Magic


Spell-Casting:
    The things to worry about when casting a spell are Casting Time, Casting Cost,
Range or Area of Effect, Resistance, and Duration.

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.

 
Introduction
Quickie GURPS Rules
Being a Gargoyle
How Combat Works
Being of the Third Race
How Magic Works
Sample Character -- Ilona of Clan Vancouver
Sample Character -- Nix the Water-Sprite
Pre-Generated Character Descriptions
E-mail the GM