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Old 11-28-2013, 07:08 AM   #1
Inveet
 
Join Date: Jan 2013
Default GURPS Magic: (Sub)College of Metal

I've used GURPS magic a lot in my games, and for one of my latest games I started digging for additional spells both in other books(Thaumatology, etc), and on the internet with limited luck. So I figured I'd try to make a few spells myself. And I did. I modified a few spells that I found online to fit this (sub)college, and copied one directly(Hard Weapon). Feel free to have a look, and use it in your games/what not. Feedback is very welcome!

Also, my reason for expanding on metal spells, is that I didn't like how metal spells worked in GURPS Magic, and how they were split between technological spells and earth spells. Due to this, I've made some changes to a few of the spells found in GURPS Magic.


Spell Chart, drawn in MS Paint:
http://i40.tinypic.com/2d9wd8i.png

Spells that are just the same as the ones found in GURPS Magic:
Identify Metal, Shape Metal, Metal Vision, Earth to Stone.

Spells with altered pre-requisites:
Flesh to Stone: Now requires Earth to Stone and at least 4 Metal spells.
Steelwraith: Now requires Magery 2 and at least 6 Metal spells.
Puissance: Now requires Enchant and Hard Weapon.
Body of Metal: Now Requires Magery 2 and Metal Claw.
Iron Arm: Now requires 11 DX or higher and Metal Claw or Resist Pain.

Altered Spell - Inspired Creation(VH)(Regular)
Helps a subject create one weapon of a quality far beyond his usual ability. A weapon created under the effects of
this spell is automatically of fine quality, and a critical success creates a weapon of very fine quality. Weapons created this way are not technically magic items, but can be (and often are) enchanted further. This spell is also a Making and Breaking spell.
Duration: Permanent.
Cost: 10 per lbs the weapon weighs.
Time to Cast: 1 day(8 hours of work) per lbs the weapon weighs.
Prerequisites: Quick Creation.

Altered Spell - Dancing Weapon(VH)(Regular)
The subject metal weapon of this spell fights on it's own at the owner's command, hanging in the air as though it was wielded by an invisible warrior. It has skill equal to the caster's skill with the relevant weapon, it's speed is the same as the caster's, it's ST(for damage purposes) begins at 10 (see below). It moves according to it's caster's wishes, using intelligent strategy while following mental commands about which enemy to attack. It will only stop once it's either destroyed, suffers a critical hit, it critical misses, or if the caster tells it to stop or falls unconscious. One can strike a dancing weapon at a penalty(-4 for polearms, -5 for swords/axes, -6 for daggers). The weapon's ST scales with spell mastery, and every 5 levels in the spell beyond 10 gives the weapon+2 to ST (so a mage with Dancing Weapon at 20 amounts to a weapon with ST of 14).
Duration: 1 minute.
Cost: 5 to cast. Same cost to Maintain. Multiply ST by 1.5x for double the cost!
Time to Cast: 3 seconds.
Prerequisites: Surging Blade, Dancing Object.
Item
Can be made permanent for 500 per pound of the weapon's weight (minimum 1 pound), replace «caster» with «owner» in the spell description. For 1000 per pound the weapon can be made to have it's ST multiplied by 1.5x.

Last edited by Inveet; 11-28-2013 at 07:11 AM.
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Old 11-28-2013, 07:09 AM   #2
Inveet
 
Join Date: Jan 2013
Default Re: GURPS Magic: (Sub)College of Metal

New Spell - Squeeze(Regular; Resisted by HT)
Attempt to bend the metallic armor of your opponent to squeeze him, hindering movement and doing crushing damage. This spell is resisted by the armor, not the person(Armors and weapons have HT 12, but can have -3 to +2 if they are well-made or poorly maintained, the GM decides). The armor does DR/2 damage to the person inside, giving them -1 to DX and Speed for every point of damage inflicted! The armor resists at a cummulative +5 for repeated castings, as there is only so much damage you can do to it. The person inside also starts suffocating(p. B436).The armor will continue to hinder until it is removed, and must then be repaired. At the GM's discretion the spell can target induvidual armor pieces, with effects such as reduced DX in affected limbs, hindered vision(for helmets), or any other appropriate effect.
Duration: Instantaneous.
Cost: 6.
Time to Cast: 2.
Prerequisites: Magery 2 and at least 8 Metal spells.

New Spell - Quick Creation(Regular)
Draw a weapon from an surface in the caster's hex or any hex adjacent to it. The weapon can be any weapon that could normally be fashioned from metal. The surface from which it is drawn has an effect on the weapon itself; a stone surface will produce a cheap weapon with a armor divisor of 0.5 if cutting or impaling, a mud surface might do the same but doubling the cost, while a solid orichalcum surface would produce an unbreakable weapon. The caster can also spend double the cost to transmute stone or earth into metal on creation. While the spell is cast the caster cannot move at all, but he can choose to end the spell early, producing only part of the intended weapon by taking the spell roll early. Half a sword would for example make for an improvised knife. Details and limitations are up to the GM. At the end of the casting, the weapon ends up in the caster's hand as he pulls it out of the surface, leaving an empty space in the weapon's place. This spell is also an Earth and a Making & Breaking spell.
Duration: 1 minute.
Cost: 1 for every lbs the weapon weighs. Double for a metal weapon from an earth surface.
Time to Cast: 1 for each reach the weapon has.
Prerequisites: Earth to Stone and Shape Metal.

New Spell - Hard Weapon(Regular)
By invoking the hardness of the earth and infusing it into a weapon, the caster adds to the damage the weapon deals when it hits.
Duration: 1 minute.
Cost: 3 for every point of damage (maximum 3). Same cost to maintain.
Prerequisites: Quick Creation.
Item
See the Puissance spell.

New Spell - Metal Claw(Regular; Resisted by HT+3)
The subject's hand transforms into metal, changing it's shape into that of a claw. The claw is inanimate and keeps roughly the same pose as the time of casting, but can still be used to attack. Strikes with this hand can do thr cutting damage instead of crushing, though the subject may also opt to punch at thr cr instead, doing damage just as if he was using brass knuckles. The hand also gains DR 10.
Duration: 1 minute.
Cost: 4 to cast. 2 to maintain.
Prerequisite: Shape Metal.
Item
An ornate metal bracelet. Always on. When worn it will automatically grant the user the effects of Metal Claw on that hand. Energy cost to create: 400.

New Spell - Metal Prosthesis(VH)(Regular)
Craft a metal arm or leg that is animated to replace a lost limb. The metal prosthesis has DR 10 and is created in a similar way that an inspired creation is. The weight of the prosthesis is 45 lbs for a leg and 8 lbs for an arm, but the weight for the leg is negated for encumbrance and only half of the arm's weight(4 lbs) counts in this regard. The arm can not assist in spellcasting. The spell can be made permanent for 100 times casting cost. This spell is also a Making and Breaking spell.
Duration: 10 minutes.
Cost: 4 to cast. 2 to maintain.
Time to Cast: 1 second AFTER it has been attached. (The arm can be attached at most times without any problems)
Prerequisites: Quick Creation.

New Spell - Surging Blade(Missile)
Uses the underlying surface to create a solid blade that juts up from the ground in front of the caster and slides towards it's opponent like a plowshare. This spell is modified by the underlying surface; A stone surface produces an attack with armor divisor 0.5, one of earth might do the same while doubling the cost, while a solid metal surface might halve the cost of the spell. The details are up to the GM. The default spell asssumes some metal is near the surface in the caster's hex. This spell is also an Earth spell.
Cost: Any amount up to your magery level per second, for three seconds. The blade does 1d cut damage per energy point. Can be dodged or even blocked, but not normally parried. Cost varies on surface(see above).
Time to Cast: 1 to 3 seconds.
Prerequisites: Quick Creation.
Item
Staff or wand. Energy cost to create: 800.

New Spell - Erupting Spikes(Area)
Spikes erupt from the ground, perforating it and then retracting. This adds a -1 penalty for bad footing. Those caught in the area take 1d damage at the end of their next turn, but can move out of the area and take a DX or acrobatics roll to negate the damage. This spell is modified by the underlying surface, and the default spell assumes a fair amount of metal is available near the affected area; A stone surface produces an attack with armor divisor 0.5, one of earth might do the same while doubling the cost, while a solid metal surface might halve the cost of the spell. The details are up to the GM. This spell is also an earth spell.
Base Cost: 1. Cost varies on surface(see above). For double the cost after applying surface modifiers, the attack does 1d+2 impaling and adds -2 to bad footing instead of -1.
Prerequisites: Surging Blade.
Item
Staff or wand. Energy cost to create: 1200.

New Spell - Sword Wall(VH)(Regular)
Summons a wall formed with floating swords that strike at anyone who approaches them(even the caster!). The weapons have a reach of 1, base ST of 10, speed of 0, and a weapon skill and parry missile weapons skill equal to the caster. The wall has no real volume and missiles or spells can be fired through the wall provided the weapons do not parry. The swords can only strike once per turn, choosing a random target if more than 1 are present, just as if they had chosen to wait; «strike whatever comes within reach». The damage of summoned weapons is sw cutting or thr impaling(Modified by ST of course). The spell ends if the caster falls unconscious. Broadswords can be placed in desired locations in advance to make the spell easier to cast, effectively ignoring surface modifiers(see below), and changing damage to that of the weapons placed.
Duration: 1 minute.
Cost: 1 per hex to cover. Same cost to Maintain. Multiply ST by 1.5x for double the cost. Underlying surfaces changes the cost further, the default spell assumes some metal is available; an earth surface doubles the cost, and a solid metal surface halves it(minimum 1)!
Time to Cast: 3 seconds. 1 second if weapons are placed in advance.
Prerequisites: Surging Blade and Dancing Object.

New Spell - Ring of Blades(VH)(Area)
Just as Sword Wall only covering the edges of an area. Just as Sword Wall, the weapons have an effective skill and parry missile skill equal to the caster's skill with the spell. Weapon ST is 10, speed is 0 (for initiative purposes), and damage is sw cutting / thr impaling. They attack as if they had taken a wait manouver, and always target a random hit location, targetting anyone who comes within 1 reach of their hex(even the caster!). Spell ends if caster falls unconscious. The caster can place swords in their desired locations in advance to make the spell easier to cast, effectively ignoring surface modifiers(see below), but limiting the casting to only as many swords as is placed. If the placed swords to don't form a complete circle, the spell's energy is simply wasted and nothing happens.
Duration: 1 minute.
Base cost: 1(minimum 4). Same cost to Maintain. Multiply ST by 1.5x for double the cost. Underlying surfaces changes the cost further, the default spell assumes some metal is available; an earth surface doubles the cost, and a solid metal surface halves it(minimum 1)! If weapons are prepared in advance, ignore surfaces change base cost to 1/2(minimum 2).
Time to Cast: 3 seconds. 1 second if weapons are placed in advance.
Prerequisites: Surging Blade, Sword Wall.
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Old 11-28-2013, 02:06 PM   #3
Phantasm
 
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Join Date: Jun 2006
Location: On the road again...
Default Re: GURPS Magic: (Sub)College of Metal

I expanded the Metal College myself a while back, and put everything in a PDF. I didn't get everything, mind, but I adjusted a few things.

I'm really pleased with the Anvil Strike spell. ;)
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