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MAGIC
LLERY SPELLS
B
il
Written by
SEAN PUNCH
Illustrated by
GLENN KRISTOFFERSEN,
NEIL MELVILLE,
and DAN SMITH
Chief Executive Officer PHILIP REED
Chief Creative Officer # SAM MITSCHKE
Assistant GURPS Line Editor JASON "PK" LEVINE Chief Operating Officer # SUSAN BUENO
GURPS Project Manager U STEVEN MARSH ‘Marketing Director # RHEA FRIESEN
Executive Editor # MIRANDA HORNER Director of Sales # ROSS JEPSON
Production Artist and Indexer H NIKOLA VRTIS Page Design & PHIL REED and JUSTIN DE WITT
GURPS FAQ Maintainer H VICKY *MOLOKH” KOLENKO ‘Art Ditection and Prepress Checker # NIKKI VRTIS
STEVE JACKSON GAMES
Stock #37-0154 Version 1.0- May 2018CoNTENTS
INTRODUCTION, 6.066 e eee eee reed
About GURPS 3
Recommended Books 3
About the Author 3
1. Tue Art or ARTILLERY . . 4
Classifying Your Cannonade 4
Area Spells, 4
Regular Spels 4
Missile Spell 5
The Receiving End 3
Everything Else 6
Congregation of Colleges 6
By the Numbers 6
Damage 7
Duration 7
Energy Cost 7
Maintenance? 5
Time to Cast 8
Prerequisites 8
Tweaks 8
God fights on the side with
the heaviest artillery
— Robert A. Heinlein,
The Moon is a Harsh Mistress
2, DEVASTATION! «60.66 e eee eee oD
Magery and 9
Ac Spells. 9
‘Cloud of Doom (VH). 9
Falling Sky (VH) 9
Twisting Tervor (VE) 10
Upping the Ante 10
Animal Spells 0
‘Creeping Plague (Vid) 10
Body Control Spells n
Death Field (VH). i
Plague Touch (VI) "
‘Communication and Empathy Spells 2
Psychic Seream (VE) 2
Earth Spells 2
Boulder Barrage (VH). 2
‘Sand Blast (VH) 12
‘Seismic Shock (VH) 13
Enchantment Spells 8
‘Doom Wish (VE) B
‘Vengeful Staff (VII) 14
ire Spells. 1%
ire Swarm (Vi) 4
Improved Explosive Fireball (VH) 15
Towering Inferno (VH). 5
Gate Spel 15
Hell Zone (Vit) 16
Nall Sphere (VE) 16
Splat (VID) 6
Healing Spells. 16
Disinfect (VIN) "7
Ilusion and Creation Spells "7
Create Trap (VED. a
Mirror, Mirror (VE 17
Light and Darkness Spells 18
‘Sunburst (VED, 18
Sun's Arc (VE), 18
‘Making and Breaking Spells 8
Explosive Mine (VE), 9
Minefield (VID, 19
Meta-Spells. 19
‘Mana Storm (VE) 19
Punishment Circle (VE) 19
‘Mind Control Spells 20
‘Mass Mutilation (Vi) 20
Stabbing Party (VH) 20
Movement Spells 21
Collision (VE) a
Crushing Fist (VID) 2
Slasher (VH) 2
Necromantic Spells 2
Spirit Incursion (VED) 2
Plant Spells. B
Deuil’s Dust (Vi). B
Tronweed (VID) 2B
TU Take You All With Me!” 2B
Self Destruct. 2B
Protection and Warning Spells 4
Diminishing Dome (VE). 24
Force Ball (VE) 24
Sound Spells 35
Improved Concussion (VE) 3
Perilous Pulsations (VH) 25
Withering Wail (VE) 5
Technological Spells 5
Death Ray (VHD 6
Flammability (Vid 26
Water Spells 27
Artic Blast (VHD. 27
Cone of Corrosion (VED) 7
Scald (VE) n
Wilting (VE) 28
Nature's Fury and Divine Wrath 28
Weather Spells 28
Chain Lightning (VI) 2»
Ice Storm (VE) 29
Improved Explosive Lightning (VI) 29
INDEX. oes eee eee eee eee eee 30INTRODUCTION
In a lot of high-powered fantasy gaming (especially com
puter gaming), a key role of magic-wielders is slaughter-
ing hordes of lesser opponents. Slang for magic capable of
this—and its users ~is “artillery.” I's easy to see why: Such
spells devastate areas and enemies indiscriminately, and
though rarely effective against hard targets, particularly
bosses,” they make short work of “cannon fodder.
Few spells in GURPS Magic do this well, however. Many
can harm multiple foes, but the damage is too low to penetrate
Damage Resistance or to injure quickly enough to turn the
tide of battle (eg. Fire Cloud, Hail, Rain of Acid, Rain of lee
Daggers, Spark Cloud, and Stench), or diminishes too sharply
with distance to delivereffective ‘crowd control (the principal
Asout GURPS
Steve Jackson Games is committed to full sup-
port of GURPS players, We can be reached by email
info@sjgames.com. Our address is SJ Games, P.0. Box
18957, Austin, TX 78760, Resources include
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You can also join us at facebook.com/sjgames or
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with #GURPShook on Twitter. Or explore that hashtag for
ideas toadd to your own game! The GURPS Magic: Artillery
Spells web page is gurps.sigames.convartilleryspells.
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GURPS book web pages with links to help you find the next
perfect element for your game.
Enata, Everyone makes mistakes, including us- but
‘we do our best to fix our erzors. Errata pages for GURPS
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Rules and statistics in this book are specifically for the
GURPS Basic Set, Fourth Edition. Page references that
begin with B refer to that book, not this one.
drawback of Ball of Lightning, Concussion, Explosive Fiteball,
and Explosive Lightning)
‘This is by design: Ifone spellcaster can do the job of a squad
‘of warriors, who'd play awarrior? On the other hand, in a high-
points campaign where fighters regularly boast Extra Attacks,
Heroic Archer, Weapon Master, sufficient skill for routine
Rapid Suikes, and exotic moves like those in GURPS Martial
Arts and GURPS Dungeon Fantasy 11: Power-Ups - as well,
fs great gear, such as armor heavy enough to make wading
into a mob with Whirlwind Attack (relatively) safe - it can be
disappointing to play a wizard who must spend a turn or more
‘concentrating on each opponent
Fortunately, magic-wielders in such campaigns pos-
sess impressive resources of their own notably high
levels of Magery, along with a lt of energy stored in abil-
ities (either FP beyond normal limits or Energy Reserve)
and equipment (Powerstones or, in GURPS Dungeon
Fantasy, power items). GURPS Magic: Artillery Spells
arms casters with new ways to exploit these assets to
deliver fantasy fre support.
To avoid the classic RPG problem of every wiz-
ard learning the same [ew spells-and to provide
options for battling all kinds of enemies this cat-
alog offers numerous ways to blast the battlefield.
Savvy casters will learn more than one! And artillery
magic isnt just for the heroes of high-powered fantasy,
Many possibilities here suit the arch-villains of lower
powered fantasy (giving adventurers something to fea),
malicious cultists in tales of supernatural horror (pro-
vviding ceremonial castings for protagonists to disrupt),
and other NPC adversaries
Get ready to blow stuff up!
RECOMMENDED Books
This supplement requires the GURPS Basic Set and
GURPS Magic. To limit access to artillery magic, the
GM might define such spells as the exclusive secrets
of particular schools of magic, 35 defined in GURPS
Thaumatology: Magical Styles and exemplified in
GURPS Magical Styles: Dungeon Magic.
AxovurT THE AUTHOR
‘Scan Punch set out to become a particle physicist in
1985 and ended up as GURPS Line Editor in 1995, In that
capacity, he has waitten, edited, or contributed to some
150 GURPS releases, revised the game into is fourth ed-
tion (2008), and been a regular contributor to Pyramid
magazine. From 2008, he has served as the lead creator
Of the GURPS Dungeon Fantasy series, which led to
his design of the Dungeon Fantasy Roleplaying Game,
released in 2017, Sean has been a gamer since 1979, but
devotes most of his spare time to Argentine tango (and
tceasionally tending bar). He lives in Montréal
INTRODUCTION 3