This section draws heavily from GURPS Technomancer, as well as articles on Technomagic from Pyramid magazine. GMs who want to mix magic and technology are encouraged to consult these resource.
In some cases, these spells can be used in low-tech campaigns.
Biotech - This can be included as Body Control or Healing spells.
Machines - Most machine spells will work on low-tech machines such as lathes, windmills, or waterwheels.
Fuel - At low tech levels wax, tallow, wood, coal, peat, lamp oil, distilled alcohol, crude oil and other "raw" hydrocarbon products (like asphaltum or naphtha) can be produced. Gasoline and other refined hydrocarbons are first discovered at TL 5.
Radiation - Unless the GM wants a world where people can understand and use radiation, this college of spells should not be allowed.
Metal and Plastic - Metal spells can be allowed as variants of the Elemental Earth College.
At low tech levels, the GM can allow some Energy spells to be incorporated into the College of Elemental Fire. Also, see the Elemental Power spell for a low-tech version of Draw Power. Conduct Power and Draw Power - Author: S. John Ross, David Pulver (GURPS Technomancer)
Conduct Power/TL - Author: David Pulver (GURPS Technomancer)
Create Fuel/TL - Author: David Pulver (GURPS Technomancer)
Draw Power/TL - This spell can be taken at TL 3 to draw power from water wheels, etc. A mage with Draw Power/TL3 or /TL4 can draw on solar energy, but he is limited to the energy striking his person at low TLs - which is largely irrelevant, from a spell-casting perspective. Source: Sean Punch.
The implications of this spell are immense. Using the "Low Tech" version of this spell, the mage can draw power from waterfalls, volcanoes, geothermal vents, thunderstorms, and so forth, allowing a constant, powerful supply of mana for enchantments and other spells.
Power drawn from natural forces removes the energy (including sound) from the natural force. Waterfalls will fall smoothly and quietly. Geysers will appear as trickles of room-temperature water. Fires and thunderstorms will diminish in intensity or even vanish if too much energy (more than 50%) is tapped from them. Common sorts of natural "low tech" power are given below:
Author: David Pulver (GURPS Technomancer)
Lend Power/TL - Author: David Pulver (GURPS Technomancer)
Preserve Fuel - This spell won't prevent fuel from being consumed when it is used!
Propel/TL - Author: David Pulver (GURPS Technomancer)
Purify Fuel - For double cost ruined fuel can be restored rather than being destroyed. Author: David Pulver (GURPS Technomancer)
Radio Hearing - Author: David Pulver (GURPS Technomancer)
Seek Power - Author: David Pulver (GURPS Technomancer)
Steal Power/TL (VH) - Author: David Pulver (GURPS Technomancer)
Stop Power - Author: David Pulver (GURPS Technomancer)
Animate Machine
- The cost to maintain is half the cost to cast. Source: Sean Punch.Cadence - If this spell is cast on a machine, it will work twice as efficiently or twice as quickly.
Glitch and Malfunction - It costs 1 point extra per ton of machine to cast this spell on a large machine. Smaller, independent parts of a large machine (like just one engine on a passenger jet) can be affected independently from the machine to which they are attached, as long as they don't cause the entire machine to.
Machine Speech - The more complex and larger the machine the "smarter" it is. Simple machines like hinges and pulleys have an IQ of 1 or 2 for purposes of this spell. Household appliances and more complex non-motorized tools have an IQ of 3 to 5. Complex or large machines like cars or computers have IQ 6 to 12 or more.
Author: David Pulver (GURPS Technomancer)
Machine Summoning - For double cost the mage can have the machine come to him in a safe manner as if the mage were driving or propelling it. Author: David Pulver (GURPS Technomancer)
Rebuild/TL (VH) - This spell costs 15 to rebuild an item up to 250 lbs. 10 to rebuild an item up to 75 lbs. 7 to rebuild an item of 30 pounds or less and 5 to rebuild an item which weighs 10 lbs. or less.
Author: David Pulver (GURPS Technomancer)
Schematic - If the mage casts Mapmaker before he casts this spell, he can produce a physical "blueprint" of the device. The quality of the blueprint is based on the mage's Engineer or Architecture skill in most cases.
This spell is also a Making and Breaking spell and a Knowledge spell. Author: David Pulver (GURPS Technomancer)
Seek Machine - If a machine is more than three TLs advanced, it is effectively invisible to the Seek Machine spell; the mage's magic is not aware that such things are even machines. The worst result likely for things within three TLs is terribly misleading "information."
The mage can exclude certain items from the search and specialize the search to specific items.
Earth to Stone
- Author: David Pulver (GURPS Technomancer)Metal Vision - Author: David Pulver (GURPS Technomancer)
Shape Metal - Author: David Pulver (GURPS Technomancer)
Stone to Earth - Author: David Pulver (GURPS Technomancer)
Author:
David Pulver (GURPS Technomancer).Animate Machine/TL (VH)
Awaken Computer/TL (VH)
Bless
Copy/TL
Curse
Exchange Bodies
Find Weakness/TL
Glitch/TL
Know Recipe
Machine Control/TL
Machine Possession/TL
Machine Speech/TL
Machine Summoning/TL
Malfunction/TL
Measurement/TL
Partial Shapeshifting
Permanent Machine Possession/TL (VH)
Rebuild/TL
Reveal Function/TL
Rider
Rider Within
Schematic/TL
Scribe/TL
Seek Machine/TL
Shapeshift Other
Shapeshifting
Conduct Power/TL (VH)
Create Fuel/TL
Decay
Draw Power/TL (VH)
Lend Power/TL
Magnetic Vision
Preserve Fuel/TL
Propel/TL
Purify Fuel/TL
Radio Hearing
Ruin
Seek Fuel/TL
Seek Power/TL
Small Vision
Spectrum Vision (VH)
Steal Power/TL (VH)
Stop Power/TL
Test Fuel/TL
Water to Fuel/TL
Body of Metal (VH)
Earth to Air
Earth to Stone
Flesh to Stone
Identify Metal
Identify Plastic
Metal Vision
Plastic Vision
Seek Metal
Seek Plastic
Shape Metal
Shape Plastic
Stone to Earth
Stone to Flesh
Breathe Radiation (VH)
Cure Radiation (VH)
Extinguish Radiation
Irradiate
Radiation Jet
Resist Radiation
See Radiation
Seek Radiation
Know Recipe/TL - Food
Analyze Genetics - Knowledge
Breed Curse - Body Control
Breed True - Healing
Cloning (VH) - Enchantment
Create Chimera (VH) - Enchantment
Create Life (VH) - Enchantment
Fertility - Healing
Genealogy - Knowledge
Permanent Splice Fetus - Animal
Spellgraft (VH) - Enchantment
Splice Fetus - Animal
Transplant Organ - Healing
Xenograft - Body Control
Blood Rifle - Enchantment
Ether Static/TL - Air
Recharge Eye (VH) - Enchantment
Reflect Beam - Light & Darkness
Repulsion Barrier - Force
Repulsion Dome - Force
Travel by Wire - Air
Blind Sensor - Protection & Warning
Electronic Message - Communication & Empathy
Game Addict - Mind Control
Magic Switchboard/TL - Communication & Empathy
Maintenance/TL - Making & Breaking
Manual/TL - Making & Breaking
Necrovision - Knowledge
Permanent Strike Sonar - Sound
Radar Sense - Sound
Readout/TL - Knowledge
Seek Number/TL - Communication & Empathy
Shelve Items - Making & Breaking
Sonar Detector - Sound
Sonar Illusion - Sound
Sonar Invisibility - Sound
Sonar Sense - Sound
Sonar Static - Sound
Sort - Making & Breaking
Strike Sonar - Sound
Televisomancy - Knowledge
Anneal - Earth (Metal)
Ball and Chain - Illusion & Creation
Bullet - Earth (Metal)
Cage - Earth (Metal)
Caltrops - Illusion & Creation
Cloth to Iron - Earth (Metal)
Demagnetize - Earth (Metal)
Detect Metal - Earth (Metal)
Flesh to Metal (VH) - Earth (Metal)
Fragmentation Armor - Force
Ghost Fist - Earth (Metal)
Gild - Earth (Metal)
Golden Touch - Earth (Metal)
Improve Metal - Earth (Metal)
Iron Fist - Earth (Metal)
Iron Hand - Body Control
Iron Leaves - Earth (Metal)
Iron Mask - Earth (Metal)
Iron Rope - Earth (Metal)
Iron Weapon - Earth (Metal)
Ironwood - Plant
Lock Block - Earth (Metal)
Magnetize - Earth (Metal)
Metal Storm - Earth (Metal)
Metal Ward - Earth (Metal)
Needle Spray - Earth (Metal)
Pillar of Iron - Earth (Metal)
Quintessence of Metal/TL - Earth (Metal)
Refine Metal - Earth (Metal)
Resist Metal - Earth (Metal)
Rust - Earth (Metal)/Mb
Rusting Touch - Earth (Metal)
Rustproof - Earth (Metal)
Sense Iron - Earth (Metal)
Sense Silver - Earth (Metal)
Shape Metal - Earth (Metal)
Silver Weapon - Earth (Metal)
Steeldart - Earth (Metal)
Steelpass - Earth (Metal)
Stone to Metal - Earth (Metal)
Stone to Wood - Plant
Temper - Earth (Metal)
Throwing Knife - Earth (Metal)
Transmute to Gold (VH) - Earth (Metal)
Transmute to Iron - Earth (Metal)
Trap - Illusion & Creation
Turn Metal - Earth (Metal)
Wall of Iron - Earth (Metal)
Wave of Swords - Earth (Metal)
Beam Shield - Light & Darkness
Demagnetize - Earth (Metal)
Magnetize - Earth (Metal)
This spell is identical to the Ghost in the Machine spell, except that the mage actually creates the spirit as he binds it.
The mage creates the personality of the spirit in addition to creating its IQ and Will. Its HT, DX and ST are that of the machine that it is to inhabit.
Duration: Permanent.
Cost: 10 points, plus 2 point per 50 lbs. that the "host" machine weighs (minimum of 20 points). In addition, the mage must pay 3 points per level of IQ the spirit has, and 2 points per level of Strong or Weak Will beyond that.
Prerequisites: Magery 2, Enchantment, Ghost in the Machine, Animate Machine
This spell summons a gremlin, a small malevolent humanoid creature which ruins (and sometimes eats!) technological items.
A gremlin has the following statistics: ST: 5, DX: 10, IQ: 8, HT: 10/4, Move: 3
Advantages: Invisibility, Clinging, Catfall, Dark Vision, Invulnerability (Electricity, Radiation, Heat, Cold, and Kinetic Energy), Silence (5 levels), Ultrasonic Speech, Ultrasonic Hearing, Secret Communication, Immunity to Poison, Immunity to Disease, Gnawing, Cast Iron Stomach, Doesn't Breathe, Pressure Support (1 level), Vacuum Resistance, Universal Digestion. Shrinking (2 levels)
Disadvantages: Jinx, OPH: Destroys Technology, OPH: Practical Joker with Sick Sense of Humor, Very Curious, Vow: Use no technological item more advanced than Hand Tools, Inconvenient Size (1" tall), On The Edge, Capricious, Cowardice, Callous, Nocturnal, Lazy, Restricted Diet (Technology).
Racial Skills: Mechanic (all varieties)-12, Electronics Operations (all varieties)-12, Demolition-12.
Grimoire: Poltergeist-12, Ruin-12, Fray-12, Break-12, and Shatter-12.
Description: Gremlins appear to as small, hermaphroditic humanoids. Sometimes they will have one or more of the following features - large glowing, yellow eyes with slit-like pupils, pointed ears, and/or a whip-like tail with a small barb on the end. They sometimes wear outlandish parodies of human clothing, especially military uniforms and mechanics outfits, but they are just as likely to go naked.
Gremlins survive by nibbling on high tech material. Though it only takes a few ounces of technological material, (which can be something as simple as refined metal) gremlins are gourmets with a sick sense of humor. Wherever large amounts of high tech equipment is found, eventually gremlins will appear. Their delicate palettes are the cause for most equipment failures. When guns jam, engines stall, or equipment fails, there is probably a gremlin involved. Unfortunately, due to their natures, they see equipment (and the people who use it) as playthings. When a jet crashes, a gremlin gets a thrill ride down to the ground. After he bounces a few times, he picks himself up and rushes off to do it again.
Because they love high technology and thrills like crashing airplanes and exploding tanks, gremlins are particularly drawn to military operations, especially in war zones. Some pilots say that it's the chewing of hungry gremlins that puts bullet holes in their airplanes.
Typically, gremlins are semi-solitary creatures that like to nest inside of machinery. They especially like warm, dark places where they can nibble undisturbed. Though gremlins can't be killed by most conventional means, they hate to be disturbed and dislike strong sunlight. This means that if there is bustle and light (such as a team of mechanics lifting access panels and checking vehicle systems), a gremlin is likely to move on.
Duration: Permanent.
Energy Cost to Create: 5 points.
Time to Cast: 1 minute.
Prerequisite: Planar Summons, Animate Machine, and 3 Machine Spells.
This spell summons a spirit into a machine, making it "alive" in some sense. In order to summon the spirit, the mage must use another spell to "trap" a soul or spirit, such as Summon Demon, Summon Elemental, Soul Jar, or Summon Spirit.
When the spirit has been summoned, the mage uses this spell to attempt to bind the spirit into the machine. The spirit resists with its ST + Will. If the mage is successful, the spirit is permanently bound into the machine.
Once bound, the spirit is limited as if it were trapped in a Soul Jar, except that it can control the machine in which it is trapped. The spirit can control the machine within the limits of what the object could normally do. For example, if bound into a vehicle, the spirit can make the vehicle move under its own volition, as long as the vehicle is capable of movement (i.e., it is running). Otherwise, the spirit can only make the vibrate slightly or make faint noises.
If the machine in which the spirit is trapped can (or could) perform actions on its own, the spirit can control these functions at will. For example, a computer with a spirit in it can turn itself on and off, open or close programs, connect to a network, or delete files.
If a character wishes to take control of a machine inhabited by a spirit, he must win a Quick Contest between his skill and the spirit's Will. If he loses the contest, he can still attempt to use the machine, but he is at -1 to skill for every point by which he lost the contest. If he loses the contest by 5 or more points, or if he critically fails his skill roll, he can't use the machine at all.
Friendly spirits might help the operator. In this case, the spirit must make a simple Will roll. For every 2 points by which the spirit makes its roll, the user gets +1 to his skill rolls, up to a maximum bonus of +4.
In other respects, this spell is like the Soul Jar spell.
Duration: Permanent.
Base Energy Cost to Create: 10 points, plus 1 point per 50 lbs. that the "host" machine weighs (minimum of 15 points).
Time to Cast: 1 minute.
Prerequisites: Magery, Soul Jar, Pentagram, Propel Machine, Animate Machine, and one of Summon Elemental, Extraplanar Summons or Summon Demon.
This sub-college of Tech Magic has to do with genetic engineering, biological modification, and molecular biology. It overlaps with the spells of Animal, Healing and Body Control magics.
Some of these spells are only available above a certain TL. Low-tech mages should use Animal, Healing and Body control spells.
The basic spells in the sub-college are Seek Genome and Resequence. In addition to the spells listed, the following spells can also be considered part of the Biomagic subcollege.
Body Control: Accelerate Pregnancy, Ease Labor, Remove Fetus, Transfer Pregnancy, and Warp Fetus.
Enchantment: Create Chimera, Spellgraft.
Healing: Ease Labor, Remove Fetus, and Sense Disease.
Knowledge: Analyze Genetics, Genomancy.
Necromancy: Hellspawn.
Technology: Manipulate DNA, Sense Nano, Sequence DNA.
Author: T. Carter Ross.
Author:
T. Carter Ross (Pyramid Magazine).Author:
T. Carter Ross (Pyramid Magazine).Author:
T. Carter Ross (Pyramid Magazine).This spell allows the caster can modify one aspect of a subject's genetic code, within the limits possible for the subject's species. At the GM's option this spell could add (or remove) advantages or disadvantages. Any advantages acquired (or disadvantages bought off) by means of this spell must be paid for with character points.
A character cannot make an alteration that requires the expenditure of Character Points if he is still paying for a previous alteration. In this case, the spell will simply fail. Note that changing genetic code in an adult subject may fail to impart the ability governed by the altered gene.
When altering genes, a mage cannot add abilities which he has not "genetically sampled". Thus, the caster would have to use the Analyze Genes spell upon someone with Night Vision in order to introduce the genes into himself. An alternative is to conduct Genetic Research to invent the gene, using standard invention or Gadgeteering rules, substituting TL9+ Genetics for Engineering skill. (Tech rated skills default to higher tech levels at -5 per tech level, with a maximum of 3 levels, so genetic research is barely possible at TL6).
All genetic alterations are permanent unless reversed.
This spell is available at TL6.
Duration: Permanent.
Cost: Variable. For alterations that require expenditure of character points, energy cost is equal to 10 times the point cost. (e.g., Night Vision costs 100 points). For alterations that do not cost character points, the energy cost is 90.
Prerequisites: Magery 3, Alter Body, Gene Mask, and Genetic Engineering skill-15+.
Author: Geoffrey E. Fagan.
Author:
David Pulver (Pyramid Magazine)This spell gives the mage a complete map of the subject's genome. This allows him to see all the subject's genetic traits, including inherited traits, genetically inbred advantages, disadvantages, and skills, race, sex and so forth. Any Intron Scripting that has been done will be readable with this spell.
Either the subject or a sample of his tissue must be present when this spell is cast. Unwilling subjects resist with HT.
This spell is available at TL5.
Cost: 5 points.
Time to Cast: 10 minutes.
Prerequisites: Find Gene.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Geoffrey E. Fagan, Jeffrey Keown.
This rare spell facilitates breeding between different species, yielding a makara.
This process occurs naturally in areas of normal mana, but the chance of offspring from such a union is very low. If successful, this spell raises the chance to what it would be for in-species breeding of the less fertile partner, and the offspring will be healthy. If the spell fails, any offspring that may result is likely to be flawed in some way by incompatible genes, like the Mermecoleon (p. FB45).
Crossbreeds may be crossbred themselves. For example, combining a Giant Eagle and a Horse results in the formation of a Hippogriff, and further re-combination of a Hippogriff and another Horse forms a Pegasus. Many races that are part human, part animal or combinations of two or more animal types are possibilities, although Centaurs, Faeries, Merfolk, Minotaurs, Satyrs, and Winged Folk, may not approve of the notion that they are nothing more than successful wizard's experiments.
Duration: Permanent.
Cost: 25 times the expected HT score of crossbreed.
Time to Cast: 1 hour per 100 energy points.
Prerequisites: Magery 3, Alter Body, Enchant, and any 3 Shapeshift Other spells.
Author: Adapted from Geoffrey E. Fagan.
Author:
T. Carter Ross.This is also a Healing spell.
Author: T. Carter Ross. (Pyramid Magazine).
This is the basic "Bio-Magic" spell. Its most basic use is to correct and alter the DNA sequences in an unborn child.
The spell allows the caster to alter the Attributes, Advantages and Disadvantages that the child will be born with. The equivalent of 1 character point per day can be invested in the child without need of a circle of Mages. "Upgraded" people can be detected by use of this spell (or the Know Child Spell). Each species or subspecies requires a different specialization of this spell.
Also note that regardless of the success of the spell, the mage must also roll vs. his Edit DNA spell skill on the GURPS Bio-Tech Success Table (Bio p.59) to determine the quality of the biological modifications.
Using this spell, the mage can make a mother give birth to a child of a different species - simply pay 20 times the racial cost of the new species - assuming that all the desired Biomods are within the TL of the mage who is casting the spell.
Note that GURPS Biotech gives biological Tech Levels for various Biomods. Each different Tech level of this spell is a different specialization, and no mage can make biomods of a higher TL than the TL of his spell.
Cost: 20 points per character point to be added or subtracted.
Prerequisite: Magery, Regeneration.
Author: Jeffrey Keown.
This spell allows the mage to determines if a certain gene is present in the subject. Either the subject or a sample of his tissue must be present when this spell is cast.
Unwilling subjects resist with IQ.
This spell is available at TL5.
Cost: 2 points.
Time to Cast: 1 minute.
Prerequisites: Magery, Seeker.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 250 points.
Author: Adapted from Geoffrey E. Fagan
This spell makes a gene undetectable by normal means. If the Find Gene or Analyze Gene spell is cast on the subject, this spell forces the scrying mage to win a Contest of Spells to detect the hidden genes.
This spell is available at TL5.
Duration: 1 minute.
Cost: 2; 1 to maintain.
Prerequisites: Analyze Genes
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 75 points. (c) This spell can be made permanent for 100 energy points.
Author: Adapted from Geoffrey E. Fagan.
This spell is identical to the Hide Gene spell, but it hides the subject's entire genetic structure or any genes specified by the mage.
The mage has the option of making the subject's genes appear to be different or just making them "invisible."
This spell is available at TL5.
Duration: 1 minute.
Cost: 3; 2 to maintain.
Time to Cast: 5 seconds.
Prerequisites: Hide Gene.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 250 points. (c) This spell can be made permanent for 600 energy points.
Author: Adapted from Geoffrey E. Fagan.
This spell allows the mage to temporarily alter the introns ("junk DNA") of the subject so that the subject can carry a message in his genes.
The mage can encode any information that he wishes, as long as it can be transmitted by means of the genetic code. For example, DNA or RNA sequences could be transmitted by Intron Sculpting, but pictures could not, unless the mage found a way to encode the picture into a code that can be interpreted by a computer or cryptographer.
Unless the mage wishes the information to be encrypted, anyone casting the Know DNA or Intron Sculpting spell can read any messages that the subject carries in his introns.
If the mage wishes to encrypt the information, he must cast the Encryption spell before he casts the Intron Sculpting spell.
Duration: 1 day.
Energy Cost to Create: 1 per 10 words, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Know DNA.
Item: (a) A message can be permanently encoded into the subject's DNA for 20 times the base cost, (b) Staff, Wand or Jewelry. Allows the user to cast this spell. Energy Cost to Create: 200 points.
Author:
David Pulver (GURPS Technomancer)Author:
T. Carter Ross.Author:
T. Carter Ross.Author:
T. Carter Ross.Author:
T. Carter Ross.Author:
T. Carter Ross.Author:
T. Carter Ross.This is also a Knowledge spell and a Healing spell.
Author: T. Carter Ross (Pyramid Magazine).
This is also a Knowledge spell and a Protection and Warning spell.
Author: David Pulver (Pyramid Magazine)
Author:
David Pulver (GURPS Technomancer)Author:
T. Carter Ross.This spell allows the mage to confer a single genetic trait to the subject, replacing or "overwriting" the subject's existing genome if necessary. In most cases, this will have no effect, but in some cases it might be an effective cure for congenital diseases linked to a single defective gene, such as Hemophilia. It can also be used to cause such diseases . . .
In order to cast this spell, the mage must simultaneously touch the subject and a specimen with the desired genetic trait. Unwilling subjects resist with HT.
This is also a Healing spell.
Duration: Permanent.
Cost: 5 points.
Time to Cast: 10 seconds.
Prerequisite: Magery, Seek Genome, Intron Sculpting.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.
This is also a Mind Control spell.
Author: T. Carter Ross (Pyramid Magazine).
This spell to absorb some of the energy from an attack against the mage and converts it to Mana.
The drawback is that the spell offers no protection against damage, it actually works best if the mage actually takes damage from the attack. The mage is essentially trading Hit Points for Fatigue!
If the blow does kinetic damage, the mage gains mana equal to half the basic damage he takes, rounded down. For example, if the attack is a crushing attack, the mage converts half of the basic damage into mana. If the attack does cutting or impaling damage, the mage converts half of the basic damage to mana, before cutting or impaling bonuses are applied to the damage.
If the mage takes damage from fire, laser or explosion, he gains mana equal to the amount of damage he receives.
If the attack is an electrical attack, radiation, microwave radiation, or generic "energy" attack, the mage gains mana equal to the full amount of damage taken, plus 1 point for every 3 points of base damage.
If an attack hits the mage, but does not damage the mage because of armor or other protection, the mage will still gain some mana. A kinetic attack will give the mage 1 point of mana per 3d of potential damage, rounded down. Fire, laser, or explosive attacks give 1 point of mana per 2d of potential damage. Other sorts of attacks give the mage 1 point of mana per Electrical, Sun Bolt, or generic "energy" attack will 1d of potential damage.
Fatigue gained by this spell lasts for 1 minute. At the end of that time, any Fatigue in excess of the mage's Fatigue score is lost.
Duration: Instantaneous. Fatigue gained from the spell lasts for 1 minute.
Cost: None.
Prerequisites: Recover Strength, Might, Draw Power.
Item: Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 150 points.
Author: Adapted from Greg Littmann.
This spell converts fuel from one type to another type with which the mage is familiar. The conversion rate between the two fuel types is based on the BTU rating of the fuels. BTU ratings remain constant, but the mass of the fuel changes depending on its type. For example, a mage who wishes to convert wood to gasoline will need a lot of wood. If he wished to turn wood into Uranium, he would need the equivalent of a forest.
Duration: Permanent.
Cost: 1 per 100 lbs. or 10 gallons of fuel to be converted (minimum 1 point).
Time to Cast: 10 seconds.
Prerequisite: Create Fuel.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Any fuel that this spell is cast on becomes three times as efficient as usual and burns completely without generating any pollutants.
Batteries become three times as efficient when this spell is cast on them. The power of electrical current isn't changed, but any source of electrical energy lasts three times as long or works three times as efficiently.
Duration: Permanent.
Cost: 6 per gallon or pound.
Time to Cast: 10 seconds.
Prerequisite: Magery, Create Fuel.
This spell turns liquid fuel into water. Depending on the fuel and the system it is powering, the results will range from negligible to disastrous.
Internal combustion engines will run roughly or stall if they get water in them. In cold weather water can freeze in fuel lines, stalling the engine until the blockage is removed.
The owner of the fuel, or the operator of a vehicle or device affected by this spell gets a roll vs. IQ to resist.
Duration: Permanent.
Cost: 4 per gallon. Can't be maintained.
Time to Cast: 5 seconds
Prerequisite: Water to Fuel.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.
Author:
David Pulver (GURPS Technomancer)This spell links the motion of two wheels (or similar items) so that the wheels can share a common power source (like being linked on the same axle) yet one wheel will rotate at a different rate of speed if it encounters more or less resistance.
Cost: 50 points.
Prerequisite: Magery, Magic Power.
This spell allows an engine or mechanism to run on magical power. Every point of energy put into this spell provides a machine with 0.1 kW of power. This spell can be used to turn axles, pulleys, drive trains, etc. with no obvious motive force.
Duration: 1 minute.
Cost: 1 per 0.1 kW of power, same to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery, Air Golem.
Item: Any motor or mechanism can be enchanted so that it is magically powered. Energy Cost to Create: 40 points per 0.1 kW.
This spell links the rotary motion of one disk, cylinder, or wheel, to another. When one wheel turns, so does the other. Resistance that slows one wheel slows the other. Although the wheels must be in physical contact when the spell is first cast, afterward they can be any distance apart (barring no-mana zones) and still transmit force between them.
There will always be some additional drag between the two wheels. They lose 1% of power for every 100 feet of distance between the power wheel and the linked wheel, or 10%, whichever is more.
Breaking one of the wheels breaks the spell, though the spell will resume for enchanted items once the wheel is repaired.
Cost: 1 point per watt of power produced, minimum 250 points.
Prerequisites: Magery 2, Draw Power, and Magic Transmission.
Author: Adapted from Craig Roth.
This spell allows the mage to actually create magnetic fields. He can thus move ferrous objects as with Apportation, and he can contain the motion of charged particles. In fact, he can manipulate a whole group of ferrous objects with only one magnetic field, translating, rotating, or expanding or contracting. Any ferrous object that falls within the magnetic field will be affected, and the mage must pay the energy cost for the increased weight. Each maneuver takes a separate skill roll. Determine distance penalty with the sum of the group's diameter and the distance to its centroid.
Even partially ferrous objects can be manipulated in this manner. The normal speed for apportation is a yard per second; multiply this speed by the percentage of iron in the object. By doubling the energy input of the spell, the mage can increase the magnetic field strength, adding another yard per second to speed. Doubling again increases top speed to 3 yards per second, and so forth.
Alternatively, the mage can maintain a magnetic field around his own body, even if there are no ferrous materials within. Any bullet or charged particle (from a particle beam weapon) which passes through the field may be deflected. This effect provides 1 DR times the energy used by the caster, with the same rules as DR from Missile Shield: Armor divisors do not apply, but if the spell does not wholly deflect the threat, it strikes with damage potential undiminished. (House rule: Missile Shield protects against missiles up to a certain damage value determined by tech level and fatigue spent. Any missile that exceeds that damage value is not deflected and inflicts full damage to the target.)
A magnetic field can also control the motion of charged particles. The cost for this is highly variable, and the GM will set it according to an arbitrary notion of the difficulty of the task. As a basis for comparison, a 1-pound object moving at the rate of one yard per second has the same amount of kinetic energy as an electron moving at almost 5 million miles per hour (less than 1% light speed).
This is also a Force spell.
This spell is available at TL6.
Duration: 1 minute.
Cost: 1 for an object weighing up to a pound, 2 for an object weighing 10 pounds, 3 for 50 pounds, 4 for 100 pounds, plus 1 per 100 pounds more. To manipulate a group of objects, use the cost for the combined weight of the group, plus the radius of the group in hexes. Same cost to maintain.
Prerequisite: Shape Magnetic Field.
Item: a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
Author: Geoffrey E. Fagan.
This spell, when cast on a ferrous object, creates a strong magnetic field. At the base level, the magnetized object has a strength of 4, and will attract metal objects to it on a Contest of Skill vs. the other object's "ST" (or weight divided by 25 , if no other effective ST score seems appropriate). Halve magnetic ST for each intervening hex. The caster may set the spell to repel ferrous objects instead, using the same guidelines. The distance of repulsion will equal the amount by which the repulsor won the contest.
This is also a Force spell.
Duration: 1 hour.
Cost: 2 for an object weighing up to 5 lbs., 3 for up to 20 lbs.; otherwise 4 per hex. An entire object must be magnetized. For each additional point invested (per hex), the ST of the spell may be increased by 2.
Prerequisites: Magnetic Apportation.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Geoffrey E. Fagan.
Author:
David Pulver (GURPS Technomancer)This spell creates a radio beacon, which will emit omnidirectional radio or microwaves. The caster controls the frequency, but not the direction of the transmission. He also has no fine control to modulate amplitude or frequency in order to send a coherent message, although he could use Morse code to turn the signal off and on. (This requires a roll against spell skill and against Morse Code skill every 10 seconds.) The signal is generally detectable at a range of only 100 yards; use the long distance range modifiers (sidebar, p. M10) if the mage wishes to increase this distance. Sensitive equipment may receive the broadcast at greater range.
This spell is available at TL6.
This is also a Machine and an Electricity spell.
Duration: 1 minute.
Cost: Absolute value of distance penalty, plus 1.
Prerequisite: Radio Hearing, plus Light or Shape Magnetic Field.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Geoffrey E. Fagan.
This spell is similar to Radio Beacon, above, except that the mage can modulate either frequency or amplitude to send a voice message, or he can transmit data in binary. The latter requires an IQ check every 10 seconds, as well as a check against the appropriate data transfer protocol (each is a Mental/Hard skill with defaults to Computer Programming) in order to write the message in the first place.
This is also a Machine and an Electricity spell.
This spell is available at TL6.
Duration: 1 minute.
Cost: Absolute value of distance penalty, plus 2.
Prerequisite: Radio Beacon and Magnetic Sculpture.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Geoffrey E. Fagan.
Author:
S. John Ross (More Tech Magic, Pyramid 17).This spell allows the mage to shape magnetic fields. At its simplest level, the mage can create art that is only visible to creatures with the Magnetic Vision advantage, but this spell has uses that are more practical. It can allow electrical devices to function in close proximity without mutual interference. It can be used to make a compass point any direction. It can focus a magnetic field, making it stronger in one direction but much weaker in all others. In the presence of a strong magnetic field, it can be used just like Magnetic Apportation (below).
Finally, it can protect the magnetic field of plasma bottle or antimatter bottle from being warped by other magnetic fields.
In a futuristic fantasy campaign, magnetic bottles can be enchanted using the Powerstone spell. The Shape Magnetic Field spell can help to drain a mana bottle by distorting it, transfer mana from one bottle to another, or strengthen a mana bottle so that it is not vulnerable to interference from other magnetic fields. The last function is an enchantment with cost 100 times the energy points in the bottle.
This is also a Force spell.
This spell is available at TL6.
Duration: 1 minute.
Cost: Variable. To enable electrical equipment to function in proximity, 1/2 energy point per cy, half to maintain. To confuse a compass, 1. The effect can be made permanent for 100 times normal cost.
Prerequisite: Magnetic Vision. To use this spell effectively, the mage must cast Magnetic Vision first or naturally have that advantage.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.
Author: Geoffrey E. Fagan.
Author:
S. John Ross (More Tech Magic, Pyramid 17).Item:
Wand, staff, or Jewelry. Useable only by a mage. The mage and item must both touch the fuel, or at least its container. Energy Cost To Create: 750 points.Optional Rule: Programs as spells.
An Electricity or Machine mage can learn Complexity 2 or 3 cyberdeck programs as spells, Complexity 2 programs are Mental/Hard and Complexity 3 programs are Mental/Very Hard respectively. In addition the mage must have as a prerequisite a of skill 15+ in Computer Operation, Computer Programming, or Computer Hacking, according to program's default.This spell adds the name of the subject (plus any other relevant information) to the database of the mage's choice. In order to do this, the mage must be touching at least part of the network that contains the records he wishes to delete (for example, a computer terminal that is linked to the network or a file cabinet that contains relevant records).
If either the subject or the agency holding the records is unwilling to have records added, they may resist with IQ. For this purpose, the "IQ" of the organization is directly related to security precautions taken. A file cabinet full of paper records or a simple business computer where backups aren't made on a daily basis has a IQ 8. A simple business computer system with a single server that does daily backups would have IQ 10. A major organization such as a university, bank, or military organization that makes multiple backups and has multiple copies of records in multiple places would have an IQ of 12 or more. A truly paranoid organization would have an IQ of 15 or more.
Physical records (such as ID cards or paper files) aren't created with this spell, but once the character's name is added to the database, he may demand that such records be issued in his name.
Repeated castings of this spell will eventually cancel the Zeroed advantage. Malicious use of this spell can be used to add advantages such as Wealth or Security Clearance or disadvantages such as Bad Reputation (Poor Credit).
Duration: Permanent.
Cost: 10 points.
Time to Cast: 10 seconds.
Prerequisites: Magery, Program, Password, and 5 Techmagic spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author:
GURPS CyberMagic.This spell allows the mage to leave a message that will reach anyone who attempts to reach him via a communications network. The message can be anything the mage wishes, but generally gives information as to the mage's whereabouts.
The mage can also cast this spell on a communication device so that it will record messages. In this case, when someone attempts to contact the mage at a specific number or email address, the Answering Machine spell triggers a brief message from the mage. Then, at a tone, anything the subject says or sends as an email is recorded, up to the maximum word limit for the spell. In this case, the cost of the spell is the cost of the mage's initial message, plus 1 point per 5 minutes of recording time, or per 1Mb of electronic data.
If the mage specifies when the spell is cast, the device can "cut off" a message under certain circumstances. For example, a telephone answering machine could be programmed to hang up on telephone salesmen, or to hang up after 30 seconds of silence on the line. A computer could be programmed to reject spam or to reject email messages over a certain size in Mb.
When the mage touches the device (or another device attached to the same communications network) and speaks a command word, he will know if he has any messages. If he speaks another command word, he can listen to (or see) his messages. If he speaks a final command word, he can erase a particular message, freeing up space for other messages.
This spell can be combined with other spells such as the Know Caller or Callback spells.
This is also a Communication and Empathy spell.
Duration: 1 day.
Cost: 1 per 100 words, same to maintain to leave a simple message. To record messages the cost is 1 per 100 words for the initial message, plus 1 per 5 minutes or 1 Mb of recording time for messages.
Time to Cast: 10 seconds.
Prerequisite: Magic Mouth, Recorder
Item: Telephone or Computer. Energy Cost to Create: 350 points.
This spell allows the mage to know how to assemble a machine. This spell will also tell the mage if any parts of the machine are missing or broken, and will give him an idea of what they look like. The mage gets +4 to mechanic or engineer skill to assemble an existing machine based on the information he gets from t
Cost: 3 points.
Time to Cast: 1 minute
Prerequisite: Schematic
This powerful spell allows the mage to magically create weapons on or in a vehicle.
The mage can create any sort of weapon with which he is familiar. However, the weapons created must be able to fit into (or onto) his vehicle and they cannot be removed from it. Ammunition supply is normal for that sort of weapon (GM's option as to what is "normal").
Created weapons are fixed to fire in one direction. The driver or pilot (or a passenger, if the mage specifies) can fire these weapons by pressing a button or pulling a trigger, but he cannot aim them unless he has the Sight spell or unless he has normal sights mounted on the vehicle. Shots fired by a vehicle without sights are treated as Wild Shots (hit on 9 or less, can't be aimed). However, depending on the weapon, the mage might be able to use the "Walking the Burst" rules for autofire weapons to improve subsequent shots.
For double cost, the weapons are on flexible mounts and the gunner has crude "iron" sights that he can use to aim. In this case, the gunner uses his Gunner (Vehicular Weapons) skill at -3 or 9, whichever is better. He can also make aimed shots. Acc is that of the weapon.
For triple cost, the weapons are on a universal turret mount. This allows them to fire in any direction. The gunner either turns with the guns in a turret, or uses a system of targeting cameras to fire at targets behind him or to his sides. In this case, he uses his Gunner (Vehicular Weapons) skill at no penalty (or 9 whichever is better). He can make aimed shots, and the basic Acc of the weapon is improved by 1 due to the turret mount.
If weapons are already installed on the vehicle, the new weapons will be linked to some or all of them, as the mage desires.
Duration: 5 minutes.
Cost: 3 per pound of weapon created, 2 per pound to maintain. Increase costs as above for improved weapon systems.
Time to Cast: 10 seconds.
Prerequisite: Magery, Create Item (Illusion and Creation), Machine Speech.
Item: For 50 times the normal cost this spell can be made permanent.
This spell allows the mage to attack a specific computer or computer user on a computer network by sending a jolt of electricity through the computer.
This will destroy the computer and might cause damage to anyone using the machine.
When the spell is cast, a power surge shoots through the computer doing 3d damage to all the components. Anyone connected to the computer (either "jacked in" through a neural interface, touching the keyboard or mouse, or wearing headphones) takes 1d electrical damage and must roll vs. HT to avoid going into Cardiac Arrest.
The victim is allowed a DX roll to "jack out" before the surge catches him. He can also roll vs. IQ or Computer Operations skill to block damage to his computer.
Note that in most cases this spell will destroy a computer. Computers that are TEMPEST hardened or which are similarly protected against sudden power surges take only 1d-2 points of damage from this spell, as do their users.
Note that the mage must know the exact location of the computer (or user) which he wishes to attack and the target computer must be connected to the network when he attacks.
A variation if this spell can be used to attack telephones and people using the telephone.
This is also an Air (Electricity) spell.
Duration: Permanent.
Cost: 5 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisites: Magery, Trace, Surge, and Lightening Bolt.
Item: Computer or Telephone. Energy Cost to Create: 750 points.
This spell blocks unwanted monitoring of data transmission across a network. As long as this spell is in effect, telephone taps will fail and people eavesdropping on a telephone conversation hear nothing but static. On a computer network, this spell blocks programs that harvest passwords, or which monitor or gather other forms of data (such as the NSA's Echelon program, or the FBI's Carnivore program).
This spell will defeat spells such as Know User or Trace if it can win a Contest of Skills against the opposing spell.
The spell automatically foils mundane techniques and devices that reveal information about as user, such as Caller ID, or computer commands and programs.
Duration: 1 hour.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Know User, Data Erasure.
Item: Computer or Phone. Energy Cost to Create: 350 points.
This spell is identical to the Cast by Wire spell, except that every receiver on a network can be affected by this spell, and any spell cast through the network affects everyone watching or listening! For example, a mage could use this spell to hook into every TV that was tuned to a specific channel, and then cast spells that would affect everyone watching! If the mage wishes to appear on multiple channels, double the cost of the spell for each additional channel.
Unlike Cast by Wire, the mage can simultaneously affect everyone (or just some people specified by the mage when subsequent spells are cast) with any subsequent spells. In order to do this, the mage need only make a single skill roll to cast the spell, however, he must pay the energy cost (usually unknown) to affect everyone within the affected group at once. Energy reduction due to skill can't bring this cost below 1 point per person and HT is automatically taken if the mage reduces himself to 0 Fatigue. Prudent mages only cast the Broad Cast spell on part of the network and then target their victims very selectively. Otherwise, the mage will need huge reservoirs of mana handy to power his spells.
Subjects who would normally cause the mage to have a skill penalty due to their distance from the broadcast device instead get a bonus to their Resistance Rolls equal to the skill penalty.
Each variant of this spell is a different spell. For example, the ability to affect people via radio is different from the ability to affect them via TV.
This is also a Metaspell.
Duration: 1 minute.
Cost: 10 points, plus 1 point per 10,000 (or fraction thereof) devices affected.
Time to Cast: 1 minute.
Prerequisite: Magery 3, Cast by Wire, 10 other Tech Magic and Metaspells.
Item: TV or radio station or other similar communications center with at least one high powered transmitter. Allows user to cast this spell. Responsible enchanters typically cast the Draw Power spell on the device or equip it with many dedicated Powerstones, otherwise use of this devices is suicidal. Energy Cost to Create: 10,000 points.
This spell is cast by the mage whenever he expects to be away from his telephone for an extended period, but still wants to be reachable.
Call Pickup is cast on the mage's own telephone (or a telephone at which he is expecting a call). Any time a call comes through for that telephone, the spell will route the incoming call to the telephone nearest the mage.
Duration: 12 hours.
Cost: 3; 1 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Seeker, Magic Switchboard.
Item: Telephone. Energy Cost to Create: 3,000 points.
Author: Mike.
This spell gives a telephone (or similar device) a "hold" function. For the duration of the spell, the user of the device can put callers on hold without disconnecting them or switch between two or more conversations with different callers.
This is also a Communication and Empathy spell.
Duration: 1 hour.
Cost: 2 points, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Callback.
This allows the mage to instantly contact a person who has just sent him a message or left a message via the Answering Machine spell.
Unless the mage is using a device attached to a communication network, and unless the subject is also near a device on the network, the mage will have to use a spell such as Send Message. If the mage is using a telephone, this spell works just like a conventional callback function. If the mage is using a computer, this spell works like Reply command in an email program.
If the subject does not wish to be contacted, he may roll vs. IQ to resist.
This is also a Communication and Empathy spell.
Duration: Instantaneous.
Cost: 1 point.
Prerequisite: Know User.
This spell allows the mage to cancel or erase any sort of message left on any electronic medium.
If the mage is attempting to cancel a message sent by another person, or if he is trying to cancel a message that a third party wants to save, the subject (or the owner) is allowed a roll vs. IQ or the appropriate skill (such as Computer Operations or Video Production) to preserve the message.
Only one "message" (a single email, telephone message, or video or audio recording of a single person) can be canceled.
In other respects, this spell is like the Erase Message spell.
Duration: Permanent.
Cost: 2 points for a short message (answering machine message, short email), 3 for most messages (long email, short video or audio recording), 4 for very long messages.
Time to Cast: 10 seconds.
Prerequisites: Erase Message.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Computer. Energy Cost to Create: 500 points if it can cancel any sort of message on a computer network, 250 points if it can just cancel certain sorts of messages (such as spam).
This spell allows the mage's eye to function like a still or video camera for the duration of the spell.
While the spell is in effect, the mage can use his eye just like any normal visual-recording device he can imagine. If he has an appropriate way to store the images he sees, he can "download" them onto a roll of film, video tape, or a computer disk so that they can be permanently stored.
The artistic quality of the images is limited by the mage's Photography or Video Production skill.
Duration: 10 minutes.
Cost: 4, 2 to maintain.
Prerequisites: Edit.
This spell allows the mage to cast spells remotely using modern communications systems!
If this spell is successfully cast, he may cast any other spell with long-distance modifiers only applying for the distance from the subject to the communication device that is casting the spell. However, the subject must be able to see or hear (as appropriate for the device) the mage while he is casting the spell (even if he can't hear or see the spell itself). For example, if the victim doesn't pick up the telephone, then the mage can't use the telephone cast a spell through the telephone lines.
Likewise, if the communication link is broken (like turning off a TV or hanging up a telephone) the Cast by Wire spell automatically ends, and spells that the mage was casting "by wire" are lost. Existing spells on the subject can still be maintained after the connection is broken.
If the mage is on a broadcast medium (such as radio or TV) he may choose to be visible (or audible) to all receivers on a given frequency, just a few, or only one. If he wishes to "appear" on more than one frequency double the cost of the spell for each additional channel. However, any spells cast on a broadcast medium affect only one person or a single group of people who are listening to or watching a single receiver. In order to affect people (or groups) in two different locations, the mage must cast the Cast by Wire spell again.
Each variant of Cast by Wire is a different spell. For example, the ability to cast spells over the telephone lines is different from being able to cast spells through a TV.
This is also a Metaspell.
Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Global Village, Travel by Wire, 5 Tech Magic and Metaspells spells.
This spell lets a mage benefit from a neurotech chip as if he wore it in a chip slot. As a function of the magic, no cyberware is necessary (not even hardwired reflexes), and no period of acclimatization is necessary with a Reflex chip.
This spell is available at TL9.
Duration: 1 minute.
Cost: 5 to cast; 4 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Borrow Skill and Computer Interface.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 750 points.
Author: Geoffrey E. Fagan.
Allows the mage to use a computer mentally, just as if he were using a neural interface, the best for which the computer is equipped. He can use even a keyboard-equipped computer as if he had a marquee interface (p. CY73). This spell is of little use without Computer Operation, Programming, or Hacking, or Cyberdeck Operation. Mathematical Ability adds to skill with this spell, just as it does with other computer skills. The caster takes only fatigue damage from Black ICE which uses the surge or scramble methods, but he is as vulnerable as any other decker to the program method. Fortunately, he automatically disconnects if he goes unconscious, within one turn or 1d of his phases, whichever comes sooner.
This spell is available at TL8.
Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.
Prerequisites: Schematic and Machine Speech, plus Apportation or Magnetic Apportation. Cyberdeck Operation skill recommended.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 750 points.
Author: Geoffrey E. Fagan.
This spell magically fixes software problems encountered by computers and other complex machinery.
While the spell is in effect, all computer problems caused by software vanish and programs that normally conflict (or which can't even be run on a given system) work perfectly.
This spell can also be used to perfectly (and permanently) install new software, change the settings on a computer, or to completely remove a program which the mage wishes to delete (such as a virus).
Duration: 10 minutes or permanent.
Cost: 3, 2 to maintain.
Time to Cast: 5 seconds.
Prerequisites: Edit.
Author:
David Pulver (GURPS Technomancer)Allows the subject to connect to a computer network without interface equipment. The spell is at -4 to skill if the subject is not touching a network terminal or a modem-equipped computer.
Duration: 1 hour.
Cost: 3 to cast, 1 to maintain.
Time to Cast: 30 seconds.
Prerequisites: Know Computer, Wizard Eye.
Author: Adapted from D. Carter.
This spell allows the mage to create any machine with which he is familiar. A mage cannot use this spell to create new machines unless he has the Gadgeteer advantage.
Modifiers: -5 if the mage does not have blueprints or schematics in front of him (the Schematics spell helps), -5 if he does not have the parts to make the machine at hand, +1 or more for a very simple machine. -1 or more for a very complex machine.
If a machine requires closely associated parts in order to function (like bullets for a gun, or staples for a stapler), then a normal "load" is provided with the machine. However, these supplies vanish if removed from the machine though they are permanent if used in the "proper" fashion. For example, rivets created with this spell will remain behind although the rivet gun created by the spell vanishes when the spell's duration ends. If the duration of the spell is extended, one new "load" is provided with the extension.
This is an extremely powerful spell. If the GM feels that it is being abused, he can increase the energy costs or restrict the sort of machines that can be made to simple mechanical machines rather than machines and electronics. Or, he can make the creation of each class of machine (guns, computers, etc.) a separate spell.
Duration: 1 minute.
Cost: 3 per pound of machine created, 2 per pound to maintain. Double cost if "expendable supplies" are to be included with the machine.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Create Item (Illusion and Creation), Machine Summoning, Schematic, 10 other Machine spells.
Item: For 50 times the normal cost objects created with this spell can be made permanent.
Author:
David Pulver (GURPS Robots)This spell allows the mage to fit much more information onto a "normal" piece of recording media than is normal.
For example, the mage could make a record or tape that actually stores four (rather than two) "sides" of music or speech.
The mage determines which "file" he wishes to pull up when he inserts the recorded media into the recording or reading device.
In order for this spell to work the mage must have a blank recording media (i.e., CD, cassette, blank record) and he must either record the information using mundane or magical means after the Data Compression spell has been cast.
At the end of the spell's duration, all the information on the media vanishes.
Duration: 1 day or Permanent
Cost: 1 per doubling of storage capacity of the recording media. For 5 times normal cost, this spell can be made permanent.
Time to Cast: 10 seconds
Prerequisites: Magery, Data Copy, and Data Recovery
This spell allows the mage to make a perfect copy of any "file" designed to be read by a computer or video or audio player as long as the mage has a blank disk (or audio tape, or whatever) with sufficient capacity to record the information.
In order to cast the spell, the mage must physically touch the object from which he wishes to record to the data source - the disk or tape itself - for the duration of the spell.
Duration: Permanent.
Cost: 1 per Gigabyte (minimum 1).
Time to Cast: 1 second per Gigabyte to be transferred (minimum of 10 seconds).
Prerequisites: Read Electronic Media.
This spell completely wipes out information from all files specified by the mage when the spell is cast. This makes them completely unrecoverable (and undetectable) by normal means and requires any mage using the Data Recovery spell to win a contest of Skills.
In order to cast this spell, the mage must physically touch the media that he wishes to erase - for the duration of the spell.
This spell will not work on computers or other logic device (such as robots) unless their recording media or logic centers are physically exposed. Use the Memory Zap spell instead.
Duration: Permanent.
Cost: 1 per Gigabyte to be erased (minimum of 10 seconds).
Prerequisites: Read Electronic Media.
This spell allows the mage to retrieve lost or unreadable data that is meant to be "read" by a machine such as a computer. At lower tech levels, this spell can fix erased audio tape or broken records.
In order for this spell to work, the media that the information was stored on must be partially physically intact.
If the media was erased due to a hostile spell, then the mage must win a contest of spell skills for this spell to take effect.
This is also a Making and Breaking spell.
Duration: Permanent.
Cost: 1 per Gigabyte of data (minimum of 1 point). Double cost if the data storage media has been physically damaged. Quadruple cost if the media has been damaged to the extent that it isn't readable by the device that it works with (like a CD that has been melted into slag).
Time to Cast: 10 seconds.
Prerequisite: Repair, Restore, either Memory Zap or Read Magnetic Media.
This spell projects the caster's consciousness along a dataline, a process similar to what would happen if he had a cyberdeck with an environmental interface. While this spell is in effect, he can use the Computer Interface spell with long-distance range modifiers (p. M10). As with the latter spell, Mathematical Ability adds +3 to this spell.
Once in a node, the caster can "teleport" to any adjacent node by recasting Computer Interface, so that he can bypass ICE. Although it uses data lines as a targeting aid, this spell does not transmit over data lines after the first fractional second of the spell. Thus, a "matrix magician" is not affected by Sever or Trace (pp. CY91-92).
Decking by spell is a separate familiarity from normal deck operation, taking 100 hours per point to master.
Without a cyberdeck, the caster of Decker Emulation can only use spell programs or program defaults. Fortunately, the direct connection provided by Decker Emulation provides a couple of bonuses to default program use; first, the caster's maximum default is 14, not 13, and second, he uses default programs with their base Execution Time, not base+3. The phase length of this spell is 20,000 ms, divided by spell skill, or 800 ms for skill 25. Reduction for Cyberdeck Operation skill applies.
This spell is available at TL8.
Duration: As the Computer Interface spell.
Cost: +1 point; added to the cost of Computer Interface.
Time to Cast: Instantaneous (0 seconds)
Prerequisite: Computer Interface and Stimulate Dataline. Cyberdeck Operation skill recommended.
Item: This spell can be added to any object with the Computer Interface spell enchanted into it for 500 points.
Author: Geoffrey E. Fagan.
This spell degrades the quality and speed of a device's connection to a network via a cable or wireless computer networking protocol. The spell will degrade cable TV or Radio reception, reduce noise on a telephone or data line, or slow data transfer speeds over a computer network.
The basic level of this spell creates static and "noise" on a cable, which makes a telephone or cable TV signal slightly difficult to see or hear. This gives -2 to Hearing rolls to hear the speaker, or -2 to Vision rolls to see details of the TV picture. It also gives -2 to relevant Electronics Operations skill rolls to resist jamming or interference. Data transfer across computer networks is halved. Subsequent levels of this spell further degrade signal quality. Each additional level of the spell gives an additional -2 to Hearing, Vision, or Skill rolls, and halves the speed of data transfer, up to 4 levels. At the fourth level, the signal is completely disrupted. Listeners (or viewers) see nothing but static, and computer networks can't send data.
This spell is resisted with the IQ of the device. AI computers and similar devices may resist with their own IQ. If the user has the appropriate skill (i.e., Electronics, or Electronics Operations), he may substitute his skill for IQ if it is better.
Duration: 1 hour.
Cost: 1 points, 1 to maintain. Each doubling of cost halves the rate at which data can be transferred over a network or gives an additional -2 to Hearing, Vision or Skill rolls, up to 4 levels. At the 4th level, all communication is blocked.
Time to Cast: 3 seconds.
Prerequisite: Downgrade, Disconnect from Network.
Item: Telephone, TV or Computer. Energy Cost to Create: 10 times the base cost.
This spell duplicates a mundane "denial of service" attack designed to take a specific computer, or internet domain off the internet by overloading it with bogus requests for information. The affected computer resists with twice its Complexity. AI Computers resist with their IQ. If a computers is being actively controlled and monitored by a system administrator, the sysadmin can roll vs. either his IQ or his Professional Skill (System Administrator) skill to resist this spell.
If the resistance roll fails, the computer crashes and is taken off the network for the duration of the spell.
Duration: 1 hour.
Cost: 3, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Disconnect Other, Server, Know Computer.
This spell forcibly disconnects a person from a computer network. The user is allowed a roll vs. IQ or Computer Operations skill to resist.
Against Cyberpunk Deckers, this spell acts as the Sever program.
Duration: Instantaneous.
Cost: 2 points, can't be maintained.
Prerequisites: Connect to Network.
Item: Computer Program. Energy Cost to Create: 200 points.
Author: D. Carter.
The reverse of the Upgrade spell, this spell makes a machine behave as if it was older, slower, or less efficient.
Though the GM must determine specific effects of the spell, as a rough guideline each 10% reduction in quality will reduce speed, maneuverability, durability, and the like by 10% (or down to the next logical step if 10% increments don't work). Computers are reduced by 1 complexity level per level of this spell.
Duration: 1 minute.
Cost: 4, same to maintain.
Time to Cast: 10 seconds.
Prerequisites: Glitch, Malfunction..
Author:
GURPS CyberMagic.When this spell is cast, the mage can mentally "edit" raw film, audio or video tape or re-touch pictures to create a finished, professional-looking (and sounding-) piece. This spell gives the mage a temporary skill of 12 in the relevant skill or gives him +4 to skill if he already has real experience with the skill he needs.
Changes made to media with this spell are real and permanent.
Duration: 10 minutes.
Cost: 3, 1 to maintain.
Prerequisites: Machine Speech.
The mage can instantly make any type of mass media entertainment ever produced (TV show, movie, radio broadcast, record, etc.) to appear on a suitable piece of equipment.
The mage must know the specific broadcast he wants or he is at a skill penalty. If the mage doesn't know exactly what he wants, he is at -2 to skill. If he has only a vague idea of what he wants, he is at -4 to skill. If he has never seen (or heard) the broadcast he wants to find he has an additional -2 to skill. If the broadcast does not exist on conventional recording media (i.e., it's lost or was never broadcast) the mage is at an additional -2 to skill. Therefore, if the mage is trying to reconstruct a private telephone conversation that was never recorded (so it's lost) he would be at -4 to skill because it wasn't broadcast, and the mage never heard it.
If the mage has a suitable, mundane recording device, he can permanently record the magically summoned information.
Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery, Global Village, and Necrovision.
This spell creates an "electronic tracker" that tracks exactly what a person is doing on a computer or telephone network.
On a telephone network, this spell will determine which telephone the person is using and will create a log of telephone numbers he called, when he called them, and for how long.
On a computer network, this spell will determine which computer (IP number) the person is using, which programs he runs, which web sites he visits, who he sends mail to, etc. The only thing that is not revealed is precise keystrokes and contents of files (or messages) sent or received.
The subject is allowed an IQ roll to resist. If he has an appropriate skill (such as Electronics (Telecommunications, Signal Intelligence, or Computer Hacking) he can substitute that skill for IQ.
Duration: 1 hour.
Cost: 5 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery, Trace, and Record Data.
Item: Phone or Computer. Energy Cost to Create: 750 points.
This spell allows the mage to erase any message that he has left on a recording device or computer network.
The spell can be used to cancel email, erase messages from answering machines, remove his voice from audio tapes or remove his image from video tapes.
If another person is aware that the message exists and wishes to keep the message from being erased, they may resist this spell with either IQ or a relevant skill (such as Computer Operations to save email, or Video Production to save video or audio tape) whichever is better.
Note that unlike the Data Erasure spell this spell doesn't require the mage to touch the media to be erased. The only limitation is that the mage's words (spoken or written) or his image must appear someplace on the message and only the parts of the message that specifically refer to him can be erased.
Duration: Permanent.
Cost: 2 points for a short message (answering machine message, short email), 3 for most messages (long email, short video or audio recording), 4 for very long messages.
Time to Cast: 10 seconds.
Prerequisites: Magery, Data Erasure.
Item: Computer. Energy Cost to Create: 250 points.
This spell allows the mage to specify what sort of information is sent or received by a computer or a computer network.
If he specifies when this spell is cast he can restrict who can send (or receive) data, what sort of data can be sent or received, the size of files transferred, or anything else he can imagine.
Anyone who does not have permission to send or receive data through the firewall is automatically blocked from doing so. This defeats conventional attempts to hack into the network using Computer Hacking skill. Magical attempts to break into the system, such as Know Password, must win a Contest of Skills vs. the Firewall spell.
This is also a Communication and Empathy spell.
Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Server, Two Key Code.
Item: (a) Computer. Energy Cost to Create: 400 points. (b) This spell can be made permanent for 100 times the base cost.
This spell tells the caster where in cyberspace a particular user's avatar is. If the user is presently using multiple avatars, will give the location of the "closest."
Unwilling subjects get an IQ roll to resist.
Cost: 2 points.
Prerequisites: Know Avatar, Know Location.
Item: Computer Program. Energy cost to Create: 100 points.
Author: Adapted from D. Carter
This spell allows the mage to pick up any TV or radio broadcast in the world, as long as he has equipment that could normally pick up a similar signal. For example, a short-wave radio could be used to pick up FM signals from the other side of the world. A TV that works on U.S. television frequencies could be used to receive European TV shows that broadcast on different frequencies.
The mage must know the frequency (or at least the sort of broadcast) he wishes to receive before he casts this spell. If he only has a vague idea of what he wants, he is at -4 to skill level.
Duration: 10 minutes.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Improve Reception.
Item: Television, Radio, or similar device. Energy Cost to Create: 250 points.
This spell allows the mage to alter any electronic screen image on a TV, video camera, computer monitor, etc. so that it displays the picture or image he wants it to display.
The mage can use this spell to quickly create any visual image that he can imagine such as graphic images, moving pictures and animations. However, the quality of the images is limited by the mage's mundane skill, generally Artist, Computer Operations (Graphic Design), Video Production or Professional Skill (Film Director).
If the mage has a suitable storage device (i.e., movie camera, VCR, hard drive, etc.) he can permanently save the images he created. Once saved, they can be viewed normally.
At TL 8, this spell can be used to "feed" false readouts to cybernetic eyes. This application of the spell is resisted by IQ.
Duration: 10 minutes.
Cost: 3, 2 to maintain.
Prerequisites: Machine Control.
Prerequisite: Machine Speech.
Item: Television, Radio, or similar device. Energy Cost to Create: 250 points.
Author:
David Pulver (GURPS Technomancer)Author:
GURPS CyberMagic.This spell creates a "honeypot," a seemingly vulnerable computer that actually is used to reveal the activities and techniques of a cracker penetrating the computer. At the mage's option, he can create any sort of false "environment" to delay, test and observe the cracker.
The mage must cast this spell on a computer attached to a computer network. The spell shields the "real" computer (and its files) from the network while creating an illusionary set of directories and files that can be modified by a cracker. The mage can also interact and control the illusionary files, just as he could normal files on the computer. The only difference between the Honey Pot and a real computer is that anything that either the mage or the cracker does to the computer is illusionary and vanishes at the end of the spell. Any files modified or changed vanish. If the mage wishes, he can make the Honey Pot environment as elaborate as he wishes, limited only by his imagination and his Professional Skill (Computer System Administrator) or Computer Hacking skill. If he wishes, the mage can create an illusionary computer "network."
In addition, the Honey Pot spell also casts the Know User spell on the cracker every minute (or every turn, for Cyberpunk style netrunning) that he remains in the Honey Pot. The cracker is at a cumulative -2 per minute (or per turn) to resist this spell. Once the Know User spell is successful, the mage will get +4 to subsequent skill or spell use to identify the same cracker and his Modus Operandi.
If the cracker has reason to be suspicious, he gets a roll vs. IQ, or his Computer Hacking skill, whichever is better. If he is not suspicious, he is at -2 to IQ or skill rolls. If he has never encountered the Honey Pot spell before, he is at -4 to skill rolls.
Duration: 1 hour.
Cost: 4, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery, Know User, and Electronic Log.
Item: Computer. Energy Cost to Create: 350 points.
This spell improves the quality and speed of a device's connection to a network via a cable or wireless computer networking protocol. The spell will improve cable TV or Radio reception, reduce noise on a telephone or data line, or increase data transfer speeds over a computer network.
The basic level of this spell provides a clean, clear signal on a computer network cable, telephone or cable TV line. This gives +4 to relevant Electronics Operations skill rolls to resist jamming or interference. Subsequent levels of this spell improve the speed of data transfer. Each level of the spell doubles the speed of data transmission over what the network could normally handle. For example, a modem attached to the network via a copper telephone wire will transmit data at roughly 30 Megabits per second (Mbps). The first level of this spell would double this to 60 Mbps. The second level would increase it to 120 Mbps, and so on.
Duration: 1 hour.
Cost: 1 points, 1 to maintain. Each doubling of cost doubles the rate at which data can be transferred over the network.
Time to Cast: 3 seconds.
Prerequisite: Upgrade, Improve Reception.
Item: Telephone, TV or Computer. Energy Cost to Create: 50 times the base cost.
This spell allows equipment specified by the mage to perfectly receive any broadcast signal that it could normally pick up, no matter how faint or distorted it might be. If this spell is used to foil jamming, it gives +4 to the subject's Electronics Operations (Sensors or Radios) roll.
Duration: 10 minutes.
Cost: 2, 1 to maintain.
Prerequisites: Reveal Function.
This spell alters the content and script of a TV show, movie, radio broadcast or other broadcast medium as the mage sees fit.
Only the broadcast on the device the mage is using is altered, so the real broadcast (or the original show) isn't changed. However, other people looking at the screen see what the mage sees.
Details of "invented" scenes are coherent in style with "real" scenes, but the mage controls the action. The artistic quality of the improvised program is limited by the mage's Writing skill (or some other skill, if the GM deems it relevant).
Duration: 30 minutes.
Cost: 4, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Edit, Graphics.
Item: Television Set, Radio, or similar device. Energy Cost to Create: 250 points.
By means of this spell, a tech mage can jam all electronic transmissions within the area of effect. This will affect radio and TV signals as well as microwave communications, radar, and bugs that rely on radio transmitters. Sonar and laser communications are not affected, neither are electronic communications which travel by wire or fiber optics.
By paying one extra point, the mage can select which frequencies he wishes to jam. Note that the mage need not be able to monitor the frequencies he jams, but he must be aware of them before he can jam them.
If the equipment operator wishes to overcome this spell, he must win a Quick Contest between his Electronic Operations skill and the mage's Jam Signals spell skill.
This is also an Air (Electricity) spell.
Duration: 1 minute.
Base Cost: 1/10 (minimum 1), same to maintain.
Prerequisite: Broadcast.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can be permanently enchanted with this spell for 50 times the base cost (minimum 10 points).
This spell tells the caster the identity of the operator of an avatar (or, on non-cyberspace systems, a person performing/running a certain task/program).
Unwilling subjects get a roll vs. IQ to resist.
Cost: 1 point.
Prerequisites: Know Computer.
Item: Computer Program. Energy Cost to Create: 100 points.
Author: Adapted from D. Carter
This spell tells the character the precise system characteristics of a computer, including its peripherals and software. It may be cast as an area spell to get information about a computer network.
Cost: 1 point.
Time to Cast: 1 minute.
Prerequisite: Measurement.
Author: D. Carter
This spell reveals the identity of the person who sent a particular message over a communications network. On a computer network, this spell will reveal the person's name and user ID. On a telephone network, this spell is similar to the Caller ID function on a modern telephone.
Unwilling subjects resist with IQ. If they are deliberately trying to hide their identity using high tech "spoofing" measures, they can roll against their relevant skill (i.e., Computer Hacking or Electronics (Phone Phreaking) instead.
This is also a Knowledge spell.
Cost: 3 points.
Prerequisite: Know Computer.
Also, see the Ghost in the Machine spell.
Author: David Pulver (GURPS Technomancer)
This spell enables the mage to actually see electronic traffic. He can read data as it is transferred and see the commands issued by one computer to another (i.e., he can watch a decker deck), but he cannot interpret audiovisual transmission. Every communication protocol is a separate Mental/Hard skill. Determine range penalties for the nearest point of the dataline.
This spell is available at TL5 (telegraph). At TL8, you can monitor fiber optic data lines.
Duration: 1 minute.
Cost: 3 to cast; 1 to maintain.
Prerequisite: Machine Speech
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Geoffrey E. Fagan.
Author:
GURPS CyberMagic.Author:
GURPS CyberMagic.When this spell is cast on a computer, it is magically linked to another computer or group of computers (such as the internet or cyberspace) as if it had a normal network or modem connection.
This allows the linked computers to exchange information and run shared programs, just like a normal network. The mage must physically touch the computers to be networked or he must touch the computer to a telephone jack to get the equivalent of a modem connection to the internet. The computers can be moved any distance apart once the spell is cast.
Note that this spell does not resolve software problems (beyond network software difficulties) that different types of computers might have, it only eliminates hardware problems.
Duration: 1 hour.
Cost: 2 to link a single computer into an existing network or 2 per 5 computers joined into a new network, half to maintain.
Prerequisite: Download, Configure.
Item: For 20 times the base cost, the computers can be permanently linked into a network.
This spell allows the mage to crack a computer password, either to log onto a network with restricted access or to read a document that has been electronically encrypted or protected by a password.
In order for this spell to work, the mage must win a contest of skill against the Complexity of the Computer. Complexity 1 Computer have an effective IQ 7. Every complexity of computer after that gives +2 to effective IQ, so Complexity 2 computers have IQ 9, Complexity 3 IQ 11, and so forth. AI computers use their normal intelligence plus 5.
The mage gets a bonus of +4 for very simple passwords (i.e., "password" or the user's nickname) or +2 for easily crackable passwords (i.e., the user's birth date, or the name of their favorite celebrity). The mage is at a penalty to crack extremely difficult or highly encrypted passwords.
Duration: Instantaneous.
Cost: 3, can't be maintained.
Prerequisites: Machine Speech, Connect to Network.
This spell creates a hard copy of a computer file. The formatting of the document is up to the mage.
This is also a Communication and Empathy spell.
Duration: Permanent.
Cost: 1 per Gigabyte of data.
Prerequisites: Know Computer, Create Object.
Author: Adapted from D. Carter
Author:
S. John Ross (More Tech Magic, Pyramid 17), David Pulver (GURPS Technomancer).Author:
GURPS CyberMagic.Author:
GURPS CyberMagic.This spell is similar to the Camera Eye(q.v.) spell, but it turns the mage's ears into a professional quality sound recording system.
While the spell is in effect, the mage can use his ear like any normal audio-recording device he can imagine. If he has an appropriate way to store the sounds he hears, he can "download" them onto a tape or a computer disk so that they can be permanently stored.
The artistic quality of the images is limited by the mage's Video Production or Professional Skill (Sound Engineer) skill.
Duration: 10 minutes.
Cost: 3, 1 to maintain.
Prerequisites: Edit.
This spell allows the mage to control any technological device from a distance. While the mage cannot make the machine do anything it could not normally do, he can control it as if he were touching or handling the controls. Thus, the mage could drive a car or program a VCR from a distance.
If the mage would normally have to make a skill roll to control the machine, he rolls against skill-4 plus any long distance modifiers. These penalties are doubled if the mage cannot see the object he is controlling.
If this spell is used to control a machine that someone else is carrying, riding in, or using, then the subject of the spell gets a roll vs. IQ to defeat the spell. Intelligent machines such as robots and AI resist attempts to control them with their inherent IQ.
Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Prerequisite: Machine Control.
This spell removes all record of the subject from the database of the mage's choice. In order to do this, the mage must be touching at least part of the network that contains the records he wishes to delete (for example, a computer terminal that is linked to the network or a file cabinet that contains relevant records).
If either the subject or the agency holding the records is unwilling to have those records deleted, they may resist with IQ. For this purpose, the "IQ" of the organization is directly related to security precautions taken. A file cabinet full of paper records or a simple business computer where backups aren't made on a daily basis has a IQ 8. A simple business computer system with a single server that does daily backups would have IQ 10. A major organization such as a university, bank, or military organization that makes multiple backups and has multiple copies of records in multiple places would have an IQ of 12 or more. A truly paranoid organization would have an IQ of 15 or more.
Physical records (such as ID cards or paper files) turn into blank pieces of paper. Computer records are deleted.
Repeated castings of this spell will eventually give the subject the Zeroed advantage. Malicious use of this spell can be used to remove advantages such as Wealth or Security Clearance or remove disadvantages such as Bad Reputation (Poor Credit).
Duration: Permanent.
Cost: 10 points.
Time to Cast: 10 seconds.
Prerequisites: Magery, Data Erasure, Password, and 5 Techmagic spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
This spell completely removes a person, telephone or computer from a telecommunications or computer network.
The device appears to work correctly, but it can't connect to any other device on the network. If this spell is cast on a person, they can't send or receive email (or telephone calls) and their name, telephone number, email address, etc. are all blocked.
Subjects resist with IQ. If this spell is cast on a computer or telephone, the device resists with Complexity x 2. If a subject has a relevant skill (such as Electronics (Telecommunications), Signal Intelligence, or Computer Hacking) they may substitute this skill for IQ.
Duration: 1 hour.
Cost: 2 points, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Network, Cancel Message.
Item: Computer or Telephone. Energy Cost to Create: 500 points.
This spell allows the mage to repair a complex technological item if he has the tools to do so.
The mage's skill to repair the item is either his skill with the spell or 12, whichever is less. If the mage already has the appropriate skill at 12+, he gets +2 to his skill instead.
On a critical failure, the item is dangerously defective or the mage thinks that he repairs the item but actually makes it dangerously unstable.
Note that some items might not be repairable.
This is also a Making and Breaking spell.
Duration: 10 minutes
Cost: 4 points, 3 to maintain. For double cost, the mage can perform repairs without tools.
Time to Cast: 10 seconds.
Prerequisite: Repair, Rebuild, and Lend Skill.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points. (c) Tool. Energy Cost to Create: 500 points if it will repair any sort of object, 300 points if it will just repair one class of objects.
This spell allows the mage to magically change a computer program so that it will do anything he can imagine, irrespective of the real limits of the program and computer he is using.
While the spell is in effect, the change to the program are "real", and affect the program just as if they were real, mundane changes.
Alternately, this spell can be used to debug or modify code that the mage has written using mundane means. This allows a program to "does what it's supposed to, not what it's told to do." Changes to the mage's own mundane code are permanent. If the mage is attempting to use this spell to hack into a computer system or to alter somebody else's program, he must first win a Contest of Skill against the Computer Programming skill of programmer who created the program. Intelligent machines, such as robots and AIs resist with their IQ. If the mage tries to interfere with cyberware that is worn by another person, the subject gets a roll vs. Will to resist.
Duration: 10 minutes or Permanent.
Cost: 4, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Machine Speech, Graphics.
This spell is similar to the Stop Machinery or Glitch spell, but the mage can actually damage or destroy a machine.
When the spell is cast, a non-obvious, but vital part of the machine is removed or destroyed. If the user or owner of the machine is present, the can resist with IQ. Intelligent machines resist with HT, instead.
If the resistance roll is failed by 3 or less, the sabotage makes the machine stop working until it is fixed by a mechanic. If the roll is failed by 4 or more, the sabotage ruins the equipment. The exact details are up to the GM.
Note that the mage not have to know how the machine works in order to sabotage it.
Duration: Permanent, until repaired.
Cost: 1 for a tiny mechanism (watch, thermostat), 3 for a mechanism which occupies about 1 hex (computer, microwave), 5 for large objects (car, motorboat), 10 for huge objects (strip mining drag lines, moon rockets). For double cost, the sabotage will automatically ruin the machine. For triple cost, the item will fail in a spectacular way.
Prerequisite: Stop Machine, Glitch, and Ruin.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Wrench or other tool. Works for user only. Some versions of this item are Always On and will affect any device they touch. Energy Cost to Create: 250 points.
This spell allows the mage to know the general location and distance of the nearest high-tech or ancient artifact. If he specifies before the spell is cast, he can exclude known artifacts or artifacts of a certain type from his search.
Exactly what constitutes a artifact depends on the GM and the campaign. This spell could be used to search for archeological treasures, ultratech gizmos left by some ancient precursor race, or forgotten bits of high-tech equipment left over from the fall of civilization.
The GM is under no obligation to reveal the exact location and type of the artifact, though a critical success will give hints.
Note that a different version of this spell is required to search for artifacts of differing Tech Levels. The version of the spell that needs to be cast is based on the TL of the artifact, not the TL of the caster's culture.
This is also a Knowledge spell.
Cost:10 points.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Seeker, and Find Machine.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.
Author: Adapted from Net.
This spell allows the mage to send a message to a particular device, or a particular person on a communications network, even if he is not currently attacked to the network. On a telephone network, anyone who picks up the telephone will get a "canned" message from the mage. On a computer network, the mage can send a brief email message to a specific newsgroup or to a specific user. On a chat room or a BBS system, he will send a short message to the board.
If the mage is not authorized to be on the network, he cannot send a message to it, unless he first uses the Know Password spell.
This is also a Communication and Empathy spell.
Duration: Instantaneous.
Cost: 1 per 100 words, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Magic Mouth.
This spell will connect an ordinary computer to the network and will set it ups as a server, which can send, receive and store email, web pages, ftp files, etc. At the mage's option, the new server can be part of an existing network, or it can have it's own domain name.
The mage and anyone else specified by the mage can have accounts and administrative rights on this computer. They can determine which, if any, files on the server will be accessible to the public.
Anyone who does not have permission to send or receive data from the server is automatically blocked from doing so. This completely defeats conventional attempts to hack into the network using Computer Hacking skill. Magical attempts to break into the system, such as Know Password, must win a Contest of Skills vs. the Server spell.
If cast on a computer which is intelligent or which is protected against intrusion, the computer is allowed a roll vs. either it's IQ or its Complexity x2, whichever is better.
Duration: 10 minutes.
Cost: 5 points.
Time to Cast: 10 seconds.
Prerequisite: Magery, Network.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) A computer can have this spell permanently cast on it for 350 points.
This spell equip a vehicle with any sighting or targeting system with which the mage is familiar.
The system will be placed in such a way that a person riding in the vehicle (or a specific person riding in the vehicle) can operate it from where they sit. If this person is also the driver or pilot, the controls will be placed so that they can simultaneously fire their weapons and maneuver.
This sighting system will give a bonus to ACC as is normal for that type of system, plus a bonus equal to 1/4 the mage's skill with the spell.
If weapons are already installed on the vehicle, this sighting system will be linked to some or all of them, as the mage desires. Otherwise, the mage must add weapons to the vehicle using the Autoduel spell.
Duration: 5 minutes.
Cost: 1 per $100 of equipment created, half to maintain.
Time to Cast: 3 seconds.
Prerequisite: Machine Speech, Autoduel.
Item: For 50 times the normal cost this spell can be made permanent.
This spell allows the mage to send an identical message to a large number of users on a communications network. The mage determines the number and type of users to be affected, and the message to be sent when the spell is cast. If the mage is not touching a computer or telephone when the spell is cast, long distance penalties apply.
If this spell is cast on a telephone network, the message is sent to a specified list of telephone numbers at once. Anyone who picks up the telephone receives a "canned" message. When the message ends, the line goes dead. On a computer network, this spell sends an identical email message (or chat room message) to a given list of usernames, or to everyone on a given chat room, newsgroup, or mailing list.
Note that the effect of sending massive numbers of telephone or email messages at once might slow or disrupt a telephone or computer network.
Subjects who do not wish to receive the message resist this spell with either IQ or Computer Operations skill, whichever is better. Each user resists individually. Mundane tracing techniques, such as Caller ID or certain computer commands and programs designed to track spam, will reveal only the computer or the telephone number of the computer or telephone used to send the message. Unless the mage wishes otherwise, his name and user name will not be revealed. Magic spells that trace network usage will reveal the identity of the mage, if they win a Contest of Skills against the Spam spell.
Note that use of this spell is generally considered highly offensive in the modern world. It is mostly used to advertise products and services of dubious quality, but the spell might have occasional legitimate uses.
Duration: Instantaneous.
Cost: 1 point per 100 words, plus 1 point for 100 users, 2 points for 1,000 users, 3 points for 10,000 users. Add 1 point for each additional 10,000 users. Can't be maintained.
Time to Cast: 1 second per 100 people affected.
Prerequisite: Send Message.
Item: Computer or Telephone. Energy Cost to Create: 500 points.
Author:
GURPS CyberMagicThis spell splits a communication device's connection to a communications network into two or more lines. Each line can transmit data at the same rate. On a telephone line, this spell gives the equivalent of multiple telephone lines, or conference calling. On a computer network, this spell allows data to be transferred at a faster rate over one data line, or to be transmitted to two or more computers at the same time. Each additional line multiplies the rate at which data can be sent or received. For example, if a copper telephone line that can send data at approximately 30 Mbps, adding two extra lines allows data to be sent at 90Mbps.
Duration: 1 hour.
Cost: 1 points per additional line, half to maintain.
Time to Cast: 3 seconds.
Prerequisite: Improve Connection, Call Waiting.
Item: Telephone or Computer. Energy Cost to Create: 50 times the base cost.
This spell causes a variable signal in an electronic carrier or fiber optic cable, enabling the caster to use remote computers as if he had a terminal; i.e., he cannot use any programs except those on the host system, but he is invulnerable to ICE. Actually, this spell only enables the caster to transmit input; to receive output, he must simultaneously use Monitor Dataline.
This spell is available at TL5 (telegraphs). At TL8, you can tap fiber optic data lines.
Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.
Prerequisites: Computer Interface, Monitor Dataline.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Geoffrey E. Fagan.
When this spell is cast, the mage can remotely switch an electrical device on or off, or change it from one state to another.
For example, a mage could use this spell to change the channels on a TV set or turn it off without having to get up, or to change a stoplight from red to green. If there is more than one possible channel or control, the mage must choose which control he will affect, or which frequency he wants.
If the mage attempts to control an intelligent machine (like a robot) or a machine held or controlled by another person (like a laser pistol in the hand of a foe) then the subject gets a resistance roll to overcome the effects of this spell.
If the mage attempts to affect a machine from a distance, long distance modifiers apply.
Duration: Instantaneous
Cost: 2, can't be maintained. Double cost if cast on an intelligent machine or on an item controlled by another person.
Item: A remote control box (like a garage door opener or a TV remote control) which will affect any device at which it is pointed. Energy Cost to Create: 250 points.
This spell allows the mage to "listen in" on transmissions across a telephone line or cable TV line. If there is a visual component to the information, this spell will reveal it to the mage. Data transmission can't be interpreted unless the mage has the appropriate communications protocol skill.
This spell is available at TL5. At TL8, the mage can tap fiber optic data lines.
Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.
Prerequisite: Monitor Dataline.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Geoffrey E. Fagan.
When this spell is cast, the subject is "sucked" into a computer monitor or TV set that they are watching and become incorporated into any action on the screen.
To viewers outside the screen, it looks as if the subject has become part of the show and is just another character. To the subject of this spell, it appears as if they have suddenly been thrust into a strange, possibly surreal adventure wearing (or carrying) only the possessions that they had on them before the spell was cast.
It is up to the GM to determines what happens to a person affected by this spell. He could treat it as an adventure where the subject gets to meet his television or video game heroes or he could just rule that the character is quickly killed. In any event, the "world" that the subject is placed in is ruled by the "reality" of the game or television show into which they are transported. A character in a "realistic" game could very well operate by "cinematic" rules if he is transported to the "world" of a Hollywood action film. A superhero would be terribly out of place if he was transported to a "world" where supers didn't (or couldn't) exist. Any character would be out of place in a cartoon!
Although this spell can be used to allow characters to "visit" worlds that only exist in the media, it is also a potent way of disposing of enemies. Anyone who is faced with the prospect of being transported into a particularly horrifying or bleak "world" might have to make Fright Checks.
Unwilling subjects resist with Will.
At TL 2, a variant of this spell allows the mage to transport a subject into the "world" described by books or scrolls where he can interact with fictional characters. At TL6, this spell can transport a character into a movie "world". At TL8, this spell can be used to physically transport someone into the virtual world of the Net. In this later case, their real, physical body is their "icon." Any damage they take from simulated combat or defense programs on the Net is real!
When the spell ends, the subject "pops back" into reality in front of the television set or monitor. Physical and psychological damage inflicted in the "TV world" is real and must be healed normally.
Duration: 1 minute (real time), time for the subject is subjective.
Cost: 6, 3 to maintain.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Interactive Entertainment.
Item: Book, Television, or Computer. Energy Cost to Create: 150 points if the item will just transport a user into one world, or 450 points if it will transport him into any world.
This spell allows the mage to know the phone number of a phone from which he receives a message (or the domain and IP number of a computer on a computer network), as well as the physical location of the device used to send the message.
This spell completely defeats conventional attempts to falsify or hide Caller ID or email addresses. If the subject is unwilling, he is allowed a roll vs. IQ or the relevant skill (Electronics (Telecommunications) or Computer Hacking), whichever is better, to resist.
When this spell is successfully cast, the mage will know the physical location of the phone or computer on a map and will get a brief vision of the physical appearance of the phone, computer or area from which the message was sent.
This is also a Knowledge spell.
Duration: 10 seconds.
Cost: 4 points.
Time to Cast: 10 seconds.
Prerequisites: Magery, Seeker, Network, and Seek Machine.
This spell keeps a user from logging out of a network. Even if they physically log out of the network, this spell keeps their connection open. This allows unauthorized users to use the same computer to connect to the network using the user's account.
In a Cyberpunk world where deckers "jack in" to the network, this spell prevents them from jacking out. Even if they physically remove the jack, their brain remains attached to the network. This makes it impossible to avoid skills such as Brain Hacking or programs such as Black Ice or Trace by jacking out of the network.
Users who are not mentally connected to the network get a roll vs. Computer Operations to observe that something is wrong when they try to log out, and take appropriate countermeasures (such as turning off the computer or rebooting it). Characters who are mentally connected to the net get a roll vs. IQ or Computer Operations skill to resist the spell.
Duration: 10 minutes.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Know Computer, Electronic Log.
Item: Computer. Energy Cost to Create: 350 points.
This spell temporarily makes a machine more powerful or more effective than it normally would be, up to the limits of existing technology. For example, an ordinary car can be given performance equivalent to that of a sports car, or an old computer can be turned into a state-of-the- art workstation.
In a Cyberpunk campaign, each level of this spell increases the Complexity, Speed or Storage a computer 1. Vehicles have their speed or handling increased by 10% per casting of this spell.
Note that this spell doesn't allow the limits of normal technology to be exceeded, it only allows the mage to get more out of the equipment he has.
Duration: 15 minutes
Cost: 2 per level of complexity, per 100 pounds of equipment, or fraction thereof. Same to maintain.
Time to Cast: 30 seconds.
Prerequisite: Magery, Schematic
Author:
David Pulver (GURPS Technomancer)Author:
GURPS CyberMagicCreates a fully charged machine of the mage's choice from nothing. It works normally for the duration of the spell (even in the absence of a suitable power source) and then vanishes.
Duration: 1 minute
Cost: 1 point per $1,000 of fair market value of the object to be created, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Machine Summoning, and Assemble
When this spell is cast, the subject's body turns to living plastic. For the duration of the spell, the recipient has PD 1, DR 3, and takes half damage from electricity and cold attacks. However, he takes 50% more damage from heat and flame attacks.
Duration: 1 minute.
Cost: 6, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Shape Plastic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 450 points.
This spell turns its victims and their possessions into unliving plastic sculptures.
This spell can be undone by means of the Plastic to Flesh spell or a counterspell. If another mage attempts to remove this spell, he must win a Contest of Skills.
Unwilling subjects get a roll vs. HT to resist.
Duration: Permanent.
Cost: 6 points, 2 to remove the spell.
Time to Cast: 10 seconds.
Prerequisite: Magery, Shape Plastic, and Create Plastic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Casts this spell on the Wearer. Energy Cost to Create: 150 points.
This spell creates a putty-like material that will explode with the force of C4. It looks, feels and handles like plasticine modeling clay in all other respects, except that it can be detonated. To make the Plastic Explosive explode, the mage must either use the Detonate Explosive spell, or he must roll vs. his Demolitions skill.
Duration: Permanent.
Cost: 3 points per ounce of material created.
Time to Cast: 10 seconds per 3 points of base cost to cast the spell.
Prerequisite: Magery 2, Create Fuel, and Shape Plastic.
This spell turns a metal or plastic item into a composite material that combines the best properties of the two materials. The material typically has the corrosion resistance of plastic, but the strength and conductivity of metal, but the mage can specify which properties are taken from each material.
A common use for this spell is to create weapons that can't be detected by metal detectors.
Duration: 1 minute.
Cost: 2 per 1 lb. of material, half to maintain.
Prerequisite: Magery, Plastic to Metal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) This spell can be permanently cast on an item for 25 times the base cost.
This spell turns plastic items into flesh. This removes any PD or DR robots or plastic armor might have and revives victims of the Flesh to Plastic spell.
This spell can be undone by means of the Flesh to Plastic spell or a counterspell. If another mage attempts to remove this spell, he must win a Contest of Skills.
Unwilling subjects get a roll vs. HT to resist.
Duration: Permanent
Cost: 5 points, 2 to remove the spell.
Time to Cast: 10 seconds
Prerequisite: Magery, Shape Plastic, and Create Plastic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Casts this spell on the Wearer. Energy Cost to Create: 150 points.
This spell turns a plastic item into metal. The mage determines the type of metal, but the GM should determine the properties of the material. The user or owner of the item can resist this spell with a roll vs. IQ. Intelligent plastic creatures, such as robots or golems resist vs. their own IQ.
Duration: 1 minute.
Cost: 1 per 2 lb. of material, half to maintain.
Prerequisite: Create Plastic, Create Metal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points (b) This spell can be permanently cast on an item for 25 times the base cost.
This spell turns a wood, plastic or metal toy into a real tool or weapon. The toy will turn into the tool or weapon whose appearance it most closely resembles. If the toy is abstract enough that it doesn't look like a particular tool or weapon, the mage can choose any form with which he is personally familiar. For example, this spell would turn a plastic squirt gun in the shape of a Colt .45 ACP pistol into a real Colt .45. If the spell were cast on a wooden gun that shoots rubber bands, that doesn't look much like a real gun, the mage could choose the model of the gun.
The tool or weapon created is an average weapon in all respects. Missile weapons include one standard load of ammunition.
Duration: 1 minute.
Cost: 1 per 1 lb. of material, half to maintain.
Prerequisite: Plastic to Metal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) This spell can be permanently cast on an item for 25 times the base cost.
This spell turns a real tool or weapon into a plastic toy for the duration of the spell. If a missile weapon is turned into a toy, any ammunition associated with it is turned into a toy as well. For example, this spell would turn a pistol into a squirt gun, or a toy gun that fires rubber darts. The ammunition would be turned into water or soft rubber darts with suction cup heads.
While the user of the item might find a use for it, a toy item is almost useless as a real tool or weapon.
The user or owner of the item gets a roll vs. IQ to resist this spell.
Duration: 1 hour.
Cost: 1 per 2 lb. of material, half to maintain.
Prerequisite: Metal to Plastic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points (b) This spell can be permanently cast on an item for 10 times the base cost.
The GM can rule that the spells of this college aren't available until a given concept about radiation is discovered, or where a given device is invented by mundane means. This means that most Radiation spells won't be available until TL7 or later.
This spell increases the rate of radioactive decay in the area, which makes radioactive materials decay faster, but increases the amount of radiation produced.
A base casting has the effect of causing one year of radioactive decay within the target area - this can be extremely dangerous in highly tainted areas. The spell causes one month of radioactive decay over the period (1 day per 2 seconds). The rate of decay may be increased with a proportional increase in base cost.
Radiation is equivalent to the amount of rads that the material would produce in a day (for 2 seconds exposure) or a month (for a minute of exposure). However, at the end of the period, the material will have decayed as much as it would in a year.
Duration: 1 minute.
Base Cost: 1 point, same to maintain. Every extra point used to cast the spell increases the rate of decay proportionately. Same cost to maintain.
Prerequisite: Magery 2, Irradiate.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A box or other container. Affects anything placed inside of it. Costs: 100 time the base cost per cubic foot.
Author: Adapted from Anthony Jackson.
This spell will tell the mage the elemental and subatomic composition of an object.
This is also a Knowledge spell and an Earth spell. It is available at TL4.
Cost: 2 points.
Prerequisites: Seek Earth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.
Author: Adapted from Anthony Jackson.
This spell tells the mage the exact isotope ratios in an object. This can be useful for dating objects, although the History spell is more useful for that purpose.
This is also an Earth spell and a Knowledge spell.
This spell is available at TL5.
Cost: 3 points.
Prerequisites: Analyze Elements.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.
Author: Adapted from Anthony Jackson.
This spell suppresses nuclear reactions (either fusion or fission) within the area. Note that this will allow the mage to create stable critical masses that will become extremely dangerous when removed from the area - in particular, fission weapons detonated in the area of effect will not explode. They will explode when the spell expires, unless they are located and broken up. They might also spontaneously break up. This spell will immediately shut off nuclear reactors.
This spell is available at TL6.
Duration: 1 minute.
Base Cost: 1 point; half to maintain. Minimum cost 10. Unlike most area spells, this spell creates a sphere.
Prerequisites: Magery 2, Suppress Decay.
Item: Staff, Wand, or Jewelry. Mage Only. Energy Cost to Create: 2,000 points.
Author: Anthony Jackson.
This powerful spell creates a real fission blast, as if a thermonuclear bomb had exploded at the center of the spell's area of effect. This spell deadly, but it requires a lot of energy to cast, and unless the caster is at ground zero, he will have penalties for distance to cast the spell!
The concussion, heat, and light of the blast are covered on page 30 of GURPS High-Tech, Second Edition. However, as a practical matter, this information isn't needed, since the damage will be more than any character can home to survive, and the structural damage, injury, and social devastation are beyond the scope of game mechanics.
The radiation from the explosion is measured in rads per hour. See p. 103 of GURPS Grimoire or GURPS Compendium II for details.
The level is one percent of the radius of the area of the blast (round up). Therefore, if the area is one mile across (a radius of 880 yards), the radiation level is 9 rads/hour. This radiation level is the constant fallout one day after the blast. In the first 24 hours after the explosion, the radiation is much worse: 40 times as much after the first hour, 20 times as much after the second hour, and 5 times as much after the fifth hour. See GURPS High Tech for details of Fall Out.
This spell is available at TL7.
Duration: Blast is instant, radiation and fallout are normal and have their normal half lives (which can last for hundreds of years).
Cost: 5 point per hex of effect, with a minimum radius of 1,000 hexes.
Prerequisites: Magery 3, Irradiate, Explode, and Powerstone.
Item: A metal or stone object, often bullet- or missile-shaped. It is created using "slow and sure" enchantment, with the creators choosing the energy level before the process begins. Once complete, the "bomb" can be triggered with a successful roll against the Nuclear Explosion spell by a mage who is touching the item (or who is casting the spell remotely).
Author: Adapted from the Net.
Author:
David Pulver (GURPS Technomancer).This spell allows the mage to separate isotopes (or elements) from a material. This spell cannot be cast on only part of a large object, must be cast on the entire object.
This spell is available at TL5.
Duration: Permanent.
Cost: 3 per pound of material processed.
Time to Cast: 1 minute per pound.
Prerequisites: Analyze Isotopes, Purify Earth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson.
This spell reduces the rate of radioactive decay on the target object or in the target area; which has the effect of reducing the rate of emission of radioactive particles. This can be useful either when dealing with extremely radioactive materials or when trying to isolate or store radioactive materials with an extremely short half life. This spell does not affect fission or fusion reactions already underway, nor will it prevent them from happening. However, radioactive byproducts of such reactions will be reduced.
Duration: 1 hour.
Cost: 1 per every division by reduction by a factor of 10 (i.e. 2 for /100, 3 for /1000, etc). This is the base cost if cast as an area effect.
Prerequisites: Irradiate, Extinguish Fire.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A box or other container. Affects anything placed inside of it. Costs: 100 time the base cost per cubic foot. (c) This spell may be made permanent on an area for 100 times the base cost.
Author: Adapted from Anthony Jackson.
This is an area effect version of the Resist Radiation spell. It is identical to the Resist Radiation spell in all other respects.
Duration: 1 hour.
Cost: 1 point for PF 10, 2 points for PF 100, 3 points for PF 1000; half to maintain. This spell can be made permanent for 100 times the base cost.
Prerequisite: Resist Radiation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.
Author: Adapted from Anthony Jackson
Available at TL8+, this college is the result of high tech research, and is a progressive development of the Fire College. Plasma is electrically charged gas present in outer space. In nature, it is found at extremely high temperatures, but in a very rarified state.
The plasma produced by these spells is much more potent and concentrated, more similar to the plasma wash of TL9 flamers. For gaming purposes, plasma is rated by "intensity", from 1 to 6.
Plasma does 1d+1 in damage and 10 rads of radiation per point of intensity. Plasma acts like gas and fire; a hex of plasma, unless held, will dissipate evenly. It drops one level of intensity per second, and spreads out one hex per turn. Eventually, the cloud will dissipate to nothing.
Radiation drops off at a rate of 5 rads per hex of distance from the plasma source.
Resist Fire at the fourth level will protect against plasma, no matter what its intensity.
In addition to these spells, a Plasma mage may also use the Summon Elemental, Control Elemental and Create Elemental spells to Summon, Control or Create a Plasma Elemental.
Plasma Elementals are identical to Fire Elementals in all respects, except that they are immune to fire, vacuum, and most other hostile environments. They take only one point of damage from any physical attack, doing their rated damage to the weapon! They do 6d+6 points of damage do 50 rads of radiation damage per turn to anyone in their hex or on a successful strike in combat.
If they can immerse themselves in plasma, they regenerate 1 HT per minute.
Shape Plasma spells hinders them by 1 point of Move and Dodge per level of spell, and Destroy Plasma does 1d+1 damage per application. Any spells or devices which will disrupt lightning or generate magnetic fields will stop Plasma elementals, unless they can make a ST roll (at a penalty or bonus for the intensity of the field) to break through. 50 gallons or immersion in water does 2d damage, and explosive attacks do 1/2 damage through disruption and dispersal.
Plasma elementals are flighty, unpredictable creatures that react at -3. Their normal habitat is the surface of stars and the insides of fusion reactors, and they dislike being called away from their homes.
It costs twice as much energy to summon a Plasma Elemental as a Fire Elemental.
The subject becomes a seething mass of plasma. Clothes and equipment also become plasma, but lose any magical abilities for the duration of the spell. He can carry nothing while in this form. The subject retains normal senses, may cast spells at -2, and may speak with a rumbling metallic voice. He is immune to fire, vacuum, and most other environments. He takes only one point of damage from any physical attack, doing his rated damage to the weapon! He does normal plasma damage on a strike, and is considered a "plasma hex".
While is plasma form, the subject is immune to beam weapons of most sorts, and regenerates 1 HT per minute while in plasma. Shape Plasma hinders him by 1 point of move and dodge per level of spell, and Destroy Plasma does 1d+1 damage per application. Any spells or devices that will disrupt lightning or generate magnetic fields will stop plasma. 50 gallons or immersion in water does 2d damage, and explosive attacks do 1/2 damage through disruption and dispersal.
Duration: 1 minute.
Cost: 10 points, 8 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Breathe Plasma.
Author: Adapted from A. Benton.
Similar to Flame Breath, using DX-2 or Magic Breath skill. The spell doesn't increase the base damage, but allows the wide plasma wash to unseal armor in the same manner as TL9 plasma weapons. They also may divide the damage among adjacent targets in the same manner, making this spell very deadly against crowded opponents.
Duration: 1 second.
Cost: 2 points per die of damage, same to maintain.
Time to Cast: 5 seconds.
Prerequisite: Plasma Jet.
Author: Adapted from A. Benton.
This spell creates a ball of plasma of the desired intensity roughly one hex across. The plasma appears out of nothing, requires no fuel, and radiates nothing harmful except for unpleasant heat. Anything inside the plasma will take damage commensurate with the intensity.
Duration: 1 minute.
Cost: 3 points per hex per level of intensity, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Seek Plasma, Irradiate, Essential Fire, Resist Fire, and Magery.
Author: A. Benton.
This spell is identical in function to the Deflect Missile spell from GURPS Magic (MU68), but it works against the beam weapons common to TL8+ worlds. It has the same statistics as the Deflect Missile spell, except as noted below.
This spell will protect against all sorts of beam weapons, but does not protect from secondary heat or blast effects that these very destructive weapons may produce. However, this spell protects completely against plasma attacks of any sort. Against weapons of a higher TL than the spell is known at, apply the usual penalties.
This is also a Protection and Warning spell.
Duration: Instantaneous or 10 seconds.
Cost: 2 points if cast as a Blocking spell, 5 points if cast as a Regular spell, can't be maintained.
Time to Cast: Instantaneous or 10 seconds.
Prerequisite: Deflect Missile, Shape Fire, and Shape Light.
Author: Fr. A. Benton.
This spell reduces the intensity of plasma by one level per hex per application, by destroying it rather than simply dispersing it. The spell can be used to snuff out a fusion power plant, probably wrecking it in the process.
Duration: Permanent.
Cost: 2 points per hex.
Time to Cast: 10 seconds.
Prerequisite: Seek Plasma, Extinguish Fire.
Author: Adapted from A. Benton.
This spell can be thrown at a wall or such at +4, to catch others in the blast. Much like a Explosive Fireball, the intensity of the plasma drops by 1 per hex distance, with unsealing and knockback effects. From a distance, the blast resembles a tiny nuclear explosion.
In other respects, this spell is identical in its effects to the Plasma Ball spell.
Cost: 2 points per die of damage.
Time to Cast: 1 second per die of damage.
Prerequisite: Plasma Ball.
Author: A. Benton.
For the duration of the spell, the subject is sheathed in a plasma envelope. While the spell lasts, the subject and everything he carries are protected by a basic Resist Fire and Resist Radiation spells, while his body radiates heat and flames.
The flames provide illumination and ignite flammables as per Create Plasma. The subject's punches do an extra 2 points burning damage and 5 rads radiation damage per level of intensity.
Any melee attack that hits the subject, triggers an intensity 1 backlash along the weapon, automatically hitting the attacker's Body. If the subject is grappled, the foe is treated as if in a plasma hex, but the spell is broken.
Duration: 10 seconds.
Cost: 4 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Shape Plasma.
Author: A. Benton.
Lets the caster throw a ball of plasma from his hand. When its strikes something, it vanishes in a gout of plasma, doing its damage to everything in the hex. Damage is related to its intensity, with the same unsealing abilities as a hand flamer (UT52). In addition to its normal damage, each die of damage also inflicts 5 rads of radiation to anything in the hex.
The missile has SS 13, Acc +1, 1/2D 30, Max 60. It is targeted using the Spell Throwing (Plasma Ball) skill.
Cost: 2 points per die of damage. The spell does 1d+1 per 2 points of energy.
Time to Cast: 1 second per die of damage.
Prerequisite: Magery, Plasma Jet or Fireball and Essential Flame.
Author: Adapted from A. Benton and Anthony Jackson.
This spell creates a cloud of diffuse but harmful plasma. It does not block vision, but inflicts 2 points of burning damage and 5 rads per intensity level.
If less than a full turn is spent in the cloud, damage is halved. Armor protects normally for the first turn, then it must check for unsealing at +2 (UT52). Flammable materials are almost certainly ignited.
Duration: 3 seconds.
Cost: 5 points, can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Magery, Shape Plasma.
Author: A. Benton.
This spell works identically to the Plasma Jet spell, but covers as large an area as the Fire Fan spell (see Fire spells).
Duration: 1 second.
Cost: 2-6; same to maintain. Does 1d+1 per 2 energy.
Prerequisites: Flame Jet, Essential Flame, and Resist Fire.
Author: Anthony Jackson.
This spell lets the caster shoot a tight, well focused jet of plasma from one fist, rolling on DX-4 or his Magic Jet (Flame Jet) skill. It is similar in all respects to Flame Jet spell, except for the damage done.
The jet will penetrate armor like a flamer--unsealed armor is halved against it, and it will melt 1 DR per ten points of damage; 20% reduction in the DR of armor will cause it to become unsealed. The jet is one hex long per die of damage. It may be spread to cover multiple hexes, losing a die of damage per hex spread.
A caster can have two jets by casting twice, but the other is offhand, and thus at -4.
Duration: 1 second.
Cost: 2 points; same to maintain per level of intensity. Does 1d+1 per 2 energy.
Time to Cast: 1 seconds per die of damage.
Prerequisite: Shape Plasma or Flame Jet and Essential Flame.
Author: Adapted from A. Benton and Anthony Jackson.
This spell is identical to the Flame Missile spell, except that it does 2 points of damage and 5 rads of radiation damage per level of intensity in addition to the normal weapon damage.
Duration: 10 seconds.
Cost: 2 points per level (3 levels maximum), can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Plasma Weapon.
Author: Adapted from A. Benton.
This spell behaves identically to the Flame Sphere spell, but it affects the target as per the Plasma Jet spell.
The missile has SS 12, Acc +1, 1/2D 25, Max 50 and is targeted using the Spell Throwing (Flame Sphere) spell.
Cost: 2 to 6 points. The missile does 1d per 2 points of energy used to cast the spell.
Time to Cast: 1 second per 2 points of energy used to cast the spell.
Prerequisites: Plasma Jet or Fireball and Essential Flame.
Author: Adapted from Anthony Jackson.
Forms a blade approximately a yard long, doing damage as per its intensity. The blade is dense enough to parry material weapons, doing damage to them as well! The spell produces something similar to the TL11 force sword.
Duration: 10 seconds.
Cost: 3 points per level of intensity, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Shape Plasma.
Author: A. Benton.
This spell is identical to the Flame Weapon spell, except that it does 2 points of damage and 5 rads of radiation damage per level of intensity, in addition to the normal weapon damage.
Duration: 10 seconds.
Cost: 2 per level of intensity.
Time to Cast: 3 seconds.
Prerequisite: Shape Plasma.
Author: Adapted from A. Benton.
This spell is exactly like the spell Seek Fire, and is the basic spell for the Plasma college. It tells the caster the direction, distance, and intensity of the nearest plasma source. The caster may exclude or specify plasma sources as he wishes. Unless one is near a fusion reaction, any plasma at all is worth noting!
Cost: 1 point.
Time to Cast: 10 seconds.
Prerequisite: Seek Fire.
Author: A. Benton.
Lets the caster control the shape of any plasma, or move it at 5 yards per turn. It also allows plasma to be "spread" in the same manner as the spell "Shape Fire." Shaping requires a moment of concentration. The mage must concentrate while moving the plasma, but it will hold its shape.
Duration: 10 seconds.
Cost: 4, 3 to maintain.
Time to Cast: 5 seconds.
Prerequisite: Create Plasma.
Author: Adapted from A. Benton.