GURPS Memorized Spells

From RPGWiki

Spell Slot Costs
Spell LevelEquivalent PointsPoint Cost
154
2107
31510
42013
52516
63019
73522
84025
94528
Table of contents

Arcane Spellcasters

Wizards and other arcane spellcasters who memorize spells buy spell slots as modular abilities at the cost shown in the table to the right.

These spells differ from spontaneous casters in two ways. First, each spell is learned at the beginning of each day. This learning can be best described as nearly casting the spell; the caster builds up a personal web of energy into which he focuses the spells power. This is sometimes referred to as "hanging" the spell. Such spells may then be completed with a small gesture or final word of power. The more powerful the caster, the more spells he can keep hung at one time, and the more powerful these spells may be.

Spellbooks contain written instructions for spells. Without such a spellbook, the caster may not memorize spells. This is a gadget limitation on the Modular Ability advantage.

  • Base: Modular Ability (Super-memorization) 5pts + 3pts/point of ability
    • Limited Use (1/day) [-40%]
    • Preparation Required (10 minutes, study) [-30%]
    • Gadget (Spellbook) (Breakable, DR 10, SM 5, Cannot easily be replaced) [-35%]
    • Gadget (Spellbook) (Can be stolen, not usable by (most) others) [-5%]
  • Total modifier: -80%

Spontaneous Arcane Casters

Sorcerers use the base GURPS spellcasting rules. Bards use the base rules with the "Song" limitation (-40%); note that either singing or music will meet this limitation.

Divine Spellcasters

Clerics and Druids who memorize spells use basically the same rules as Wizards, but exchange the Spellbook restrictions for needing a Holy Symbol to cast their spells. In addition, their spellcasting ability is tied to keeping in good standing with their faith.

  • Base: Modular Ability (Super-memorization) 5pts + 3pts/point of ability
    • Limited Use (1/day) [-40%]
    • Preparation Required (10 minutes, prayer) [-30%]
    • Pact [-5%]
    • Gadget (Holy Symbol) (Quick contest DC to steal, not usable by (most) others) [-15%]
  • Total modifier: -80%

Spell Lists

Spells are created as advantages learned using either the arcane or divine modular ability advantage. Certain spells are restricted to one type or the other.

Level 1 Spells

Level 2 Spells

Level 3 Spells

Level 4 Spells

Level 5 Spells

Level 6 Spells

Level 7 Spells

Level 8 Spells

Level 9 Spells