GURPS Magic GM's Cheat Sheet (B146)Casting
Availability / Ritual Results
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Spell Classes
Spell Colleges
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)
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Todo
Skill effects Ranges for SpellsStone Missles: SS13 Acc+3 1/2D 50, max100Lightning SS13 Acc+1 1/2D 25 max 50 Fireball: SS13 Acc Ice Sphere: SS13 Random NotesMax protection from any spell is 5. Minimum Grimoire
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ResistenceIf 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! LearningSpells 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! |