By Steve Jackson
Read Online or Download GURPS Magic: A Tome of Mystic Secrets for Fantasy Roleplaying (GURPS: Generic Universal Role Playing System) PDF
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Extra info for GURPS Magic: A Tome of Mystic Secrets for Fantasy Roleplaying (GURPS: Generic Universal Role Playing System)
Cannot be maintained: must be recast. Item: Staff, wand or jewelry. Energy cost to create: 50. Create Air Area This spell manufactures air where none exists. Cast where there is already air, it will produce an outward breeze lasting for about five seconds. Cast in a vacuum, it will instantly create breathable air. Cast within earth, stone or other material, it will fill any empty spaces with air, but will not burst the stone. Cast underwater. it makes bubbles! Duration: 5 seconds. Air created is permanent.
Duration: Purified water stays pure unless re-contaminated. Cost: 1 per gallon purified. Time to cast: Usually 5 to 10 seconds per gallon, unless a large container and ring are being used. Prerequisite: Seek Water. Item: A hoop of bone or ivory. Energy cost to create: 50. Create Water Regular Lets the caster actually create pure water out of nothing. This water may appear in any of several forms. It may appear within a container, or as a globe in midair (it falls immediately). Or it may appear as a dense mist of droplets; in this form, one gallon of water will extinguish one hex of fire.
EARTH SPELLS These spells concern themselves with the element Earth. Typically, they are very powerful, but also very fatiguing; Earth is the hardest and most obstinate of elements. In all these spells, one “hex” of earth, where it matters, is assumed to be six feet deep. None of these spells will affect or transform stone or metal unless the description specifically says so. Seek Earth Information This is the basic Earth spell. It tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth, metal or stone.