GURPS Technomancer

The following areas are included in the new spell template. While most was already a part of the standard spell template from GURPS, some are new additions.

Spell Info

Basically the core info needed to use the spell.

Name:
Spell name, like Fireball

Type:
Options are as per the Magic sourcebook: Area, Blocking, Enchantment Only, Information, Melee, Missile, Regular, and Special

Division:
See listings of New Spell Classifications

Department:
See listings of New Spell Classifications

Status:
Options are Open, Licensed, Regulated, Heavily Regulated, and Forbidden

Difficulty:
IQ/H or IQ/VH

Resisted:
NA or resistance value, i.e. HT-3

Required Magery:
No or level of Magery

Spell Prerequisites:
List any and all spell prerequisites required for the spell. Note that variant spells must list either the base spell as a spell prerequisite or the same spell perquisites as the base spell.

Verbal Component:
None / Penalty to enunciation roll

Somatic Component:
None / Feet / Hands / Both

Material Component:
Item with cost

Range:
Specify range; generally specified as Self, Touch, Standard spell range, Size and Speed / Range Table (p. B550), Long-Distance Modifiers (p. B241), and no range penalties associated.

Time to Cast:
Explicitly stated for all spells; minimum 1 second unless a blocking spell

Base Cost to Cast:
Amount is base cost, for level or area

Base Cost to Maintain:
As above, but typically lower cost to maintain

Maximum Level:
Maximum level that leveled spells can be cast at, typically Magery level if leveled at all

Duration:
Time increment until maintenance occurs again – or simply max if maintenance is not an option

Description:
Description from the book if applicable, custom description otherwise

Variant Data

Only included for spells that are custom-made and aren’t listed in a standard sourcebook. Spells that are player-made must have an entry (and be GM approved) to be viable in the campaign.

Original Spell:
Spell name, page reference

Enhancements Added:
Enhancement 1, percent change, page reference; Enhancement 2, percent change, page reference

Limitations Added:
Limitation 1, percent change, page reference; Limitation 2, percent change, page reference

Final Modifier:
Total percent change

Sample Spell – Regenerative Body

Primary Spell Info

Name: Regenerative Body
Type: Regular
Division: Biology Thaumaturgy
Department: Anatomic Thaumaturgy Department
Status: Licensed
Difficulty: IQ/VH
Resisted: NA
Required Magery: Magery 1
Spell Prerequisites: Major Healing
Verbal Component: No
Somatic Component: No
Material Component: No
Range: Touch
Time to Cast: 2 seconds
Base Cost to Cast: 1
Base Cost to Maintain: Same
Maximum Level: Magery
Duration: 1 Minute
Description: Each level restores 2 HP per minute to the subject, and can . Does not eliminate disease or poison, but will cure damage caused by these things. Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and Physician skill at level 15 or higher will mitigate the effects of a critical failure. The penalties for repeated casting accrue separately for Minor Healing and Major Healing. For instance, a caster could cast both spells on the same subject in the same day at no penalty.

Variant Data

Original Spell: Major Healing
Enhancements Added: Cyclic, 1/minute, +40%;
Limitations Added: Melee Attack, C, -30%; Takes Extra Time, -10%
Final Modifier: 0%

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