Stock #37-2604 C ONTENTS Article Colors Each article is color-coded to help you find your favorite sections. FROM THE EDITOR . . . . . . . . . . . . . . . . . . 3 Pale Blue:In This Issue THE SOCIETY OF SIEGE SORCERERS. . . . . . 4 Brown:In Every Issue (letters, humor, editorial, etc.) by Sean Punch Dark Blue:GURPSFeatures PERFECT DEFENSE . . . . . . . . . . . . . . . . . 10 Purple: OtherFeatures by Kelly Pedersen Green: Recommended Reading SUPPORTING CAST: THE VULTURE SQUAD . . . . . . . . . . . . . 15 by Brian Rogers I T N HIS BATTLE STRATEGIES . . . . . . . . . . . . . . . . 18 based on GURPS Mass Combatby David Pulver I MAGIC AND NAVAL WARFARE . . . . . . . . . . 21 SSUE by Demi Benson OUR WYRDS AT WAR . . . . . . . . . . . . . . . . 27 by J. Edward Tremlett In this month of romance, you’d think that Pyramidwould focus on love being a battlefield. Not so! However, if you love RANDOM THOUGHT TABLE . . . . . . . . . . . . 32 GURPS,you’ll love this issue, packed with four GURPSarti- by Steven Marsh, PyramidEditor cles, including three using GURPS Mass Combat. ODDS AND ENDS . . . . . . . . . . . . . . . . . . . 34 Ultimate GURPS sage Sean Punch reveals the secrets of The Society of Siege Sorcerers, an ideal group for battle-ready featuring Murphy’s Rules mages in a war-torn setting; it includes information for RECOMMENDED READING: WHAT YOU GURPS Mass Combatand GURPS Thaumatology: Magical Styles. Kelly Pedersen expands on the guidelines found in NEED FOR THE BATTLEFIELD . . . . . . . 35 GURPS Powers-Ups 1: Imbuements and takes the ideas to by Andy Vetromile armor; now you can have the Perfect Defense!When the bat- RECOMMENDED READING: tle is over, the GURPS-statted Vulture Squad descends to uncover magical loot in the debris, as told by Brian SUFFICIENTLY ADVANCED Rogers. Our game aid this month takes some of the rules MAGIC IS INDISTINGUISHABLE from GURPS Mass Combatand puts them on ready-to- FROM ARTILLERY . . . . . . . . . . . . . . . . 37 print cards. by Matthew Pook Demi Benson’s Magic and Naval Warfare examines how the GURPS Magic system would affect control of LAST WORD . . . . . . . . . . . . . . . . . . . . . . 39 the seas, with special attention given to GURPS Mass with Jeff Vogel Combat details. J. Edward Tremlett ponders the nature of war, wizards, and world design in the generic Our ABOUT GURPS. . . . . . . . . . . . . . . . . . . . 40 Wyrds at War, while Steven Marsh ponders what hap- pens when you combine the realistic and fantastic with war and magic in his Random Thought Table. Our highly trained specialists make suggestions for other inspira- COVER ART INTERIOR ART tion in a pair of Recommended Readingarticles. Chris Quilliams John Hartwell Once the peace treaties are signed, everyone can relax Greg Hyland and chuckle with the Odds and Endssection. Finally, the JupiterImages Last Wordcomes from Jeff Vogel, founder of Spiderweb Software and creator of the magical-battlefield-themed Geneforgeand Avernumshareware computer games. Pyramid, GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. e23 and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. Pyramidis copyright © 2009 by Steve Jackson Games Incorporated. Some art © 2009 JupiterImages Corporation. All rights reserved. Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media. All such submissions become the property of Steve Jackson Games Incorporated and will not be returned. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated. P M 2 F 2009 YRAMID AGAZINE EBRUARY F ROM THE E DITOR This issue of Pyramidis something of an experiment, in that it ties more closely into recent GURPSprojects than any pre- I am very enthusiastic about vious issue. In fact, Sean Punch’s article The Society of Siege Sorcerers uses GURPS Thaumatology: Magical Styles,which the new version of Pyramid was released on the same day as this issue! Likewise we had a (hopefully) clever idea for the insert for this issue (see p. 18), and hope this incarnation which ties in to the very popular GURPS Mass Combatsystem. Since this is an experiment, we’d love to get your feedback succeeds and surpasses all on what works and what doesn’t. You can write to us at expectations . . . [email protected], or – for comments intended as part of a larger discussion – you can post to the Steve Jackson – Griffin, MIB, on the Games Forums at forums.sjgames.com, under the Pyramid sub-forum. Steve Jackson Games forums W H , W N RITE ERE RITE OW We love to get your feedback! Please feel free to send letters a PC group for a one-shot, or maybe the Perfect Defenseimbue- and comments to the address above. In addition, we’re looking ments inspired an entire campaign focused on magical armor. for “New Tricks for Old Dogs”; did you think of a clever use for If so, e-mail us a brief (no more than 400 words) description of an article in a past issue? Maybe you use the Vulture Squad as what you did and how well it worked. Art Director❚WILL SCHOONOVER Editor-in-Chief❚STEVE JACKSON Production Artist❚NIKOLA VRTIS Director of Sales❚ROSS JEPSON Chief Operating Officer❚PHILIP REED Prepress Checker❚MONICA STEPHENS Errata Coordinator ❚WARREN e23 Manager❚STEVEN MARSH MacLAUCHLAN McKENZIE Marketing Director❚PAUL CHAPMAN P M 3 F 2009 YRAMID AGAZINE EBRUARY T S HE OCIETY S OF IEGE S ORCERERS S P BY EAN UNCH The Society of Siege Sorcerers (less formally, “the Society” his campaign. A legitimate, wealthy guild might have an 3 or “S ”) is a brotherhood of magicians suitable for TL3 fantasy. enchanted keep manned by a dozen wizards in every major A wizards’ guild and a mercenary company, they sell the serv- city, and impressive fortresses on the borderlands. A marginal ice of magical siege warfare – both the giving end and the one might only boast a dozen magicians in total, wandering receiving end. from one potential job (or target) to the next. 3 The Society works best in settings where magic and merce- However, two features give S much of its character, and naries are legitimate, allowing the guild to function as a low- can fit into most settings with a little work. One is the Society’s tech private military corporation. If either wizards or private paramilitary organization. The other is its style of magic: the 3 armies are restricted, then S might instead serve a lord or Six Strengths of Siegecraft. Both are discussed below, the Six more-powerful figure full-time. And where both are tightly Strengths using terms and rules from GURPS Thaumatology: 3 controlled, then unless S is part of a genuine army, they’re Magical Styles. likely a dangerous criminal gang that’s in the business of hold- ing towns or even cities for ransom! In a world with significant power blocs that rely on num- Abbreviations bers and aggression – but not magic – to remain a credible threat, the Society will doubtless be wealthy and feared. Siege- A&T:Automata and Transport. magic might enable civilization to compete against hordes of B&D:Breaching and Demolition. unsophisticated-but-brutal “monsters,” such as orcs, earning CM&CCM: Counter-Magic and Counter-Counter- S3respect and social clout. In a background where the armies Magic. on both sides of any conflict of note have detachments of wiz- M1, M2, M3:Magery 1, Magery 2, Magery 3. ards, the Society may merely be one guild among many offer- S&I:Signals and Intelligence. 3 ing similar services. And if wizardly warfare simply isn’t done, S : 1. Society of Siege Sorcerers. 2. Six Strengths of then – once again – S3becomes criminal, and should run when Siegecraft. a real army shows up. While the Society could be almost any size, it works best if it can field dozens, even hundreds of wizards. Siege-magic is O less viable without the energy that large circles of wizards can RGANIZATION 3 generate. Thus, S makes the most sense in a setting where The Society is organizationally ahead of its time in some numerous other magicians’ brotherhoods exist – some dedi- ways, using concepts and terms rarely found before TL5 or cated to enchanting big Powerstones, others to seeing to the TL6 in non-fantasy worlds. This has nothing to do with any- logistic requirements of TL3 fantasy civilizations with TL5+ thing as outré as time travel. The fact is, wizards love terminol- population densities. ogy that baffles the mundanes – and these wizards are a bunch Because the Society’s circumstances vary so much with set- of well-educated military engineers, which only amplifies that ting, details such as bases, manpower, and individual leaders tendency. have been left to the GM, who should fill in the blanks to suit Campaign idea: A multinational treaty has banned the use of spell-slinging on the battlefield. The heroes are magical investigators charged with ensuring the treaty is followed. Can they investigate combat areas for mystical misdeeds and keep from using magic (or getting caught)? P M 4 F 2009 YRAMID AGAZINE EBRUARY Ranks is most potent when everybody knows the spell, and even a high-magic world lacks enough mages to make this work if The smallest viable size for the Society is 8-12 wizards – each adopts but a single specialty. Still, martial casters die in enough magicians to pull off ceremonial magic capable of rais- battle and recruits take time to train, so in practice, most ing the energy needed to affect some small part of a siege. This Society soldiers are somewhat specialized. Where towers must element’s leader is styled captain; his assistant, lieutenant.The operate independently, captains seek to balance all six fortes senior wizard among those remaining, and third-in-command, within their unit. But if the Society has lots of wizards on hand, is customarily called sergeant. a high captain or a general may reorganize them to yield ad If the Society is large enough to have several such elements, hoc towers or even fortresses specialized by forte. then each is known as a tower– a fanciful reference to a siege Note that none of the fortes address such crucial matters of tower or a fortified keep. Four towers (40-50 men) is a fortress, siege warfare as healing and provisions. This is intentional! led by a high captain, who might actually operate out of a The Society leaves these problems – which they view as “non- fortress. Units larger than a fortress are ad hoc, and like all of 3 3 military” – to more-pacifist orders, which in S thinking is a S fall under the authority of the guild’s master, the general, way of ensuring that the guild remains a well-paid and feared who as a rule appoints an assistant, or adjutant. striking arm, not “an army of chefs and nurses.” It bears men- In game terms, this structure is defined through the Guild tioning that this philosophy has more than once led to disaster, Rank perk [1/level] defined in Magical Styles.This is a Magic and that not every Society member agrees with it – pointing Perk, so higher levels correspond directly to greater magical out that the Six Strengths include otherancillary roles, such as learning. Maximum Guild Rank depends on the Society’s size transportation and scouting. – although in a small organization with nothing higher than Guild Rank 3, the leader will have enough points in spells to Support Staff qualify for many more than three Magic Perks! If the Society is a large organization that can field dozens or 3 S Rank Table hundreds of mages, then it will almost certainly employ mun- dane servants and staff: cooks, medics, teamsters, and every- Rank Title Notes 3 thing else that a force needs in the field. And while every S 0 Soldier Ordinary guild member member knows how to fight, mages require bodyguards to 1 Sergeant Senior tower soldier cover them when working ceremonial magic in battle. In most 2 Lieutenant Assistant tower commander settings, this means well-armed men adept at melee combat. 3 Captain Commander of one tower Finally, because their magic as much enhances siege warfare as 4 High Captain Commander of four towers carries it out directly, they’ll need siege engines, their crews, 5 Adjutant Assistant guildmaster and miners. (no formal command) 3 In GURPS Mass Combat terms, every S Wizards element 6 General Guildmaster (see box) comes with one element apiece of Heavy Infantry and 3 Miners. Every two S Wizards elements also bring along one Fortes element of Heavy Artillery. Finally, all of this comes with its The style name “Six Strengths of Siegecraft” refers to the own land logistic force. The entire unit is TL3, unless the GM Society’s views of the core militarycapabilities needed to suc- rules that “magi-tech” exists and justifies TL4+ in his game ceed at siege warfare – principles that they dub the six fortes. world. Theseare: If the Society is merely a small band, on the other hand, lit- tle of the above is likely to be true. Instead, individual Society (cid:127) Automata and Transport: Moving equipment and troops members are going to be above-average warriors and wizards . . . including “automated” troops such as elementals and zom- – and some will be trained in field medicine, handling beasts, bies. etc. That is, they’ll be a lot like a group of PCs! In Mass Combat (cid:127) Breaching and Demolition: Knocking down opposing for- terms, such a band would constitute a lone element of wizards, tifications. albeit with both equipment and troop quality boosted by at (cid:127) Counter-Magic and Counter-Counter-Magic: Dealing with least one level, plus the associated logistic capability. enemy siege-wizards. (cid:127) Defense: Protecting friendly fortifications and camps. S S (cid:127) Signals and Intelligence: Gaining a communications and IX TRENGTHS security advantage, either by boosting friendly capabilities or S OF IEGECRAFT intercepting enemy ones. (cid:127) Weapons: Making life miserable for rival troops. 12 points These aren’t “occupational specialties.” An S3 wizard is Style Prerequisite:Magery 1 (notOne College Only). expected to become capable in all six areas with time – siege 3 The Six Strengths of Siegecraft (alsocalled S ) constitutes warfare works best with ceremonial magic, ceremonial magic the Society’s core magical training. Any mage with sufficient How much effect should one average magician have on the battlefield? It depends on the campaign . . . but firmly visualizing the answer is useful to determining how powerful mages should be. P M 5 F 2009 YRAMID AGAZINE EBRUARY Loyal Society members may also be trusted with 3 New Elements: S Wizards secrets: seven secret spells, along with the surprising 3 3 S Wizards: One tower of S Wizards, with all six fortes represented in equal proportion. revelation that these aren’t These stats also describe a standalone band (make equipment and troop quality at least used to assault fortifica- Good). tions (it’s difficult to 3 3 S Wizards(A&T): One tower of S Wizards, focusing on A&T spells. improve on Create Door, 3 3 S Wizards(B&D): One tower of S Wizards, focusing on B&D spells. Earthquake, and Rive), but 3 3 S Wizards(CM&CCM): One tower of S Wizards, focusing on CM&CCM spells. to defend friendly opera- 3 3 S Wizards(Defense): One tower of S Wizards, focusing on Defense spells. tions. These are “Great” 3 3 S Wizards(S&I): One tower of S Wizards, focusing on S&I spells. versions of Deflect Energy 3 3 S Wizards(Weapons): One tower of S Wizards, focusing on Weapons spells. and Deflect Missiles, and “Mass” versions of five Element TS Class WT Mob Raise Maintain TL “Resist” spells. Used strate- 3 3 gically, they let S wizards S Wizards 5 Art, C3I, Eng, Rec 1 Foot 200K 40K 3 strike from a position of 3 S Wizards (A&T) 6 Rec, T1* 1 Foot, SA 200K 40K 3 relative impunity. There S3Wizards (B&D) 6 Art, Eng 1 Foot 200K 40K 3 are rumors of Mass Missile 3 Shield and Mass Reverse S Wizards (CM&CCM) 6 (C3I, Rec) 1 Foot 200K 40K 3 Missiles, but this magic 3 S Wizards (Defense) 6 (Art, Eng) 1 Foot 200K 40K 3 has never been confirmed S3Wizards (S&I) 6 C3I, Rec 1 Foot 200K 40K 3 by observers. 3 All of this supports the S Wizards (Weapons) 6 Art, F 1 Foot 200K 40K 3 Society’s battlefield tactics. These vary from battle to * Thanks to the scalability of ceremonial magic, this transport capacity can be combined; battle, but include: e.g., two elements count as T2. (cid:127) Moving wizards, sup- port personnel, and siege equipment into position talent who passes the “security screening” (everything from using Apportation, Flying Carpet, and Animation – and even prying questions to magical investigation) is welcome to train zombies and elementals as beasts of burden. in all six fortes. Students can opt to pay tuition at the going rate (cid:127) Gathering intelligence on enemy fortifications using for magical training in the setting, but most pay in service, typ- Earth Vision, Find Weakness, Glass Wall, Hawk Vision, ically serving for one year per year of study. The latter option Projection, etc. might be the only one if the Society is part of somebody’s army. (cid:127) Striking directly at stone structures with Earth to Air and Initial magical training is relatively light: one spell of each Shape Earth, wooden ones with Create Fire and Essential forte. Accompanying this is significant education in martial Flame, andanything with Reshape and Rive. matters – battlefield survival, tactics, and an overview of com- (cid:127) Getting friendly forces past enemy fortifications using mon military technology. All Society wizards also learn enough Create Door (anywhere), Lockmaster (for locked gates), Shape engineering to target fortifications intelligently and to create Earth (for stone and earthen walls), and Shape Plant (for stable earthworks when using magic. As well, they’re taught wooden gates). how to deploy volatile alchemical pastilles and other magical (cid:127) Harming enemy personnel – directly with Earthquake, elixirs as weapons. Poltergeist, Stench, Storm, etc., and indirectly with mundane Advanced training includes more spells, some of them siege weapons that launch Flaming Missiles, or sling alchemi- extremely potent. Experienced mages also learn thaumatolog- cal pastilles or Essential Acid. Pestilence is useful in long ical tricks useful in siege warfare: avoiding “friendly fire” inci- sieges. dents with Area spells, putting magical enhancements on large (cid:127) When defending, repairing stone structures via Create siege engines without breaking a sweat, using magical energy Earth, Shape Earth, and Earth to Stone; protecting wooden more efficiently, etc. “Alchemical warfare” is important, too, ones with Extinguish Fire; and fixing almost anything with with some wizards learning to manufacture alchemical acids Repair. and poisons, others working on countermeasures (and elixirs (cid:127) Screening these operations behind Fog, Smoke, Mystic that aid military leadership), and a few developing resistance Mist, Pentagram, Scrywall, Force Wall, and Utter Wall – and through exposure. If the Society is a large force, senior mem- protecting troops with “Deflect” and “Resist” spells, and their bers are likely to develop their mundane military skills, becom- superior secret versions. ing artillerists, quartermasters, and spymasters, and even (cid:127) Coordinating the above efforts through Great Voice, learning to lead entire armies. Message, Mind-Sending, and Telepathy. Nothing says, “Target me first!” like wizardly robes and sparkly ephemera above a combatant’s head. P M 6 F 2009 YRAMID AGAZINE EBRUARY One thing that the Society doesn’t teach is small-scale self- corpses, using spirits that are neither “demonic” nor “evil” – defense magic, except as a steppingstone to strategic magic. although this is frowned upon in some quarters. Players of wizards who just want to sling Fireball spells and Spell Prerequisites zap enemies with Deathtouch should find another style. Animation M2, Dancing Object or Required Skills: Engineer/TL3 (Combat or Mining); Expert Poltergeist Skill (Military Science); Hazardous Materials/TL3 (Magical); Apportation M1 Soldier/TL3; Tactics. Control Earth Elemental Summon Earth Elemental Required Spells: Apportation; Counterspell; Ignite Fire; Control Fire Elemental Summon Fire Elemental Magelock; Sense Foes; Shape Earth. Control Zombie Zombie Perks: Area Spell Mastery*; Combat Ceremony*; Create Earth Elemental M2, Control Earth Elemental Continuous Ritual*; Elixir Resistance (any elixir that exists in Create Fire Elemental M2, Control Fire Elemental pastille form); Far-Casting 1-5*; Guild Rank 1-6; Huge Subjects Dancing Object M2, Apportation 3 3 1-2*; Immunity to S Pastilles of Death†; Immunity to S Flying Carpet Animation Pastilles of Sleep†; Intuitive Cantrip (Avatar, Kindle, Pebbles, Poltergeist Apportation 3 Reinforce, or Spark); Limited Energy Reserve 1-5 (S ); Mass 3 3 Summon Earth Elemental M1, any eight S spells Magician (S ); Mighty Spell (Poltergeist); Power Casting 1-2*; 3 Summon Fire Elemental M1, any eight S spells Precision Recharger; Psychic Guidance (Poltergeist); Reduced Zombie Dancing Object, Poltergeist, Footprint 1-2*; Rote Alchemy (Alkahest, Charisma, Death, Animation Healing, Leadership, Paut, Sleep, or Universal Antidote); Sanctum 1-5; Secret Spell (Great Deflect Energy, Great Deflect Missile, Mass Resist Acid, Mass Resist Disease, Mass Resist Fire, Mass Resist Lightning, or Mass Resist Poison); Secret Words 1-5; Special Exercises (FP can exceed HT by 100%); 3 Spell Duelist (S ); Spell Hardiness 1-6 (any damaging spell on list). Secret Spells: Great Deflect Energy; Great Deflect Missile; Mass Resist Acid; Mass Resist Disease; Mass Resist Fire; Mass Resist Lightning; Mass Resist Poison. 3 * For any applicable spell on the S spell list. † Grants total immunity to Elixir of Death or Elixir of Sleep, 3 as applicable, when prepared in pastille form by an S mem- ber using Rote Alchemy. Optional Traits Secondary Characteristics: Improved FP. Breaching and Demolition (B&D) Advantages: Combat Reflexes; Energy Reserve; The 14 spells of the B&D forte concern themselves with Fearlessness; Military Rank. defeating fortifications, from simple earthworks and palisades, Disadvantages: Flashbacks; Missing Digit; Nightmares; One through stout doors and walls, to mountains! They use the Eye; Wounded. controlled application of force to shape matter without regard Skills: Administration; Alchemy/TL3; Architecture/TL3; for its nature, making the principles behind them different Armoury/TL3 (Heavy Weapons); Artillery/TL3 (Catapult); from those taught by “traditional” schools. Engineer/TL3 (Artillery, Combat, or Mining); Gunner/TL3 (Catapult); Intelligence Analysis/TL3; Leadership; Melee Spell Prerequisites Weapon skills; Strategy; Thaumatology. Alter Terrain M3, Earthquake, Geyser, Volcano Create Door M3, Lockmaster, Reshape Spell List Earth to Air Stone to Earth Earth to Water Earth to Air The Society regards none of its spells as “useless,” and Explode Rive therefore encourages members to study whatever their earlier Lockmaster M2, Apportation training permits. The only condition is that they must learn the Move Terrain Alter Terrain, Create Earth Elemental style’s six required spells first. Reshape Shape Earth, Weaken Rive M2, Shatter Automata and Transport (A&T) Shape Earth Apportation These 13 spells concern themselves with conjuring mind- Shape Plant Shape Earth less or minimally intelligent spirits to move machinery, dig Shatter Weaken earthworks, hurl projectiles, and even transport men and 3 Stone to Earth Earth to Stone materiel on flying carpets. Some S wizards also reanimate Weaken Earth to Air If magicians are able to significantly alter a battle, then there might arise a cottage industry in disguising mages. P M 7 F 2009 YRAMID AGAZINE EBRUARY Counter-Magic and Counter-Counter-Magic Signals and Intelligence (S&I) (CM&CCM) Experience has taught the Society that relying on external While the Society defers to dedicated thaumatologist- runners, scouts, and spies isrisky in battle. These 18 spells pro- warriors for wizard vs. wizard combat, it regards basic capa- vide basic information (“How heavy is that gate?” and “Where’s bility in this area as essential in the fog of war. These 13 spells the nearest lumber suitable for a trebuchet?”), secure commu- offer specific and general countermeasures, and magic for nications, and details about weaknesses in enemy defenses. manipulating mana – tools the Society regards as the neces- Spell Prerequisites sary minimum for war. Earth Vision Seek Earth, another S&I spell Spell Prerequisites Far-Hearing M1, any “Seek” spell Counterspell M1 Find Weakness Glass Wall Dispel Creation Dispel Illusion, Earth to Air Glass Wall Earth Vision 3 Dispel Illusion Counterspell, Great Ward, Hawk Vision Great Voice Any three S spells Dispel Magic M2, Counterspell, two spells from Hawk Vision M1, any “Seek” spell 3 each S forte Measurement – Dispel Possession M1, any five A&T spells Message M1, Great Voice Drain Mana Dispel Magic Mind-Sending M1, Great Voice Great Ward M2, Ward Projection Six S&I spells, including Pentagram M2, five A&T spells, Far-Hearing and Hawk Vision five CM&CCM spells Seek Earth – Restore Mana Drain Mana Seek Fuel/TL3 – Scryguard M1 Seek Pass Seek Earth Scrywall Scryguard Seek Plant – Teleport Shield M2, Watchdog, five CM&CCM spells Sense Foes – Ward M1 Sense Observation M1, Sense Foes Telepathy Mind-Sending Defense Transparency M1, Glass Wall The Society is best-known for its offensive B&D and Weapons fortes, but often finds itself charged with stopping besiegers or providing security for its siege train in the field. Its members wield these 24 spells to shore up earthworks, seal gates, extinguish flames, ward areas, and repel enemy attacks. Spell Prerequisites Weapons Create Earth Earth to Stone These 15 spells differ from those of the B&D forte in that Deflect Energy Deflect Missile they’re effective against troops, not just structures. Some are Deflect Missile Apportation for filling oil cauldrons and adding extra nastiness to siege- Earth to Stone Shape Earth engine loads. Others generate freestanding barriers of burning Extinguish Fire Ignite Fire or toxic substances. A few blast wide areas with devastating Fireproof Extinguish Fire effects. Force Wall M2, Deflect Energy, Spell Prerequisites sixother Defense spells Create Acid M1, any seven S3spells Great Deflect Energy M2, Deflect Energy Create Fire Ignite Fire Great Deflect Missile M2, Deflect Missile Create Fuel/TL3 Create Earth, Create Fire Magelock M1 Earthquake M2, three B&D spells, Mass Resist Acid IQ13+, Resist Acid three Weapons spells Mass Resist Disease IQ13+, Resist Disease Essential Acid M2, Create Acid, Essential Flame Mass Resist Fire IQ13+, Resist Fire Essential Flame M2, Create Fuel/TL3 Mass Resist Lightning IQ13+, Resist Lightning Flaming Missiles M2, five Weapons spells, Mass Resist Poison IQ13+, Resist Poison including Create Fire Mystic Mist M1, Fog or Smoke Fog Any four S3spells Repair M2, Reshape Geyser M2, five B&D spells, Resist Acid Create Acid five Weapons spells Resist Disease Pestilence Ignite Fire – 3 Resist Fire Fireproof Pestilence M1, any seven S spells Resist Lightning Storm Smoke Create Fire Resist Poison Smoke Stench Create Fire Utter Wall M3, Force Wall, Storm M2, five B&D spells, five CM&CCM spells five Weapons spells Watchdog Sense Foes Volcano M2, seven B&D spells, seven Weapons spells P M 8 F 2009 YRAMID AGAZINE EBRUARY A wizards’ guild and a mercenary company, the Society of Siege Sorcerers sells the service of magical siege warfare – both the giving end and the receiving end. Secret Spell: Great Deflect Energy Disease (Magic,p.90), Resist Fire (p. B247), Resist Lightning (Magic,p.196), and Resist Poison (Magic,p.91). In all cases, Blocking the effect is cast on people in the area at the moment of cast- Works identically to Deflect Energy (p. B246), but protects ing, not on the area itself. an area. This is valuable when the target isn’t obvious, or when an attack bombards everything in the area. In the latter case, it Duration:As regular Resist spell. screens against an entire rapid-fire attack or volley. Assess the Base Cost:As regular Resist spell. Minimum radius 2 yards. energy cost exactly as for an Area spell. Time to cast:1 second per energy point. Prerequisites: IQ 13+, Secret Spell (Mass Resist (Effect)), Base Cost:1. Minimum radius 2 yards. andResist (Effect). Prerequisites: Magery 2, Secret Spell (Deflect Energy), and Deflect Energy. A A BOUT THE UTHOR Secret Spell: Great Deflect Missile Sean “Dr. Kromm” Punch set out to become a particle physicist in 1985, ended up the GURPS Line Editor in 1995, Blocking and has engineered rules for almost every GURPS product As Great Deflect Energy (above), but extends Deflect Missile since. He developed, edited, or wrote dozens ofGURPSThird (p. B251) over an area instead. Editionprojects between 1995 and 2002. In2004, he produced Base Cost:1. Minimum radius 2 yards. the GURPS Basic Set,Fourth Editionwith David Pulver. Since Prerequisites: Magery 2, Secret Spell (Deflect Missile), and then, he has created GURPS Powers (with Phil Masters), Deflect Missile. GURPS Martial Arts (with Peter Dell’Orto), and the GURPS Action, GURPS Dungeon Fantasy, and GURPS Power-Ups Secret Spells: Mass Resist (Effect) series . . . and the list keeps growing. Sean has been a gamer since 1979. His non-gaming inter- Area ests include cinema, cooking, and wine. He lives in Montréal, This isn’t one spell but a set of spells that protect multiple Québec with his wife, Bonnie. They have two cats, Banshee subjects in an area while counting as a single spell “on.” There’s and Zephyra, and a noisy parrot, Circe. a Mass version of each of Resist Acid (Magic, p. 190), Resist P M 9 F 2009 YRAMID AGAZINE EBRUARY P ERFECT D EFENSE K P BY ELLY EDERSEN The knights fell back, utterances of dismay and fear audible ofPower-Ups 1.This category is further split into three classes even through their full helms.Two of their number were already on the basis of items affected: fallen, blood pouring from rents in their heavy plate armor. General: Both the Armor specialty andthe Shield specialty The demonologist facing them brandished a rapier – black, and exist. edged by red tongues of hellfire. His chilling laugh echoed through Armor: Only the Armor specialty exists. the shadowy cave.“Fools!”he shouted. “My blade was forged in the Shield: Only the Shield specialty exists. Pit itself! It can tear your paltry armor like parchment!” The eldest knight stepped forward, touching the crucifix engraved on his breastplate and whispering a prayer. His foe grinned, rapier poised to run him through. . . The sorcerer who enchants his Imbuement Skills, introduced in GURPS Power-Ups 1,are simple robes to be more resistant to a novel addition to the GURPStoolkit. They allow someone to flames is a perfect example of using pick up and improve any otherwise-normal weapon – an abil- ity that had previously been difficult to model. a Defensive Imbuement. Weapons aren’t the only equipment that legend and fiction have portrayed as being enhanced by an individual’s personal power, though. Consider the sorcerer who enchants his simple robes to be more resistant to flames, or the electrokinetic psi Using Defensive Imbuements who prevents his metal armor from conducting a current, or As with Imbuement Skills for weapons, using a Defensive the holy warrior who calls on the power of his god to extend Imbuement is a free action that requires no concentration. You the protection of his shield to his companions. These are all excellent examples of Defensive Imbuements – Imbuement can activate it on your turn, and it will remain active until the beginning of your nextturn. Skillsfor armor and shields. Unless you took an All-Out Attack maneuver on your turn, In general, Defensive Imbuements function like the Imbuement Skills inPower-Ups 1. Like those skills, they can you can also activate a Defensive Imbuement in response to any attack you’re aware of. To do so, roll against (Imbuement only affect an object you have ready, cost FP for each use, and Skill/2) + 3, adding +1 for Combat Reflexes. Once you activate require a skill roll every turn. However, several special rules a Defensive Imbuement this way, it remains active until the apply. start of your next turn, aiding against all later attacks – even those you’re notaware of! Specialties For armor, there are no additional rolls. Your Defensive Defensive Imbuements don’t require specialization by spe- Imbuement automatically provides its benefits. Some effects cific armor or shield type. For instance, the Fireproof Armor depend on “damage stopped,” which is always the lower of the skill lets you make leather armor and plate armor fire-resistant damage rolled and the armor’s DR. with equal facility. However, several skills require you to spe- Shieldsrequire an additional step. To benefit from an imbued cialize in Armor or Shield (see below). These two specialties shield, you must make a successful block defense with it. This default to one another at -4. means that it’s of no value against attacks that you cannot block. Imbued shields are generally more effective than imbued armor, Categorization however. If you successfully block with an imbued shield, it usu- ally stops and has the appropriate imbuement effect on all of the Defensive Imbuements are a new functional category, dis- attack’s damage, unless this would be sufficient to destroy the tinct from the Enhancement Skills and Transformation Skills shield (see Damage to Shields,p. B484). On the battlefield, there could be greater emphasis placed on magical abilities that are invisible or hard to detect. P M 10 F 2009 YRAMID AGAZINE EBRUARY