Reprinted from Pyramid magazine #9 with permission of Steve Jackson Games.
GURPS is a registered trademark, and Pyramid is a trademark,
of Steve Jackson Games, Inc.
More information about Unlimited Mana and it interaction with GURPS Magic and Grimoire can be found in S. John's More Tech Magic article, in the Pyramid archives.
Absent from this basic structure is the concept of Raw Power - wizards that can crack a castle in half or drown an army in flames.
Fantasy novels that feature such levels of power rarely have mages that get ``tired out'' by magic. Instead, extreme effects threaten the fabric of the universe, creating a situation in which wizards can create true miracles in times of need, but do not use their powers frivolously. When their companions ask for more magic, they will drone cryptically "To draw too deeply on my Gift can lead to madness and death. Do not demand of me what you do not comprehend."
Fantasy writers need character balance as much as GMs do. While it's exiting to establish that a sorcerer can wreak serious havoc when needed, it's boring to let him overshadow the rest of the characters. That cryptic doubletalk exists as a handy plot device, no less than the wizard himself.
This approach to magic has been left untouched in gaming, and for good reason. It's easy for a writer to create a wizard that will be prudent with his arcane wisdom. Trying to get an ambitious fantasy gamer (even a well-meaning one) to do the same is risky at best. GURPS has no such bounds, however. The magic system is flexible enough to permit Unlimited Mana that will balance in ANY fantasy campaign, even the lowest of "low fantasy!"
When a mage casts a spell, he should record the cost in a running tally, instead of taking the cost from his ST score. All normal rules for costs (skill reduction, etc) remain in force.
Example: Magus Wiltshire finds himself caught in a besieged city. He has not used magic in a while, and feels that the present emergency justifies it. In his attempts to escape unnoticed, he casts a huge (cost 21) Mass Sleep spell on a group of guards. Three guards are unaffected, and Wiltshire, furious, casts an Entombment spell on one of them, which increases his tally by 10 points to 31. Two guards remain . . .
"Calamity Checks" are made by rolling 3d, and adding 1 for every full five points by which Thresh has been exceeded. The spell that first brings the mage's tally over Thresh triggers a check. After that, ANY spell cast by the mage (even those that cost no energy), will also trigger new Calamity Checks at the current level of excess. Calamities take effect immediately, but their nature may not always be apparent to the mage (see the table for details). Calamities do not normally cause the spell to fail (but see results 29+).
Example, Part II: Magus Wiltshire, a normal (Thresh 30) mage, exceeded his Thresh when he cast the entombment spell. This requires a calamity check. Since Wiltshire exceeded his Thresh only by 1, there is no modifier to the roll. If he decides to entomb the other two guards, each new casting will trigger a fresh calamity, and modifiers will begin to apply.
These basic numbers, however, are open to change. Thresh and RR defaults are a campaign decision for the GM. A Thresh of 50 and a RR of 1 per day would allow mages to cast REALLY powerful spells safely, but would cripple them on a day-to-day basis. A Thresh and RR of 40 each would make for a world where mages are godlings that walk the soil - Unusual Background would be appropriate to keep them balanced! At the other extreme, Thresh and RR of 5 each would create a distinctly low-magic world, where mages could still use relatively mighty magic in times of dire need, and at great personal risk.
The third assumption -- that Recovery occurs daily at sunrise, is also variable. Even with a standard daily rate, wizards might have their own ``hour of recovery'' chosen at play. Alternately, a campaign might feature recovery every hour, or every week, or every (gasp!) month. The latter would lead to a dramatic thinning-out of magical activity just before "payday," but some GMs might like that idea~!
Increased Power | 10 Points/Level |
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Each of these effects can also be purchased individually for 5 points/level, as the Increased Thresh and Rapid Recovery advantages. Mages may not purchase decreased levels of Thresh and RR; the campaign default defines the weakest levels of personal power.
Safer Excess | 10 Points/Level (Limit 4 Levels) |
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With unlimited mana, mages can now be defined in terms of both versatility and raw power -- a 250-point mage might have a vast grimoire, or a limited, predictable repetoire and earth-cracking mana-resources! This gives players and GMs more freedom, and has many small side-effects that need the GMs consideration. Powerstones, for instance, become less desireable for many wizards, and some spells formerly limited to Ceremonial Casting can be cast by individual wizards! GMs fond of adding new spells to the campaign can add VERY powerful ones, balancing them with costs as high as they see fit, and even Thresh or RR-based prerequisites.
This option actually works very nicely in play, allowing much greater flexibility for mages at appropriately high energy costs. Players tend to overspend at times, but the rules keep such mages nicely in line . . .
These options represent only the tip of the iceberg, and any GM or player will likely have several ideas, from new advantages to strange variations on the concepts of Thresh and RR.
Special thanks to Scott Maykrantz, Bill Collins, and the other contributors to All of the Above for their comments on earlier versions of this article. Very special thanks goes to my local gaming group, the Lower Reprieve Generals' Club, for playtesting this with me for the past three years.
This revised version is dedicated to Marty Franklin, who played Cormidigar, the first Umana mage to explode in play. Every campaign needs a Marty. We have a really big, blonde one.
3,4 | Nothing bad happens, AND the mage's gets (1d x 5) points of free, instant Recovery! |
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5-9 | Nothing happens - this time. |
10 | The mage's skin and clothing crawl with strange energies, sparks, or other visual effect for 3d minutes, and his eyes glow bright, making Stealth impossible and frightening small animals and many "mundanes." |
11 | The mage is struck with violent headaches that prevent any action other than suffering (treat as physical stun) which lasts 3d turns (3d minutes if a HT roll is failed). Result 10 also applies. |
12 | The mage becomes horribly nauseous and weak, taking a -4 to DX, IQ, ST and skills. This lasts 1d hours, after which the mage must make a HT-4 roll every hour to get over the sickness. |
13 | The mage is cursed with nightmares for 4d days. After the first night, the mage is at -2 to DX, IQ, ST, and skills. The penalties last until the mage gets a normal night's sleep! |
14 | Any failed casting roll that the mage makes is treated as a critical failure! This lasts for 1d+1 weeks. |
15 | The mage's mind is bent. The GM should assign one debilitating (15-point) mental disad by fiat. It takes effect immediately, and lasts 1 day. Each day thereafter, the mage may make a Will roll to shake it off. |
16 | The mage has weakened the binding forces around him. His Threshhold for the next 1d weeks is reduced by 2d+5. The mage is aware of a drop, but not of it's severity! Result 10 also applies. |
17 | The caster gains a 5-point disadvantage. After 3d days have passed, the mage has the option of buying it off (it will simply fade away). If the mage does not wish to, or doesn't have the points, then it becomes permanent. ANY disad is legal; the mage can get ugly, go insane, and so on. |
18 | The mage's Threshold is reduced by 4d+10; the change lasts 1d months! In addition, the mage's spellcasting will be at a -3 penalty for 2d weeks. Result 10 also applies. |
19 | As per 17, but the disad is worth either 10 or 15 points (50/50 chance of either). |
20 | The mage is aged 2d+13 years, or a number of years equal to the energy cost of the spell that caused the calamity, whichever is worse! |
21 | Roll again (same modifier) but the result affects a companion of the mage (chosen randomly). |
22 | The mage gains multiple disads worth a total of (2dx5) points. These are permanent. |
23 | The mage loses permanently the ability to cast a single spell. The skill is still known, but it cannot be cast. The mage must make a (Will-6) roll. If it is sucessful, he chooses which spell "dies." If not, the spell is chosen at random. On a critical failure, the GM chooses the mage's most useful or favorite spell! |
24 | The mage loses 1d x 5 points of advantages (or has an attribute lowered). Choose randomly. |
25 | The mage becomes a wandering Mana-Scar! Spells cost double within a 10-mile radius of the mage, and Recovery is HALTED in the same area! Every mage in the region will be gunning for him . . . The duration, in days, equals the cost of the errant spell, plus one. Result 10 applies for the ENTIRE duration. |
26 | The mage's skill at spells is reduced by 3d+5. The mage must make a Will roll. If it is successful, the penalty will heal at a rate of one per day. If not, the healing rate is one per week! |
27 | A plague or curse (locusts, storms, etc) descends on the region, lasting for 3d+ weeks. No one will be able to trace this to the mage (-20 to divination attempts on the subject), but the mage will know the fault is his . . . Be grotesque and CRUEL. |
28 | The spell propagates out of control. Harmful Regular or Area spells will affect everybody and every thing nearby, allies and enemies alike. Beneficial spells will do likewise, but will go "over the top" and cause dangerous side-effects (a healing spell might raise all the local dead, creating a horde of restless zombies out for revenge!) Information magic will overload the mage's mind (Fright Check at -20); Missile Spells will seem normal to the caster, but have so much punch that they drill through their target and through EVERYTHING ELSE FOR MILES beyond, and so on. |
29 | The mage permanently loses the ability to cast spells, (but not the skills - small comfort). At this level and above, the spell that causes the roll fails unless a Will roll is made by the mage. The roll is at a penalty equal to the current "excess bonus" (Excess/5 for most mages), and at a bonus equal to triple the mage's level of Aptitude. |
30-39 | As per 29, and something happens to the region the mage is in. If the result on this table was an even number, magic itself is changed (the region becomes aspected, certain spells function erratically, or some such). If the result was odd, the change is to the physical world - the weather, birth rate, crops, or something else. Sometimes the result is good, sometimes bad (50/50). The duration is equal to the cost of the spell, in days. |
40+ | As per 30-39, but a GLOBAL change occurs. In addition, the mage must make a HT roll at -6. If this roll is failed, the mage is consumed in a backlash of magical energy, and explodes. The explosion does concussion/burning damage like a grenade doing the mage's (Will+Magery) dice of damage! If the HT-6 roll is made, the backlash is less dramatic; the wizard takes 2d DICE of internal burning damage, and doesn't explode. |
Heal Calamities (M/VH) | Special |
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Casting Time: Equal to the die-roll that caused the calamity, times 2 hours. Thus, a roll of 35 would require casting of nearly 3 days! The casting circle must remain awake; alternate mages can take over ``shifts'' if need be, but at least 3 mages must remain in the circle at all times.
Cost: Equal to 1/10 the die-roll that caused the calamity (round up), EVERY HOUR OF THE CASTING. This may be divided among the casting mages in any way they can agree upon.
Prerequisites: IQ 15+, Dispel Magic, and a RR of at least 12.
This is a meta-spell.
EXAMPLE: