I hope to place as much of my inventions for GURPS here as possible.
Worker Ant Mining Ship
A little something I came up with for someone's Space campaign.
Spells for GURPS Magic.
Otto Copperpot, Royal Jester and Mage, is quite a strange person to be around. His pranks involve use of his magic, formidable wit and razor sharp tongue. Doesn't help the court retainers' collective patience that he can enchant magic items to use in pranks. The most unusual and whimsical spell in his grimiore is Otto's Irresistible Nosepicking, a spell he created. Oh, well. At least the Emperor
is amused.
Otto's Irresistible Nosepicking
Unusual spell that causes a victim to constantly pick their nose.
This can be very distracting to anyone performing any task.
Duration: 10 minutes.
Cost: 2 to cast, 2 to maintain.
Time to cast: 10 seconds.
Prerequisite: Suggestion.
Items: Any. Always on. Causes weare to constantly pick their nose. The compulsion dissipates an hour after the object is removed. Cost to create: 200 energy. (b) Wand, staff or jewelry. Usable by a mage only. Must touch subject. Cost to create: 250 energy.
The next two spells were found in the grimoire of a recently-deceased archmage of ill-repute. Few said anything bad about her, mainly because of fear and her reputation. The grimoire was discovered in a tower among several hundred plush dolls. Incidentally, she seemed to be working on a Body of Plush spell before her disappearance. She may have succeeded since her body was never found.
Flesh To Plush
Transforms a living subject (and all his gear!) into a 12-inch-tall plush doll.
Duration: Permanent unless reversed by another spell.
Cost: 15 for a one-hex creature, 30 for a two-hex creature, and so on. Must affect the entire subject, not just a part of it!
Time to cast: 5 seconds.
Prerequisite: One spell each from Body Control, Earth, and two other colleges.
Item: Staff or wand. Usable by mages only. Energy cost to create: 1500. Victim must be touched by item for spell to work.
Plush To Flesh
The reverse of the above spell. Reverses the effects of Flesh To Plush and brings the victim back to life (stunned). Cannot be used to animate a plush doll that was never alive.
Duration: Permanent.
Cost: 15 for a one-hex creature; more in proportion to size.
Time to cast: 5 seconds.
Prerequisites: Magery 2, Flesh To Plush.
Item: Staff or wand. Usable by mages only. Energy cost to create: 1500. Victim must be touched by item for spell to work.
Melgelf Brightblade was one of the most talented combat mages of the century. His variations of known spells was borderline genius along with enchantments of those spells to allow nonmages to use his fireball wands. Despite his prowess in battle, he was quite a vain fellow. In fact, he was found starved to death in front of a mirror trap, having admired himself until he collapsed from hunger.
Melgelf's Fireball
Lets caster throw a ball of blue fire from his hand. When it strikes something, it vanishes in a puff of blue flame which may ignite flammable objects. It has SS 13, Acc +1, 1/2D 27, Max 55.
Cost: Any ammount from 2 to 6; the fireball does 1d+1 damage for each 2 energy points spent in casting it.
Time to cast: 1 to 3 seconds.
Prerequisite: Magery, Create Fire, Shape Fire.
Item: Staff, wand or sword - bolt is fired from end of item. Energy cost to create: 1500; must include a sapphire worth $500.
Melgelf's Explosive Fireball
A blue fireball that affects both its target and things nearby. Range stats as for Melgelf's Fireball. Can be thrown at a wall, spot of floor, etc. (at +4 to hit) to catch foes in the blast.
Cost: Any amount from 3 to 9: the fireball does 1d+1 damage for every 3 energy points spent in casting it. It also damages things in nearby hexes; 1d+1 less damage in adjacent hexes (or on someone standing in the target hex but not hit by the fireball itself); 2d+2 less in hexes 2 distant. (Yes, a 3-point explosive fireball is no more effective than a 2-point Melgelf's Fireball. Build it up before you throw it.)
Time to cast: 1 to 3 seconds.
Prerequisite: Melgelf's Fireball.
Item: Staff, wand or sword - bolt is fired from end of item. Energy cost to create: 2500; must include a sapphire worth $700.
Melgelf's Shocking Weapon
Causes any metal weapon to course with electricity, which does not harm the user but lets the weapon do 1d-1 extra damage to foes after penetrating armor and figuring other bonuses.
Duration: 1 minute.
Cost: 5 to cast; 2 per minute to maintain.
Time to cast: 3 seconds.
Prerequisite: Magery 2, Lightning.
Item: A weapon that shocks whenever used, at no energy cost to the user. Energy cost to create: 1500; a $500 gem must be set in the weapon.
Ice Shards
Lets caster create and hurl a storm of razor-sharp icicles. When it strikes, it does impaling damage and melts instantly. It has SS 13, Acc +4, 1/2 D 35, Maz 70.
Cost: 3 to cast. Does 4d impaling damage, and double damage to creatures of fire.
Time to cast: 3 seconds.
Prerequisite: Ice Dagger.
Item: Jewelry; must have a dagger shape or design. Energy cost to create: 600. Usable only by a mage.
Ice Storm
This spell causes a small whirlwind of razor-sharp ice crystals around the target, causing 3d cutting damage in that hex; 1d less damage in adjacent hexes; 2d less in hexes 2 distant.
Cost: 5 to cast.
Time to cast: 5 seconds.
Prerequisite: Ice Shards and 3 Water spells.
Miscellaneous
Here a small section where I put my cheap magic items.
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