magic GM's Cheat Sheet (B146)
Availability / Ritual
Seek Modifiers (B151)-1 for each "known" item to be ignored.
up to half-mile distant: -1
up to mile: -2
up to 3 miles: -3
...more in book...
Critical Failure (3d6)
Ranges for SpellsStone Missles: SS13 Acc+3 1/2D 50, max100
Lightning SS13 Acc+1 1/2D 25 max 50
Fireball: SS13 Acc
Ice Sphere: SS13
Max protection from any spell is 5.
If critical success: no resistence attempt.
Otherwise a "quick contest" (B___)
Roll against IQ, ST, DX, or HT, depending on the spell.
Add weak or strong will.
Add magic resistence, doubled for area spells.
Resisted spells still use energy!
Spells are Mental/Hard or Mental/Very Hard skills.
Magical aptitude is an advantage which comes in levels.
IQ+MA = IQ for purpose of learning spells.
Eidetic memory gives +1 or +2 (only) to IQ for learning spells.
Many spells have prerequisites!