Casting Time is how long it takes from the moment
you first announce, "I'm casting a
spell" until the spell goes off. You
will spend this time Concentrating, and may only
do minimal other activities. If you
are wounded or must do something active, you
must roll vs. your Will (IQ + or -
any levels of Strong Will) to maintain
concentration. If you fail, the spell
does not succeed.
Casting Cost is a measure of how much of your
own internal energy (Fatigue) it takes
to cast the spell. Fatigue is equal
to your ST. If you expend more Fatigue than you
have ST, it will cause you physical
injury. The higher your skill at a spell, the more
energy you will be able to take from
the surrounding magicl energy of the world
(mana).
Range -- some spells affect you, so range is negligible.
Spells that affect others are at
a -1 for each hex away from you the
target is, except for missile spells (like Fireball),
which use a ranged weapons chart.
Area of Effect -- some spells affect a large area;
the larger the area affected, the
higher the Casting Cost.
Resistance is something that can really irk you
as a spellcaster. Here you go and
spend all that time concentrating,
use all that energy to cast, and the target goes and
resists. Annoying. Spells that directly
affect the person, such as mind control or
transformation, are Resisted by the
target's Will or HT (depending on the spell). This
means that you roll vs. your spell
skill, the target rolls vs. his/her Will or HT, and
whoever makes it by more wins. A tie
means that the target wins. Not easy being a
wizard.
Duration is how long the spell lasts. Some are
over instantly ... if you cast a Flash
spell, it flashes and then is done;
if you cast a mind-reading spell, it will last for a set
amount of time before ending (though
you may have the option of expending further
Fatigue to make it continue).
Regaining Fatigue is done through resting.
Magery:
This is the talent for magic. All
members of the Third Race automatically begin
with
one Level of Magery (Magery 1), and may use their points
to increase it if desired, up
to Magery 3.
When buying spells as skills, your
character's level of Magery is added to his/her IQ.
So, if your character's IQ is 13, and he/she has Magery
2, he/she learns spells as if the
IQ was really 15.
For members of other races, in order
to buy Magery you must first take the Unusual
Background advantage in order to explain how you were
able to discover and learn.
Unusual Background is a +10 point advantage.
Example -- Demona's Unusual Background
would be defined as having been chosen
and trained as the Archmage's student.
Some spells require a higher level
of Magery in order to be able to learn them. These
are generally the most powerful or complex, certainly
not for dabblers.
Some spells can be cast without the
caster needing to have Magery, for example, the
spell Tom uses to return to Avalon.
Scrolls are self-contained spells,
useable by anyone, as seen in the episodes "Grief"
and "Golem."
In the Gargoyles universe, anyone
can use a magic item if they know how (or, as in
the case of the Eye of Odin, even if they don't). Often,
this takes the form of knowing
the proper words to activate the item -- Alex, can you
say desflagrate muri tempi et
intervalia?
Providing a list of spells available
in GURPS would be far too lengthy,
as there are
two complete books of them. The types of spells are broken
down into Colleges, and
a list of all the Colleges follows:
Animal Spells
Body Control Spells
Communication and Empathy Spells
Elemental Spells; Air
Elemental Spells; Earth
Elemental Spells; Fire
Elemental Spells; Water
Enchantment Spells
Food Spells
Gate Spells
Healing Spells
Illusion and Creation Spells
Knowledge Spells
Light and Darkness Spells
Making and Breaking Spells
Meta Spells
Mind Control Spells
Movement Spells
Necromantic Spells
Plant Spells
Protection and Warning Spells
Sound Spells
Technological Spells
If using Option 3 and designing your
character with the GM's help, send
a rough list
of what kind of magics you'd like your character to be
able to do.