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Missile Spells are a class of spells that act as long-distance "projectiles" or "bolts", such as Fireball and Lightning.[1][2][3] They are typically summoned into the caster's hand (with the spell's skill), then launched with the Innate Attack skill.

The Process[]

In simple terms, Missile Spells work as such:[3]

  1. Concentrate maneuver, roll spell skill
  2. Declare energy amount (fatigue, mana, etc, up to caster's Magery level)
  3. You may hold, enlarge, or throw on your next turn.

Holding Missile Spells[]

A caster can hold a missile spell in their hand after summoning it, and need not launch it until they are ready. On their next turn, they have three options: Make a ranged attack, hold the spell, or enlarge the spell.

While holding a missile spell, they may move up to their full Move, take a Wait or Aim, or even attack with a limb that isn't currently holding the spell.[Note 1] You may defend normally, but you cannot cast another spell while already holding one! [3]

If injured while "holding" a missile spell, see Fumbles, below.

Enlarging[]

When "holding" a missile spell, the caster can concentrate and "enlarge" said spell each turn, putting more energy (fatigue/mana) into it to make it more powerful.[3]

For example, say a typical Dungeon Fantasy wizard wants to help their party defeat some monstrously huge spider. They put their maximum energy into a Fireball spell (up to their Magery level), three points for 3d6 burning. On their next turn, they can toss the spell, potentially blasting the spider with 3d6 burning... or they can be extra sure it's lit up, by enlarging the spell by another three points.

Launching[]

While the spell itself doesn't take any distance penalty, the Innate Attack roll does![3][1] Missile spells take the normal ranged attack penalties.

Fumbles[]

If a caster is injured while holding a missile spell "in hand", they must make a Will roll to avoid fumbling the spell, affecting the caster![3][Note 2] A clever battle-mage can avoid hurting themselves this way by utilizing cover and distraction, having allies protect the mage as they wind up for a throw.

If you want to be really safe, simply cast a relevant "Resist" spell on yourself! A mage with both Resist Fire and Explosive Fireball can incinerate an area without hurting themselves.

Missile Spells with Magery 0[]

Many missile spells use Magery level to determine how much energy you can put into them. This leads to some confusing math for those Magery 0, such as those casting Concussion.

Workarounds:

Classic vs 4e[]

Missile spells got a substantial upgrade in 4e from Classic:

  • Classic: Each turn put 1 point of energy into a missile spell[4]
  • 4e: at least a Magery level worth of energy can be put in each turn.

So a fireball that maxed out at 3d6 for 3 energy in Classic was able go to 9d6 for 12 energy in 4e and still take 3 seconds (turns) to cast.

List[]

Basic Set:

Magic additions

  1. Concussion
  2. Explosive Lightning
  3. Ball of Lightning
  4. Spider Silk
  5. Stone Missile
  6. Sunbolt
  7. Throw Spell
  8. Poltergeist
  9. Winged Knife
  10. Ice Sphere
  11. Ice Dagger
  12. Acid Ball

Interaction[]

Steal Spell specifies "A held Missile cannot be stolen" so perhaps a dropped / thrown / suspended one might?

It strangely doesn't mention this for Melee spells.

Discussion[]

Rice[]

Missile Rack was proposed 27 April 2016 by Dolarre based on Force Extension and Weapon Mount on Extra Arm. While Magical makes sense, it would be visible withuot No Signature

Christopher R. Rice at http://forums.sjgames.com/showpost.php?p=2000983&postcount=7 talked about the necessity of Missile Spell Mastery and invented Arcane Concentration technique to buy off the penalty it created... however the "float above the head" thing would NOT be covered with just his design, so perhaps Rice meant that to supplement the writeup Dolarre made. That's the only thing that could cover it floating above the head!

Kromm[]

http://forums.sjgames.com/showpost.php?p=2134110&postcount=14

A Flame Jet of any size or any kind of Flaming Weapon is equivalent to a lantern or torch (Exploits, p. 19), so I'd be kind and say that a held Fireball, Explosive Fireball, Lightning, Explosive Lightning, or Sunbolt of any size works the same way. It's true that this means offensive spells can sometimes cast more light than a more expensive Continual Light spell . . . but they're also spells "on" and dangerous, and in the case of Missile spells they're barriers to casting further spells.

See Also[]

Notes[]

  1. Sometimes it's better to kick a big spider away instead of tossing an explosive fireball at the ground.
  2. GURPS Magic doesn't mention if this is modified by High Pain Threshold (Giving +3) but it probably should!

References[]

  1. 1.0 1.1 Basic Set: Characters, p.240
  2. Magic, p.5
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Magic, p.12
  4. Classic: Magic 2e p 12