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higher. Only relatively small images (up to 2' in longest dimension) can be rendered in this way, but both motion and
sound are available. This device also functions as a standard PDA.
13. Wizardly Tools 13. Wizardly Tools
Suggested Setting: GURPS Technomancer.
Component Spells: Complex Illusion variant.
Asking Price: $3,500.
Illusion-Rendering PC
Similar to the rendering PDA, this device allows the caster to use a specially prepared clip art mini-disk, instead of
rolling against Illusion Art. Unlike the PDA, the PC version can produce up to man-sized illusions. Both desktop and
laptop models are available.
Suggested Setting: GURPS Technomancer.
Component Spells: Complex Illusion variant.
Asking Price: $15,000 for desktop, $25,000 for laptop.
@E-HEAD:Clip-Illusion Mini-Disk
Used in illusion-rendering PCs and PDAs, each disk holds one thousand illusions including both sound and a full range
of movement. Minor variations are possible without resort to the Illusion Art skill (e.g., changing the color of a piece of
clothing). For more major variations, these disks give a +1 bonus to Illusion Art per five points of the disk's skill. Note
the costs below are for disks of mundane objects. Disks of illusions with criminal or combat uses will cost from two to
twenty times more, and may be restricted by law. Despite the number of images, users are still unlikely to find the
images matching exactly what they want.
Suggested Setting: GURPS Technomancer.
Component Spells: Secret "Store Illusion" spell.
Asking Price: $100 per point of the disk's skill.
Mana Conduit
Developed in a joint partnership between DuPont and Bell Labs, mana conduits are a form of magical "pipeline" made by
coating a glass/crystal fiber with a thin layer of Ectoweave to contain and direct magic. Spells can be cast into one end of
the conduit, and will take effect at the other end with no range penalties for the intervening distance. This technology can
be used to cast short-ranged spells into hard-to-reach or dangerous places, or draw on the long-distance aid of a
magical expert when teleportation is not an option. Conduits are rated for magical capacity. A standard conduit is about 5
yards long, 1/4" thick, weighs 1 lb., and can conduct spells costing no more than 2 fatigue to cast (ignoring skill
modifiers). Higher-capacity conduits can be made; weight is 1/10 lb. per fatigue capacity per yard. A spell that exceeds
the conduit's capacity will take place at the caster's end (affecting the caster himself, in the case of a "touch only" spell)
and may damage the conduit. Conduits of the same capacity may be plugged or spliced together to create a longer
conduit; cutting through a conduit will produce two shorter ones.
13. Wizardly Tools 13. Wizardly Tools
Suggested Setting: GURPS Technomancer.
Component Spells: Staff variant.
Asking Price: $10 per fatigue capacity per yard; conduits shorter than 5 yards are treated as 5 yards.
The Mana Star
The Mana Star is not a star, but an asteroid. Ten miles across, this carbonaceous asteroid is normal -- except that it is a
very high mana zone, through and through. This is innate to the stone, and does not diminish with use. Anyone in contact
with the Mana Star is in a very high mana zone. (The thickness of a spacesuit does not affect this, but the hull of a
spaceship does.) A high mana zone extends one mile from the surface, followed by a half-mile of normal mana, and a
quarter-mile of low mana. (See p. B147 for the effects of different mana levels.) If any portion of the asteroid is
separated from the main body by more than 10,000 miles, it loses its power.
Hypothetically, if ground fine and spread evenly over the surface of the Earth (or similarly-sized planet), it could raise
the mana level from none to normal. If crashed into an inhabited planet, it would create a ten-mile-radius very high
mana zone, surrounded by 100 miles of high mana, and 1,000 miles of normal mana. The rest of the world would be low
mana. (GMs may vary these perfect circles as much as they like.) It would also end civilization through tidal waves,
earthquakes, and sun-blocking dust clouds.
In a setting otherwise without magic, the Mana Star is a source of immense power for those who know about it --
assuming they can control it! Untrained experimentation with magic in a very high mana zone is extremely dangerous. It
is safer to orbit the asteroid, and practice in the lower-mana zones, but the temptation of unlimited mana may be more
than the researchers can resist.
As an alternative to the Mana Star simply being found in an asteroid belt, it may be discovered already on course for an
inhabited world. Until someone actually goes out to investigate, it appears normal... but then the weirdness starts. Who
set the Mana Star on its course? Can it be diverted? Should it be diverted?
Suggested Setting: Any setting with space travel and no other known magic.
Component Spells: Not applicable.
Asking Price: Priceless; no sane individual would sell the Mana Star except under duress.
Merlyn (Elixir of Magery)
This elixir increases the level of Magery a character has, even granting the advantage to non-mages. It works for the
alchemist's effective skill ¥ 45 minutes, or the subject's HT score in hours, whichever is lower. It does not work at all on
characters who have Magic Resistance, Mana Damper, or similar disadvantages. Each dose adds one level. It will not
grant levels past Magery 3, unless they are specifically permitted in the setting.
If the user takes another dose while one is still in effect, for every dose after the first, he must make an IQ roll, at a
cumulative -5 penalty. On a failure, all Magery (natural or alchemical) is lost for 1d hours. On a critical failure, this is
increased to 2d hours, and Merlyn will never work for that person again.
13. Wizardly Tools 13. Wizardly Tools
Potion or Powder only. Time to make: 3 weeks. Material cost: $2,100.
Suggested Setting: Yrth.
Asking Price: $4,000 per dose.
216 Spell Components
This table is for those moments when the GM wants to throw some flavor into a spellcasting, and wants to describe
exactly what the evil wizard is throwing in the pot. Roll 3 dice, read them as a three-digit number, and consult the chart
to find a random spell component.
111 adder's fork
112 agate
113 alder
114 amber
115 asafetida
116 ashwood
121 attar
122 azurite
123 baboon's blood
124 barberries
125 bat's wing
126 beeswax
131 birch
132 bisort
133 black moss
134 blindworm's sting
135 bloodstone
216 Spell Components 13. Wizardly Tools
136 brass
141 bronze
142 cadmia
143 camphor powder
144 carnelian
145 catnip
146 cedar
151 chalk
152 chameleon's skin
153 cherry bark
154 cinnabar
155 cinnamon
156 citrine
161 coal
162 cobalt
163 coffee
164 comfrey
165 copal
166 copper
211 damiana
212 dragon's blood (palm tree chips)
213 dragon's blood (real)
214 ebony
13. Wizardly Tools 216 Spell Components
215 eye of fire beetle
216 eye of newt
221 feather of eagle
222 fillet of a fenny snake
223 frankincense
224 galangal root
225 gall of goat
226 garlic
231 ginseng
232 gold
233 gun Arabic
234 gypsum
235 hawthorn
236 hazel
241 hematite
242 hemlock
243 howlet's wing
244 hyssop
245 ivory
246 jasmine
251 juniper
252 kava kava
253 lapis lazuli
216 Spell Components 13. Wizardly Tools
254 lavender
255 lemon grass
256 lizard's leg
261 malachite
262 mandrake
263 mane of lion
264 mugwort
265 mushrooms
266 myrrh
311 oak
312 oak bark
313 ochre
314 onyx
315 opal
316 opoponax
321 orris root
322 patchouly
323 peru balsam
324 pinion
325 poisoned entrails
326 poplar
331 quartz
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Odnośniki
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- 1930 Indiana Jones i Powietrzni Piraci
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- ninetynine.opx.pl