This supplement adds to the standard GURPS magic system, with spells
designed not just to injure or curse but to kill.
You might think they should be in there already, but the
introduction explains why not: some player characters are often
reluctant to use them as directly killing the foe, rather than
gradually beating him up, seems unheroic, while if they exist in the
world then bad guys can use them against the PCs. The answer here is
to make them expensive; to give the target a reasonable chance of
survival or recovery; and to give plenty of variety.
That's what the 48 spells here do. Any of them can kill or otherwise
permanently remove a character, but each of them does it in a
different way. None simply applies a bit of damage, or produces a
permanent incapacitation, or needs special circumstances to work;
instead they inflict mortal conditions, significant amounts of damage,
or simple require the target to make a resistance roll or die.
So with Air Spells you can inflict an Embolism, or Steal Breath; Earth
can change the target's heart to a literal lump of stone; and the Food
College isn't forgotten, with Butcher (works best on low-intelligence
creatures) and Death's Banquet, which poisons the food it's cast on.
Gate spells include Dimensional Dissection, while Healing, well,
Euthanasia is obvious. I'm particularly fond of Forbidden Wisdom from
Knowledge spells, which shows the target a truth forbidden to mortal
beings, at which point he is erased from existence. All of these
spells are Very Hard, and all cost significant amounts of energy, to
stop casual use. Boxes deal with resurrection (when it works and when
it doesn't), suicide, and how these spells interact with fantasy-world
clergy.
These are well-balanced additions to an already well-stocked corpus of
spells, and will definitely be on the menu next time I run a game with
the GURPS magic system. GURPS Magic: Death Spells is available from
Warehouse 23.
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