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Prying out the rubies would, of course, thoroughly wreck the Helm. Properties The Helm provides bonuses to defend against and hunt demons. For holy warriors, these are cumulative with any bonus from Higher Purpose Slay Demons. Otherwise, this works just like the lowest level of the Shield spell p. This one is an impressive shock of red and gold macaw feathers bound with a golden band, ready to be affixed to headgear.
Only the might of a deity can yank it out of its socket! The Crest itself is unbreakable. This has no effect on divine, magical, or other bonuses, which add after tripling. The Crest cannot affect nonmetallic headgear or armor other than a helm.
This lets casters pick him out well enough to avoid the -5 for an unseen subject. Weight: Negligible. If the GM prefers, lesser versions might multiply DR by a smaller factor such as 1. Each adornment should be for a specific piece of armor — Golden Spurs for metallic footwear, Golden Epaulets for metal chest armor, etc.
The benefit may be smaller for an artifact that alters torso armor, easily explained by such armor being larger; 1. Whose grandfather? Nobody knows, but he had terrible taste in clothing. This woven wool sash is ugly — wear it under armor — but keeps its wearer from bleeding. If following p. And if the GM inflicts bleeding as a horrid effect, the wearer is immune. Worn visibly, it gives -1 on reactions from anybody who would care about appearance in the first place.
Weight: 1 lb. Weight: 5 lbs. Like the HT bonus, this might triple in a sewer — thrice daily, three times the rats, giant rats with triple HP, etc. Pick a beast and give bonuses that suit the stereotype; e. Be aware that true munchkins will have bandaging parties, handing around the Sash while waiting for the cleric to recover his FP.
This is one popular option. While many an adventurer would pass it over as silly, it does grant certain minorbut-handy rat-themed traits. The Robe gives DR 2 over the skull not face , body neck, torso, vitals, and groin , arms, and legs. Properties Variations Weight: 5 lbs. He can wade through rat swarms unbitten. Cost might quadruple per point of added base DR, if the GM wants to sell such things. This helm-and-mask combination is carved from a supernaturally hard and smooth wood. The face bears the horrifying likeness of a horned and fanged spirit.
Its wearers claim to experience occasional disturbing insights into the nature of those upon whom they gaze. Most also eat strange mushrooms.
Weight: Even lighter versions might have DR 1 4. These DR and weight values do drop further for lowSM delvers! Oh, sure, I was tough once. Maybe even the toughest of them all! B would reveal. Wearer must roll an immediate Fright Check p. Weight: 2. Balanced, of course, by the small chance of freaking out whenever a new foe is spotted. Perhaps more than one!
It is just as stealthy but tougher for its weight, and adjusts to a skintight fit on any human-sized or smaller wearer. As well, clothes can conceal it entirely, and it gives no DX penalty when worn under armor.
It cannot be worn over other armor. This plate corselet is solid and impressively decorated. Even more wonderful, one size fits all! Orichalcum has it beat there, but not on total DR — and not for big wearers. Weight: 30 lbs. This hooded shroud is made of gauze finer than spider silk. Anyone up to SM 0 could wear it as a cloak with a little folding. Its powers manifest only when the wearer pulls it tightly around himself. This mighty shield of black metal is intended for a wielder with at least three arms.
He wears it on one arm while using the others to operate a bow or other two-handed missile weapon. It wards off incoming missiles, thereby enabling him to strike from afar with relative impunity. Ordinary two-armed users can use it with one-handed weapons. He can walk normally, but letting go of the shroud for any reason — to pick a lock, use a weapon, etc.
To become invisible again, he must take new Ready and Concentrate maneuvers. Those using several capabilities roll just once, against their best score. A tie, or a loss by , reveals nothing. How did he escape? Every part is crafted from orichalcum and sheds brilliant golden light. A sun disc decorates the breast, while the arm and leg pieces are etched with stylized solar rays. Properties The Sun Armor has three special properties.
Its great toughness applies at all times, but the other two functions work only when the Armor is worn as a complete set, sans missing parts — not even a gauntlet can be left off! He can do so instantly whenever he could try an active defense and may still defend, if he wants. He may do this once per attack, but it has no effect on anything but missiles.
The armor always tries to stop every missile that would hit from that attack, though, and drains 1 FP from the wearer per projectile. A treasure might go by several names, tempting greedy munchkins into hunting for multiple items. Within two yards of the wearer, this counts as a Sunlight spell. On a combat map, his hex and all adjacent hexes are considered lit by natural sunlight, with its usual effects on monsters. All DR is cosmic, and protects even against Deathtouch spells, skull-spirit touches, and other supernatural damage that normally bypasses armor.
Finally, it has no effect on demigods or gods. Weight: 2 lbs. By appearances, this is a bronze-faced wooden shield embossed with the face of a howling dire wolf. Something considerably more potent than appearances is at work, though. Properties Variations The Sun Armor is so powerful that it might demand a minimum level of Holiness to wear safely. Perhaps lesser wearers suffer 1 HP of direct burning injury every second to any body part it covers. Assume that it takes 2 seconds to remove a helmet or to strip armor from each hand, foot, or arm; 3 seconds to remove armor from each leg; and 8 seconds to take off torso armor, which is usually donned first.
Anything severed by the cutting attack is eaten by the wolf! The Visage of the God is not unique but a general class of items: iron masks used by clerics who take up the sword.
Their main purpose is to let clerics run around menacing mortals and monsters alike, while remaining safely anonymous and shielded from angry reactions. Unless noted otherwise, these ones have standard stats for their type. Nobody remembers who Su was — some say a legendary hero — but his war arch is a composite bow built not from layers of wood and sinew, but from thin lames of a weird metal.
Its unique powers become clear when making a long, careful shot. Grip and skull-shaped pommel are made of bone, polished to a pearly finish. The entire weapon manifests a distinct chill. Even Power Blow counts, if during each turn while drawing the Bow the archer makes his skill roll and pays 1 FP.
This gives it Accuracy 4. For instance, a ST 13 scout could ready the Bow and then hold it for 7 seconds, building up ST 26 for the shot and getting the maximum Aim bonus. Weight: 6 lbs. Then it merely gets the usual -2 to breakage. Each HP the user sacrifices increases penetrating damage, after subtracting DR but before applying wounding modifiers, by a point.
For instance, a cutting neck blow that put 10 points of damage past DR would normally inflict 20 HP of injury, but if the swordsman sacrificed 5 HP, penetrating damage would become 15 points and so the wound would be 30 HP.
This effect works for and on anyone with HP, regardless of whether he actually has blood. Roll critical hit results on this special table rather than the usual one: 3 — The blow does triple damage. If this wound results in a HT roll to avoid death, the victim rolls at Any HT roll to avoid death is at If the injury would cripple even without this effect, the body part is severed. Otherwise, normal damage only. It counts as an oversized weapon; see Weapon for Giants Dungeon Fantasy 1, p.
Multiply weight and ST by 1. Increase maximum reach by one yard. Other stats and capabilities are unchanged. This cannot raise HP above their usual level. Keep track of total HP healed. Variations A shortsword deals sufficient injury to make the curse matter, yet is a light enough weapon that almost any user might be tempted to wield it.
The GM may prefer something heavier that looks demonic — a pick with a fang-shaped head, a spiky morningstar, etc. This appears to be little more than a beautiful thread of red and gold silk — although it may emanate holy energies, depending on its origins.
If found in a dungeon, it might be wrapped around the rusted stump of a weapon, yet be totally devoid of decay or staining. If he can feed the curse, this might be worth it! Nothing short of godly might can cut or untie the knot, and the Tassels are themselves indestructible. The Flaming Blade is an ancient-style shortsword with a leaf-shaped blade styled to resemble a tongue of flame.
It can remain lit indefinitely, and starts fires about as well as a mundane torch. He can activate this effect at the start of his turn and enjoy its benefits for all attacks that turn and all parries until his next turn, should that matter , or switch it on and off again briefly. This adds a linked burning attack. The icicle-shaped Arctic Blade would emit a cool blue light and do nothing special to spirits, but linked damage would be due to cold, and victims would have to roll HT at -1 per 2 points of penetrating cold injury or be frozen and paralyzed p.
B for a second. When made hotter, full burning damage 2 points to 3d applies. Weight: 3 lbs. When unsheathed, it sheds a silvery brilliance that burns creatures of darkness as effectively as sunlight. Its power extends into the spirit realm, making it a potent weapon against Evil.
It loses all special properties if it breaks. This brilliance instantly dispels any supernatural darkness of less-than-cosmic origin a dark god could overcome its power, especially on his home plane. Still, it could be a greatsword or just about any other military weapon — axe, halberd, mace, spear, etc. Perhaps safely picking up the sword requires a minimum level of Holiness, like the Sun Armor pp.
Nightwraith — a. On mental command, a blade of remarkable black metal simply appears, giving the wielder a most excellent shortsword. This can be sent away just as easily. It can break — and loses all of its special properties if it does. Materialization coats the blade with one dose, using it up as if it had been applied manually. These steps take 32 seconds total. The ready-touse cylinder — with bolts and ramrod — weighs 7 lbs. Loading the cylinder into the body takes just four seconds.
Thus, by swapping in ready cylinders, the shooter can attain an incredible reload time of half a second per shot. Once the Gun is loaded, each pull of the trigger releases one spring, shooting its bolt. It also lets the cylinder revolve so that the next bolt is ready to shoot.
This enables the operator to launch an amazing eight bolts in eight seconds! Use the Crossbow skill to hit. Even two is enough to lay down a withering barrage for a lengthy battle. This is ST 12 for the model described here, but the GM could choose another value and assess damage and range as for a crossbow of that ST. Regardless, the lb. Generic Rpggeek. It was created by Steve Jackson Games in It presented a magic system for the game as well as background information for the fantasy campaign world of Yrth.
World Wiki. The Gift PCs play mages living the modern world, coping with power, mage society and supernatural peril. The first edition of GURPS Fantasy delivers the GURPS magic system and the background to the campaign world; with over spells and 20 colleges of magic, the magic system is wide, varied, and detailed. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law.
If you want to start a new campaign in Estimated Reading Time: 12 mins. Sean has been a gamer since , but devotes most Real Estate Show more. PUB Dungeon Ebin. Estimated Reading Time: 3 mins. Dungeon Fantasy on the Cheap Great Gurpsland. In it was the GURPS magic rules consisting of over spells organized by colleges with logical prerequisites you need to know how to magically light a fire before you can cast a fireball, you need to know how to … Rating : 7. Warehouse 23 offers Real Estate Show more.
Gurps 4th Edition Pdf realestateus. Gurps Fantasy Pdf realestateus. Limiting World-Changing Spells. Magical Skills. Summoning Monsters for Fun and Profit. New Spell Modifier: Summoned. Controlling Minds. New Spell Modifier: Controlled. Ritual Path Magic Ultra-Lite. Burning Blade. Capturing Roots. Fortuitous Weapon. Spells to create endless supplies of valuables are theoretically possible, and Ritual Path Magic is mum on whether to allow such things.
Ritual Path Magic covers most of what a GM needs to know. This supplement seeks to fill its gaps, answer questions it leaves open, offer advice on avoiding its pitfalls, and provide tips and examples that reveal its secrets. That said, Chapter 2 does Contents and offer a quick way to create and cast spells on the fly, abrogating the need to flesh them out fully and thus slow down play.
About the Author Christopher R. Rice has been published in Pyramid many times. He wishes to thank L. Making good spells sometimes involves knowing hidden principles.
Tips Ritual Path magic is a broad system with many implications and few hard-and-fast rules for dealing with outliers. Lesser or Greater? Box , Austin, TX Resources include: New supplements and adventures. Warehouse Just head over to warehouse Pyramid pyramid. The entire issue library is available at Warehouse 23!
You can also join us at facebook. Or explore that hashtag for ideas to add to your own game! Store Finder storefinder. Local shops are great places to play our games and meet fellow gamers! Bibliographies are a great resource for finding more of what you love! Page references that begin with B refer to that book, not this one.
If not, or if this would require a lot more time or much better tools e. In general, Greater effects speed things up enormously or have a large effect on the situation: The tree is felled in seconds, lines of ink map the cave system as the explorer wanders through it, the accountant grasps the numbers at a glance, a mage hurls fireballs at foes. When in doubt, the GM should err on the side of caution and charge a Greater effect.
They can always reconsider after seeing the spell in play! It can represent weather magic e. However, many bonuses and penalties are inherently self-limiting. Similarly, the energy cost for added damage should arguably flatten out at a certain point, since all other damage effects do the same.
Since they are successful only half the time, however, two chases per meal is common. A cheetah will close to within 30 yards of its prey before sprinting. It will shorten this distance before the chase if its prey is particularly fast, but it will rarely come nearer than 10 yards. During the chase, a cheetah will attempt to trip its prey using its Sweeping Kick technique. The chase is the hardest part of the hunt: if a cheetah can accomplish this, it will usually have its meal.
Unlike larger cats, cheetahs cannot snap the necks of their prey. Instead, they go for the throat -5 to hit. Cheetahs will hold fast once they have bitten, in order to suffocate their prey. Treat this situation as a grapple with an attempt to choke without the one-handed penalty; see pp.
Cheetahs use their blunt claws 1d crushing primarily for defending their territories, not for hunting. Variations: Although rare, there do exist cheetahs with white, black, or gray coats, in most cases retaining their spots in some form. Such cheetahs are less capable hunters, however, due to their lack of natural camouflage.
Treat such variants as having Stealth only. Organization: Cheetahs are born blind in litters of ; their eyes open after about a week. Most cubs are killed by other predators shortly after birth. They begin mating at around three years old and live for eight to twelve years more in captivity.
A litter forms a sibling group once the mother leaves around 18 months ; the females in the sibling group leave six months later. Male cheetahs are social and form coalitions of two or three males. In such coalitions they control large territories an average of 14 square miles in size.
They defend their territories against incursions by other males, sometimes to the death. Females, on the other hand, are solitary after the age of two, except when they are rearing cubs.
Females do not establish territories but hunt in overlapping home ranges of up to square miles. Although they do not generally attack humans without provocation, cheetahs cannot be fully domesticated. They can be tamed and trained sufficiently to be used by hunters. They are unable to distinguish friend from foe except within their own species, however, so if they are trained to hunt humans, they will be indiscriminate. They do not breed well in captivity: male cheetahs are nearly impotent, and the females prefer to have multiple partners.
Habitat: Plains Savannah, Semi-Arid. The chimera is a white, long-haired creature hence the goat body description. The other two heads are like the middle one, lacking only the mane. Despite not being a sapient creature, the chimera does have three brains, any two of which can be destroyed without killing the chimera. Each head is capable of a breath attack: the side heads breathe acid while the middle head breathes acid or fire.
The same liquid jets from each head, but the middle head is capable of igniting it. A chimera will usually stagger its breath attacks over three seconds with the fire breath first , then bite for two seconds before using the breath attacks again.
A chimera is capable of attacking with its claws, but it rarely does so because it must rear up to do so, which exposes its necks to its adversary. Dodge: 9 Parry: — DR: 0 Bite 15 : 1d-3 cut Reach C Physical Traits: Discriminatory Smell Skills: Tracking Description: Dingos are wild dogs that live in family groups, hunting small animals, scavenging from sapient species and generally eating anything they can kill or find easily.
They grow to a height of two feet at the shoulder and a length of four feet not including the tail. Dingos can and do mate with other dog species. Organization: Although usually solitary or found in family groups, dingoes occasionally gather into packs of a dozen or more for hunting purposes.
A litter averages five pups, but in the larger packs many of these will be killed by rival females. Dodge: 9 Parry: — DR:? This makes the lungstrider lighter than air, allowing it to float up to twenty feet off the ground. When it finds something it wants to eat, it descends a few feet and wraps its other six legs around the food. This is the source of its constriction attack, which by nature is relatively weak.
Its mouth is located on the underside of the front third of the body. It lacks teeth; instead, it pushes food into its mouth and holds it there while it is digested directly behind the mouth. The lungstrider has poorly functioning eyes that it uses only to gauge the direction to its next distant meal. It has no olfactory sense to speak of.
Although it is filled with hydrogen, it is surprisingly hardy: its hide is particularly resistant to fire and does not puncture easily. If a lungstrider does happen to be threatened by fire, a rapid chemical process combines the hydrogen with oxygen and fills its lung sacs with water. Although lungstriders cannot be domesticated or trained in any real sense, they are sometimes used as pack animals.
Lungstriders tend to keep to patterns of movement that change very slowly, and so they have predictable routes. They do not seem to mind or even notice , and they can carry up to two hundred pounds without difficulty. Although they move too slowly to be used as mounts, they can carry cargo from the outskirts of one city to another as quickly as any caravan, without supervision.
Organization: Family groups of , with never more than 2 adults. See that text for more detail about how Spray functions. By the time they reach adulthood, their hoods which resemble those of the cobra are rimmed with a dozen or more long, sharp spines. They function like normal spines when being used for defense impaling damage to anyone who gets too close , but their sharp edges allow the snake to use them almost like shortswords cutting damage. Especially when attacking larger creatures, a sword snake will attempt to constrict and impale its prey.
This entry also appears in the Sapients chapter. Combat: Ice worms are fairly well protected by their aura of cold. An ice worm has two primary tactics when fighting. First, it closes on its victim, surrounding it with its body but not constricting so that the cold aura surrounds it as well.
If its victim fights back, however, it will then retreat and use its cold breath. Ice worms prefer to avoid this second tactic, however, as it is an unpleasant experience for them: their bodies become warmer as a result of expelling so much cold mass.
They prey on large mammals, but have been known to attack and eat other ice worms. They carry their charges into eternal rest in Annwn by loading their souls onto a wagon, usually having one or more corporeal zombies do the heavy lifting. It should be catalogued as one of the fae species, despite its corporeal form. They frequently appear in the guise of an old woman wearing a cowl usually white that covers long, silver hair.
This appearance is an illusion, however, produced by a piece of enchanted jewelry that the banshee wears. The most common jewelry are combs and hairpins, but survivors of banshee encounters have reported a wide range of pieces.
When a banshee wishes to terrorize a victim, it removes the jewelry and seems to transform instantly to its true form. This true form is hideous and has the unnatural ability to terrorize anyone who looks at it. The lidless eyes are the size of billiard balls and the toothless mouth is stretched tight across a jaw that opens six inches. In this form the banshee emits its characteristic keening. Others believe it to be more like the shriek of a woman. Most, however, insist that it sounds like the screams of a thousand dying infants.
Witnesses report only that they invariably attack the youngest member of any group they encounter. Once it has defeated the youngest member usually by killing him , a banshee usually flees. Sometimes it will stay to attack the next youngest person, but this is rare.
It is not clear how or if banshees eat or reproduce. One thing is certain. Although it is one of the fae, it is not a faerie, nymph or gremlin and is therefore incapable of becoming incorporeal.
As a result it must resort to magical means to alter its appearance. Powerful and unscrupulous mages have been known to provide banshees with their enchanted jewelry. If a banshee loses its jewelry during a fight it will retreat immediately and avoid contact with most sapients until it can procure a new enchanted piece.
If the jewelry has been stolen, a banshee will hunt down the thief with the aid of one or two other banshees. This is the only time that they are seen in groups. Combat: Since they are substantial and can by physically harmed, banshees defend themselves by projecting a field of energy around their bodies that resists physical attacks.
This projection does not last very long, however, as it can be weakened by repeated blows. Banshees avoid revealing their true forms unless they are in danger of being defeated. When fighting, they focus an element of their life-draining abilities into an attack that supernaturally starves its victim. Once it has incapacitated its victim, it closes to melee distance and strikes with a weapon, usually a knife, that materializes in its hand for precisely this purpose.
Organization: Usually solitary, at most Habitat: Banshees are found most commonly in nonurban populated areas, especially the frontiers of sapient civilization. Notes: See also Fae. Although they resemble massive black mastiffs, they are actually demonic in origin. They are able to become insubstantial and invisible at will, and their powerful breath is deadly.
Organization: Barghests travel in packs of two to four. They are roughly human in appearance, with skin the color of treebark varying by the dominant tree species in its habitat and short green or gold hair.
Although dryads prefer to remain insubstantial, they will materialize to interact with other creatures. When doing so, they will use their Chameleon advantage to remain as hidden as possible.
Combat: Dryads are exceptionally territorial, more than any other nymph species. If one become aware of intruders to its forest, it will seek them out and attempt to divert or waylay them with mind-affecting magic. If the intruders are destructive in any way, however, a dryad will use her plant magic to avenge the harm to her forest, even to the point of killing the culprits. At that point, she becomes indiscriminate, and even if only one member of a traveling party was thoughtless, she will wipe out the whole group.
Dryads completely avoid physical confrontation. When attacked, they will revert to their insubstantial form and disappear until they can once again gain the advantage. If by some chance a dryad is forced to remain substantial, she will attempt to incapacitate her attackers with magic. Barring that, she will become listless and unresponsive until allowed to return to her natural state.
Organization: All dryads are female. It is not known how or even if they reproduce. Habitat: Forests and wooded areas. They resemble lithe women and are always accompanied by at least two superior horses which also take the Soul Guide template. This entry provides a list of the five fae groups. Faeries: All fairies are permanently insubstantial and use the Faerie template.
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