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DYSHAS

Consult p. SoJ103 for a list of the dyshas and their prerequisites. Each dysha is a separate skill. Casting time for all dyshas is one turn. For the effects of critical success and critical failures, see p. B146-147.

The difficulty of a dysha is the same in GURPS as in Skyrealms of Jorune (Easy=Easy, Moderate=Average, Hard=Hard and Very Hard=Very Hard). Ranges and Prerequisites are also identical. For example:

Body Freeze
Requires Shal 16, Desti 10
Isho, Range, Difficulty - 35, 10 yards, Hard

would, in GURPS terms, be a Mental/Hard dysha, requiring Colour (Shal 16 and Desti 10). The Isho cost to weave the dysha is 35 and it has an effective range of 10 yards.

Increasing the power of a dysha
It is possible to boost the effect and range of any dysha. By spending double the original Isho cost, a Caji can either increase a dyshas damage by +1D6 or double the range. By spending three times the Isho, damage could be increased to +2D6 or the range could be tripled. There is no upper limit to how powerful a dysha can become - the only real limit is the Caji's Isho.

Example: Ta-Sharn, a shanthic Copra, is confronted with a large group of cleash. His current Isho is 250, and he starts to weave a Crater dysha. Normally, this dysha does 2D6+1 explosive damage in a huge blast that burns everything nearby, but Ta-Sharn is tired and cranky and he wants to get rid of these pesky cleash as soon as possible. He decides to increase the range to 20 meters and boost the damage to 7D6+1. This costs him a total of 210 points of Isho: 30 Isho for the basic dysha, 30 Isho more for the doubled range and (5x30) 150 Isho for the extra 5D6 damage. Stepping over the smouldering corpses of the cleash, Ta-Sharn heads for home...