TEXT:  
   
   
  GRIMOIRE 
  Tech Magic, Gate Magic, and Hundreds of Spells for All Colleges 
  By Daniel U. Thibault and S. John Ross 
  Additional Material by J. C. Connors, Steve Crotty, Graeme Davis, 
  Jeff “Rabulias” Gaines, Lee Gold, Raymond Paul Holmes, Thomas M. Kane, 
  Phil Masters, Scott Paul Maykrantz, Lance McComber, Sasha and Ben W. Miller, 
  Walter Milliken, Curtis M. Scott, Brett Slocum and Bob Traynor 
   
  Edited by Susan Pinsonneault 
  Cover by Peter Scanlan 
  Illustrated by Guy Burwell and Ruth Thompson 
  Title Page Illustration by Dan Smith 
   
   
  GURPS System Design by Steve Jackson 
  Steve Jackson, Editor in Chief 
  Page Layout and Typography 
  by Jeff Koke 
  Interior and Color Production 
  by Jeff Koke 
  Print Buying by Andrew Hartsock 
  Dana Blankenship, Sales Manager 
   
  Most enthusiastic spellcrafter: Joe Jack son 
  Spell suggestions and other useful comments by: Anthony Affrunti, Tom Bither, C. A. Borges, Claire Carbornneau, William A. Carter, 
  Keith Casner, James H. Cloos, Jr., Chuck Cooley, Michael Cule, Ann Dupuis, Edwin Eng, Geoffrey E. Fagan, Jean-Francois Fluttaz, Terry Fong, 
  John M. Ford, Chris Goodwin, Edward Goldstein, Mark Hagerman, Greg Holman, Jeff Johnson. David Johnston, Jonas Karlsson, Yves Lafrance, 
  Martin Langlois, John C. Laviolette, Michel Lepage, Arew M. Lewis, Jason Lutes, Brian Mackintosh, Elizabeth McCoy. Chris W. McCubbin, 
  Eric Melhaff, Christine M. Morgan, David Newman, Claude Poulin, Sean Punch, Benoit Russo, Eric Schmidhuber, David Summers, 
  Valerian Thomas, Ian Turner, Stu Venable, Jr., Jeff Walther, William R. Wells and Charles Wheatley 
  Radiation Reality Check: Sean Barrett 
  Playtesting and other assistance by the Illuminati BBS Kibbitzing Corps 
   
  This book was a great collective effort; it was only made possible by the combined imagination of GURPS garners everywhere. 
  -Urhixidur 
  GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and Illuminati Online 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  
  licence. 
  GURPS Grimoire is copyright © 1994 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A. 
   
  ISBN 1-55634-243-8 
  
   
   
  - 2 - 
  Contents 
  INTRODUCTION ......................................... 3 
   
  About the Authors ....................................... 3 
  Introducing the New Spells .............................. 3 
  About GURPS .................................................. 3 
   
  Redefining the Colleges .............................. 4 
   
  Modifying the Spell List .............................. 4 
   
  Spell Power................................................... 4 
  How Many Spell Throwing Skills 
   
  Are There, Anyway? ..................................... 4 
   
  Changing a Maintained Spell ...................... 5 
  New Disadvantages .......................................... 5 
  New Skills ........................................................ 5 
  Artistic Skills .......................................................5 
  Size of Area Affected ............................................5 
   Athletic Skills .............................................. 6 
   
  Combat Skills .............................................. 6 
  Ghosts ............................................................... 6 
   
  Craft Skills ................................................... 7 
   
  Scholarly Skills ............................................ 7 
  SPELL LIST ................................................... 8 
  Animal Spells ................................................... 8 
   
  Expanded Shapeshifting .............................. 9 
  Body Control Spells ....................................... 13 
  Communication and Empathy Spells ............. 20 
  Elemental Spells - Earth ................................ 22 
  Elemental Spells - Air .................................... 24 
  Weather Spells - Air ...................................... 26 
  Electricity Spells ............................................ 27 
  Elemental Spells - Fire ................................... 29 
  Elemental Spells - Water ............................... 32 
   
  Weather Spells - Water .............................. 34 
   
  Ice Spells ................................................... 35 
   
  Acid Spells ................................................. 36 
  Enchantment Spells .........................................38 
   
  Armor Enchantments ..................................40 
   
  Weapon Enchantments ...............................40 
   
  Wizardly Tools ...........................................42 
  Food Spells .....................................................43 
  Gate Spells ......................................................44 
   
  Magical Gates and Portals ..........................44 
  Healing Spells .................................................51 
  Illusion and Creation Spells ...........................56 
   
  Scary Illusions ............................................56 
   
  Optional Rules for Creations ......................56 
  Knowledge Spells ...........................................58 
  Light and Darkness Spells ..............................63 
  Making and Breaking Spells ..........................66 
  Meta-Spells .....................................................69 
  Mind Control Spells .......................................75 
  Movement Spells ............................................78 
  Necromantic Spells .........................................82 
   
  Expanded Demon Generation Tables ........82 
   
  Basic Attributes ..........................................82 
   
  Size and Speed ...........................................83 
   
  Special Attributes .......................................83 
  Plant Spells .....................................................88 
  Protection and Warning Spells .......................91 
  Sound Spells ...................................................93 
  Technological Spells ......................................94 
   
  Machine Spells ...........................................95 
   
  Energy Spells .............................................99 
   
  Radiation Spells .......................................102 
   
  Metal and Plastic Spells ...........................105 
  SPELL TABLE ...........................................107 
  PREREQUISITE CHARTS ......................112 
  BLANK GRIMOIRE .................................128
   
   
  
   
   
  - 3 - 
  Introduction
   
   
  WITHIN these pages is a vast array of new spells, from the merely wondrous to 
  the world-shattering. GURPS Grimoire expands the GURPS magic system with 
  high-tech magic, Gate spells, and hundreds of new spells for the existing colleges. 
  GURPS Grimoire is the indispensable companion to GURPS Magic. 
   
  About the Authors 
  Daniel U. Thibault is a graduate of both the Universite Laval (Quebec), in 
  Computer Science and the University of British Columbia, in Astronomy. He now 
  works for Canada's Department of National Defence, as an Operational Research 
  scientist. 
  He lives in Colorado Springs, Colorado, with his wife Claire, their two cats 
  Fusain and Microbe, and their dog Zucchini. During the time it took to complete 
  this project, he found a job, moved twice, got married, adopted two cats and a 
  dog, and destroyed one hard disk. This is his first GURPS book, which he would 
  like to dedicate to Claire, his love. 
  S. John Ross has been a science fiction fan since he first learned to read, and 
  an adventure gamer since the spring of 1986, when he discovered Car Wars, 
  Dungeons & Dragons, and Nuclear War in the same weekend. His other interests 
  include cooking, literature and theatrics. He is the author of several articles in 
  Pyramid, Roleplayer and White Wolf magazines, as well as adventures for Tales 
  from the Floating Vagabond. He currently lives in Fredericksburg, Virginia, and 
  attends as many science-fiction conventions as he can. 
   
  Introducing the New Spells 
   
  The first thing the GM will have to decide is which spells to adopt into his 
  campaign. Remember that all the spells in GURPS Grimoire, like those in GURPS 
  Magic, are subject to GM veto - the GM chooses the spell list in existence in his 
  campaign. If the GM decides that there are no Knowledge spells in his world, then 
  there aren't any. 
   
   
  About GURPS 
  Steve Jackson Games is committed to 
  full support of the GURPS system. Our 
  address is SJ Games, Box 18957, Austin. 
  TX 78760. Please include a self-addressed, 
  stamped envelope (SASE) and time you 
  write us! Resources now available include: 
  Pyramid. Our bimonthly magazine 
  includes new rules and articles for GURPS, 
  as well as information on our other lines: 
  Car Wars, Toon, Ogre Miniatures and 
  more. It also covers top releases from other 
  companies - Traveller, Call of Cthulhu, 
  Shadowrun. and many more. 
  New 
  supplements 
  and 
  adventures. 
  We’re always working on new material, 
  and we'll be happy to let you know what's 
  available. A current catalog is available for 
  an SASE. 
  Errata. 
  Everyone 
  makes 
  mistake, 
  including us - but we do our best to fix our 
  errors. Up-to-date errata sheets for all 
  GURPS releases, including this book, are 
  always available from SJ Games; be sure to 
  include an SASE with your request. 
  Q&A. We do our best to answer any 
  game question accompanied by an SASE. 
  Gamer input. We value your comments. 
  We will consider them, not only for new 
  products, but also when we update this 
  book on later printings! 
  Illuminati Online. For those who have 
  home computers, SJ Games has an online 
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  We also have conferences on Compuserve, 
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  Page References 
  Rules and statistics in this book are 
  specifically for the GURPS Basic Set, 
  Third Edition. Any page reference that 
  begins with a B refers to a page in the 
  Basic Set - e.g., p. B102 means p. 102 of 
  the Basic Set, Third Edition. Numbered 
  books use a slightly different notation: p. 
  M12-24 means p. 24 of Magic Items 2, for 
  example. 
  Page references that begins with an M 
  refer to GURPS Magic, Second Editing. 
  Other references are AN for GURPS 
  Arabian Nights, CO for GURPS Conan, J 
  for GURPS Japan, MI for GURPS Magic 
  Items, MI2 for GURPS Magic Items 2, TT 
  for GURPS Time Travel and WW for 
  GURPS Witch World. 
  
   
   
  - 4 - 
  Introduction 
  How Many Spell 
  Throwing Shills Are 
  There, Anyway? 
  The Spell Throwing skill, p. 6 and p. 
  M94, includes the following specializa- 
  tions: 
   
  Spell Throwing (Ball) 
  Acid Ball, Concussion and Fireball. 
   
  Spell Throwing (Curse-Missile) 
  Curse-Missile. 
   
  Spell Throwing (Ice Dagger) 
  Ice Dagger. 
   
  Spell Throwing 
  (Ice Sphere/Stone Missile) 
  Ice Sphere and Stone Missile. 
   
  Spell Throwing (Lightning) 
  Lightning. 
   
  Spell Throwing (Poltergeist) 
  Poltergeist. 
   
  Spell Throwing (Silk) 
  Spider Silk. 
   
  Spell Throwing (proper) 
  Throw Spell. 
   
  Spell Throwing (Sunbolt) 
  Sunbolt. 
   
  Spell Throwing (Winged Knife) 
  Winged Knife. 
  The new spells can be introduced in several ways. Some could be recent 
  inventions of the Thaumaturgical Research Institute; some could be recorded in an 
  old spell-book the PCs discover in ancient ruins; the rest could have been in use 
  “since the beginning of the campaign,” but in a distant country the PCs have just 
  begun to visit or to have dealings with. The solutions abound and are limited only 
  by the imagination. 
  The grimoires of characters generated using GURPS Magic are fully com-
  patible with the new spell list, unless the GM decides to implement some of the 
  suggested prerequisite changes. 
   
  Redefining the Colleges 
  The college of Enchantment, the Elemental colleges of Air and Water and the 
  Technological college have each had some of their spells grouped into sub-
  colleges. The sub-colleges can be considered a purely organizational feature with 
  no effect on play or they can be turned into full-fledged colleges. The decision is 
  the GM's. 
  The GM could also, if the fancy takes him, shuffle the spells into a completely 
  different set of colleges. An example of this is provided by GURPS Witch World, 
  where the spells are grouped according to a “color of magic” theory. 
   
  Modifying the Spell List 
  Related spells such as the “Shape,” “Repel,” “Cure,” “Stop,” “Restore,” 
  “Keen,” “Dull” or “Create” spells may each be grouped under a single master 
  spell, with a changing cost. Conversely, spells such as Water to Wine may be split 
  into Water to Beer, Water to Wine and Water to Spirits. This gives the GM 
  considerable control over the versatility of mages in his campaign. 
   
  Spell Power 
  There are a few spells, such as Malefice (p. 39), which are not Enchantment 
  spells but still have something of enchantment about them. These spells, like true 
  enchantments, have a defined starting Power, equal to the caster's effective skill 
  with the spell - see p. M16. 
  Attacks against such a spell will reduce its Power. When 
  the Power goes to zero, the spell is broken. 
  This sort of Power, like the Power of an enchanted 
  item, is temporarily reduced by 5 in a low-mana area, and 
  may be temporarily reduced or increased in an area of 
  aspected mana. Such a reduction in Power will not, by 
  itself, break the spell. For instance, if a spell has a Power of 
  4, taking it to a low-mana area will reduce effective Power 
  to nothing, but won't break the spell. However, anything 
  that reduces an object's current Power to zero, or would 
  reduce its Power at all if its current Power is zero or less, 
  will break the spell. 
   
   
  
   
   
  - 5 - 
  Introduction
  Changing a Maintained Spell 
  Sometimes, one may wish to change the energy invested in a spell after the 
  fact. For example, one might cast Shape Stone on two hexes and, a few turns 
  later, want to extend the spell to two more hexes, or, conversely, to maintain the 
  spell on one of the hexes but not the other. 
  The first example is not possible. You can't increase a spell's area once it 
  has been cast. You'll have to cast a new spell. 
  The second example, though, is all right. If you wish to maintain only part 
  of a spell's area, you can do so, paying the reduced cost. 
   
  New Disadvantages 
  Magic Susceptibility 
  -3 points per level 
  You are more likely to be affected by magic. Note that this disadvantage can be 
  combined with Magery, but not with Magic Resistance. The level of your Magic 
  Susceptibility is added to the caster's skill with the spell. If your Magic 
  Susceptibility is 4, and the caster's skill is 12, his effective skill is 16. 
  Your Magic Susceptibility makes you more vulnerable to spells thrown 
  directly on you. It does not affect missile spells, attacks by magical weapons, or 
  information-gathering spells in which the spell is not thrown directly on you, 
  such as Divination by a crystal ball. Magic Susceptibility has no effect on psionic 
  attacks or powers. Unlike Magic Resistance, Magic Susceptibility works normally 
  against Area spells (as above, neither doubled nor halved). 
  Magic Susceptibility, and its exact level, can be recognized by any mage who 
  looks at your aura, or by anyone who casts a spell against you. 
  Magic Susceptibility also subtracts from your resistance to spells. 
   
  New Skills 
  Artistic Skills 
   
  Illusion Art (Mental/Hard) 
  Defaults to IQ-6 or Artist-3 
  Illusionists can use this skill to create illusions that will elicit an emotional 
  response - awe, stupefaction, dread, disgust, sadness, affection, mirth, anger... 
  Units of Measurement 
   
  For those who prefer metric units, the 
  following rough equivalents may be used: 
   
  A mile is about 1 ½ kilometers (1.609 km).  
  A yard (3 feet) is about a meter (.914 m). 
  A foot is about 30 centimeters (30.48 cm). 
  An inch is about 2 ½ centimeters (2.54 cm). 
  A pound is about ½ kilogram (.453 kg). 
  An ounce is about 30 grams (31.103 g). 
  A cubic foot is about 30 liters. 
  A gallon is about four liters (3.785 l). 
  A quart is about a liter (.946 l). 
  40 ounces is about a liter. 
   
  Size of Area Affected 
  For some spells (such as Smoke), the 
  player must know the number of hexes in an 
  area of a certain radius (r). The formula is 
  3r(r-1)+l. Size of the areas up to radius 10: 
   
  Radius 1: area 1 
  Radius 6: area 91 
  Radius 2: area 7 
  Radius 7: area 127 
  Radius 3: area 19 
  Radius 8: area 169 
  Radius 4: area 37 
  Radius 9: area 217 
  Radius 5: area 61 
  Radius 10: area 271 
   
   
  
   
   
  - 6 - 
  Introduction 
  Ghosts 
  Ghosts are the spirits of deceased 
  beings that remain connected to the living 
  world, usually through a place or object. 
  Ghosts differ from most undead in that 
  they are insubstantial and are not con-
  trolled by outside forces. They cannot be 
  affected by physical matter, nor can they 
  make physical attacks. They can haunt 
  almost any item or place. 
  Most ghosts are the spirits of people 
  who were gravely wronged during their 
  lifetimes and thus were not able to com-
  plete the transition to the world of the 
  dead. Common ghost origins include mur-
  der at the hand of a loved one, betrayal by 
  family or friends, or knowledge of a 
  crime or other foul deed. Generally, any 
  sort of serious “unfinished business” may 
  result in a ghost. 
  Ghosts usually make their presence 
  known through their magical abilities, 
  which are in turn usually tied in some 
  way to their earthly lives or means of 
  demise. For example, the ghost of a sailor 
  or of a drowning victim would know 
  Water magic. 
  A ghost draws its fatigue from its 
  focus. This can be anything: a bedroom, a 
  doll, a forest clearing, sometimes even a 
  person (which is a peculiar type of 
  possession). If the focus is destroyed by 
  breaking it up, the ghost's spell-casting 
  energy pool is merely fragmented into 
  smaller pools. Only fire or some other 
  form of disintegration can render the 
  focus useless. This does not destroy the 
  ghost, which will merely refocus its 
  energy elsewhere over time - on the 
  average at the rate of 1 ST per month. 
   
   
  Lucid Dreaming (Mental/Easy) 
  Defaults to Will-4 
  This is the skill of controlling your dreams. When the dream is caused by an 
  external agency (such as a spell, spirit or deity), a Quick Contest between the 
  dreamer's skill and the agency's effective skill with the spell (or its IQ) determines 
  who controls the dream. 
  This skill will be used mostly with the spells Dream Viewing (p. 21). Dream 
  Sending (p. 21), and Dream Projection (p. 21). it may also be helpful with certain 
  types of divination (see p. 59). 
   
  Athletic Skills 
  Flight (Physical/Average) 
   
  Defaults to DX-4 
  With this skill you can control 
  flight (winged or gliding) to allow 
  difficult maneuvers, tight turns, etc. 
  See p. B139. 
   
  Combat Skills 
  Parry Missile Weapons 
  (Physical/Hard) 
  No default 
  Using this skill, a person can use a 
  sword, staff or spear to parry thrown 
  or missile weapons. His Parry score is 
  half of his Parry Missile Weapons skill. 
  He parries large thrown weapons at 
  +4, thrown knives at +2, arrows at no 
  penalty, blowgun darts and crossbow 
  bolts at -5. Bullets, supersonic missiles 
  and beams still cannot be parried.
  
   
   
  - 7 - 
  Introduction
  Spell Throwing (Physical/Easy) 
   
  Defaults to DX-3, 
   
  Throwing or Spell 
   
  Throwing (other)-2 
   
  See the sidebar on p. 4 for a complete list of all the 
  Spell Throwing skills. 
   
  Craft Skills 
  Tattooing (Mental/Average) 
  Defaults to IQ-5 
   
  This is the skill of using tattooing equipment safely, 
  choosing pigments and needles, etc. The aesthetic quality 
  of the tattoo depends on the tattooer's Artist skill. 
   
  Scholarly (Scientific) Skills 
  Augury (Mental/Very Hard) 
  Defaults to 
   
  Theology-4 or Occultism-3 
   
  This skill is useful for interpreting omens or dreams. 
  The latter can be used by the GM as a means of dropping 
  hints to his players. 
   
  The interpreter must specialize in one culture. For 
  cross-cultural defaults, use the same penalties as with 
  Savoir-Faire. 
   
  Cryptology (Mental/Hard)  
  No default 
   
  This is the skill of making and breaking codes and 
  ciphers. See p. MI2-41 for details. 
   
  Thaumatology (Mental/Very Hard) 
   
   
  Defaults to IQ-6 
   
  This skill covers academic knowledge of the theories 
  behind magic. This is different from Occultism, which 
  deals with magical beliefs and practices of different 
  cultures; Thaumatology deals with the “physics” of mana 
  and magic. Non-mages may learn this skill, but it is easier 
  for a mage; add Magery to IQ when learning this skill, as 
  one does for spells (mages have “applied knowledge” to 
  help them!). 
   
  This skill is useful (to some degree) in any kind of 
  magical research. GMs may choose to use this skill in 
  conjunction with the New Inventions rules (pp. B 186-187) 
  when mages wish to create new spells. 
   
  It also may be useful when dealing with previously 
  unknown spells, or the often surprising results of critical 
  spell successes or failures. It can help one understand what 
  is possible with magic, or determine how to enchant a 
  magic item to perform in a desired manner. The better the 
  degree of success on the roll, the more insight is obtained. 
   
  Obviously, the default is only available to those who 
  have had an opportunity to learn something about “real” 
  magic. 
   
  
   
   
  - 8 - 
  Spell List 
   
  Each spell description includes the following information: 
  Name of Spell and Class(es) it belongs to. A (VH) indicates 
  that the spell is Very Hard; otherwise, it is a Hard skill. 
  Description of Effect and special rules. 
  Duration: The time the spell's effect lasts. If the spell is 
  maintained, it lasts for a time equal to the original duration. 
  Some spells have an instantaneous effect, and therefore no 
  duration is given. 
  Cost: The energy (ST or HT) expended when the spell is 
  cast. See p. M8. Note that some spells also have a cost to 
  maintain. Others (Thunderclap and Ignite Fire, for instance) 
  have an instantaneous effect, and cannot be maintained. If cost 
  is given as “Base Cost,” it indicates the cost for each 1-hex 
  radius of an “area” spell - see p. M10. 
  Time to Cast: This is the time required to cast the spell. If 
  no time is given, the spell requires one second of 
  Concentration and takes place at the beginning of the caster's 
  next turn. 
  Prerequisites: Magery or IQ requirements, and other spells 
  that must be known at a skill level of 12 or better before this 
  spell may be studied. 
  Item: Type of permanent magical item that can be made 
  with the spell, and special rules (if any) for that item. Energy 
  cost to create it, and costs for required materials (if any). See 
  Chapter 2 for details on creating magical items. If there is no 
  “Item” listing, no magic item can be made with that spell. 
   
  ANIMAL SPELLS 
  Some spells (such as Repel (Animal) and 
  (Animal) Control) apply to only one type of 
  creature. There is some debate in the 
  scientific community as to how to divide the 
  living world into kingdoms. The most 
  widely accepted scheme recognizes four 
  kingdoms. Besides the Animal and Plant 
  kingdoms, there are the Monera kingdom 
  (bacteria and blue-green algae) and the 
  Protista kingdom (other algae, slime molds, 
  lichens and fungi). For game purposes, they 
  can be lumped with the animals (as 
  protozoans) or plants (in the case of lichens 
  and fungi). The animal kingdom is divided 
  into two subkingdoms: Protozoa (unicellular 
  creatures) 
  and 
  Metazoa 
  (multicellular 
  creatures). The metazoa are broken down 
  into several phyla. 
  The invertebrate phyla include worms, 
  echinoderms 
  (starfish, 
  sea 
  urchins), 
  coelenterates 
  (corals, 
  hydrae, 
  jellyfish, 
  anemones), sponges, mollusks, crustaceans 
  (crabs, lobsters), arachnids, myriapods and 
  insects. For game purposes, the first four 
  (along with many obscure ones not listed 
  here) are grouped under the heading of 
  “worms” while arachnids and myriapods are 
  lumped together as “arachnids.” 
  The vertebrate phylum is partitioned into 
  classes, including fish, amphibians, reptiles, 
  birds and mammals. For game purposes, the 
  fish class contains not only true bony fishes, 
  but also sharks, etc. 
  As stated on p. 23 of GURPS Magic, 
  most Animal spells do not work on creatures 
  of species which ordinarily have IQ of 8 or 
  better. The reverse is not true, however; 
  Panic, for example, works just as well on 
  animals as it does on  humans! 
  
   
   
  - 9 - 
  Spell List
  EXPANDED SHAPESHIFTING 
  Shapeshifting as presented in GURPS Magic is, if the GM 
  permits it, infinitely expandable. Spells to change wizards and 
  their companions (and foes!) into rabbits, frogs, deer, gryphons, 
  dragons or other creatures certainly exist in many literary 
  fantasy worlds, and the same will be true of fantasy game 
  worlds. 
  When writing up new variants on these spells, the GM 
  should use the standard format given in GURPS Magic. The 
  subject of a Shapeshifting spell retains his own mental attributes 
  (at least initially), but gains the physical characteristics of the 
  beast. Animal-form ST and HT may vary slightly, as in the 
  examples in GURPS Magic (a weak man might be changed into 
  a weak rhinoceros - weak for a rhino, that is), but this need not 
  be the case if the GM or players don't wish to bother with the 
  math. 
  The only real issue, then, is the balance for the variant spells. 
  In general, the GM can probably permit just about any real 
  animal form to be learned with no special restrictions on 
  prerequisites, energy cost and so on - mice are weak but can 
  sneak into houses readily; bison are tougher but not exactly 
  nimble on stairs, and so on. 
  For very powerful real animals (elephants, for instance) or 
  for creatures from myth (dragons, gryphons and such), the GM 
  may wish to make the Shapeshifting spells more expensive in 
  any of the following ways: 
  Energy Cost: This is one of the cleanest ways to balance 
  more powerful spells: make them cost more energy to cast than 
  the standard 6 to cast, 2 to maintain. If it costs 13 ST to change 
  into a tiger, some casters won't be able to make the change at all 
  without a Powerstone and most others will do so only in 
  emergencies. A suggested guideline for the cost to cast is ½ of 
  the form's value (minimum cost to cast of 3), computed using 
  the rules from GURPS Fantasy Folk or GURPS Bestiary, 
  Second 
  Edition, 
  and 
  considering 
  only 
  the 
  physical 
  characteristics of the beast. 
  Prerequisites: Requiring a larger number of prerequisites can 
  very effectively balance powerful Shapeshifting spells. Perhaps 
  no mage can Shapeshift into a dragon form until he knows three 
  other lizard forms, or a few Fire spells, or perhaps just Breathe 
  Fire (a Very Hard spell) . . . 
  Unusual Background: GMs not wishing to bother with the 
  above may simply apply an Unusual Background, of any point 
  value they see fit, to variant Shapeshifting spells. 
   
  Beast-Rouser  
  Regular 
  Lets the caster agitate a single animal. The beast's reaction 
  roll (to anyone) worsens by twice the energy put into the spell. 
  Duration: Until a reaction roll is called for or an hour passes. 
  Cost: 1 to 3. 
  Prerequisites: Vexation or the Animal Empathy advantage. 
  Item: Staff, wand or jewelry. Energy cost to create: 500. 
   
  (Animal) Control  
  Regular; Resisted by IQ 
  Lets the caster control the actions of one large animal (any 
  size), or a group of small ones (up to about 100 lbs. total). 
  Concentration is required. Each type of animal is a separate 
  spell. GURPS Magic included Insect, Fish, Mollusk, Reptile, 
  Bird and Mammal Control. The following additional spells 
  round out the list: 
   
  Spell 
  Cost 
  Item Cost 
  Protozoan Control 
  1/1 
  200/400 
  Worm (lower Metazoan) Control 
  2/ 1 
  200/400 
  Crustacean Control 
  3/2 
  400/700 
  Arachnid Control 
  3/2 
  300/600 
  Amphibian Control 
  4/2  
  400/800 
   
  Cost indicates the cost to cast or to maintain the spell, while 
  the Item Cost column lists the cost to enchant magical items 
  with the spell. Note that not all of these spells will exist in every 
  game world; most TL3 worlds are oblivious to the existence of 
  protozoa, in particular, unless giant versions tend to roam the 
  countryside or the waters . . . 
  Duration: 1 minute. 
  Cost: Variable; see above. 
  Prerequisite: Beast-Soother. 
  Item: Staff, wand or jewelry. The first Item Cost is the cost 
  for an item that controls one particular species- The second is 
  the cost for an item that will control any species of the spell 
  type. 
   
   Hybrid Control (VH)  
  Regular; Resisted by IQ 
  Lets the caster control the actions of one large hybrid 
  creature (any size), or a group of small ones (up to about 100 
  lbs. total). Concentration is required. The caster must know all 
  the (Animal) Control spells relevant to the hybrid (example: 
  controlling a gryphon would require knowledge of both 
  Mammal Control and Bird Control); his skill with this spell is 
  the lowest of the various spells involved including Hybrid 
  Control. This spell will not work on an intelligent being (IQ 8 or 
  more). 
  Duration: 1 minute. 
  Cost: 6 to cast, 3 to maintain. 
  Prerequisites: At least two (Animal) Control spells. 
  Item: (a) Staff, wand or jewelry. Energy cost to create: 800 
  (will control only one particular hybrid). (b) Jewelry, with two 
  colors of metal or two different colors of stone. Energy cost to 
  create: 2,500 (will control any hybrid). 
   
  
   
   
  - 10 - 
  Spell List 
  Repel (Animal)  
  Area; Resisted by HT 
  Repels animals from an area. The spell resists attempts by 
  animals to enter the area or to stay in it. Each animal may try to 
  enter the area once per hour, rolling a Regular Contest between 
  its HT and the caster's effective skill (each contest lasts a turn). 
  Once inside, roll a Quick Contest between the animal's HT and 
  the caster's effective skill, every turn; the animal must depart 
  from the area on its first failure. 
  This category includes several different spells. There is a 
  Repel (Animal) spell for every type of animal listed under 
  (Animal) Control -Birds, Mammals, Arachnids and so on. Like 
  all area spells, the area extends upward 4 yards (an important 
  detail for flying animals such as bats or birds). Casters may 
  extend the area upward by spending proportionately more ST; 
  double the base cost to create an area 8 yards high and so on. 
  Beings with Animal Empathy may feel uneasy and irritable 
  while in the affected area. 
  Duration: 1 hour. 
  Base Cost: Equal to the cost of the Control spell for that 
  animal type. 
  Time to cast: 10 seconds. 
  Prerequisite: The (Animal) Control spell appropriate to the 
  type of animal to be repelled. 
  Item: An area can be made permanently repellent at an 
  energy cost of 100 times normal. 
   
  Repel Hybrids (VH)  
  Area; Resisted by HT 
  Repels hybrids from an area. The spell resists attempts by 
  hybrids to enter the area or stay in it. Each hybrid may try to 
  enter the area once per hour, rolling a Regular Contest between 
  its HT and the caster's effective skill (each contest lasts a turn). 
  Once inside, roll a Quick Contest between the hybrid's HT and 
  the caster's effective skill, every turn; the hybrid must depart 
  from the area on its first failure. 
  The caster must know all the Repel (Animal) spells relevant 
  to the hybrid; his skill with this spell is the lowest of the 
  various spells involved including Repel Hybrids. Beings with 
  Animal Empathy may feel uneasy and irritable while in the 
  area. 
  Duration: 1 hour. 
  Base Cost: 6 to cast, 3 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Hybrid Control. 
  Item: An area can be made permanently repellent at an 
  energy cost of 100 times normal. 
   
  Permanent Beast Possession (VH)  
  Regular; 
   
  Resisted by IQ 
  Like Beast Possession - but the caster remains in the body 
  of the subject until he chooses to leave or is “exorcised” by 
  Exorcism, Counterspell, Remove Curse or a similar spell. 
  Remember that the appropriate Control spell must be known for 
  the spell to work on the chosen subject. The caster's own body 
  is in Suspended Animation (p. M50) while the spell continues. 
  If the caster's body dies, the spell is broken. Whenever the 
  subject body takes damage, the caster must roll vs. his own 
  body's HT or take the same damage. If the subject animal dies, 
  the caster must roll vs. HT or die himself! 
  In addition, the caster must roll against his IQ every day; a 
  failed roll means that he loses one point of IQ. The caster does 
  not need to roll any more once he reaches the beast's normal IQ 
  range. The lost IQ is regained when the spell is ended. Should 
  his IQ drop to 7, only Remove Curse or Exorcism will end the 
  spell. 
  Duration: Indefinite (could be permanent). 
  Cost: 20. 
  Time to cast: 1 minute. 
  Prerequisites: Magery 2 and Beast Possession. 
  Item: Cap, crown, helmet or other headgear. Must bear a 
  picture of the animal form it affects. Mage only. Energy cost to 
  create: 2,000. 
   
  Spider Silk  
  Special; Missile 
  The caster shoots a strand of Spider Silk from his fingertip. 
  Thrown once, the strand may be used as a kind of lasso. 
  Thrown twice, the strand may be used to build up a web (by 
  anchoring successive strands between two walls, for example). 
  Each strand has DR 3 and 6 hit points for cutting purposes and 
  can lift 500 lbs. The end of a strand has a grappling strength of 
  20; the length of a strand has a grappling strength of 2 (this is 
  why it is better to use several when building a web: each strand 
  adds another 2 to the web's grappling strength). The strands are 
  nearly weightless. 
  Any web with a surface density higher than three strands per 
  hex allows a +1 per extra strand per hex to the approaching 
  victim's Vision roll. Anyone or anything touched by or 
  touching a strand is grappled; a Quick Contest of ST is 
  required to break free. Each failed ST Contest means the victim 
  is further entangled: subtract 1 from ST and DX - if either 
  reaches zero, the victim is totally immobilized. 
  When trying to free an entangled victim, excess cutting 
  damage (as well as any crushing or impaling damage) is 
  inflicted on the victim. Each cut strand returns a point of ST 
  and one of DX to the victim, which may resume trying to break 
  free . . . or may accidentally re-entangle itself! The web strands 
  burn almost instantly; anyone caught in a web when it goes up 
  in smoke suffers 1d-2 burning damage. 
  The caster may shoot up to two Spider Silk spells at once 
  (one from each hand). As a missile, the strand has SS 13, Acc 
  +3, ½D n/a, Max equal to strand length; use the caster's Spell 
  Throwing (Silk) skill (see sidebar, p. 4). On living targets, use 
  the lasso rules (pp. B51 and B207) -note that the caster could 
  very well anchor his end of the strand after lassoing a victim. 
  Using both hands, the caster may also throw both ends 
  simultaneously at a single target: the strand then acts as bolas 
  (pp. B49 and B207), except that it does not inflict any damage. 
  The caster may also refrain from throwing the strand so as to 
  use it as a whip (pp. B52 and B207); while thus held, the strand 
  will stick to anything but the caster. 
  Duration: l minute. 
  Cost: 1 to cast per 5 hexes of strand length (maximum 30 
  hexes); half that to maintain. 
  Prerequisites: Magery and Arachnid Control. 
  Item: Staff or wand. Mage only. Must bear a picture of a 
  spider. The strand is shot from the item's tip. Energy cost to 
  create: 400. 
   
  
   
   
  - 11 - 
  Spell List
  Partial Shapeshifting (VH) 
   
   
  Regular; Resisted by IQ 
  As Shapeshifting, but affects only one body part. The 
  subject of the spell can be the caster or someone else. Each 
  variation is a separate spell. 
  The resulting body part preserves the subject's scale: 
  Shapeshifting a human's head into a hummingbird's head does 
  nor result in a human with a cherry-pit sized head, but in a 
  human with a human-sized hummingbird head. Some variations 
  bear misleading titles. Crocodile Jaws, for example, transforms 
  the subject's entire head, not just his jaws - the jaw muscles 
  must be properly anchored! 
  Some known variations are: 
  Chameleon Eyes (3 to cast): The subject's eyes become 
  independently focusable. He may aim two weapons at once, 
  although throwing two at once is probably not a good idea 
  (because of the penalty of -4 to both throws, plus the -4 for 
  using the off arm unless he's ambidextrous). The subject also 
  gains Peripheral Vision. 
  Crocodile Jaws (5 to cast): The subject's jaws become a 
  crocodile maw, complete with its ST to bite (i.e., he does biting 
  damage as a large crocodile: 1d+2 cutting). Speech is slurred, 
  but not impossible. The Crocodile ST gained is 
  applicable only to biting damage, not to lifting or 
  fatigue. As a side effect, the subject gains 
  Peripheral Vision and Color Blindness. 
  Elephant Trunk (3 to cast): The subject's nose 
  becomes an elephant's trunk. Treat it as a “third 
  arm.” of the same DX as the other two. The 
  subject does not acquire an extra action. As a side 
  effect, the subject gains Peripheral Vision and 
  Color Blindness. 
  Feathered Arms (3 to cast): The subject's arms 
  transform into wings, allowing him to fly at up to 
  twice his normal Speed. Wingspan is twice height; 
  in order to take off or land, the subject must have 
  an open area with a radius equal to his wingspan in 
  all directions. Flying is exhausting; assess fatigue 
  penalties as if running or swimming (see sidebar, 
  p. B134). Encumbrance is also a limiting factor 
  (see p. B139). See p. 6 for the Flight skill. 
  Fish Tail (3 to cast): The subject's legs fuse 
  into a single powerful fluke, allowing him to swim 
  at twice his normal Speed. 
  Mountain Goat Hooves (4 to cast): The 
  subject's feet become mountain goat hooves, 
  complete with the associated Climbing and 
  Jumping 
  skills 
  (14 
  each, 
  Climbing 
  being 
  applicable only to mountaineering). 
  Saber-Teeth (5 to cast): The subject's canines 
  become saber-teeth, complete with a smilodon's 
  ST (i.e., he does biting damage as a large 
  smilodon: 2d+1 impaling). Speech is slightly 
  slurred. The smilodon ST gained is applicable only 
  to biting damage, not to lifting or fatigue. As a side 
  effect, the subject acquires Color Blindness. 
  Scorpion Tail (7 to cast): The subject grows a scorpion's 
  stinger, complete with poison gland. This is a Close reach 
  attack, at DX, doing thrust+l impaling damage in addition to 
  the venom. To determine the effects of the venom, the victim 
  must make a HT-6 roll. Failure means 1d+2 damage 
  immediately and -4 DX for three days; success means half 
  damage is taken and the DX penalty is only -2. A critical failure 
  mean, instant death. 
  Serpent's Fangs (3 to cast): The subject's canines become 
  serpent's fangs, able to deliver a venomous bite (the teeth 
  cannot penetrate any real armor, however). The subject's speech 
  is slightly slurred. The venom requires a HT-4 roll immediately 
  for the victim and again on the morning of the next three days. 
  Every failure results in 1d+1 damage (within 15 minutes for the 
  initial roll, upon arising for the later ones). Critical failures 
  mean death. If all the rolls are successful, the venom has no 
  effect. 
  Skunk Tail (3 to cast): The subject grows a skunk's tail, 
  complete with the Stench area attack (see p. M35). This affects 
  6 hexes (which must be contiguous to each other and to the 
  base of the subject's tail, which is 3 hexes long on a human) and 
  costs the subject two ST to use. 
   
   
  
   
   
  - 12 - 
  Spell List 
  Spider Arms (7 to cast): The subject grows an extra pair of 
  arms, with which he may accomplish one extra action every 
  turn. When doing an All-Out Attack, the subject must take the 
  same bonus to all attacks: he may not, for example, swing 
  twice with one weapon while carefully aiming another! 
  Tiger Paws (4 to cast): The subject's hands become tiger 
  paws, complete with the ST to wield them (i.e., he does 
  damage with them as a large tiger: 2d cutting). Obviously, he 
  can neither wield weapons nor engage in any other activity 
  requiring fine manipulation. The tiger ST gained is applicable 
  only to hand-to-hand damage, not to lifting or fatigue. 
  Toad Tongue (3 to cast): The subject's tongue becomes able 
  to strike as a fist with a reach of 2 hexes. At ranges longer than 
  Close, the subject rolls against his DX-2 or Magic Breath skill 
  (see p. M105). This counts as an action; he must be facing his 
  target. Small objects will adhere to the tongue (lifting ST is 3). 
  As a side effect, the subject also gains Peripheral Vision. 
  Turtle Shell (10 to cast): The subject becomes encased in a 
  turtle shell. It has PD 3, DR 4 and weighs 4 pounds per point 
  of ST of the subject. 
  Duration: 1 hour. 
  Cost: Varies; never less than 3. One-third (round up) to 
  maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 3, Shapeshift Other and Alter Body. 
  Item: Depends on the specific body part affected: for 
  example, gloves for Shapeshifting the hands, boots for the feet, 
  a mask for facial parts and so on. Must bear a likeness of the 
  shape to be taken. There is no cost to maintain; the spell ends 
  when the user mimics pulling off the item. Energy cost to 
  create: 1,000 plus 250 per point of casting cost. 
   
  Permanent Shapeshifting (VH)  
  Regular 
  Like Shapeshifting - but the subject remains in animal form 
  until he chooses to resume his normal form or is forced to 
  resume it by an Exorcism, Counterspell, Remove Curse or 
  similar spell. The IQ loss roll is made every day. 
  Duration: Indefinite (could be permanent). 
  Cost: 5 times the cost of the corresponding Shapeshifting 
  spell. 
  Time to cast: 1 minute. 
  Prerequisites: Magery 3 and Shapeshifting for that form. 
  Items: (a) Jewelry. Must bear a picture of the form to be 
  taken. Usable only by a mage or a descendant of a natural 
  were. Remains with the subject when the spell is cast; note that 
  if the subject loses the item while in beast form, he cannot end 
  the spell (Remove Curse then has to be used)! Energy cost to 
  create: 3,000. (b) Skin of the shape to be taken. As above, but 
  merges into the subject and cannot be lost. Energy cost to 
  create: 4,500. 
   
  Merging Shapeshifting (VH)  
   
  Special; Resisted by IQ 
  Allows two subject beings to be merged into one, provided 
  neither resists. For example, a woman and a snake could be 
  turned into something like a Hindu idol. The two subjects must 
  be in physical contact with each other when the spell is cast. 
  The caster may decide which of the subjects' attributes and 
  abilities are possessed by the merged creature; for example, 
  the grace and dexterity of the snake could be added to the 
  intelligence and size of the woman. However, although the 
  merged creature may initially have the personality of either 
  “component,” there is always a chance that the other “nature” 
  will take control. Intelligent beings can usually adapt to the 
  results of this magic, but unintelligent animals find it 
  confusing and usually panic and run amok or turn 
  self-destructive - so having their personalities take over can 
  lead to severe problems. 
  The controlling personality (determined by the caster) must 
  make a Will roll to retain control of the merged body. This 
  first happens one more minute after the spell is cast than the 
  margin of success of the spell and again (repeatedly) after one 
  more minute than the margin of success or failure of the 
  preceding roll. Any failure means that the other “nature” takes 
  over. 
  Example: Qrish the Mad Mage combines an annoying 
  Bedouin with his horse, producing a centaur-like creature with 
  a horse “personality.” Qrish succeeds in his casting by 3, while 
  the Bedouin fails his resistance by 1 and the horse by much 
  more. The spell thus succeeds by 4. The horse-Bedouin panics 
  and runs off, kicking out at everything in sight. After 5 
  minutes, the horse has to attempt a Will roll. Not surprisingly 
  (with its Will of only 5), it fails, rolling 10; now, the annoyed 
  Bedouin is in control for at least 6 minutes. He turns and 
  charges Qrish . . . 
  The effects of this spell can only be reversed by the caster 
  or by Remove Curse. 
  Duration: 1 hour. 
  Cost: 8 to cast, 3 to maintain. 
  Time to cast: 30 seconds. 
  Prerequisites: Magery 3, two versions of Shapeshift Other, 
  at least two Body Control spells and at least two (Animal) 
  Control spells. 
  Item: Staff or wand. Mage only, must touch subjects. 
  Energy cost to create: 6,000. 
   
  Great Shapeshifting (VH)  
  Special 
  Allows the caster to quickly perform multiple, repeated 
  changes of shape. The caster can change shape at will 
  throughout the duration of the spell, taking just one turn to 
  complete each change and expending no extra energy in doing 
  so. If the caster changes back to his natural form at any time, 
  the spell lapses. Upon returning to his normal form, the caster 
  is mentally stunned (see p. B127). 
  Clothing, jewelry and armor vanish when the spell is cast, 
  reappearing when it lapses (magical jewelry cannot be 
  detected while “vanished”). Items that the caster was carrying 
  when the spell was cast (including backpacks, etc.) simply fall 
  to the ground. 
  The possible shapes are limited only by the imagination of 
  the caster and what the GM is prepared to accept - but see 
  below. The caster may even shift to a multi-part form, a 
  plausible “collective shape,” only one part of which holds his 
  soul; the other parts may then be destroyed or lost without 
  injuring him. For example, the caster might change into a 
  swarm of bees - one of which “is” him - and then have each 
  bee fly off in a different direction, thus frustrating his enemies. 
  The caster retains normal hit points and injuries at all times. 
  Fatigue is also unaffected by changes of form. 
  
   
   
  - 13 - 
  Spell List
  A caster who shifts to a form with senses beyond those of 
  humans gains those senses at a -5 to his own IQ. For example, a 
  caster with IQ 15 could change into the form of a dog and gain 
  the ability to track by scent with a Sense roll of 10 (his normal 
  Sense roll of 15, minus 5). 
  Unless the GM has stats handy for a given form (either from 
  an existing sourcebook or his own notes), he should assume 
  each form to have an appropriate natural attack (claws, teeth, 
  horns, etc.) with a base damage of thrust-1 cutting or thrust-3 
  impaling. Since the caster gains the form's normal weight, 
  trampling prone opponents may also be possible (see p. B 142). 
  The GM sets the Attributes, PD, DR, Move, Swimming 
  skill, Sense roll and base damage of the form; he may even 
  require that some things (including defenses) be decreased; as 
  appropriate. The difference between these target values and the 
  caster's starting ones cannot total more than twice his skill with 
  the spell. 
  Example: Soraya the Sorceress has IQ 15, all other 
  attributes at 10, no PD or DR, a Move of 5, Swimming 6 
  (default) and Sense 15. She contemplates changing into a tiger. 
  The GM requires the following: ST 35 (+25), DX 14 (+4), IQ 
  unchanged, HT 15 (+5), PD 1 (+1), DR 1 (+1), Move 10 (+5), 
  Swimming 14 (+8), Sense 18 (+3) and thrust-9 cutting (-8). The 
  differences total +44. Soraya can thus change into a tiger if she 
  knows Great Shapeshifting at 22 or better. If she knows it at 25, 
  she then has 6 more “points” to put into the change - the GM 
  may let her increase the tiger's natural attack to thrust-3 cutting. 
  Extraordinary abilities which are not integral to the form 
  must be magically supplied by the caster. A bird or cloud form 
  would allow flight, a torch form would allow flame, but a bat 
  form would need its echolocation magically supplied (Sound 
  Vision), just as a dragon form would need its breath attack 
  magically supplied (Breathe Fire). In all cases, the GM's 
  judgment is final. 
  When casting spells while Great Shapeshifted, the caster is 
  subject to the Magic Rituals requirements (see p. M7). Since 
  many forms can neither gesture nor speak, this means that 
  spells will have to be known at 21 or better to be usable. 
  Example: Soraya could turn into a rain cloud and rain on 
  people without recourse to the Rain spell, but the GM would 
  very likely assess a fatigue cost equivalent to using the spell, 
  since Soraya would be using up her form's substance. Since she 
  also has Light-18 and Fear-19, which require a gesture or a 
  word to cast, she could cast them while changed into, say, a 
  parrot, which can talk . . . 
  Other mages who also know Great Shapeshifting can use 
  Counterspell to hold a Great Shapeshifted caster in whatever 
  form he currently has, for as many turns as the Counterspell 
  wins the contest by (or until the Great Shapeshifting lapses). 
  Duration: 1 minute. 
  Cost: 8 to cast, 4 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 3, Alter Body, four types of 
  Shapeshifting and at least ten other spells of any kind. 
  Item: Jewelry; must be decorated with an abundance of 
  animal motifs. Mage only. The item vanishes when the spell is 
  cast, to reappear when it lapses. Energy cost to create: 5,000. 
  Note: This spell first appeared, in a genre-specific form, in 
  GURPS Arabian Nights. 
   
  BODY CONTROL SPELLS 
   
  Touch  
  Regular 
  The subject feels a light touch at a spot of the caster's choice. 
  The touch can be easily felt, even through armor, but has no 
  effect other than to attract the subject's attention; it may not 
  cause pain nor discomfort, although it is very likely to distract 
  him. 
  Cost: 1. 
  Item: Staff, wand or jewelry. Energy cost to create: 50. 
   
  Boost (Attribute)  
  Regular or Blocking 
  There are actually three separate spells: Boost Strength, 
  Boost Dexterity and Boost Health. Each spell must be studied 
  separately, but all three work identically. 
  Raises the subject's physical attribute just long enough for a 
  single die roll or short action - one Quick Contest, one attribute 
  check, delivering a blow, readying a weapon, resisting a spell, 
  throwing an object, etc. It could not be used to increase a roll 
  that represents several seconds of effort, such as a Regular 
  Contest. 
  Cost: 1 for every point of attribute increase (maximum of 5). 
  Cost is not reduced for high skill. 
  Prerequisite: There is a different spell prerequisite for each 
  version: 
   
  Spell......................................................................Prerequisite 
  Boost Strength .....................................................Might 
  Boost Dexterity ....................................................Dexterity 
  Boost Health ........................................................Vigor 
  Item: Staff, wand or jewelry. Energy cost to create: 300. 
  
   
   
  - 14 - 
  Spell List 
  Frailty 
  Regular; Resisted by HT 
  Lowers subject's HT temporarily. This affects Basic Speed, 
  death. disease, exhaustion (running, swimming), exposure, 
  infection, knockdown, knockout, poison and spell resistance 
  rolls, crippling, disease and unconsciousness recovery rolls. 
  Note that crippling damage (p. B127), stunning, knockdown 
  and knockout scores are based on hit points and are therefore 
  unaffected. 
  May be combined with Curse-Missile. 
  Duration: 1 minute. 
  Cost: 2 per point of HT decrease (maximum 5); same to 
  maintain. The cost to cast is not reduced by high skill. 
  Prerequisite: Lend Strength. 
  Items: (a) Any. Always on; wearer's HT is lowered while 
  the item is worn. Energy cost to create: 200 per point of HT 
  reduction. (b) Staff or wand. Mage only, must touch. Energy 
  cost to create: 1,000. 
  Note: GMs may add Frailty as an alternate prerequisite of 
  Vigor. 
   
  Hold Breath  
  Regular 
  Temporarily eliminates the subject's need for air. He could 
  thus stay underwater or in a room full of poison gas (unless it's 
  a skin agent) without trouble. This spell does not actually 
  provide air; it simply delays suffocation (hopefully) until the 
  subject can reach (or create) a safer environment. This spell 
  does not supply pressure support against vacuum or deep sea 
  pressure. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. 
  Prerequisites: Magery and Vigor. 
  Item: Wand, staff or jewelry. Energy cost to create: 450. 
   
  Perfume  
  Regular; Resisted by HT 
  The subject smells strongly of any odor that the caster desires. 
  A very foul smell can inconvenience him socially, for instance. 
  In any case, the subject will detect the odor, but will not find it 
  especially offensive (although his companions certainly 
  might), regardless of its nature. 
  May be combined with Curse-Missile. 
  Duration: 10 minutes. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisites: Itch or Odor. 
  Items: Staff or wand. Must touch. Energy cost to create: 
  200. 
   
  Strike Barren  
  Regular; Resisted by HT 
  Makes infertile any subject creature that was capable of 
  producing offspring. Restoration or Remove Curse will undo 
  the spell. Used on a plant, prevents it from ever bearing pollen, 
  fruit or seed. 
  May be combined with Curse-Missile. 
  This is also a Necromantic spell. 
  Duration: Permanent. 
  Cost: 5. 
  Time to cast: 30 seconds. 
  Prerequisites: Magery, Steal Health and Decay. 
  Items: (a) Staff or wand. Mage only, must touch. Energy 
  cost to create: 200. (b) Any item. Always on; wearer is infertile 
  while the item is worn. Energy cost to create: 600. 
   
  Strike Anosmic 
  Regular; Resisted by HT 
  The subject is temporarily without any sense of taste or 
  smell. He might even not notice the spell's effect! 
  May be combined with Curse-Missile. 
  Duration: 10 seconds. 
  Cost: 2 to cast. 1 to maintain. 
  Prerequisite: Spasm. 
  Items: (a) Any item, always on; wearer is anosmic. Energy 
  cost to create: 300. (b) Staff or wand. Mage only, must touch. 
  Energy cost to create: 800. 
   
  Strike Numb  
  Regular; Resisted by HT 
  The subject is temporarily without any sense of touch. This 
  includes the effects of the Resist Pain spell, so it is a mixed 
  blessing. The subject does not feel blows beyond the jolt, does 
  not feel the pickpocket going through his possessions, does not 
  feel the heat of the stove top he is leaning on . . . If the caster 
  desires, the spell can selectively numb the subject (numbing 
  only the arms, for instance). 
  May be combined with Curse :Missile. 
  Duration: 10 seconds. 
  Cost: 3 to cast, 1 to maintain. 
  Prerequisite: Resist Pain. 
  Items: (a) Any. Always on, wearer only. Energy cost to cre-
  ate: 300. (b) Staff or wand. Mage only, must touch. Energy 
  cost to create: 800. 
   
   
  Control Limb  
  Regular; Resisted by IQ 
  One of the subject's limbs (including wings, tentacles, etc., 
  but never the head) is under control of the caster! Arms can be 
  made to swing weapons (use the caster's skill); legs can be 
  made to kick, twist and so on. The caster must continually con-
  centrate to control the limb once the spell is cast; failure to do 
  so simply causes the limb to “go dead” for the duration. The 
  victim may attempt to grapple himself to prevent his limb from 
  acting, but he is at -3 on contests of ST or DX with himself! 
  If a caster forces the subject to attack himself with his own 
  weapon or fist, hit rolls are still required and the victim may 
  Dodge at -2. He can even parry (also at -2) if he has an appro-
  priate weapon in his other hand! Treat as Close Combat for 
  legal weapons and any appropriate penalties. 
  
   
   
  - 15 - 
  Spell List
  Duration: 5 seconds. 
  Cost: 3 to cast, 3 to maintain for a limb. If cast 
  only on a hand (or analogous body part), the cost 
  to cast or to maintain is only 2, but the subject can 
  only be forced to increase or release his grip and 
  so on. This can still interfere with spellcasting 
  gestures, grenades and firearms . . . 
  Prerequisites: Magery and at least five Body 
  Control spells including Spasm. 
  Items: (a) Staff or wand. Mage only, must be 
  pointed at the subject. Energy cost to create: 600. 
  (b) Matched pair of bracers, wristbands, gloves, 
  shoes or ankle-bands. One is worn by the caster, 
  the other by the subject. The motion of the 
  subject's item is slaved to the caster's. Energy cost 
  to create: 800. 
   
  Tickle   
  Regular; Resisted by IQ 
  Subject feels he is being tickled. If he does not 
  resist, he will be made helpless with laughter, 
  jerking about to try to escape from his invisible tormentor. He 
  won't be able to take any action, and his active defenses are at 
  -4. Another Will roll should be required to keep silent if need 
  be. Toughness and High/Low Pain Threshold have no effect on 
  the spell's outcome. 
  Duration: 1 second. 
  Cost: 2 to cast, 2 to maintain (requires concentration). 
  Prerequisite: Itch. 
  Items: (a) Wand, staff or feather. Touch required. Energy 
  cost to create: 800. (b) Chair, cushion or pillow. Always on. 
  Anyone sitting in or on it is immediately “attacked” by the 
  spell. Great practical joke. Energy cost to create: 250. 
   
  Hunger  
  Regular; Resisted by HT 
  Inflicts starvation damage on the subject, equivalent to a 
  single lost meal. Fatigue taken in this fashion can only be 
  recovered by a meal during a day of rest (see sidebar, p. B 
  128). 
  May be combined with Curse-Missile. 
  This is also a Food spell. 
  Cost: 2. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery, Fatigue and Decay. 
  Item: Staff, wand or jewelry. Mage only, must touch. 
  Energy cost to create: 2,000. 
   
  Thirst  
  Regular; Resisted by HT 
  Inflicts dehydration damage to the subject, equivalent to 
  that caused by a full day without water. This causes 2 fatigue 
  and 2 points of actual damage per casting. Recovery of 
  dehydration fatigue is only possible with a day of rest and 
  plentiful water (see sidebar, p. B128). Repeated castings may 
  render the subject nearly unable to speak, because his throat 
  will be parched and his tongue swollen. 
  May be combined with Curse-Missile. 
  This is also a Food spell. 
  Cost: 5. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery, Fatigue and Destroy Water. 
  Item: Staff, wand or jewelry. Mage only, must touch. 
  Energy cost to create: 2,500. 
   
  Retch  
  Regular; Resisted by HT 
  The subject loses his lunch. He is physically stunned for 
  (25-HT) turns and then rolls every turn vs. HT to recover. This 
  could be used as an emetic to help a victim get rid of poison! 
  May be combined with Curse-Missile. 
  Cost: 3. Cannot be maintained. 
  Time to cast: 4 seconds. 
  Prerequisites: At least three Body Control spells including 
  Spasm. 
  Item: Staff or wand. Mage only, must touch. Energy cost to 
  create: 400. 
   
  Stop Spasm  
  Regular 
  Stops any seizure the subject may have been undergoing. 
  This works against epilepsy, vomiting fits, etc. 
  This is also a Healing spell. 
  Cost: 1 to cast. 
  Prerequisites: Spasm or Lend Health. 
  Items: (a) Staff or wand, decorated in a snake pattern. 
  Usable only by a mage, or a non-mage with Physician 15+. 
  Energy cost to create: 400. (b) Any item. Always on. Prevents 
  its wearer from suffering seizures (grants a bonus of +5 when 
  resisting Spasm). Energy cost to create: 750. 
   
  Choke  
  Regular; Resisted by HT 
  The subject becomes unable to breathe (or speak) and 
  suffers the effects of suffocation (see sidebar, p. B122). Every 
  ten seconds, the subject gets another resistance roll against the 
  original spell skill roll to break free of the spell. A critical 
  success also breaks the spell. 
  Duration: 10 seconds. 
  Cost: 4 to cast, 4 to maintain. 
  Prerequisites: Magery and at least five Body Control spells, 
  including Spasm. 
  Item: Staff or wand. Mage only, must touch. Energy cost to 
  create: 400. 
   
  
   
   
  - 16 - 
  Spell List 
  Balance  
  Regular 
  The subject gains a perfect sense of balance for the duration 
  of the spell. He will have no problem keeping his footing on 
  tigbtropes, ledges, tree limbs, etc. If the surface is slippery or 
  unstable, he is at +6 on all rolls to keep his feet. In combat, he 
  is at +4 DX to keep his feet or to avoid being knocked down. 
  He also gains +1 to his Piloting, Flying and Acrobatics skills. 
  The spell essentially confers the Perfect Balance racial 
  advantage (see GURPS Fantasy Folk, GURPS Aliens or 
  GURPS Uplift). It has no effect on beings who already have 
  this advantage. 
  Duration: 1 minute. 
  Cost: 5 to cast, 3 to maintain. 
  Prerequisite: Boost Dexterity. 
  Items: (a) Staff or wand. Mage only, must touch. Energy 
  cost to create: 600. (b) Jewelry, footwear or headgear. Always 
  on, wearer only. Energy cost to create: 1,500. 
   
  Reflexes  
  Regular 
  The subject gains the benefit of the Combat Reflexes 
  advantage (see p. B20) for the duration of the spell. The spell 
  has no effect on beings who already have the advantage. 
  Duration: 1 minute. 
  Cost: 5 to cast, 3 to maintain. 
  Prerequisites: Dexterity and Haste. 
  Items: (a) Any item. Always on; wearer gains the Combat 
  Reflexes advantage. Rare item! Energy cost to create: 1,200. 
  (b) Staff or wand. Mage only. Energy cost to create: 800. 
   
  Ambidexterity  
  Regular 
  Subject becomes ambidextrous (see p. B19). The spell has 
  no effect on beings who already have the advantage. It also 
  only affects a single pair of limbs; beings with more than two 
  arms will require multiple castings of the spell. 
  Duration: 1 minute. 
  Cost: 3 to cast, 2 to maintain. 
  Prerequisite: Dexterity. 
  Items: (a) Any. Always on; wearer becomes ambidextrous. 
  Rare item! Energy cost to create: 1,500. (b) Staff or wand. 
  Mage only. Energy cost to create: 500. 
   
   
  Fumble  
  Blocking; Resisted by DX 
  The subject automatically fumbles the action he is taking. 
  Regular range penalties apply. If the action is an attack or 
  parry, roll on the Critical Miss Table; a fumbled dodge results 
  in a fall and a fumbled block makes the shield unready. If he 
  fumbles some other action (Move, Ready Weapon, etc.), the 
  GM should determine the result as he sees fit. “Mental” actions 
  (concentration, speech and so on) are immune, but a spell 
  requiring body motions of some sort will be affected! A 
  Fumbled spell costs full fatigue to its caster but does not 
  backfire. 
  Cost: 5. 
  Prerequisite: Clumsiness. 
  Items: (a) Staff or wand. Mage only, must touch. Energy 
  cost to create: 1,000. (b) Jewelry. Always on, affects wearer 
  only. Wearer keeps fumbling! Energy cost to create: 500. 
   
  Cadence  
  Regular 
  This spell doubles the rate of production of crafted items by 
  both hastening the craftsman's movements and making them 
  surer, eliminating wasted strokes. Any use of a Craft skill can 
  be improved by this spell; magical craft use (such as scroll-
  writing) cannot. 
  Duration: 1 hour. The spell is broken if the subject 
  interrupts his work. 
  Cost: 5 to cast, 3 to maintain; the spell costs the subject an 
  equal amount of fatigue every hour, unless it is the caster 
  himself. 
  Time to cast: 10 seconds. 
  Prerequisites: Haste and Dexterity. 
  Item: Tool. Energy cost to create: 1,000. 
   
  Weaken Blood  
  Regular; Resisted by HT 
  The subject becomes a hemophiliac for the duration of the 
  spell. All wounds will cause severe bleeding (see pp. B28 and 
  B 130). 
  This is also a Necromantic spell. 
  Duration: 1 day. 
  Cost: 9 to cast, 5 to maintain. 
  Prerequisites: Sickness or Steal Health. 
  Items: (a) Any item; always on. The wearer is a 
  hemophiliac! Energy cost to create: 900. (Usually combined 
  with Hex) (b): Any cutting or impaling weapon; it inflicts 
  bleeding wounds. Energy cost to create: 1,200. 
   
  Haircut  
  Regular; Resisted by HT 
  Trims the subject's hair (beard, mustache, fur . . . ) as the 
  caster sees fit. To determine the aesthetic quality of the job, 
  roll against Barber skill (a M/E professional skill). Can also be 
  used to shear sheep, pluck chickens or to trim the subject's 
  nails. The spell will not blunt the subject's claws or horns, 
  although it may give them a manicure . . . 
  Duration: The trim is instantaneous, the cut matter falling 
  at the subject's feet. 
  Cost: 2. 
  Time to cast: 2 seconds. 
  Prerequisites: Weaken and at least two Body Control 
  spells. 
  Items: (a) The effect may be made permanent (preventing 
  hair from growing back) for 10 times casting cost. Remove 
  Curse will let hair grow again. (b) Headgear. Trims the hair of 
  whoever puts it on, to the style specified by the creator. Energy 
  cost to create: 200. (c) Staff, wand or scissors. Energy cost to 
  create: 400. 
   
  
   
   
  - 17 - 
  Spell List
  Hair Growth  
  Regular; Resisted by HT 
  Causes the subject's hair and nails to grow at a million 
  times the usual rate (meaning an inch of hair every five 
  seconds and an inch of nails every 30 seconds). If left 
  unchecked long enough, such growth will interfere with vision 
  (as hair falls in the eyes), movement (as one trips on one's 
  beard) and handling ability (as nails get in the way). This spell 
  is also appreciated by some bald people, while the hair lasts 
  (baldness returns within about a month as the hair falls out 
  naturally). 
  Duration: 5 seconds. 
  Cost: 1 to cast, 1 to maintain. 
  Prerequisites: At least five Body Control spells. 
  Items: (a) Any item, always on. Hair starts growing an hour 
  after the item is put on and grows for an hour after the item is 
  taken off. Energy cost to create: 100. (b) Staff or wand. Must 
  touch. Energy cost to create: 250. 
   
  Corpulence (VH)  
  Regular; Resisted by HT 
  The subject's girth temporarily increases by one level, going 
  from Skinny to Normal, from Normal to Overweight, from 
  Overweight to Fat or from Fat to Extremely Fat, as applicable. 
  See the appropriate disadvantage descriptions for precise 
  effects (pp. B28-29). Beyond Extremely Fat, the subject's 
  weight increases by 100% of his base weight (not counting Fat 
  or Skinny modifiers from this spell or otherwise) per casting. 
  Subjects already affected resist repeated castings at a 
  cumulative +5 per casting. 
   
   
  In addition to the normal effects of the increased weight, 
  ordinary clothes will rip; each piece of rigid armor will 
  constrict, inflicting DR/3 in crushing damage (round down) 
  and then suffocate (see p. B122). Once the subject is made 
  incapable of moving, he may be smothered by his own weight. 
  Duration: 10 minutes. 
  Cost: 6 to cast, 6 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 2, Create Earth, Create Water and at 
  least four Body Control spells including Alter Body. 
  Items: (a) Any. Wearer acquires the new girth specified by 
  the creator of the item. Energy cost to create: 2,000. (b) Staff 
  or wand. Mage only, must touch. Energy cost to create: 1,000. 
   
  Gauntness (VH)  
  Regular; Resisted by HT 
  The subject is temporarily emaciated, losing one level of 
  weight (the opposite of the Corpulence spell). Armor and 
  clothing will hang on the subject, hampering him (-2 DX). 
  Beyond Skinny, the subject loses 20% of his current weight 
  and takes 1d fatigue per casting. Subjects already affected 
  resist repeated castings at a cumulative +5 per casting. 
  Duration: 10 minutes. 
  Cost: 6 to cast, 6 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 2, Earth to Air, Destroy Water and at 
  least four Body Control spells including Hunger. 
  Items: (a) Any. Wearer acquires the gauntness specified by 
  the creator of the item. Energy cost to create: 2,000. (b) Staff 
  or wand. Mage only, must touch. Energy cost to create: 1,000. 
   
  Decapitation (VH)  
  Regular; Resisted by HT+2 
  The subject's head comes off! When casting this spell, the 
  subject's head (or one of them, if the subject has several) comes 
  free of its body but continues to live on its own. The subject is 
  not harmed, but the head will take falling damage if it is not 
  carefully removed or caught! The head can talk, see and 
  control the actions of its body normally (distance is not a 
  factor). If the head is somehow blinded (put in a bag, for 
  instance), then it will have trouble telling its body where to 
  walk . . . 
  The spell, once cast, is permanent until somebody puts the 
  head back in the proper place and wills it to attach (if the head 
  is unwilling, proceed to a Regular Contest of Wills). If cast on 
  a foe, who then regains the head and re-attaches it, the caster 
  has no say in the matter, although he can certainly cast the 
  spell again . . . 
  This spell, while useful in combat, has several other uses. A 
  mage with a broken leg could leave his body behind and travel 
  with the party as a head! Note, however, that bodies cannot 
  feed themselves without mouths, and that if the mage 
  attempted to cast a spell requiring body motions, the range 
  penalties would apply from his body, not from his head! 
  Duration: As above. 
  Cost: 6. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery 2 and Alter Body. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 1,000. 
   
  Sensitize  
  Regular; Resisted by HT 
  The subject becomes extremely sensitive to pain, acquiring 
  the Low Pain Threshold disadvantage (see p. B29). Does not 
  affect beings that already have the disadvantage. 
  Duration: 1 minute. 
  Cost: 3 to cast, 2 to maintain. 
  Prerequisites: Magery and Stun. 
  Items: (a) Any. Always on, wearer only. Energy cost to 
  create: 300. (b) Staff or wand. Mage only, must touch. Energy 
  cost to create: 400. 
   
  
   
   
  - 18 - 
  Spell List 
  Agonize  
  Regular; Resisted by HT 
  Magnifies the subject's sense of touch to the degree that all 
  sensation becomes acutely painful: a gentle touch feels like a 
  blow, someone else's breath feels like a scorching flame, a cool 
  breeze feels like a freezing blast. Even the contact of one's own 
  clothes becomes unbearable, the subject feeling as though his 
  skin is being scraped raw. The subject is rendered helpless with 
  pain. 
  Duration: 1 minute. 
  Cost: 8. Cannot be maintained: must be recast. 
  Prerequisites: Magery 2 and Sensitize. 
  Items: (a) Any. Always on, wearer only. Energy cost to cre-
  ate: 700. (b) Staff or wand. Mage only, must touch. Energy 
  cost to create: 800. 
   
  Alter Voice  
  Regular; Resisted by HT 
  Changes the subject's voice as the caster wills. If the caster 
  is trying to duplicate an existing voice, the “model” voice 
  should be available. Recreating a familiar voice from memory 
  is a -2 to skill, -3 or worse if the caster has only heard the voice 
  a few times or a long time ago (Eidetic Memory is helpful, 
  here). To determine whether someone familiar with an imitated 
  voice is fooled or not, proceed as with Imitate Voice (p. 93). 
  The spell will not “give” a voice to a mute character. If this 
  spell is used to permanently improve a PC's voice (possibly 
  giving him the Voice advantage), the GM should require him 
  to pay the appropriate character points! If used to make the 
  subject's voice shrill, offensive and annoying to hear, this 
  effectively reverses the Voice advantage: all reaction rolls and 
  skills that involve vocal communication are at -2 for the 
  duration of the spell. 
  This is also a Sound spell. 
  Duration: 1 hour. 
  Cost: 3 to cast, 2 to maintain. The change may be made per-
  manent, as an Enchantment, for a cost of 50. 
  Time to cast: 30 seconds. 
  Prerequisites: At least four Body Control and four Sound 
  spells. 
  Item: Any, but usually jewelry. Gives wearer a new voice, 
  pre-set by the caster. Energy cost to create: 1,000. 
   
  Lengthen Limb  
  Regular 
  The caster's arm (usually - but legs, pseudopods and so on 
  are also legal) lengthens, becoming like a very long snake. The 
  limb lengthens at a rate of 1 yard per second, with no upper 
  limit. The caster retains his full sense of touch, and must feel 
  his way forward once the end of the limb goes out of his line of 
  sight, or use Wizard Eye or some similar spell to guide it. He 
  must 
  remain 
  still; 
  the 
  actual 
  lengthening 
  requires 
  concentration, but the caster may relax once he has achieved 
  the desired length. 
  The extended limb may make a tempting target for whoever 
  happens on it! When the spell ends, or in an emergency, the 
  limb is “reeled back in” at the caster's full Speed score. Useful 
  for reaching the keys outside the cell or snatching the caliph's 
  prize jewel as he sleeps . . . 
  Duration: 1 minute. 
  Cost: 2 to cast, 2 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 3 and Shapeshifting. 
  Items: (a) Wand. Mage only. Energy cost to create: 1,000. 
  (b) Bracelet, glove or ring. May be used to lengthen the limb 
  that wears it (finger only in the case of the ring). Mage only. 
  Energy cost to create: 500. 
   
  Shrink (VH)  
  Regular 
  The caster's size decreases, proportionately reducing his 
  Strength, hit points, Move, Reach, PD and DR. The caster's 
  clothing will shrink with him if he wishes, but jewelry, armor, 
  weapons, carried items and other substantial volumes of harder 
  substances remain at their original size (they can be reduced 
  separately with Shrink Object). 
  IQ, DX, HT, Fatigue, Speed and Dodge do not change with 
  size. Thus, a ST 10 caster Shrunk to half-size would have a ST 
  of 5 for weapon use, lifting, etc., but retain his original ST of 
  10 for fatigue purposes (spell casting, for example). 
  Weight decreases dramatically; a half-sized caster's mass is 
  divided by 8, a quarter-sized caster's mass is divided by 64 and 
  so on. The caster is much harder to hit with weapons (use the 
  size adjustments on p. B201) and can hide and sneak around 
  efficiently (the same modifiers apply to Vision rolls). Long-
  term food requirements also diminish in direct proportion. 
  The GM may opt to treat hit points of less than 1 as 1 and 
  may permit a minimum Move of 1, as well, to allow shrunk 
  wizards to achieve something on foot. Neither of these is strict-
  ly realistic, but both are in keeping with the traditions of heroic 
  fiction. 
  Duration: 1 hour. 
  Cost: 4 to reduce the caster to ½ of his normal size, 6 to 
  reduce it to 1/3 of normal, 8 for 1/4 and so on. Same to 
  maintain. Thus, it takes 140 ST (!) to reduce the typical caster 
  to an inch in height. 
  Time to cast: 5 seconds. Shrinkage occurs in a few turns 
  once the spell is completed. 
  Prerequisites: Magery 2 and Alter Body.
   
   
  
   
   
  - 19 - 
  Spell List
  Items: (a) Wand. Mage only. Energy 
  cost to create: 1,500. (b) A size change can 
  be made permanent for 100 times casting 
  cost (the GM may require that the subject's 
  new size be 
  maintained 
  while the 
  enchantment goes on!) 
  Note: This spell first appeared, in genre 
  specific form, in GURPS Arabian Nights. 
   
  Shrink Other (VH) 
  Regular; 
   
  Resisted by HT 
  As Shrink, but usable on other beings. 
  The spell can only be countered by the 
  original caster or by Remove Curse. The 
  GM should keep in mind the potential 
  psychological effects of this spell on 
  unaware/unwilling subjects . . . 
  Duration: 1 hour. 
  Cost: 4 to cast to reduce the subject 
  from his usual size to ½, 6 to reduce it to 
  ⅓, 8 for ¼ and so on. Same to maintain. 
  GMs may permit a cost reduction for 
  Shrinking subjects that are very small to 
  begin with. 
  Time to cast: 10 seconds. Shrinkage 
  occurs in a few turns once the spell is 
  completed. 
  Prerequisites: Magery 3 and Shrink. 
  Items: (a) Wand. Mage only; must 
  touch. Energy cost to create: 2,000. (b) A 
  size change can be made permanent for 100 times casting cost 
  (the GM may require that the subject's new size be maintained 
  while the enchantment goes on!) 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Arabian Nights. 
   
  Enlarge (VH)  
  Regular 
  The caster's size increases, proportionately increasing his 
  Strength, hit points, Move, Reach, PD and DR (DR 0 should be 
  treated as DR 1, Enlarged, then halved, rounding down. This 
  means doubling or tripling gives DR 1, quadrupling and 
  quintupling gives DR 2, etc.). The caster's clothing will grow 
  with him if he wishes, but jewelry, armor, weapons, carried 
  items and other substantial volumes of harder substances 
  remain at their original size (they can be enlarged separately 
  with Enlarge Object). See the Corpulence spell, p. 17, for the 
  effects of “bursting” out of armor. 
  IQ, DX, HT, Fatigue, Speed and Dodge do not change with 
  size. Thus, a ST 10 caster Enlarged to double size would have 
  a ST of 20 for weapon use, lifting, etc., but retain his original 
  ST of 10 for fatigue purposes (spell casting, for example). 
  Weight increases dramatically; every doubling of height 
  multiplies the caster's mass by a factor of 8. Extra body mass 
  does not count as encumbrance unless the caster was 
  Overweight or Fat to begin with. He does trampling damage 
  according to the rules on p. B142. The caster is a lot easier to 
  hit with weapons (use the adjustments on p. B201) and is very 
  easy to spot (the same modifiers apply to Vision rolls). Long-
  term food requirements also increase in direct proportion. 
  If the caster is enclosed in a room (or vehicle or container. 
  etc.) that is too small to accommodate his larger size, his 
  growth stops. However, if his maximum thrusting damage is 
  enough to penetrate the enclosure's DR, he bursts through in 
  one second per point of DR it possesses. 
  Duration: 1 hour. 
  Cost: 4 to double the caster's normal size, 6 to triple it, 8 to 
  quadruple it and so on. Same to maintain. 
  Time to cast: 5 seconds. Enlargement occurs in a few turns 
  once the spell is completed. 
  Prerequisites: Magery 2 and Alter Body. 
  Items: (a) Wand. Mage only. Energy cost to create: 1,500. 
  (b) A size change can be made permanent for 100 times casting 
  cost (the GM may require that the subject's new size be 
  maintained while the enchantment goes on!) 
   
  Enlarge Other (VH)  
  Regular; Resisted by HT 
  As Enlarge, but usable on other beings. The spell can only 
  be countered by the original caster or by Remove Curse. Cast 
  on a volunteer soldier, this changes him into an instant siege 
  engine . . . but also makes him a prime target for the enemy's 
  artillery and magic. 
  Duration: 1 hour. 
  Cost: 4 to double the subject's usual size, 6 to triple it, 8 to 
  quadruple it and so on. Same to maintain. GMs may opt to 
  reduce the cost for enlarging very small subjects. 
  Time to cast: 10 seconds. Enlargement occurs in a few turns 
  once the spell is completed. 
  Prerequisites: Magery 3 and Enlarge 
  Items: (a) Wand. Mage only; must touch. Energy cost to 
  create: 2,000. (b) A size change can be made permanent for 
  100 times casting cost (the GM may require that the subject's 
  new size be maintained while the enchantment goes on!) 
  
   
   
  - 20 - 
  Spell List 
  COMMUNICATION AND EMPATHY SPELLS 
  All Communication and Empathy spells work on creatures 
  of any IQ, unless the description states otherwise. (The 
  exceptions are mostly spells which have a counterpart in the 
  Animal college: Soul Rider, Persuasion, Vexation . . .). 
   
  Hide Emotion Regular; Resists emotion readings 
  This spell gives its subject the outward appearance of deep 
  calm. It resists Aura and Sense Emotion (and Sense Foes, at 
  the GM's option) as well as any attempt to gauge the subject's 
  emotional state by other means (Empathy, psionics, etc.). A 
  great favorite of diplomats, courtiers, poker players . . . This 
  can grant up to a +4 (GM's judgment) to any skill where 
  masked emotions are valuable. 
  Duration: 1 hour. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisite: Sense Emotion. 
  Item: Cap, crown or other headgear. Sunglasses are 
  sometimes so enchanted at higher TLs. Energy cost to create: 
  200. 
  Note: This can become an alternate prerequisite of Hide 
  Thoughts. 
   
  Compel Lie  
  Regular; Resisted by IQ 
  As listed under Mind Control, p. 76. 
   
  Vexation  
  Regular; Resisted by IQ 
  Used when a reaction roll is required, this spell makes the 
  subject (one intelligent creature of IQ 8 or better) more likely 
  to react unfavorably. Frequently used by agents to sabotage 
  diplomatic missions . . . 
  Persuasion and Vexation resist each other. 
  Duration: 1 minute. 
  Cost: Twice the penalty subtracted from the roll to cast; 
  same to maintain (maximum penalty of 5). 
  Prerequisite: Sense Emotion. 
  Item: Cap, crown or other headgear. Mage only. Energy 
  cost to create: 1,000; must include a purple jewel (garnet or 
  amethyst) worth at least $200. 
   
  Insignificance  
  Regular; Special Resistance 
  Cast on a subject, this spell causes all beings with whom he 
  has social contact to ignore and/or disregard him. Only beings 
  having a reason to notice either that particular person or 
  someone in his particular situation can resist the spell with IQ - 
  the subject himself does not get to resist! Apply the absolute 
  value of the Appearance modifiers (see p. B 15) to the IQ of 
  the viewers; thus, viewers of an Ugly or Handsome subject 
  would resist with IQ+2. 
  The spell's effects are limited in magnitude; the subject 
  could slip unnoticed through a crowd, but would be stopped by 
  guards if trying to pass where he should not. He can get 
  someone's attention by grabbing him, but is then likely to get a 
  negative reaction. If he steals something or commits some 
  other objectionable act (removing his clothing, perhaps), all 
  witnesses get a new resistance roll. If he attacks someone, that 
  person is automatically no longer affected by the spell - 
  furthermore, the victim's cries for help won't be ignored! 
  Insignificance and Presence resist each other. 
  Duration: 1 hour. 
  Cost: 4 to cast, 4 to maintain.  
  Time to cast: 10 seconds. 
  Prerequisites: Persuasion and Avoid. 
  Items: (a) Cloak, jewelry, headgear. Always on; wearer is 
  ignored! Energy cost to create: 700. (b) Wand or staff; mage 
  only. Energy cost to create: 450. 
   
  Presence  
  Regular; Special Resistance 
  Cast on a subject, this spell causes all beings with whom he 
  has social contact to pay attention to him. Each being that 
  attempts to ignore the subject gets to resist the spell with IQ 
  but the subject himself does not get to resist! The spell does not 
  guarantee a good reaction from those it affects - it doubles his 
  positive or negative modifier! If he has no positive or negative 
  modifiers, it gives him +1 with the opposite sex; a woman who 
  doesn't know why a certain man stands out may assume it's 
  because she's attracted to him! 
  Someone affected by this spell can easily be followed in a 
  crowd or along city streets. The searcher can simply ask 
  bystanders, “Did you see so-and-so come by here?” and 
  quickly resume the pursuit . . . 
  Presence and Insignificance resist each other. 
  Duration: 1 hour. 
  Cost: 4 to cast, 4 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Persuasion and Lure. 
  Items: (a) Cloak, jewelry, headgear. Always on; wearer 
  attracts attention. Energy cost to create: 700. (b) Wand or staff; 
  mage only. Energy cost to create: 450. 
   
  Communication (VH)  
  Regular 
  This spell allows the caster to set up two-way 
  communication with the subject. Images appear before each, 
  depicting the other and allowing “real-time” conversation. Use 
  the Long-Distance modifiers (p. B151 or p. M10) unless the 
  caster knows the subject and the subject was expecting the 
  “call,” in which case no distance modifiers apply! Apply an 
  additional -4 to skill if the caster does not know the subject. 
  The communication is audio-visual only. However, if the 
  caster also knows Far-Tasting and Odor, he may add smell to 
  the communication for an extra point of energy (both for 
  casting and maintenance). 
  Others can join the “conference” at any time - a new casting 
  of the spell (by anyone involved) is required for each new site. 
  This communication is, obviously, not secure. 
  Duration: 1 minute. 
  Cost: 4 to cast, 4 to maintain. Spend 4 again for each extra 
  site joining the communication. 
  Time to cast: 4 seconds. 
  Prerequisites: Wizard Eye, Far-Hearing, Voices and Simple 
  Illusion. 
  Item: Headgear, bowl, mirror or crystal ball. Mage only. 
  Energy cost to create: 1000. Linked pairs may be created for a 
  total energy cost of 1,000 - but they may communicate only 
  with each other. 
  
   
   
  - 21 - 
  Spell List
  Message  
  Regular; Resisted by 
   
  spells that block sound 
  As listed under Sound, p. 94. 
   
  Dream Viewing  
  Regular; Resisted by IQ 
  Lets the caster view the subject's dreams; they appear on 
  any smooth surface of his choice (such as a basin of water, 
  mirror, gem facet, etc.). Use the Long-Distance (p. B151 or 
  M10) and the Mind-Reading (p. M28) modifiers. If the caster 
  and subject don't know each other, there is a further -2 penalty. 
  Duration: 1 hour. 
  Cost: 2 to cast, 1 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Truthsayer and Sleep. 
  Item: Mirror. Energy cost to create: 300. 
   
  Dream Sending  
  Regular; Resisted by IQ 
  The caster uses this spell to send a dream vision to the 
  subject, who must be asleep at the time of the casting. The 
  message is seen in dream-symbols by the subject, who must 
  roll vs. IQ-5 or a skill such as Augury (see p. 7) to interpret it 
  correctly. The margin of success of the roll indicates how well 
  the message is understood. Any use of the Lucid Dreaming 
  skill (see p. 5) by the subject could distort or obliterate the 
  message (GM's judgment). 
  The caster tells the GM the exact meaning (it is a good idea 
  to limit the length of the message to no more words than the 
  caster has skill with the spell). The GM in turn tells the subject 
  what he understood (roll in secret, as a critical failure will lead 
  to complete misunderstanding!). Use the Long-Distance (p. 
  B151 or p. M10) and the Mind-Reading (p. M28) modifiers. If 
  the caster and subject don't know each other, there is a further 
  -2 penalty. 
  This is also a Mind Control spell. 
  Duration: 1 hour. 
  Cost: 3. One try per night. 
  Time to cast: 1 minute. 
  Prerequisites: Dream Viewing. 
  Item: Wand or staff. Energy cost to create: 400. 
   
  Dream Projection 
  Regular 
  Using this spell, the caster projects his presence into the 
  subject's dreams, to converse with him. Roll a Quick Contest of 
  the spell's skill vs. the subject's Will every minute; once the 
  subject wins, the spell is broken and no further contact is 
  possible that night. 
  Use the Long-Distance (p. B151 or M10) and the Mind-
  Reading (p. M28) modifiers. If the caster and subject don't 
  know each other, there is a further -2 penalty. The subject may 
  use his Lucid Dreaming skill (see p. 5) to help the process; roll 
  every minute to skip the contest. 
  This is also a Mind Control spell. 
  Duration: 1 minute. Each minute allows the exchange of 
  two sentences (one from the caster and one from the subject). 
  Cost: 3 to cast, 3 to maintain. One try per night. 
  Time to cast: 1 minute. 
  Prerequisite: Dream Sending. 
  Item: Headgear. Mage only. Energy cost to create: 800. 
  Retrogression  
  Regular; Resisted by IQ 
  This spell causes the subject to re-experience an event from 
  his past life (or lives!) of a type chosen by the caster. This can 
  be used as a torment or as a boon. 
  Different kinds of memories have different effects. A 
  terrifying memory requires a Fright Check at -3; the memory 
  of one's violent death, for example, requires a Fright Check at 
  -5 (in a campaign where Resurrection is possible). The 
  memory of a wound or illness requires a HT-3 roll, failure 
  inflicting a single hit of damage. A memory of slavery or 
  degradation reduces Will by 1 for 3d hours unless a Will-3 roll 
  is made. A memory of personal triumph and power increases 
  Will by 1 for 3d hours if an IQ roll is made. The GM will judge 
  the effects of any other type of memory. 
  The caster only specifies the type of event to be relived; he 
  cannot use this spell to “rummage” through the memories of 
  the subject. 
  The memory seems so real that, unless stunned, the subject 
  must roll his Body Sense to act on the turn following a 
  retrogression. 
  Duration: The memory takes one second to relive (although 
  it may seem like more to the subject). 
  Cost: 5. Cannot be maintained. One try per day. 
  Time to cast: 10 seconds. 
  Prerequisites: Mind-Search and Mind-Sending. 
  Items: (a) Headgear. Every time it is put on, the wearer 
  relives his worst or best memory (Creator's decision, but GM's 
  judgment as to which memory that turns out to be). Energy 
  cost to create: 350. (b) Staff, wand or jewelry. Mage only. 
  Energy cost to create: 400. 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Conan. 
  
   
   
  - 22 - 
  Spell List 
  ELEMENTAL SPELLS - EARTH 
   
  Rain of Stones  
  Area 
  Stones rain from the sky onto the area, causing 1d-1 
  crushing damage per turn to all within it. People and creatures 
  under the Rain of Stones take damage on their own turns; if 
  less than an entire turn is spent in the affected area, damage is 
  halved (round down). 
  The spell can only be cast out of doors. Armor protects in 
  the usual fashion. Medium or large shields can be held 
  overhead to block the stones, but they may take damage (see 
  sidebar, p. B120). This requires two hands and a Ready action 
  (one turn), and succeeds automatically in protecting the 
  character once the shield is readied upwards, but this unreadies 
  the shield for its normal protective function! 
  Inanimate objects such as buildings protect with their DR. 
  Duration: 1 minute. 
  Base Cost: 1 to cast (minimum 2), same to maintain. For 
  double base cost, the Rain of Stones does 2d-2 per turn! 
  Prerequisites: Magery 2 and Create Earth. 
  Item: Staff. Mage only. Energy cost to create: 500. 
   
   
  Mud Jet  
  Regular 
  Lets the caster shoot a thin jet of mud from one finger. It 
  does knockback on all targets; it can kill or knock down flying 
  swarm creatures. It will extinguish 1 hex of normal fire. Each 
  turn, the caster rolls vs. DX-4 or Magic Jet skill (p. M105) to 
  hit. This attack may be dodged or blocked, but not parried. 
  If the spell strikes the face, it will temporarily blind the 
  target unless be makes a HT roll. If he fails the HT roll, each 
  energy point in the spell blinds the target for one second. After 
  the target can see again, his watering eyes will put him at -3 
  DX with for a further 1d seconds. On a critical failure of the 
  HT roll, the target is blinded for 1d seconds per point in the 
  spell. On a successful HT roll, the intended victim covers his 
  eyes for one second and is therefore at -3 DX for one turn. On 
  a critical success, the victim is unaffected. 
  This is also a Water spell. 
  Duration: 1 second. 
  Cost: 1 to 3. Does 1d of knock-back for every point put into 
  it. Range is equal to the number of dice. The cost to maintain it 
  is the same. 
  Prerequisites: Water Jet, Create Earth. 
  Item: Staff or wand. Mage only. The jet issues from the 
  item's tip. Energy cost to create: 600. 
   
  Partial Petrification (VH) Regular; Resisted by HT 
  Turns part of a living subject, who must be touched, to 
  stone, usually leaving him immobile, but still able to talk, to be 
  tortured, etc. The whim of the caster determines the body parts 
  changed; it can be anything from a single finger to the entire 
  body from the neck down - the head can never be affected. The 
  subject's metabolism is magically changed to survive the 
  experience, but he understandably finds the condition intensely 
  uncomfortable, no matter what else is done to him. 
  Petrified body parts are immobile, have no feeling and have 
  PD 2 and DR 4 (see Body of Stone, p. M32). Victims of this 
  spell suffer a DX penalty on anything they attempt: -1 or more, 
  depending on details of the casting and the action. 
  Clothes, jewelry, etc., may be “caught up” in the spell and 
  included in the petrification, but magic items or anything 
  carried in the hand or in a backpack remain unchanged. 
  Either Stone to Flesh or Remove Curse is required to negate 
  this spell. 
  Duration: Permanent (until countered). 
  Cost: 12. Must attack the entire subject. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 2 and Flesh to Stone. 
  Item: Staff, wand or jewelry. Mage only, must touch. 
  Energy cost to create: 1,300. 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Arabian Nights. 
   
  Steelwraith  
  Regular; Resisted by HT 
  Renders the subject intangible to the touch of metal. 
  Swords will pass through him; he will be unable to hold metal 
  keys or to wear metal armor, he will pass through bars, metal 
  floors . . . 
  Duration: 1 minute. 
  Cost: 7 to cast, 4 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery 2 and Walk Through Earth. 
  Items: (a) Wand, staff or jewelry. Mage only. Energy cost 
  to create: 1,200. (b) A metallic weapon may be enchanted so as 
  to counter the spell (so that it may be wielded by or against a 
  Steelwraithed being). Energy cost to create: 250 per pound of 
  weight (minimum 1 lb.). 
   
  Essential Earth  
  Regular 
  Creates the magical essence of earth. Essential Earth is 
  three times as fertile: plants germinate three times faster and 
  grow three times taller or bigger than normal. In addition, if 
  Essential Earth is transformed into stone via the Earth to Stone 
  spell, it will be three times as strong (DR and HT); columns or 
  blocks cut from such stone would support three times as much 
  weight. 
  Duration: Permanent. 
  Cost: 8 per hex. 
  Time to cast: 30 seconds. 
  Prerequisites: 6 Earth spells. 
  Item: Staff. Mage only. Energy cost to create: 500.
   
  
   
   
  - 23 - 
  Spell List
  Alter Terrain (VH)  
  Area 
  Can completely transform vast amounts of terrain. If cast 
  over a large enough area, this spell can turn a city into a lake or 
  sea, or an oceanic island into a mountain range. 
  The profile of the ground (including sea, lake or river beds) 
  within the affected area can be raised, lowered, reshaped, or 
  changed in texture to anything between soft earth and sand to 
  hard granite, as the caster chooses. Stone or brick buildings and 
  vegetable matter can all be transformed into “natural” stone or 
  earth, but not vice versa. Areas below water raised above the 
  water's natural level become dry land: any area lowered below 
  the local water table may be flooded. The GM should require 
  Architecture, Landscaping or Engineering rolls if the caster 
  tries to alter the area into something specific. 
  Beings and loose items on the surface at the time the spell 
  is cast are simply raised or lowered, with no personal injury; if 
  inside buildings, they are gently expelled rather than entombed 
  (of course, if they find themselves under water, they may have 
  problems . . .). 
  If the spell is countered or dispelled, the whole area returns 
  to its former condition; even transformed buildings and trees 
  are restored. 
  Duration: 2d days. 
  Base Cost: 1 to cast (minimum cost 15). Cannot be 
  maintained. Volumes taller than 4 hexes may be affected by 
  multiplying the base cost accordingly. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 3, all four elemental “Shape” spells 
  and Shape Stone. 
  Item: An area may be permanently altered for 100 times 
  casting cost. 
  Note: This spell first appeared, in slightly different form, in 
  GURPS Arabian Nights. 
   
  Move Terrain (VH)  
  Area; Special Resistance 
  Enables the caster to move an entire area of terrain, with all 
  buildings, animals, plants and people on or in it, over large 
  distances. Once the spell is cast, the area to be transported 
  vanishes (see below), being replaced by bare earth (or open 
  water if in the middle of a lake or sea). The caster is now 
  “carrying” that area in invisible, intangible form (this fact can 
  be determined by Detect Magic or something similar). Beings 
  caught in the affected area have a resistance roll based on the 
  best IQ of all of them, modified by -1 for every additional hex 
  of radius of the subject area (thus, Move Terrain with a 2-hex 
  radius is resisted by IQ-1). Successful resistance negates the 
  spell. 
  Once the casting is successfully completed, the subject area 
  “shrinks” in radius at the rate of 1 hex per turn, moving toward 
  the caster at the same rate. Victims quick enough with their 
  feet - and their wits - should be able to jump out of the area as 
  it shrinks (this has good dramatic potential) -make DX and IQ 
  rolls! GMs may decide this warrants a Fright Check (see p. 
  B93). 
  Beings caught up by the spell will be aware of a wild, 
  swirling sky above their heads and a physically impenetrable 
  barrier all around them. The atmosphere inside remains 
  breathable and comfortable (so this spell cannot be used to 
  suffocate someone!). Spells cast out of the area automatically 
  hit the Move Terrain's holder - thus. a trapped mage could walk 
  up to the affected area's edge, lay his hand against the barrier 
  and cast Deathtouch at the holder! Captive mages could also 
  cast Dispel Magic or Counterspell on the affected area, forcing 
  the spell to end abruptly if successful. 
  When the caster stops maintaining the spell, the terrain 
  reappears with the caster's current location falling anywhere 
  within it or at its edge. The subject area “expands” back to 
  normal size at the same rate it shrank. If no suitable space is 
  available, anything in the way is moved aside as if by Shape 
  Stone. 
  The caster may not use this spell again for one full day. No 
  caster or magic item can move the subject area, or any part of 
  it. using this spell for the same period. 
  Cast over a large enough area, this spell can place 
  mountains in the middle of plains, open water (as deep as half 
  the radius of effect, transported from lake or ocean) in the 
  midst of a desert or shift islands to form hills! 
  Duration: 1 hour. (The effects, once the area is “placed,” 
  are permanent.) 
  Base Cost: 10 to cast, 8 to maintain. 
  Time to cast: 1 minute. 
  Prerequisites: Alter Terrain and Hide Object. 
  Item: Staff. Mage only. Energy cost to create: 3,000. 
  Note: This spell first appeared. in slightly different form, in 
  GURPS Arabian Nights. 
   
  Sandstorm  
  Area 
  As listed under Air, p. 25. 
  
   
   
  - 24 - 
  Spell List 
  Purify Earth  
  Area 
  Removes foreign objects, poisons and harmful elements 
  from soil, rendering it fit to support growing plants. Any 
  deficiencies in the soil's composition are also remedied by the 
  spell. Small foreign objects (coins, nails) are destroyed; 
  medium-size ones (swords, artillery shells, chests, statuettes) 
  “float” to the surface; large objects (coffins, walls, large 
  statues) will cause the spell to fail, but the caster will get a 
  general idea of the reason. 
  This is also a Plant spell. 
  Duration: Permanent. 
  Base Cost: 2. Double cost in poor soil such as rocky flats 
  or sandy desert. 
  Time to cast: 30 seconds. 
  Prerequisites: Shape Earth and Apportation. 
  Item: Staff. Energy cost to create: 400. 
  Note: This spell first appeared, in slightly different form, in 
  GURPS Witch World. 
   
  Earth to Water  
  Regular 
  Turns earth to mud (or water). Various uses of this spell 
  include bogging down enemies or pursuers, making mud packs 
  to treat insect stings, softening earth to use for clay dummies or 
  decoys, etc. 
  This is also a Water spell. 
  Duration: Permanent. 
  Cost: 1 to change an item weighing up to 20 lbs. into mud; 
  2 for a larger item (up to 1 hex), plus 2 more for each 
  additional hex. Double the cost to turn earth into water. 
  Prerequisites: Magery, Create Water and Shape Earth. 
  Item: Staff, wand or jewelry. Mage only, must touch. 
  Energy cost to create: 500.
   
  ELEMENTAL SPELLS -- AIR 
   
  Seek Air  
  Information 
  Tells the caster the direction and approximate distance of 
  the nearest significant amount of air. Use the Long-Distance 
  modifiers (p. M10). Any known sources of air may be 
  excluded if the caster specifically mentions them before 
  beginning. At higher TLs, the caster may also seek out a 
  specific gas or combination of gases, rather than ordinary air. 
  Cost: 1. 
  Item: A forked stick (usually of bird bone). Cost to create: 
  60 energy and a $200 onyx. 
  Note: The prerequisite of Create Air becomes Seek Air or 
  Purify Air. Alternatively, GMs may wish to change the 
  prerequisite of Purify Air to Seek Air. 
   
  Air Vision  
  Regular 
  Allows the subject to see clearly through smoke, fog, dust 
  and sand, etc., eliminating any Vision penalties caused by the 
  condition of the air around him. 
  This is also a Knowledge spell. 
  Duration: 1 minute. 
  Cost: 1 per mile to cast, half to maintain. 
  Prerequisite: Shape Air. 
  Item: Any. Energy cost to create: 200. 
   
  Concussion 
  Missile 
  The caster creates a ball of highly pressurized air in his 
  hand. When the ball strikes a target, it explodes, doing 
  concussion (crushing) damage; armor protects normally. The 
  exploding missile creates a muffled whump sound, so there is 
  no risk of being deafened. It has SS 13, Acc +1, ½D 20, Max 
  60; use the Spell Throwing (Ball) skill. 
  This is also a Sound spell. 
  Cost: Any amount from 2 to 6. For every 2 energy put into 
  the spell, the missile does 1 die of damage in the target hex and 
  adjacent hexes. Damage is quartered in the next 2 hexes and 
  again 2 hexes out (see Concussion Damage, p. B121). 
  Time to cast: 1 to 3 seconds. 
  Prerequisites: Shape Air and Thunderclap. 
  Item: Staff or wand - missile is thrown from end of item. 
  Mage only. Energy cost to create: 1,000 energy and a $400 
  onyx. 
   
  Devitalize Air  
  Area 
  Removes the “vital essence” (oxygen) from the air, 
  rendering it unfit to sustain respiration. Until the “dead air” 
  dissipates, it has the effect of a suffocating gas (see sidebar, p. 
  B 122). Flames in the area will flicker and die almost instantly. 
  Victims may not be aware of the spell's effect until they start 
  losing fatigue! Each should roll vs IQ to realize what is 
  happening; sleeping victims may start rolling vs. Will to wake 
  up once they start suffocating. 
  Purify Air will restore the vital essence to the air. 
  Duration: until the vital essence from the surrounding air 
  diffuses back in; this takes 1 minute per hex of radius if there 
  are no air currents, or as little as 10 seconds outdoors on a 
  windy day. In an airtight room, the air will stay devitalized 
  indefinitely! 
  Base Cost: 2. May not be maintained. 
  Prerequisite: Destroy Air. 
  Item: Staff, wand or jewelry. Energy cost to create: 300 
  energy and a $200 onyx. 
   
  
   
   
  - 25 - 
  Spell List
  Wall of Wind  
  Area 
  Surrounds an area with a wall of roiling air which impedes 
  movement. The wall is 1 hex thick and 4 hexes high, but may 
  be made higher by multiplying the cost as you multiply the 
  height (double for 8 hexes high, triple for 12 hexes high and so 
  on). The buffeting of the air will throw low-tech missiles off 
  course as they cross it; they will reach their original targets only 
  on a critical hit. High-tech bullets suffer a -2 penalty to hit for 
  every hex of the wall of wind they pass through. Beings 
  standing in the wall's thickness are at -3 DX and suffer two dice 
  of knockback in a random direction every turn. 
  The wall also churns up loose ground material, such as dust, 
  small leaves, insects and twigs. Each turn, beings crossing the 
  wall or standing in it must either shut their eyes or roll vs. HT to 
  avoid being blinded, as with a 1-point Sand Jet (unless the GM 
  rules that the area is verv clean, with no debris to be circulated). 
  Duration: 1 minute after reaching full size. 
  Base Cost: 2 to cast, 1 to maintain. 
  Time to cast: The wall appears as soon as the casting is 
  completed, initially surrounding a I -hex area; the caster must 
  concentrate to sweep it outward until it reaches its final radius, 
  at a rate of 1 hex per turn. 
  Prerequisite: Shape Air. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 400 energy and a $500 onyx. 
  Note: GMs may wish to change the prerequisite of 
  Windstorm to Wall of Wind. 
  Sandstorm  
  Area 
  Creates a windstorm (see p. M35) with the addition of flying 
  sand! The sand is created by the spell - it is not necessary for 
  the area to be sandy. The sandstorm obscures vision (-2 per 
  intervening sandstorm hex, excluding the “eye” of the storm). 
  Each turn, every being within the area must either shut its 
  eyes or roll vs. HT to avoid being blinded, as with a 1-point 
  Sand Jet. 
  This is also an Earth spell. 
  Duration: 1 minute after reaching full strength. 
  Base Cost: 3 to cast, 1 ½ to maintain. 
  Time to cast: The storm starts immediately, but the caster 
  must concentrate for a number of seconds equal to the storm's 
  radius in hexes to bring it to full strength. 
  Prerequisites: Windstorm and Create Earth. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 1,000. 
   
  Air Vortex  
  Area; Resisted by HT or DX 
  This spell allows a caster to whisk all persons within the 
  original area of effect to somewhere else in a giant swirling Air 
  Vortex. The Vortex flies with a Move of 10 and is under the 
  caster's mental command (concentration is required). The caster 
  may exclude anyone in the area provided he specifies who 
  during casting. Those in the area resist with the higher of their 
  HT and DX scores. 
  Those whisked away by the Vortex are under a temporary 
  Body of Air spell. The vortex may not penetrate solid objects. 
  This is also a Movement spell. 
  Duration: 10 seconds. 
  Base Cost: 8 to cast, 3 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery 2, Body of Air and Whirlwind. 
  Item: Staff. Mage only. Energy cost to create: 1,200 energy 
  and an $800 onyx. 
  Note: This spell first appeared, in genre-specific form, as the 
  “Carpet of Yimsha” in GURPS Conan. 
   
  Body of Wind  
  Regular; Resisted by HT 
  The subject's body becomes a whirlwind; it can have any 
  radius from 2 to 4 times the subject's original size. His Move is 
  10; he can float through the air, through cracks, etc. Clothes (up 
  to 6 pounds), also become wind, but lose any magic powers 
  they might have had. The subject remains visible (as a white, 
  whirling mist), retains his normal senses and is able to speak 
  and to cast spells (at a -3 penalty). 
  A being in whirlwind form is immune to physical attacks but 
  not to beams, fire or mental attacks. Explosions affect him as 
  though he were solid, but for concussion damage only. He may 
  trade blows with other vaporous creatures, using his punching 
  score. In water, the subject floats to the surface, as a bubble, at 
  full Move. Exposure to vacuum is also very serious: the subject 
  must roll vs. HT every turn, taking l d-2 damage on any failure! 
  Unlike Body of Air, a subject in whirlwind form can affect 
  the real world. Treat him as a human in the center of a 
  whirlwind, with Reach equal to the radius; his ST is doubled 
  while in whirlwind form! He can lift things, people and so on 
  (but still has only two hands). His DX, however, is reduced by 4 
  - for close manual tasks (lockpicking, surgery, picking up 
  coins), it is reduced by 10. Anyone within the radius of the 
  whirlwind is subject to a Windstorm's effects; there is no safe 
  “eye.” 
  Each casting of Destroy Air inflicts 2d damage on him; 
  Windstorm and Whirlwind affect him normally. 
  Duration: 1 minute. The spell expires if the subject loses 
  consciousness. 
  Cost: 8 to cast, 4 to maintain. Cost does not multiply when 
  casting it on larger creatures, as with most Regular spells. 
  Time to cast: 2 seconds; the whirlwind springs into full 
  strength immediately upon completion of the spell. 
  Prerequisites: Magery 3, Body of Air, Windstorm and one 
  spell from each of five colleges other than Air. 
  
   
   
  - 26 - 
  Spell List 
   
  Item: Staff, wand or jewelry. Usable only by wearer. A 
  severe drawback is that, as soon as it is activated, the item falls 
  through the user's hand - thus a spell cast with this item lasts 
  only a minute. Energy cost to create: 1,700 energy and a 
  $1,000 onyx. 
   
  Essential Air  
  Area 
  Creates the magical essence of Air. Essential Air is “purer” 
  and can be “used” (breathed or consumed) three times as long 
  before becoming foul. Fire burns hotter (but not faster) in 
  Essential Air, adding an extra point of damage to each die (this 
  will even increase the heat of Essential Flame!). If the 
  Essential Air is created in an open area, it will disperse within 
  five seconds. 
  Duration: Permanent until dispersed or used up. 
  Base Cost: 2. 
  Time to cast: 3 seconds. 
  Prerequisites: At least six Air spells. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 800 energy and a $400 onyx. 
   
  WEATHER SPELLS - AIR 
  Weather control spells are found in both the Air and Water 
  Colleges. Aside from the ones presented here, the following 
  Air spells belong to the Weather sub-college: Predict Weather, 
  Clouds and Rain. The Water Weather spells are listed under 
  the Water College. Combining all the Weather spells into a 
  single college of their own is a possibility that GMs may wish 
  to consider. 
  GMs willing to give weather mages more long-range 
  potential may wish to have all Weather/Area spells cast using 
  Long-Distance modifiers (from the caster to the edge of the 
  affected area). 
   
  Wind  
  Special; Area 
  Modifies the current outdoor wind conditions. Each 
  application of the spell can shift the wind direction by 22.5° or 
  wind speed by one level on the Beaufort Scale (see below). To 
  achieve combined direction/speed changes, or more extreme 
  changes in one or the other, increase the cost proportionately. 
  The spell may be cast on an area, affecting the wind moving 
  over it, from the ground to an altitude of about 100 hexes. It 
  can also be cast on an object, such as a sailing ship, which it 
  must then encompass in its entirety. The area of effect then 
  moves with the object. 
  Duration: 1 hour. 
  Base Cost: 1/50 (minimum 1); same to maintain. 
  Time to cast: 1 minute. 
  Prerequisites: At least four Water and four Air spells. 
  Item: Staff, wand or jewelry. Energy cost to create: 300. 
   
  The Beaufort Scale 
  Beaufort  Description 
  Wind 
  Average Wave 
  Notes 
  Degree 
   
  Speed 
  Height At Sea 
   
   
   
  (mph) 
  (feet) 
   
  0 
  Calm 
  0-1 
  0 
   
  1 
  Light Air 
  l-3 
  0 
   
  2 
  Light Breeze 
  4-7 
  0-l 
   
  3 
  Gentle Breeze 
  8-12 
  1-2 
  Breaking 
  crests 
  4 
  Moderate Breeze 
  13-18 
  2-4 
  Some foam 
  5 
  Fresh Breeze 
  19-24 
  4-8 
   
  6 
  Strong Breeze 
  25-31 
  8-13 
  Some spray 
  7 
  Moderate Gale 
  32-38 
  13-20 
  Some 
  spindrift 
  8 
  Fresh Gale 
  39-46 
  13-20 
   
  9 
  Strong Gale 
  47-54 
  13-20 
  Sea begins 
  to roll 
  10 
  Whole Gale 
  55-63 
  20-30 
  Visibility 
  affected 
  11 
  Storm 
  64-72 
  30-45 
   
  12 
  Hurricane 
  73-82 
  45 
   
  13 
  Hurricane 
  83-92 
   
   
  14 
  Hurricane 
  93-103 
   
   
  15 
  Hurricane 
  104-114  
   
  16 
  Hurricane 
  115-125  
   
  17 
  Hurricane 
  126+ 
   
   
   
  Storm 
  Area 
  Creates (or dispels) a storm. Depending on ambient 
  temperature and humidity, it may be a simple windstorm or it 
  may include rain, snow or hail - the odd lightning bolt, too. 
  This is particularly effective at sea. See p. B187 for the effects 
  of weather on travelers. The spell is unpredictable in its effects 
  (which is to say the GM decides what the storm does. . .). 
  The spell can also be used to dispel a storm; the 
  effectiveness of the spell depends on the relative sizes of the 
  area affected by the spell versus the natural storm's full area. 
  This is also a Water (Weather) spell. 
  Duration: 1 hour. 
  Base Cost: 1/50 to cast (minimum 1); same to maintain. 
  Time to cast: 1 minute. An incipient storm will take about 
  an hour to gather and reach full strength. Once the spell lapses, 
  it may take a varying length of time to calm down - it may 
  even keep going on its own for hours! A dispelled storm will 
  also take about an hour to calm down. 
  Prerequisites: Rain and Hail. 
  Item: Staff. Mage only. Energy cost to create: 1,000. 
   
  
   
   
  - 27 - 
  Spell List
  Warm  
  Area 
  Raises the ambient air temperature of an area. This could be 
  used to dissipate fog, for example. See p. B130 for the effects 
  of excessive heat. The spell cannot raise the temperature above 
  about 100° F. 
  Duration: 1 hour. 
  Time to cast: 1 minute per base cost application. 
  Base Cost: 1/10 to cast (minimum radius of 10 hexes); 
  same to maintain. Each base cost application raises the ambient 
  temperature by 10° F. 
  Prerequisites: Heat and at least six Air spells. 
  Item: Staff. Mage only. Energy cost to create: 150. 
   
  Cool  
  Area 
  Lowers the ambient air temperature of an area. This may 
  cause fog to appear if the conditions (including a cool surface 
  layer of air over warmer land, or a warm surface layer of air 
  over cooler water) are right. See p. B130 for the effects of 
  excessive cold. The spell cannot lower the temperature below 
  about -40° F. 
  Duration: 1 hour. 
  Time to cast: 1 minute per base cost application. 
  Base Cost: 1/10 to cast (Minimum radius of 10 hexes); 
  same to maintain. Each base cost application lowers the 
  ambient temperature by 10° F. 
  Prerequisites: Cold and at least six Air spells. 
  Item: Staff. Mage only. Energy cost to create: 150. 
   
  Cloud-Walking 
  Regular 
  As listed under Movement, p. 81. 
   
  Cloud-Vaulting (VH) 
  Regular 
  As listed under Movement, p. 81. 
   
  ELECTRICITY SPELLS 
  Electricity, starting with the Lightning spell, is a part of the 
  Air College. With the introduction of the new spells presented 
  here, GMs may wish to consider splitting the Electricity spells 
  into a college of their own. Metallic armor protects against 
  electrical damage with PD 0, DR 1; other armor protects 
  normally. 
   
   
  Optional Rule: Every time a being suffers electrical damage, he 
  must roll vs. HT+2 to avoid being physically stunned (see p. B127). 
  High Pain Threshold confers an additional +3 to this roll, while Low 
  Pain Threshold inflicts a -4 penalty to HT. 
   
  Resist Lightning  
  Regular 
  The subject (person, creature or object) and anything he 
  carries become immune to the effects of lightning and 
  electricity. In low-tech settings, this is most often used to guard 
  against hostile magic; in higher-tech worlds, it becomes a 
  valuable professional tool. 
  This is also a Protection and Warning spell. 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisites: Any six Air spells. 
  Items: (a) Any. Affects wearer only. Cost to create: 1.000 
  energy and $1,000 in platinum. (b) Wand, staff or jewelry. 
  Cost to create: 1,500 energy and $1,000 in platinum. 
   
  Shocking Touch  
  Regular 
  Caster must touch the subject (although metal rods and 
  other conductors do extend the caster's touch with this spell). 
  The subject suffers 1 die of electrical damage for every point 
  the caster puts into the spell (armor protects as described 
  above). 
  Cost: 1 to 3. 
  Prerequisite: Lightning. 
  Item: Staff, wand or glove. Mage only. must touch. Energy 
  cost to create: 1,500. 
   
  Electric Weapon  
  Regular 
  The subject melee weapon becomes charged with 
  electricity. visibly spitting and sparking, without harming its 
  wielder. The weapon must be metallic in part; weapons made 
  entirely of wood and/or stone won't hold the spell. The weapon 
  does +2 damage after penetrating armor and figuring other 
  bonuses. Against metallic armor, the weapon will inflict at 
  least 1 point of damage on any hit. 
  Duration: l minute. 
  Cost: 4 to cast, 1 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery 2 and Lightning. 
  Item: A weapon that becomes electrified whenever used, at 
  no energy cost to the user. Energy cost to create: 750: at least 
  $300 must be spent in platinum and opal decorations. 
   
  Electric Missiles  
  Regular 
  Like Electric Weapon, but cast on a missile weapon. The 
  weapon itself becomes surrounded with an electric halo 
  (corona discharge). Any missile it fires becomes charged as 
  well, doing +2 damage as above. The missile's wooden parts 
  turn to ash after it hits a target or after ten seconds, whichever 
  comes first. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. Cost doubles if the missiles to 
  be fired are non-metallic. 
  Time to cast: 3 seconds. 
  Prerequisite: Electric Weapon. 
  Item: A missile weapon that fires electric missiles whenever 
  used, at no energy cost to the user. Energy cost to create: 
  1,000: at least $400 must be spent in platinum and opal 
  decorations. 
  
   
   
  - 28 - 
  Spell List 
   
  Lightning Stare (VH)  
  Regular 
  The caster shoots lightning from his eyes. He rolls to hit 
  against his DX-2 or Magic Breath skill (see p. M105). This 
  counts as an action; the caster must be facing the target (that is, 
  both eyes must be focused on the target). No hand gestures are 
  required to cast this spell; certain lip and tongue motions are 
  made instead. Thus a Lightning Stare can be cast “no hands” at 
  any level of skill. 
  Duration: 1 second. 
  Cost: 1 to 4. Cannot be maintained. The Lightning Stare 
  does 1d damage per point of energy put into it. Range is 2 
  hexes per point of energy. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery, Lightning and Resist Lightning. 
  Item: Jewelry. Mage only. Energy cost to create: 1,000; 
  must include $500 worth of platinum and a $500 opal. 
   
  Lightning Whip  
  Regular 
  Creates a whip of lightning in the caster's hand. It is 
  wielded like a whip (see p. B52), except that it always takes 
  only one second to re-ready, and it can neither be dropped nor 
  used to parry or entangle. The whip inflicts 1 die of electrical 
  damage every time it strikes. 
  Duration: 10 seconds. 
  Cost: 1 to cast per 2 hexes of reach (maximum of 8 hexes); 
  same to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery and Lightning. 
  Item: Glove, whip or jewelry. Mage only. Energy cost to 
  create: 350. 
   
  Ball of Lightning  
  Regular 
  Creates a ball of lightning that floats away in the direction 
  the caster wills it to. The ball is utterly silent and moves in a 
  straight line at a maximum speed equal to the caster's skill 
  divided by 5 (round down) regardless of wind and non-metallic 
  obstacles - the ball will float right through windows, curtains, 
  walls . . . It will keep its heading and speed unless the caster 
  concentrates to change it. The ball explodes on the mental 
  command of the caster or upon contact with a being or a 
  metallic object. If the spell is allowed to expire, the ball winks 
  out of existence without exploding. 
  Duration: 1 minute. 
  Cost: 2 to 6 to cast, half that to maintain. The ball inflicts 
  1d-1 electrical damage for every 2 points of energy put into it 
  in its hex, 1d-1 less in each successive surrounding ring of 
  hexes. 
  Time to cast: 1 to 3 seconds; the ball grows in the caster's 
  hand as the casting progresses. 
  Prerequisites: Apportation and Lightning. 
  Item: Staff, wand or jewelry. Mage only. Cost to create: 
  600 energy and a $500 opal. 
   
  Wall of Lightning  
  Area 
  Creates a shimmering, crackling curtain of lightning around 
  an area. The wall is 4 hexes high, but may be made higher by 
  doubling the cost for 8 hexes high, tripling it for 12 hexes high 
  and so on. 
  Every turn, anyone crossing or touching the Wall suffers 
  electrical damage. It impedes vision and hearing through it 
  slightly: -1 to these perception rolls. 
  Duration: 1 minute. 
  Base Cost: 2 to 6 to cast, same to maintain. The wall 
  inflicts 1d-1 electrical damage for every two points of energy 
  put into its base cost. 
  Prerequisite: Magery and Lightning. 
  Items: (a) Staff, wand or jewelry. Mage only. Cost to 
  create: 500 energy and a $500 opal. (b) A Wall of Lightning 
  may be made permanent at an energy cost of 100 times normal. 
   
  Electric Armor  
  Regular 
  Crackling electricity sheaths the subject, without causing 
  him any discomfort (the subject and anything he carries are 
  under a basic Resist Lightning spell). The subject's punches, 
  kicks and melee attacks with metallic weapons do an extra 
  point of electrical damage. 
  Any attack with a metallic weapon that hits the subject 
  triggers a 1d-1 electrical backlash along the weapon at the foe. 
  This attack automatically hits the hand holding the weapon, 
  regardless of the weapon's length, as long as its entire length is 
  conducting. Should the subject grapple or be grappled, the foe 
  will take 3d-3 of electrical damage, but the spell will be 
  broken. 
  Duration: 1 minute. 
  Cost: 7 to cast, 4 to maintain. 
  Prerequisites: Magery, Lightning and Resist Lightning. 
  Items: (a) Staff or jewelry. Mage only. Energy cost to 
  create: 1,000; must include $300 worth of platinum and opals. 
  (b) Cape or armor. Wearer only. When activated, the cape 
  seems like a piece of sheet lightning; it will protect against 
  attacks from the back and sides, but not from the front, unless 
  it is wielded as a cloak (see GURPS Swashbucklers or 
  GURPS Supers). Energy cost to create: 700 for the cape, 1,000 
  for armor. 
  
   
   
  - 29 - 
  Spell List
  Body of Lightning (VH) Regular; Resisted by HT 
  Subject becomes an animated shape of lightning. Clothes 
  (up to 6 pounds) also become electrical, but lose any magic 
  powers they might have had. He can carry nothing while in this 
  form. He retains his normal senses, can still cast spells (at a -2 
  penalty), speak (though he sounds as if coming over 
  long-distance radio), and so on. He does not need to breathe. 
  He may “flow” through electrical conductors at ten times 
  normal Move; however, he must make a ST-5 roll to break free 
  of the conductor! While thus “grounded,” he may neither 
  attack nor be physically attacked. Should the spell end while he 
  is still trapped, he is expelled from the conductor and takes 3d 
  damage! If he can tap into a source of electrical power, he may 
  regain 1 hit point per minute while thus “plugged in.” 
  He takes only one point of damage from any physical attack 
  (crushing, cutting or impaling) and is immune to beam 
  weapons and electrical attacks. 
  The subject does electrical damage equal to his punching 
  score upon contact; this includes being touched by a metallic 
  weapon! He may only deliver one such “punch” per turn, 
  however. If a weapon hit or other physical contact forces 
  additional discharges, it only causes pain (in the form of the 
  shock penalty) and not actual damage. 
  Stop Power acts as Glue and Steal Power acts as Steal 
  Strength on the subject. 
  Duration: 1 minute. The spell is broken if the subject loses 
  consciousness. 
  Cost: 12 to cast, 4 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 2 and Lightning. 
  Item: Staff, wand or jewelry. Wearer only. A severe 
  drawback is that, as soon as it is activated, the item falls 
  through the user's hand - thus a spell cast with this item lasts 
  only a minute. Energy cost to create: 3,000. 
  Spark Cloud 
  Area 
  Creates a ground-level cloud of electrical sparks. This does 
  not block vision, but inflicts electrical damage to anyone 
  standing in it. Armor protects in the usual fashion (the GM 
  should roll hit location - body parts encased in metallic armor 
  providing their usual minimal protection). 
  Duration: 10 seconds. 
  Base Cost: 1 to 5; the cloud inflicts 1 point of damage per 
  turn for every point of energy put into the base cost. Same to 
  maintain. 
  Time to cast: 1 to 5 seconds, depending on base cost. 
  Prerequisites: Shape Air and Lightning. 
  Item: Staff, wand or jewelry. Mage only. Cost to create: 
  150 energy, $500 in platinum and a $500 opal. 
   
  Spark Storm  
  Area 
  Creates a normal Windstorm, with a dangerous addition: 
  every turn lightning strikes one random victim in the area (but 
  not anyone in the eye of the storm). To resolve the bolt's attack, 
  roll against the caster's effective skill, without any range 
  adjustments. The victim gets an active defense, as usual. 
  Duration: 1 minute after reaching full strength. 
  Base Cost: 2 (1d-1 Lightning), 4 (2d-2 Lightning) or 6 
  (3d-3 Lightning) to cast; half that to maintain. 
  Time to cast: As with Windstorm, the storm begins 
  immediately, but the caster must concentrate for a number of 
  seconds equal to the storm's radius in hexes to bring the storm 
  to full strength. 
  Prerequisites: Windstorm and Lightning. 
  Item: Staff, wand or jewelry. Mage only. Cost to create: 
  300 energy, $500 in platinum and a $500 opal. 
   
  ELEMENTAL SPELLS -- FIRE 
   
  Seek Fire  
  Information 
  Tells the caster the direction and approximate distance of 
  the nearest significant fire or source of intense heat. Use the 
  LongDistance modifiers (p. B151 or p. M10). The caster may 
  exclude any known fires or sources of heat by specifically 
  mentioning them before beginning. He may also specify that he 
  is seeking a specific type of fire, based on the fire's fuel 
  (natural gas flame, alcohol fire, wood fire, etc.). 
  Cost: 1. 
  Item: A forked stick. Cost to create: 50 energy and a small 
  ruby worth $100. 
  Note: The prerequisite of Create Fire becomes Seek Fire or 
  Ignite Fire. 
   
  Slow Fire  
  Regular 
  Causes flames to coot down, consuming their surroundings 
  (and burning people) at a slower rate. The damage that the 
  flames do is reduced proportionately. 
  This spell acts as a Slow spell on fire elementals and Body 
  of Flames subjects. 
  Slow Fire resists Fast Fire. 
  Duration: 1 minute. 
  Cost: 2 per hex for a fire that burns at ½ the usual rate, 3 for 
  one at 1/3 the rate and so on. Same cost to maintain. 
  Prerequisite: Extinguish Fire. 
  Item: Staff, wand or jewelry. Cost to create: 350 energy, a 
  $500 ruby and a $500 black onyx. 
   
  Fast Fire  
  Regular 
  Makes flames burn hotter, consuming their surroundings 
  (and burning people) at a faster rate. The damage that the 
  flames do increases in proportion. 
  This spell acts as a Great Haste spell on fire elementals and 
  Body of Flames subjects. 
  Fast Fire resists Slow Fire. 
  Duration: 1 minute. 
  Cost: 2 per hex for a double-rate fire, 3 for a triple-rate fire 
  and so on. Same cost to maintain. 
  Prerequisite: Slow Fire. 
  Item: Staff, wand or jewelry. Cost to create: 375 energy and 
  a $500 ruby.
   
  
   
   
  - 30 - 
  Spell List 
   
  Flameturning  
  Blocking 
  The subject is immune to fire and heat long enough to 
  withstand a single attack (from a Fireball spell, a dragon's 
  breath, etc.) or one second of flame of any temperature. For 
  long-term protection, use Resist Fire. 
  Cost: 2. 
  Prerequisites: Resist Fire, or both Apportation and Shape 
  Fire. 
  Item: Jewelry, weapon or armor. Cost to create: 300 energy 
  and a $100 black onyx. 
   
  Warmth  
  Regular 
  The subject remains comfortably warm in cold weather, 
  avoiding the risk of frostbite or hypothermia. This effectively 
  increases the subject's “local temperature” by up to 100° F 
  toward his optimum comfort level (about 65° F for most 
  humans - see p. B 130 for freezing rules). The spell offers no 
  protection against magical cold attacks such as Frostbite. 
  This is also a Protection and Warning spell. 
  Duration: 1 hour. 
  Cost: 2 to cast, 1 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Heat. 
  Item: Clothing, staff, jewelry or blanket. Wearer only 
  (holder in the case of the staff). Energy cost to create: 200. 
   
  Smoke  
  Area 
  Creates an area of dense smoke. Even 1 hex of such smoke 
  will block vision. Until it dissipates, it has the effect of tear gas 
  (anyone failing a HT roll is unable to do anything but cough 
  and weep). The smoke is somewhat hot and will rise slowly 
  (about 1 foot per second); the rate of dissipation will depend on 
  the area and the presence of wind; indoors, it will usually last 
  until the spell expires, but outdoors on a windy day it may last 
  only ten seconds or so. 
   
  Duration: 5 minutes, except in windy areas. 
  Base Cost: 1 to cast; cannot be maintained. 
  Prerequisites: Shape Fire and Extinguish Fire. 
  Item: Staff, wand or jewelry. Energy cost to create: 50. 
   
  Burning Touch  
  Regular 
  Caster must touch the subject. The subject suffers 1 die of 
  burning damage for every point the caster puts into the spell. 
  Armor, Toughness and high-tech insulators protect normally. 
  Cost: 1 to 3. 
  Prerequisites: Magery 2 and at least six Fire spells 
  including Heat. 
  Item: Staff, wand or glove. Must touch. Energy cost to 
  create: 1,500. 
   
  Rain of Fire  
  Area 
  Fiery droplets rain from the sky onto the area, causing 1d-1 
  burning damage per turn to all within it. Creatures under the 
  Rain of Fire take damage on their own turns; if less than an 
  entire turn is spent in the affected area, damage is halved 
  (round down). 
  The spell can only be cast outdoors. Armor protects in the 
  usual fashion. Medium or large shields can be held overhead to 
  block the fire, but they may take damage (see sidebar, p. 
  B120). This requires two hands and a Ready action (one turn), 
  and it succeeds automatically in protecting the bearer once the 
  shield is readied upwards. But this unreadies the shield from 
  its normal protective function! 
  Inanimate objects such as buildings protect with their DR. 
  Only highly flammable materials may catch fire. 
  Duration: 1 minute. 
  Base Cost: 1 to cast (minimum 2), same to maintain. For 
  double the base cost, the Rain of Fire does 2d-2 per turn! 
  Prerequisites: Magery 2 and Create Fire. 
  Item: Staff. Mage only. Energy cost to create: 600. 
   
  Fire Cloud  
  Area 
  Creates a swirling cloud of flames and fiery embers. It does 
  not block vision, but inflicts burning damage to all within it. 
  Creatures in the cloud take damage on their own turns; if less
  
   
   
  - 31 - 
  Spell List
   
  than an entire turn is spent in the affected area, damage is 
  halved (round down). Armor protects normally (the GM should 
  roll hit location - even a knight in plate armor may get an 
  ember in the eye . . .). Only highly flammable materials may 
  catch fire. 
  Duration: 10 seconds. 
  Base Cost: 1 to 5; the cloud inflicts 1 point of damage per 
  turn for every energy point put into the base cost. Same cost to 
  maintain. 
  Time to cast: 1 to 5 seconds, depending on base cost. 
  Prerequisites: Shape Air and Fireball. 
  Item: Staff, wand or jewelry. Mage only. Cost to create: 
  175 energy and a $500 ruby. 
   
  Flaming Armor  
  Regular 
  Subject is sheathed in flames without feeling any 
  discomfort - the subject and anything he carries are under a 
  basic Resist Fire spell. These flames provide the usual 
  illumination and heat to their surroundings. The subject's 
  punches, kicks and melee attacks do an extra point of burning 
  damage (see p. B129). 
  Any melee attack that hits the subject triggers a 1-die Flame 
  Jet backlash along the weapon at the foe. This attack 
  automatically hits the attacker's torso if the weapon's Reach 
  was 1 or less. Should the subject grapple or be grappled, the 
  foe will take 3d of burning damage, but the spell will be 
  broken. 
  Duration: 1 minute. 
  Cost: 6 to cast, 3 to maintain. 
  Prerequisites: Magery, Resist Fire and Flame Jet. 
  Items: (a) Staff or jewelry. Mage only. Energy cost to 
  create: 600; must include $300 worth of rubies. (b) Cape or 
  armor. Wearer only. When activated, the cape seems literally 
  woven of flames; it will protect against attacks from the back 
  and sides, but not from the front, unless it is wielded as a cloak 
  (see GURPS Swashbucklers or GURPS Supers). Energy cost 
  to create: 700 for the cape, 1,000 for armor. 
   
  Body of Flames (VH)  
  Regular; Resisted by HT 
  Subject becomes an animated shape of flames. Clothes (up 
  to 6 pounds) also become fire, but lose any magic powers they 
  might have had. He can carry nothing while in this form. He 
  retains his normal senses, can still speak (with a roaring, 
  crackling voice), cast spells (at a -2 penalty), etc. 
  Although the subject does not need to breathe, the 
  flames need oxygen; asphyxiation is a definite risk in 
  an enclosed, airtight space. Vacuum or an atmosphere 
  with no oxygen or hydrogen snuffs out the flames in 
  one turn. The spell is broken if the flames are put out. 
  He can merge with a large fire to become a half-
  visible form, still moving at his full speed and 
  regaining 1 hit point per minute while there. 
  He takes only one point from any physical attack 
  (crushing, cutting or impaling). Consider 20 gallons 
  of water being poured on him or every turn spent 
  immersed in water as doing 2 dice of damage. He 
  does burning damage (equal to his punching score) 
  upon contact and his hex is considered a “fire hex” 
  (see p. B129), should anyone be foolish enough to 
  stand in it. 
  He takes double damage from Water and Ice attack spells 
  and none from Fire spells. Each two points of energy put into 
  Shape Fire hinders him by 1 point of Move and Dodge. Each 
  casting of Extinguish Fire (cost 3) does two dice of damage. 
  Slow Fire acts as a Slow spell and Fast Fire as a Great Haste 
  spell. Destroy Air quenches the flames unless a HT roll is 
  made. 
  Duration: 1 minute. The spell expires if the subject loses 
  consciousness. 
  Cost: 12 to cast, 4 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisite: Breathe Fire. 
  Item: Staff, wand or jewelry. Wearer only. A severe 
  drawback is that, as soon as it is activated, the item falls 
  through the user's hand-thus a spell cast with this item lasts 
  only a minute. Energy cost to create: 3,000. 
   
  Burning Death (VH)  
  Regular; Resisted by HT 
  This spell causes the subject, who must be touched by the 
  caster, to burn from within. Every turn, the victim must roll 
  against HT; on any failure, he takes 1d-1 burning damage. On 
  a success, he takes no damage that turn; on a critical success, 
  the spell is broken. Passive defense, damage resistance and fire 
  resistance do not protect against this injury! 
  For the duration of the spell, the victim will experience 
  almost unbearable discomfort, equivalent to the effects of a 
  Sickness spell (see p. M66). 
  If the spell is maintained long enough, the victim's skin and 
  clothes will start to char and little flames will dart out here and 
  there. Once the victim dies, his body bursts into flame and 
  burns until only a little pile of ashes remains. 
  Undead are not affected. The caster must concentrate while 
  maintaining this spell, but need not remain in physical contact. 
  This is also a Necromantic spell. 
  Duration: 1 second. 
  Cost: 3 to cast, 2 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 2, Heat and Sickness. 
  Item: Staff, wand or jewelry. Mage only, must touch. Cost 
  to create: 700 energy and a $500 ruby. 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Conan. 
  
   
   
  - 32 - 
  Spell List 
  ELEMENTAL SPELLS - WATER 
  Water comes in a variety of forms: 
  Liquid water has a density of 8.3 lbs. per gallon. A single 
  hex of water, 1 foot deep, contains about 60 gallons and 
  weighs about 500 lbs. A single cubic foot of water weighs 
  approximately 60 pounds and contains around 7.5 gallons. 
  Ice occupies about 10% more volume than water; a hex of 
  ice, 1 foot deep, is about 54 gallons of water and weighs about 
  450 lbs. 
  Snow comes in a wide range of “fluffiness.” Old snow, 
  under pressure, eventually becomes ice (this is how glaciers are 
  formed). Newly fallen snow, on the other hand, is typically ten 
  parts of air to one part of snow and can be as fluffy as 100 
  parts of air to one part of snow. A hex of fresh snow 6 feet 
  deep, therefore, contains anywhere from four to 36 gallons of 
  water and weighs from 30 to 300 lbs. 
  Steam occupies 1,600 times more space than liquid water. 
  A hex of steam, 6 feet high, contains about a quart of water, 
  massing 2 lbs. 
   
  Dry Well  
  Regular 
  Blocks the water flow within a spring, reducing its output. 
  Duration: Permanent. Note, however, that the local geology 
  may eventually shift, increasing the spring's output to its 
  previous level. 
  Cost: 3 times the reduction in the spring's output, in gallons 
  per hour. 
  Time to cast: 1 minute. 
  Prerequisites: Destroy Water and Shape Earth. 
  Item: Staff. Cost to create: 450 energy and a $500 emerald. 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Japan. 
   
  Create Well  
  Regular 
  Increases a spring's output. As the name implies, no spring 
  need exist to start with. 
  Duration: Permanent. Note, however, that the local geology 
  may eventually shift, reducing the spring's output to its 
  previous level. 
  Cost: 5 times the increase in the spring's output, in gallons 
  per hour. 
  Time to cast: 1 minute. 
  Prerequisites: Dry Well and Shape Water. 
  Item: Staff. Cost to create: 675 energy and a $500 emerald. 
  Note: GMs may wish to stipulate that Create Well must be 
  one of the six Water spells prerequisite to Geyser. This spell 
  first appeared, in genre-specific form, in GURPS Japan. 
   
  Foul Water  
  Area 
  Renders water undrinkable. Foul water is readily 
  recognizable by its uninviting color and smell, whereas fouled 
  beer or wine may be more difficult to detect. Anyone foolish 
  enough to drink it must make a HT roll. On a successful roll, 
  he merely feels sick and loses 2 HT. On a failed roll, he is 
  seized by painful stomach cramps, losing 1d+1 HT; he is at -3 
  for all skills and -1 on all defenses until the lost HT is restored. 
  Foul water also fails to satisfy thirst and cannot support fish 
  or other water-dwellers (a fish of any sort would slowly 
  suffocate in fouled water; a sea mammal would become ill 
  from ingesting it). Water elementals and Body of Water 
  subjects resist with the higher of their ST or HT. Failure 
  indicates the subject is mentally stunned, and loses 1d from 
  each attribute for one day (no attribute can be reduced below 
  3). 
  In a large body of water, the foul water is eventually diluted 
  to harmlessness; if cast in a mountain stream, this spell will 
  effectively last only a second or two. 
  Essential Water resists this spell with its caster's effective 
  skill. 
  This is also a Food spell. 
  Duration: Water is fouled permanently, but may be diluted 
  as described above. 
  Base Cost: 3. Each hex affected is 2 yards deep. 
  Prerequisites: Purify Water and Decay. 
  Item: Staff or wand. Must touch subject water. Energy cost 
  to create: 100. 
   
   
  Walk Through Water  
  Regular 
  This spell allows the subject to pass through water or ice as 
  if it were air; he can walk through glaciers, along the bottoms 
  of lakes, etc. Note that, like the Swim spell, this will negate 
  penalties for combat in water (see p. B91). In liquid water the 
  subject requires a surface to walk on. The spell may cost more 
  if resistance to abyssal pressures is required. The spell neither 
  opens a passage for others to follow, nor reveals what is on the 
  other side . . . If the caster (or the subject!) also knows a spell 
  to let him breathe, the subject will have no difficulty breathing 
  during his journey. Otherwise, he must hold his breath! 
  Should the spell end before the subject regains the open air, 
  he will be trapped! He will not automatically be harmed, but 
  will drown (or suffocate, if in ice) if he cannot escape. The 
  spell does not supply resistance to water pressure at extreme 
  depths. 
  Duration: 1 second. 
  Cost: 4 to cast, 3 to maintain. Double the cost to resist great 
  water pressure. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery and Shape Water. 
  Item: Clothing or jewelry. Works on wearer only. Energy 
  cost to create: 1,100. 
  
   
   
  - 33 - 
  Spell List
  Resist Water  
  Regular 
  The subject (person, creature or object) and anything he 
  carries become immune to the effects of dampness, remaining 
  dry even if completely submerged. The spell protects against 
  the dampening effect of steam or ice, but not against the 
  scalding or freezing itself! This will also protect against 
  water-like substances; a spilled drink will not stain, for 
  instance. Its protection against acid is limited - the subject is 
  granted 2 points of DR against acid spills or immersion. 
  This is also a Protection and Warning spell. 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisites: Umbrella, or Shape Water and Destroy 
  Water. 
  Items: (a) Staff, wand or jewelry. Always on. Protects 
  wearer only. Cost to create: 200 energy and a $200 emerald. 
  (b) Staff, wand or jewelry. Cost to create: 400 energy and a 
  $200 emerald. 
   
  Mud Jet 
  Regular 
  As listed under Earth, p. 22. 
   
  Earth to Water 
  Regular 
  As listed under Earth, p. 24. 
   
  Whirlpool 
  Area 
  Lets the caster create a circular whirlpool in a body of water 
  (lakes, rivers, oceans, but also ponds and pools). By 
  concentrating, the caster can move the whirlpool any distance 
  up to its own diameter per turn. The caster may move at half 
  speed while concentrating. 
  The whirlpool has a “funnel” in its center, the radius of 
  which (at the surface) may be up to half that of the whirlpool. 
  The depth of the funnel may be up to twice the radius of the 
  whirlpool. The funnel gets progressively narrower as one nears 
  its bottom. 
  The outermost ring of whirlpool hexes moves at speed 1, 
  the next inner ring at speed 2 and so on. Anyone caught in the 
  whirlpool will be dragged toward its bottom; a Swimming roll, 
  at a penalty equal to that hex ring's speed, must be made every 
  revolution to avoid being dragged into the next inner ring (in 
  addition to the usual consequences for failure - see p. B91). A 
  success by 3 or more means the swimmer managed to move 
  outward one hex ring (if he so wills). 
  The whirlpool has little effect on beings and objects 
  weighing more than 90 lbs. times its radius in hexes. While in 
  the whirlpool, all DX-based skills (except aquatic ones such as 
  Swimming or Scuba) are at -5, above and beyond any penalty 
  for being in water in the first place. 
  Duration: 1 minute after reaching full strength. 
  Base Cost: 2 to cast, 1 to maintain. 
  Time to cast: The whirlpool starts immediately, but the 
  caster must concentrate for a number of turns equal to the 
  whirlpool's radius in hexes to bring it to full strength. The 
  whirlpool takes a like time to stop once the spell lapses, 
  although no concentration is required. 
  Prerequisite: Shape Water. 
  Item: Staff, wand or jewelry. Mage only. Cost to create: 
  500 energy and a $500 emerald. 
  Boil Water  
  Regular 
  Turns water into steam. Water expands 1,600 times in 
  going from the liquid to the gaseous state; the pressure that can 
  he generated in an airtight container is enormous. The scalding 
  effect of steam is such that a steam hex should be treated 
  exactly as a fire hex, except that it cannot ignite anything. 
  Duration: Permanent, although the steam will re-condense 
  naturally (within about 10 minutes). 
  Cost: 1 for a fist-sized quantity of water (makes about half 
  a hex of steam), 4 for a cubic foot's worth (makes about 30 
  hexes of steam), 6 for a hex of water (makes about 250 hexes 
  of steam), 3 for each additional hex. 
  Time to cast: 10 seconds. 
  Prerequisites: Shape Water and Heat. 
  Item: Staff, wand or jewelry. Cost to create: 200 energy and 
  a $100 carnelian. 
   
  Condense Steam  
  Area 
  Turns steam into water, at room temperature. 
  Duration: Permanent, although the water may boil again. 
  Base Cost: 1 to cast (minimum 2). 
  Time to cast: 10 seconds. 
  Prerequisites: Cold or Boil Water. 
  Item: Staff, wand or jewelry. Cost to create: 300 energy and 
  a $100 emerald. 
   
  Create Steam  
  Area 
  Produces a cloud of scalding steam. Until it dissipates, 
  anyone standing in it is in a steam hex (treat as a fire hex, p. B 
  129. except that it cannot ignite anything). The steam tends to 
  rise; the rate of dissipation will depend on the area, ambient 
  temperature and the presence of wind.  Indoors, the steam will 
  usually last until the spell expires, but outdoors on a windy or 
  cold day the effects may last only ten seconds or so. 
  Duration: 5 minutes or less, as above. 
  Base Cost: 2 to cast. Cannot be maintained. 
  Prerequisite: Boil Water. 
  Item: Staff, wand or jewelry. Cost to create: 400 energy and 
  a $100 carnelian. 
   
  
   
   
  - 34 - 
  Spell List 
  Steam Jet  
  Regular 
  Lets the caster shoot a thin jet of scalding steam from one 
  finger. Its uses, blinding effect and knockback are as described 
  in Snow Jet (p. 35). 
  Duration: 1 second. 
  Cost: 1 to 3; same to maintain. Does 1d-1 of scalding 
  damage for every point put into it. Range is equal to the 
  number of dice. 
  Prerequisites: Water Jet and Boil Water. 
  Item: Staff or wand. Mage only. The jet issues from the 
  item's tip. Energy cost to create: 700; must be tipped by a $300 
  carnelian. 
   
  Breathe Steam (VH)  
  Regular 
  Similar to Steam Jet, except that the steam issues from the 
  caster's mouth, it cannot be maintained and each energy point 
  buys 1d damage instead of 1d-1. The caster rolls to hit against 
  DX-2 or his Magic Breath skill (p. M105). This counts as an 
  action; he must be facing his target. No hand gestures are 
  required to cast this spell; certain lip and tongue motions are 
  made instead. Thus Breathe Steam can be cast “no hands” at 
  any level of skill. 
  Duration: 1 second. 
  Cost: 1 to 4. Cannot be maintained. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery, Steam Jet and Resist Fire. 
  Item: Jewelry. Mage only. Cost to create: 1,000 energy and 
  a $500 carnelian. 
   
  WEATHER SPELLS - WATER 
  Weather control spells are found in both the Air and Water 
  Colleges. Aside from the ones presented here, the Weather 
  subcollege comprises the following Water spells: Fog, Frost, 
  Hail and Snow. The Air Weather spells are listed under the Air 
  College. GMs may wish to consider splitting the Weather 
  spells into a college of their own. Another interesting option is 
  to have all area Weather spells cast using Long-Distance 
  modifiers from the caster to the edge of the area affected (p. 
  B151 or p. M10). 
   
  Current  
  Special; Area 
  Affects the currents of any large body of water. Each 
  application of the spell can shift the current direction by 22.5° 
  or its speed by 1 mph (or knot). To achieve combined 
  direction/speed changes or more extreme changes in one or the 
  other, increase the cost proportionately. 
  The spell may be cast on an area, affecting the current 
  moving under it for 40 yards in depth. It can also be cast on an 
  object, such as a ship, which it must then encompass in its 
  entirety. The area of effect then moves with the object. 
  Duration: 1 hour. 
  Base Cost: 1/50. Same to maintain. 
  Time to cast: 1 minute. 
  Prerequisites: At least eight Water spells. 
  Item: Staff, wand or jewelry. Energy cost to create: 300. 
   
  Waves  
  Special; Area 
  Changes the degree of surface calm of any large body of 
  water. Each application of the spell can increase or decrease 
  the wave height by one point on the Beaufort scale (see p. 26): 
  to achieve multiple-point changes, multiply the spell's cost 
  accordingly. This does not affect the wind. Note that the scale 
  on p. 26 is specific to ocean waves; the waves produced on 
  lake shores are generally much lower relative to wind speed 
  (GM's judgment). 
  The spell may be cast on an area, affecting the waves 
  moving across it. It can also be cast on an object, such as a 
  ship. which it must then encompass in its entirety (typically, 
  from 10 to 30 hexes in radius). The area of effect then moves 
  with the object. 
  Duration: 1 hour. 
  Base Cost: 1/60. Same to maintain. 
  Time to cast: 1 minute. 
  Prerequisite: Shape Water. 
  Item: Staff, wand or jewelry. Energy cost to create: 300. 
   
  Tide  
  Special; Area 
  Affects the sea's tides. Each application of the spell can 
  raise or lower the tide level by 1 foot; to achieve larger 
  changes, increase the spell's cost proportionately. 
  The “hill of water” thus created spreads naturally from the 
  area affected, dropping by 1 foot for each outward hex ring 
  beyond the actual area of the spell. 
   
  
   
   
  - 35 - 
  Spell List
  The spell may he cast on an area, affecting the tide in it- It 
  can also be cast on an object, such as a ship, which it must then 
  encompass in its entirety. The area of effect then moves with 
  the object. 
  Duration: 1 hour. 
  Base Cost: 1/30. Same to maintain. 
  Time to cast: 1 minute. 
  Prerequisites: At least eight Water spells. 
  Item: Staff, wand or jewelry. Energy cost to create: 225. 
   
  Storm 
  Area 
  As listed under Air spells, p. 26. 
   
  Cloud-Walking 
  Regular 
  As listed under Movement spells, p. 81. 
   
  Cloud-Vaulting (VH) 
  Regular 
  As listed under Movement spells, p. 81. 
   
  ICE SPELLS 
  Ice is another aspect of Water. With the introduction of the 
  new spells presented here, GMs may wish to consider splitting 
  the Ice spells into a college of their own. 
  Previous spells from GURPS Magic are considered Ice 
  spells if they have “Ice,” “Icy” or “Snow” in their name. Also 
  counted as Ice spells are Frost, Freeze, Frostbite and Hail. 
   
  Coolness  
  Regular 
  The subject remains comfortably cool in warm weather, 
  avoiding the risk of dehydration or heat stroke - but not 
  sunburn! The subject's “local temperature” is effectively 
  moved down by up to 50° F toward optimum comfort (for most 
  humans, this is around 65° F - see p. B130 for heat rules). The 
  spell offers no protection against actual flame or fire-based 
  attack spells. 
  This is also a Protection and Warning spell. 
  Duration: 1 hour. 
  Cost: 2 to cast, 1 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Cold. 
  Item: Clothing, staff, fan or jewelry. Wearer only (holder in 
  the case of the staff). Energy cost to create: 200. 
   
  Create Ice  
  Regular 
  Creates a quantity of ice or snow. It may appear as: a solid 
  block of any shape; within a container (which must be large 
  enough); hanging in mid-air (it falls immediately); as a mass of 
  ice shavings (great for cooling drinks); or as a cloud of snow 
  (which gently settles to the ground). It takes 60 gallons of ice 
  shavings or snow to put out a hex of fire within one second. A 
  gallon of snow, depending on its fluffiness, will cover a hex to 
  a depth of 2 to 18 inches. 
  Duration: Permanent; the ice lasts until it melts naturally. 
  Cost: 2 per gallon of ice created. 
  Prerequisites: Freeze. 
  Item: Staff, wand or jewelry. Cost to create: 200 energy and 
  a $100 sapphire. 
   
  Snow Jet  
  Regular 
  Lets the caster shoot a thin jet of snow from one finger. 
  This attack may be dodged or blocked, but not parried. Each 
  turn. the caster rolls vs. DX-4 or Magic Jet to hit. If the spell 
  strikes the face, it will temporarily blind the target unless he 
  makes a HT roll. It does knockback on all targets and damage 
  to creatures of flame; it can kill or knock down flying swarm 
  creatures. It will extinguish 1 hex of normal fire. 
  If the HT roll is failed, each energy point in the spell blinds 
  the target for one second. After the target can see again, he will 
  be at -3 DX for watery eyes for a further 1d seconds. On a 
  critical failure of the HT roll, the target is blinded for 1d 
  seconds per point in the spell. On a successful HT roll, the 
  victim covers his eyes for one second and is therefore at -3 DX 
  for one turn. On a critical success, the victim is unaffected. 
  Duration: 1 second. 
  Cost: 1 to 3. Does 1d of knockback for every point put into 
  it. Range is equal to the number of dice. The cost to maintain 
  the spell is the same. 
  Prerequisites: Water Jet and Freeze. 
  Item: Staff or wand. Mage only. The jet issues from the 
  item's tip. Energy cost to create: 600; must be tipped by a 5500 
  sapphire. 
   
  Icy Touch  
  Regular 
  Coats the subject with ice. The caster must touch the 
  subject. Such a coating may be broken by a successful ST roll, 
  at it -1 for each ¼”; the subject cannot take another action on 
  the turn he breaks free. Each point of basic damage from 
  without will break off ¼”; the coating has DR 1 for every ½”. 
  While encased in ice, roll vs. HT every four seconds 
  (increase or decrease effective HT by +/-5 according to 
  clothing); failure means a point of fatigue is taken. When ST 
  reaches 3, start losing HT instead. When checking for death, a 
  critical success indicates the subject is now in suspended 
  animation (as on p. M50). 
  Duration: Permanent. 
  Cost: 2 per ¼” of ice: must affect the entire subject, not just 
  a part of it! If the temperature is above the freezing point, the 
  ice coating may be maintained by spending as much fatigue as 
  in the original casting every 10 minutes. Every ¼” will inflict 
  1d-1 of damage to flame creatures. 
  Time to cast: 1 second per ¼” of ice. 
  Prerequisites: Magery and at least four Ice spells. 
  Item: Staff or wand. Mage only, must touch. Tip must be 
  white. Energy cost to create: 800. 
   
  Flesh to Ice (VH)  
  Regular; Resisted by HT 
  “Petrifies” a living subject (and all his gear!) into ice. Stone 
  to Flesh, at -4 (unless its caster knows Flesh to Ice as well), 
  will reverse the effects of this spell; so will Remove Curse. 
  Duration: Permanent until reversed by another spell or 
  substantial melting (or breakage) takes place. 
  Costa 12 to cast; must affect the entire subject, not just a 
  part of it! 
  Time to cast: 2 seconds. 
  Prerequisites: Magery, Frostbite and Body of Water. 
  Item: Staff or wand. Mage only. must touch. Energy cost to 
  create: 1,200. 
  
   
   
  - 36 - 
  Spell List 
  Body of Ice (VH)  
  Regular; Resisted by HT 
  Subject becomes an animated ice statue. Clothes (up to 6 
  pounds) also become ice, but lose any magic powers they 
  might have had. He may still speak (with a chill, hollow tone), 
  cast spells, etc. He does not need to breathe. 
  His Speed slows to 4. He may meld into any large body of 
  ice (such as a glacier), wherein he becomes invisible, 
  regenerates 1 hit point per minute and has a Move of 1. He 
  automatically floats on water. 
  If the temperature is hotter than 80°F, the subject will take 
  1 point of damage per minute, per 20°F (or fraction) above 
  80°F. 
  He acquires PD 1, DR 2 - sonic and vibratory attacks ignore 
  this DR. His punches and kicks do +2 damage. He is at -4 to 
  grapple or be grappled because of his slipperiness. 
  Fire and Steam combat spells do triple damage; Ice spells 
  do none. Each 2 points of energy put into Shape Water hinders 
  him by 1 point of Move and Dodge. Each casting of Melt Ice 
  (cost 1) or Destroy Water (cost 3) inflicts 2 dice of damage, 
  while Freeze heals I hit point per point of energy. 
  Duration: 1 minute. The spell expires if the subject loses 
  consciousness. 
  Cost: 7 to cast, 3 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 2, Body of Water and Freeze. 
  Item: Staff, wand or jewelry. Wearer only. Energy cost to 
  create: 1,300. 
   
  Icy Breath (VH)  
  Regular 
  The caster expels a deadly hail of ice and cold air from his 
  mouth, doing 1d+1 damage per point of energy put into the 
  spell. The caster rolls to hit against DX-2 or his Magic Breath 
  skill (p. M105). This counts as an action; the caster must be 
  facing his target. No hand gestures are required to cast this 
  spell; certain lip and tongue motions are made instead. Thus an 
  Icy Breath can be cast “no hands” at any level of skill. 
  Duration: 1 second. 
  Cost: 1 to 4. Cannot be maintained. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery, Snow Jet and Resist Cold. 
  Item: Jewelry. Mage only. Cost to create: 400 energy and a 
  $500 sapphire. 
   
  Icy Missiles  
  Regular 
  Like Icy Weapon, but cast on a missile weapon. The 
  weapon itself becomes cold to the touch, but won't harm its 
  wielder. Any missile it fires becomes freezing cold, doing +2 
  damage to most foes and +3 to creatures of flame (after all 
  other modifiers). The missile shatters after it hits a target or 
  after ten seconds, whichever comes first. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Icy Weapon. 
  Item: A missile weapon that fires icy missiles whenever 
  used, at no energy cost to the user. Cost to create: 1,000 energy 
  and a 5500 sapphire. 
  Rain of Ice Daggers  
  Area 
  Ice daggers rain from the sky onto the area, causing 1d-2 
  impaling damage per turn to all within it. Creatures under the 
  Rain of Ice Daggers take damage on their own turns; if less 
  than an entire turn is spent in the affected area, damage is 
  halved (round down). 
  The spell can only be cast out of doors. Armor protects in 
  the usual fashion. Medium or large shields can be held 
  overhead to block the icicles, but may take damage (see 
  sidebar, p. B 120). This requires two hands, a Ready action 
  (one turn) and succeeds automatically in protecting the person 
  once the shield is readied upward. But this unreadies the shield 
  from its normal protective function! 
  Inanimate objects such as buildings protect with their DR. 
  Duration: 1 minute. 
  Base Cost: 2 to cast, same to maintain. For double base 
  cost, the Rain of Ice Daggers does 1d per turn! 
  Prerequisites: Magery 2, Hail and Ice Dagger. 
  Item: Staff. Mage only. Cost to create: 800 energy and a 
  $1,000 sapphire. 
  Note: This spell first appeared, in genre-specific form, as 
  “Rain of Icy Death” in GURPS Conan. 
   
  ACID SPELLS 
  Acid, a staple of “pulp fantasy,” is another aspect of Water, 
  having some affinities with the opposed college of Fire. With 
  the introduction of the new spells presented here, GMs may 
  wish to consider splitting the Acid spells into a college of their 
  own. 
  Although acids come in a wide variety of pH ratings, 
  ranging from extremely weak (boric acid), through medium 
  strong (acetic acid - vinegar -and citric acid - lemon juice), to 
  extremely strong (hydrochloric, perchloric, nitric and sulphuric 
  acids), the Acid sub-college considers a single, “generic” 
  strength of acid. 
  Each gallon of acid can cause 8 points of burning damage 
  before being neutralized; once neutralized, it is ordinary salty 
  water. Splashing someone with acid is like washing him in 
  flame: it inflicts 1d-3 points of damage (armor protects). If 
  immersed in acid, a being takes 1d-1 damage per turn, armor 
  protecting with its full DR on the first turn, DR-1 on the 
  second turn, DR-2 on the third and so on. Objects - including 
  the armor! - are similarly affected. 
   
  
   
   
  - 37 - 
  Spell List
  If acid splashes a Victim's face, he must make a HT roll to 
  avoid being blinded. On a failure, the acid burns the eyes; if 
  more than 2 points are inflicted, the victim is blinded (use the 
  crippling injuries rule on p. B129 to see if the damage is 
  permanent)! On a critical failure, permanent blindness is 
  certain. 
  Casting Destroy Water on a volume of acid leaves a little 
  pile of salt behind. Purify Water will remove the acidity from 
  the treated volume, leaving fresh water. Most Water spells 
  work normally on volumes of acid, including Freeze and Boil 
  Water. In steam form, the acid inflicts the higher of its scalding 
  and burning damage, but no more. 
  Magical acid attacks everything except glass, certain 
  varieties of stone and selected metals (gold and platinum 
  among them); the GM will have to rule on which substances 
  are immune at the campaign's start. For game purposes, strong 
  alkalis are treated identically to acid. 
   
  Create Acid  
  Regular 
  Lets the caster create a strong acidic solution out of 
  nothing. It may appear in any of several forms. It may appear 
  within a container (which should be of glass or of some special 
  stone or metal if the acid is not to attack it) or as a globe in 
  mid-air (which falls immediately) or as a dense mist of droplets 
  (which inflicts splashing damage). 
  Duration: The created acid is permanent, but neutralizes 
  itself as it reacts with objects and beings. 
  Cost: 4 per gallon created; less in proportion for weaker 
  acids. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery, Create Water and Create Earth. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 300. 
   
  Resist Acid 
  Regular 
  The subject (person, creature or object) and anything he 
  carries become immune to the effects of acid. 
  This is also a Protection and Warning spell. 
  Duration: 1 minute. 
  Cost: 2; 6 if subject must resist Essential Acid, half to 
  maintain. 
  Prerequisites: Purify Water and Create Acid. 
  Items: (a) Staff, wand or jewelry. Wearer only. Energy cost 
  to create: 800. (b) Staff, wand or jewelry. Energy cost to 
  create: 1,200. 
   
  Acid Jet  
  Regular 
  Lets caster shoot a jet of acid from one hand. Its use, 
  blinding effect and knockback are as those in Snow Jet (p. 35), 
  except as detailed in the introduction to this sub-college. 
  Duration: 1 second. 
  Cost: 1 to 3. Does 1d-1 points of damage for every point 
  put into it. Range is equal to the number of dice. The cost to 
  maintain the spell is the same. 
  Prerequisites: Magery 2, Water Jet and Create Acid. 
  Item: Staff or wand. Mage only. The jet issues from the 
  item's tip. Energy cost to create: 900. 
   
  Spit Acid (VH)  
  Regular 
  Similar to Acid Jet, except that the acid issues from the 
  caster's mouth, it cannot be maintained and each energy point 
  buys 1d damage instead of 1d-1. Caster rolls to hit against 
  DX-2 or his Magic Breath skill (p. M105). This counts as an 
  action; the caster must be facing his target. No hand gestures 
  are required to cast this spell; certain lip and tongue motions 
  are made instead. Thus Spit Acid can be cast “no hands” at any 
  level of skill. 
  Duration: 1 second. 
  Cost: 1 to 4. Cannot be maintained. Does l d points of dam-
  age for every point put into it. Range is equal to the number of 
  dice. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery 3. Acid Jet and Resist Acid. 
  Item: Jewelry. Mage only. Energy cost to create: 400. 
   
  Acid Ball 
  Missile 
  Lets the caster throw a ball of acid from his hand. When it 
  strikes something, it bursts, inflicting acid damage. It has SS 
  13, Acc +1, ½D 25, Max 50; use the Spell Throwing (Ball) 
  skill. Cost: 1 to 3; the Acid Ball does 1 die damage for each 
  energy point put into it. 
  Time to cast: 1 to 3 seconds. 
  Prerequisites: Magery 2 and Create Acid. 
  Item: Staff or wand - Acid Ball is fired from the tip of the 
  item. Mage only. Energy cost to create: 300. 
   
  Rain of Acid 
  Area 
  Droplets of acid rain from the sky onto the area, causing 1d-
  1 burning damage per turn to all within it. Creatures under the 
  rain of acid take damage on their own turns; if less than an 
  entire turn is spent in the affected area, damage is halved 
  (round down). 
  The spell can only be cast outdoors. Armor protects in the 
  usual fashion. Medium or large shields can be held overhead to 
  block the droplets, but they may take damage (see sidebar, p. 
  B120). This requires two hands, a Ready action (one turn) and 
  succeeds automatically in protecting the person once the shield 
  is readied upward; however, this unreadies the shield from its 
  normal protective function! 
  In addition, acid rain eats objects away at the rate of 1 hit 
  every ten seconds; the object's DR protects it completely for 
  three seconds per DR. This includes building;. 
  Duration: 1 minute. 
  Base Cost: 3 to cast, 3 to maintain. 
  Prerequisites: Magery 2, Create Water and Create Earth. 
  Item: Staff. Mage only. Energy cost to create: 1,200. 
   
  Essential Acid (VH) 
  Regular 
  In general like Create Acid, except that the acid created is 
  the magical essence of acid. No substance is immune to its 
  bite, and it inflicts three times as much damage before being 
  neutralized. Essential Water or Flame, in like quantity, will 
  nullify Essential Acid. If frozen with the Freeze spell, it is 
  harmless until thawed. 
  Duration: Permanent until neutralized. 
  Cost: 8 per gallon. 
  Prerequisites: At least six Acid spells. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 1,100. 
  
   
   
  - 38 - 
  Spell List 
  ENCHANTMENT SPELLS 
  The Bane enchantment (p. M45), which limits a magical 
  weapon's powers to affecting one type of foe, will work with 
  Defending Weapon, Dancing Shield, Penetrating Blade, Quick-
  Aim and Graceful Weapon - it does not work with Ghost 
  Weapon. It will, of course, work with any of the new weapon 
  enchantments, such as Distant Blow, Electric Missiles, Electric 
  Weapon, Icy Missiles, Slow Healing, Stop Healing, Weaken 
  Blood and Weapon Self. 
   
  Talisman  
  Enchantment 
  A talisman is an item that grants the wearer a one-time boon 
  when attacked by a specific spell or non-magical attack or 
  affliction. The talisman's enchantment adds to the resistance 
  roll, attribute check or passive defense roll against its specific 
  attack or affliction. The talisman is always “on” while worn by 
  or in physical contact with its owner; otherwise it is inactive. It 
  lasts until the thing it protects against happens; then it loses its 
  enchantment. Possible talismans may protect against disease, 
  arrows, curses, lightning and other calamities. 
  Although most talismans are created using pieces of 
  jewelry, any item may be so enchanted. When creating a 
  talisman against a spell, the enchanter uses the lower of his 
  skills with Talisman and the spell being opposed. It is even 
  possible to tattoo a talisman onto its wearer! 
  Each protection is a different spell, to 
  be learned separately. Talismans also work 
  against variants of the base spell. For 
  instance, a talisman against Fireball also 
  works against Explosive Fireball. 
  Energy cost to cast: 15 for one point of 
  protection, 45 for two, 90 for three and 150 
  for four. 
  Prerequisites: Enchant and the spell to 
  be opposed by the talisman (if any). 
  Note: This spell should not be confused 
  with the alchemical talismans discussed in 
  GURPS Magic Items (p. MI 115). 
  Note: This spell first appeared, in 
  genre-specific form, in GURPS Vikings 
  and GURPS Middle Ages 1. 
   
  Amulet  
  Enchantment 
  An amulet is an item that grants the 
  wearer magic resistance against a specific 
  spell. Amulets are often enchanted with 
  several Amulet spells, so as to cover a 
  wide spectrum of spells. Although most 
  amulets are made with pieces of jewelry, 
  any item may be so enchanted. It is even 
  possible to tattoo an amulet onto its 
  wearer! 
  The enchanter uses the lower of his 
  skills with Amulet and the spell being 
  opposed. Amulets also work against 
  variants of the base spell. For instance, an 
  amulet against Fireball also opposes 
  Explosive Fireball. 
  Energy cost to cast: 50 per point of 
  magic 
  resistance 
  the 
  amulet 
  grants 
  (maximum of 5). 
  Prerequisite: The appropriate Talisman spell (that is, to 
  learn the Amulet spell to protect from Panic, the Talisman spell 
  for Panic must be known). 
  Note: This spell should not be confused with the alchemical 
  amulets described in GURPS Magic Items (p. MI 115). 
   
  Spell Stone  
  Enchantment 
  A spell stone stores a spell until it is used by someone (even 
  a non-mage). The stone's user concentrates for a turn while 
  crushing the spell stone in his hand, thus casting the spell. At 
  the beginning of his next turn, roll against the effective skill of 
  the spell stone's maker. If the roll is successful, the spell is cast. 
  If it is a normal failure, the stone is simply wasted; critical fail-
  ures go to the Critical Spell Failure Table (p. B147 or M6). If 
  the stone is crushed without the requisite turn of concentration, 
  it is likewise wasted. 
  The spell's energy is included in the enchantment; none is 
  required of the user, who also may not opt to supply any power 
  to the spell to maintain it. Similarly, he may not cancel the 
  spell once cast, although the creator of the stone may specify a 
  shorter duration than ordinary and may also invest extra energy 
  so that the spell will maintain itself. Only one spell stone may 
  be used per turn by a single person. 
  
   
   
  - 39 - 
  Spell List
  A spell stone must be made from a jewel. The maximum 
  energy of the spell that may be contained is equal to its weight 
  in carats. 
  Any spell except a Blocking or Enchantment spell may be 
  stored in a spell stone. Limiting Enchantments may be put on 
  the stone. If the spell stored in the stone requires the caster to 
  know another spell (Counterspell, for instance), that other spell 
  must be specified at creation time. It is thus possible to create a 
  spell stone that will counter one specific spell, but it is 
  impossible to create a generic Counterspell spell stone. 
  It is also possible to create spell stones which, when 
  crushed, do not cast the spell for the user, but on him! 
  Analyze Magic will reveal which spell a spell stone 
  contains, whether the spell will be cast for or on the user, how 
  much energy was invested, etc. (one question per casting). 
  Energy cost to cast: 20 times the spell's casting cost, 
  including maintenance cost if so desired. 
  Prerequisites: Enchant and Delay. 
   
  Malefice (VH) 
  Enchantment; Special Resistance 
  Through this foul enchantment, the caster can hold sway 
  over a victim. He must fashion a doll (usually out of wax, but 
  clay, straw and other materials may be appropriate with the 
  GM's permission) with something embedded in it which is 
  personally relevant to the target. Parts of the target's body (nail 
  clippings, hair, blood, saliva, etc.) allow a casting at base skill. 
  Other items will allow a casting at varying penalties; for 
  example, threads from a shirt worn for years might be worth 
  -2, while dirt from a fresh footprint might be worth -6. 
  The doll can be used by its maker (and no one else) to cast 
  harmful spells (such as Pain) on the target, at normal fatigue 
  cost, while ignoring distance penalties. The caster uses the 
  lower of his skill with Malefice and his skill with the 
  channelled spell. The target resists all such attacks, even if the 
  spell is normally not resisted (he then resists with HT). 
  If the victim resists the very first spell cast upon him 
  through the doll, he immediately breaks the enchantment. 
  Otherwise, every later successful resistance simply weakens 
  the Malefice. Upon reaching Power 0, the Malefice dissipates. 
  A critical failure by the channeled spell or a critical success by 
  the subject also breaks the enchantment. At Power 3, it can no 
  longer do harm, but can be detected. 
  Destroying the doll by fire or some other means breaks the 
  spell, but it also inflicts on the target a Deathtouch of as many 
  dice as the caster's effective skill with Malefice divided by 5 
  (round up, maximum of 3 dice). Remove Curse will free the 
  target from the Malefice without harming him. 
  There are rumors of an improved version of this spell that 
  allows the doll to be used by any caster. It is also possible to 
  use Malefice for the benefit of its target - to cast Healing spells 
  at a distance, say. Note that the target must roll to resist these 
  “good” spells! 
  Energy cost to cast: 250. The wax, clay, straw, or other 
  special ingredients cost $500. 
  Prerequisites: Enchant and Seeker. 
   
  Ensorcel (VH) 
  Enchantment; Special Resistance 
  An ensorcelment is a durable spell, usually malign but 
  sometimes beneficial, cast on a single being. The process 
  requires something which is personally relevant to the subject; 
  use the Malefice modifiers. 
  The caster's spell roll is determined by the lower of his 
  skills with this spell and the specific spell being placed on the 
  subject. If the caster has assistants, their skills with both spells 
  must be 15 or greater, but the roll is based on the caster's skill. 
  Possible ensorcelments include quite a few Body or Mind 
  Control spells and others such as Shapeshift Other, Flesh to 
  Stone, the various “Body of” spells, Walk on Air, the various 
  “Resist” spells. Hide, Invisibility, the various “Vision” spell, 
  and Plant Form Other. In all cases, it must be a maintainable 
  Regular spell. 
  When the spell is cast, the subject gets a resistance roll if 
  the object spell allows one; distance is not a factor. Remove 
  Curse is effective against any ensorcelment. 
  The cost of the enchantment can be reduced if the caster 
  includes an “escape clause” - a particular action or condition 
  that will break the spell. Examples of this include speaking a 
  magic word, being kissed as a gesture of true love, abstaining 
  from speech for three years and so on. The value of the energy 
  reduction depends on just how difficult the condition will be to 
  meet - and the “escape clause” must be possible to be worth 
  any reduction. The “discount” can be anything from 10% (for 
  truly difficult or unlikely conditions) to 90% (for something 
  that the subject could easily and automatically do, and easily 
  discover). Most will fall somewhere between these extremes. 
  Energy cost to cast: 200 times the casting cost of the spell 
  being placed on the subject. 
  Prerequisites: Malefice. 
   
  Simulacrum (VH) 
  Enchantment 
  This spell allows the caster to create a golem in the exact 
  image of a particular victim. The model must be prepared for a 
  specific target; this requires the incorporation of something 
  from the original's body (hair, blood . . . ) into the creation. 
  Otherwise, any materials appropriate for golems (clay, stone. 
  flesh, etc.) may be used, along with any other materials that the 
  GM approves. The likeness is achieved by an appropriate 
  Shape spell or Sculpting skill roll at -10 - this need not be done 
  by the caster himself. The counterfeit, once enchanted, appears 
  identical to the target (including such details as eye color and 
  skin tone) through a sort of always-on Perfect Illusion 
  Disguise. 
  The replica of a human has the same attributes as the 
  underlying golem, except that its IQ is always 10; the attributes 
  vary accordingly if a larger or smaller target is used. It can 
  punch or use weapons at DX, but cannot cast spells. 
  Once the duplicate is activated, it takes on the persona and 
  knowledge of the target, as the caster perceives them. That is. 
  the imitation cannot know something that the target does if the 
  caster doesn't. IQ rolls may be required of the caster as 
  challenges come up (what was the name of his great-uncle, 
  anyway?). Like any golem, the reproduction is under the direct 
  control of the caster. 
  Time to build body: As for the underlying golem, adding a 
  week of work. 
  Energy cost to activate: Double that of the underlying 
  golem. 
  Prerequisites: Magery 3, Golem, Perfect Illusion and 
  Illusion Disguise. 
  Note: This spell first appeared, in genre-specific form in 
  GURPS Conan. 
  
   
   
  - 40 - 
  Spell List 
   
  Doppelganger (VH)  
  Enchantment 
  A Doppelganger is a duplicate of a person, fabricated 
  through powerful magic. The Doppelganger must be prepared 
  for a specific target; both a sample of the target's body (hair, 
  blood . . . ) and a cherished personal possession of the target 
  are required. A statue of the original must be sculpted, using 
  some pure elemental “material” and appropriate shaping magic 
  - pure ice or snow from a mountain top, stone or fire from the 
  bowels of a volcano, etc., are all appropriate materials. The 
  likeness is achieved by an appropriate Shape spell or Sculpting 
  skill roll at -10. 
  The Doppelganger has all the attributes, skills and 
  knowledge of the original, with the exception of magic; it has 
  no Magery and cannot cast any spells. It gets its knowledge 
  from the embedded object; anything that the History spell 
  could divine, it will know. It acts as the original would had he 
  been enslaved by the Doppelganger's creator. Suspend Curse 
  will paralyze it, while Remove Curse will destroy it. When 
  destroyed, all that is left is a mass of the original material (a 
  puddle of water, a mound of earth, a sudden rush of flames) 
  and the object. 
  It is very difficult to detect the trickery. Whenever the GM 
  judges the Information spell used does not altogether fail to tell 
  the copy from the original, he should let the Doppelganger 
  spell resist. The Aura spell and the Empathy advantage would 
  be resisted, for example. 
  Time to build body: 6 weeks of work. 
  Energy cost to activate: 1,000. 
  Prerequisites: Magery 3, Golem, History and Enslave. 
   
  Leak  
  Enchantment 
  This is a perversion of the Cornucopia spell. The bag, 
  purse, quiver, back-pack or other enchanted container will have 
  an uncanny tendency to “lose” whatever is put in it (coins, 
  arrows, clothes . . . ). A leaky purse would lose a coin or two a 
  day, a leaky quiver would lose an arrow or two a day, a leaky 
  backpack would lose a piece of equipment once in a while . . . 
  The lost items may “drop” out of the container, be whisked 
  away by thieving magpies or magically vanish into thin air (as 
  the GM's fancy takes him). Living beings are unaffected. 
  Energy cost to cast: 100. 
  Prerequisite: Hideaway. 
   
   
  ARMOR ENCHANTMENTS 
  Defending Shield 
  Enchantment 
  The enchanted shield allows its wielder to block more 
  skillfully; each level of enchantment will give the wielder a +1 
  to block, up to a maximum of +3. The spell may not be 
  combined with Dancing Shield (see below). 
  Energy cost to cast: 500 for +1 to block, 1,000 for +2 and 
  2,000 for +3. The spell may be recast at a higher level as in 
  Accuracy (p. M44). 
  Prerequisites: Enchant and Dexterity. 
  Dancing Shield  
  Enchantment 
  A shield enchanted with this spell will protect its owner as 
  if wielded by an invisible shield-bearer. The dancing shield has 
  skill 16, speed 5 and a ST equal to the caster's effective skill 
  with the spell (for bashing purposes). It will follow its owner's 
  mental or spoken instructions as to which side to guard 
  (expressed as a given hex-side relative to the owner's facing or 
  simply “above” or “below” if flying opponents - or a flying 
  owner! - are involved). If the owner is knocked out, the shield 
  will continue protecting him to the best of its abilities. If the 
  owner dies, the shield falls to the ground. 
  The shield can Block two different attacks per turn, 
  regardless of its owner's actions (so the owner could parry any 
  blow that got by the shield, say). The shield can be instructed 
  to bash or, if large enough, rush a foe (see p. B123). In that 
  case, its owner forfeits the shield's protection until the 
  beginning of his next turn (the shield will travel no more than 
  two hexes away from its owner). In the case of a rush, use the 
  shield's skill in the contest of DX. 
  The shield can be attacked; a buckler is attacked at -3, a 
  small shield at a -2, a medium at -1 and a large at no penalty. 
  The shield will either Parry (using Skill/2) or Dodge (using 
  Speed); it does not get any PD bonus either from its owner's 
  armor or from itself. The shield could also be netted or bagged 
  (standard to hit roll). If the shield makes a critical miss or is 
  struck by a critical hit, it is stunned and out of the fight until its 
  owner grasps it and “wakes it up” (a Ready maneuver). The 
  shield loses its magic if destroyed (see the p. B 120 sidebar); if 
  penetrated by an impaling weapon, it loses a point each of 
  Power, Skill and Speed. 
  Energy cost to cast: 250 per pound of the shield's weight 
  (minimum 1 lb.). Double the cost to enchant a shield with 
  Speed 6 or Skill 18. Quadruple the cost to get one with both 
  advantages. This spell may be recast at a higher level as with 
  Accuracy, either to improve or repair the shield. 
  Prerequisites: Enchant and Air-Golem. 
   
  WEAPON ENCHANTMENTS 
  Defending Weapon  
  Enchantment 
  The enchanted weapon (any balanced weapon that can 
  normally parry) permits its wielder to parry more skillfully; 
  each level of enchantment will give the wielder a +1 to parry, 
  up to a maximum of +3. The spell does not protect the weapon 
  from being broken (see p. B99). 
  If this enchantment is combined with Dancing Weapon, the 
  weapon will attack opponents engaged with the owner and 
  ward off blows from attackers when possible, using the 
  weapon's skill as in Dancing Weapon, plus this spell's bonus. 
  The owner can command it to defend a given side of him 
  (much like Dancing Shield) and to either defend (in which case 
  it gets two parries per turn) or attack (in which case it gets a 
  single attack and a single parry each turn). If a dancing, 
  defending weapon does not parry a blow, the owner may still 
  use any of his own applicable defenses. 
  Energy cost to cast: 500 for +1 to parry, 1,000 for +2 and 
  2,000 for +3. The spell may be recast at a higher level as with 
  Accuracy (p. M44). 
  Prerequisite: Enchant and Air-Golem. 
   
  
   
   
  - 41 - 
  Spell List
  Penetrating Blade  
  Enchantment 
  Cutting or impaling weapons with this enchantment cut 
  through armor as if it were butter. Specifically, the first few 
  points of DR and PD are ignored. Such weapons do not do 
  extra damage to unarmored foes. 
  Energy cost to cast: Depends on the number of points of 
  armor the weapon ignores. 1 point: 150. 2 points: 600. 3 points: 
  2,400. 4 points: 9,000. 5 points: 24,000. Double the cost if the 
  subject is a missile weapon (e.g., a bow). Divide the cost by 10 
  if the subject is a missile (e.g., an arrow). If the item belongs in 
  more than one class (weapon, missile weapon, missile), use the 
  higher enchantment cost. In addition to weapons, any sort of 
  cutting tool may be enchanted. Note that this spell may be 
  recast at a higher level as in Accuracy. 
  Prerequisites: Enchant and Find Weakness. 
   
  Ghost Weapon  
  Enchantment 
  A weapon enchanted with this spell will affect ghosts (and 
  other insubstantial beings and spirits) as if they were tangible. 
  If the weapon itself is made intangible (through whatever 
  means the GM deems feasible), the weapon will still affect the 
  physical world at the whim of its wielder. 
  Energy cost to cast: 250 per pound of weight (minimum 1 
  lb.). 
  Prerequisites: Enchant and Solidify. 
   
  Quick-Aim  
  Enchantment 
  The subject missile weapon (bow, sling, etc.) gains uncanny 
  responsiveness; in game terms, its Snap Shot number is 
  reduced. 
  Energy cost to cast: 100 for the first point of Snap Shot 
  reduction, doubling for each extra point (thus a 4-point Snap 
  Shot reduction would cost 800). Halve the cost if the subject is 
  a missile (e.g., a javelin or throwing axe). The enchantment 
  won't work on ammunition (like arrows). Note that this spell 
  may be recast at a higher level as in Accuracy. 
  Prerequisites: Enchant and Dexterity. 
   
  Graceful Weapon  
  Enchantment 
  This enchantment is a toned-down version of Quick-Draw. 
  It makes an ordinarily unbalanced weapon balanced. It will not 
  become unready after attacking or parrying, even on a critical 
  miss. If Graceful Weapon encounters Turn Blade or 
  Bladeturning, it resists those spells with the effective skill of its 
  caster. 
  Energy cost to cast: 150 per pound of weight (minimum 1 
  lb.). 
  Prerequisites: Enchant and Apportation. 
  Item: May be cast on any sort of tool - not just a weapon. 
   
  Weapon Spirit (VH)  
  Enchantment 
  Transfers the personality and some of the intelligence of a 
  recently deceased being (humanoid or not - dogs make excel-
  lent subjects) to a weapon, usually a sword. The enchantment 
  is at -1 for each full day that has elapsed between the donor's 
  death and the beginning of the enchantment. Most of the body 
  must be present at the beginning of the enchantment, but may 
  be disposed of after it commences. 
  The enchanter can pass on as little or as much of the donor's 
  IQ as he wishes to the weapon, as well as some of the donor's  
  mental skills, advantages and disadvantages. The weapon has 
  no memory of this former existence. Although it has no 
  sensory organs, it possesses sight and hearing (perception 
  scores of 10). Quirks (or disadvantages reduced to quirk level) 
  are sometimes transferred from the donor to the weapon, 
  whether the enchanter wants it or not. 
  The weapon can communicate with its wielder through an 
  extremely basic empathy. When the weapon approves of the 
  wielder's course of action, he gets a “good feeling,” and he 
  feels the reverse if the weapon disapproves of his actions. The 
  weapon may be given a voice by being enchanted with the 
  Voices spell. Various Communication and Empathy enchant-
  ments may be added to the weapon to enhance communication. 
  Each time it gets a new wielder, the weapon makes a single 
  reaction roll, which sets the tone for its relationship with the 
  wielder from that point on. On a very good reaction, the 
  weapon will do literally anything for its wielder: on a very bad 
  one, it will refuse to communicate or cooperate, and might 
  even lie and work actively to get its wielder in trouble or to get 
  itself lost or stolen. The GM should record the result; the 
  weapon cannot be forced to roll a new reaction by simply 
  being passed back and forth between wielders! 
  The weapon's skills cannot be improved, although skills 
  such as History or Area Knowledge may be kept current 
  through the absorption of new knowledge. 
  Energy cost to cast: 100 per point of IQ transferred, plus 25 
  times the character-point cost of each skill, plus 50 times the 
  total character-point cost of all the advantages and disadvan-
  tages (minimum of zero). Add 300 for Voices. 
  Prerequisites: Enchant and Summon Spirit. 
  Note: This spell first appeared as Sword Spirit in GURPS 
  Magic Items. 
  
   
   
  - 42 - 
  Spell List 
  WIZARDLY TOOLS 
   
  Effigy (VH)  
  Enchantment 
  A mage can enchant an effigy, a life-size statue of himself, 
  that attracts hostile magic directed at him to itself. Every time a 
  spell attacks the effigy's maker, the Effigy rolls against its 
  caster's effective skill, modified for the distance (using the 
  long-distance modifiers on p. M10) separating it from him. The 
  enchanter's Weak or Strong Will does not affect the effigy's 
  roll. If the effigy succeeds, the spell affects it rather than its 
  maker. 
  The GM will have to decide what constitutes a “hostile” 
  spell; for instance, Deathtouch is, Mind-Reading isn't. 
  Redirected spells which have no effect on inanimate statues 
  (such as Paralyze Limb or Death Vision) instead “attack” the 
  enchantment. The Effigy then resists with its current Power. 
  Every such successful attack weakens the Effigy by one; upon 
  reaching Power 0, the enchantment dissipates. A critical failure 
  by the effigy or a critical success by the attacking spell also 
  breaks the enchantment, as will physical destruction. An 
  enchanter may only have one effigy at any one time. 
  Energy cost to cast: 1,000. 
  Prerequisites: Enchant, Scryfool and Ward. 
   
  Homunculus 
  Enchantment 
  This spell allows the caster to 
  grow a fetus-like image from his own 
  flesh. This homunculus has ST 1, DX 
  0, no IQ or HT, and 1 hit point. It 
  must be kept inside a glass bottle and 
  fed at least 1 hit point worth of 
  human blood each day to remain 
  alive. If the bottle is broken or 
  submitted to intense heat or light, the 
  homunculus dies. 
  Whenever he wishes, the caster 
  can 
  move 
  his 
  spirit 
  into 
  the 
  homunculus, no matter how far away 
  it is (as with Possession, p. M30), at 
  a fatigue cost of 4 for the first minute 
  and 2 for every minute thereafter. He may then observe and 
  communicate with anyone in the homunculus' presence. 
  Although the caster can cast spells from the homunculus (using 
  his own fatigue), he cannot perform any physical action, since 
  the homunculus is trapped inside the bottle. The caster may 
  return to his own body at will. 
  If a hostile mage gains possession of a live homunculus, he 
  can cast Communication and Empathy spells at the 
  homunculus' creator at no range penalty! The creator also 
  resists at -5 any such spells when cast through the homunculus. 
  A homunculus is thus a great vulnerability and is only 
  entrusted to the most faithful of servants. 
  The caster may own several homunculi; he can move his 
  spirit to only one at a time. While thus “away,” the caster's 
  body is very vulnerable and should be safeguarded. 
  Energy cost to cast: 800. 
  Prerequisites: Enchant and Mind-Sending. 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Conan. 
  Manastone (VH)  
  Enchantment 
  A Manastone is an unrechargeable Powerstone. Use all 
  normal Powerstone rules (limits by carat size, etc.), except that 
  a Manastone does not recharge its power (although the gem 
  may be re-enchanted with multiple applications of the spell). If 
  a Manastone “quirks” in enchanting, the quirks (naturally) 
  must be appropriate to a non-recharging stone (no quirks about 
  recharging limitations!). Manastones have no effect on the 
  recharge rate of nearby Powerstones. 
  Energy cost to cast: 5. Each casting charges the stone with 
  a single point of energy. 
  Prerequisite: Enchant. 
   
  One-College Powerstone 
  This spell is a variation on Powerstone (p. M41) and 
  follows all normal Powerstone rules. A One-College 
  Powerstone is enchanted in such a way that it can provide 
  energy only for spells of a particular college. One-College 
  Powerstones may not be Dedicated or Exclusive. 
  Energy cost for each casting: 12. 
   
  Soul Stone (VH)  
  Enchantment 
  By transferring his life force to a soul stone, a sorcerer 
  becomes immortal. Although his body may still be hurt 
  (burned, cut, crushed . . . ), he may not be killed as long as the 
  soul stone is safe. The caster 
  becomes immune to disease, poison 
  and aging. He automatically makes 
  all HT “death checks” caused by 
  injury. He may still fall unconscious. 
  If the soul stone is destroyed, the 
  caster dies. This is why it is usually 
  hidden in a very hard-to-reach place. 
  Death may also come from some 
  magical causes, such as a Planar Visit 
  failure. Note that the stone need not 
  literally be a piece of rock; examples 
  from folklore and fantasy fiction 
  include 
  the 
  caster's 
  own 
  heart 
  (removed once the spell is cast, 
  presumably!), eggs, and a severed finger. 
  Soul Stone, Soul Golem and Soul Jar are mutually 
  exclusive. 
  Energy cost to cast: 500. One try; if the enchantment fails, 
  the caster dies! 
  Prerequisites: Magery 3, Enchant and Soul Jar. 
   
  Soul Golem (VH)  
  Enchantment 
  The caster transfers his soul to a golem of his own making. He 
  gains the golem's physical attributes, but retains his knowledge 
  and mental attributes, including his Magery. The original body 
  dies in the process, so there is no going back! 
  Soul Stone, Soul Golem and Soul Jar are mutually exclusive. 
  The GM should make sure the character pays the points for his 
  new advantages. 
  Time to build body: Varies per the Golem (see p. M116). 
  Energy cost to cast: 1,000. One try; if the enchantment fails, 
  the caster dies! The caster must have a completed golem body 
  handy, of course, which becomes activated when the caster enters 
  it. 
  Prerequisites: Magery 3, IQ 13+, Soul Jar and Golem. 
  
   
   
  - 43 - 
  Spell List
  FOOD SPELLS 
   
  Season  
  Regular; Special Resistance 
  Spices and seasons a single container of food to the caster's 
  preference. The caster's Cooking skill determines whether the 
  food tastes any better for it - the spell simply adds the flavors 
  that the caster demands. Targeted food being held by another 
  creature resists with IQ. 
  Duration: Permanent. 
  Cost: 2 per meal. 
  Time to cast: 10 seconds. 
  Prerequisite: Test Food. 
  Item: A spoon, which, when stirred through food, will 
  flavor it pleasantly (to the wielder's taste). Energy cost to 
  create: 150. 
   
  Prepare Game  
  Regular 
  “Dresses out” a slain animal. If cast on a deer, for instance, 
  the hide will be removed along with all extraneous body parts 
  and innards. If cast on a fish, it will be gutted and scaled. 
  Nothing is destroyed by the spell; all of the parts are simply 
  appropriately separated and cleaned in such a way as to best 
  prepare the animal for cooking. This spell will also work on 
  produce; it will peel a bunch of bananas, for example. Different 
  cultures may get different results - one man's fish fillets may be 
  another's sashimi cubes! 
  Duration: Permanent. 
  Cost: 2. 
  Time to cast: 10 seconds. 
  Prerequisite: Purify Food. 
  Item: (a) Wand, staff or jewelry or knife. Energy cost to 
  create: 300. (b) Skinning knife, scaling knife, vegetable peeler, 
  etc. Usable only on the appropriate food type. Energy cost to 
  create: 150. 
   
  Know Recipe  
  Information; Special Resistance 
  Cast on an item of food, this spell places complete knowl-
  edge of the components of the food (and the method of 
  preparation used by the cook) into the mind of the caster. This 
  spell may even be used on alchemical creations, provided that 
  they are edible or drinkable. However, those resist the spell 
  with the skill of the alchemist that made them. 
  Duration: The memory will remain crystal clear in the 
  mind of the caster for 1 day. After that, it fades (or alters!) per 
  the Memorize spell (p. 59). Altered recipes may lead to 
  anything from embarrassment (replacing sugar with salt in a 
  dessert recipe) to serious trouble (replacing sugar with salt in a 
  dessert recipe meant for the king). 
  This is also a Knowledge spell. 
  Cost: 3. 
  Time to cast: 10 seconds. 
  Prerequisites: Seek Food and History. 
  Item: Wand, staff or jewelry. Energy cost to create: 450. 
   
  Far-Tasting  
  Regular 
  The subject can taste and smell any object that he can see 
  (even at a great distance) or taste/smell through solid objects 
  totalling no more than two hexes of thickness. He 
  automatically makes all Taste/Smell rolls. This can be 
  especially useful for sniffing out poisons, since their effects are 
  not transmitted by their odors with this spell. 
  This is also a Knowledge spell. 
  Duration: 1 minute. 
  Cost: 3 to cast, 1 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery and either Seek Food or Seek Air: 
  no anosmia. 
  Item: Clothing or jewelry. Wearer only. Energy cost to cre-
  ate: 200. 
   
  Wizard Mouth 
  Regular 
  As listed under Knowledge, p. 61. 
   
  Wizard Nose 
  Regular 
  As listed under Knowledge, p. 62. 
   
  Scents of the Past 
  Regular 
  As listed under Knowledge, p. 63. 
   
  Essential Food (VH) 
  Regular 
  Transforms food or any other material into unbelievably 
  tasty, filling and nutritious food. Essential Food does not spoil, 
  and there are six meals (see p. B212) in a single pound of it. 
  Duration: Permanent. 
  Cost: 5 per meal created if the starting substance is totally 
  inedible; 3 per meal if the starting substance is plant or animal 
  material of some kind. 
  Time to cast: 30 seconds. 
  Prerequisites: Magery 2, Banquet and Create Food. 
   
  Hunger  
  Regular; Resisted by HT 
  As listed under Body Control, p. 15. 
   
  Thirst  
  Regular; Resisted by HT 
  As listed under Body Control, p. 15. 
   
  Foul Water 
  Area 
  As listed under Water, p. 32. 
   
  Cure Starvation 
  Regular 
  As listed under Healing, p. 52. 
   
  Cure Dehydration 
  Regular 
  As listed under Healing, p. 52. 
  
   
   
  - 44 - 
  Spell List 
  GATE SPELLS 
   
  The spells of this college deal with the manipulation of time 
  and space; they share a strong affinity with the Movement col-
  lege. As a result, the Spell Table lists all Movement spells 
  dealing with teleportation as belonging to both colleges. The 
  GM may prefer to make this college a sub-college of 
  Movement. Banish and Planar Summons also belong to this 
  college. 
  Teleport Shield (p. M78) is also considered a part of this 
  college. It fully affects not only Teleport and Blink, but also 
  Hide Object, Plane Shift, Phase, Timeport and Timeslip. It 
  does not affect the use (or creation) of actual gates. 
  Normally, the velocity of someone traveling by Teleport, 
  Plane Shift or Timeport remains unchanged in passage; a caster 
  riding a horse while timeporting will still be moving along at 
  the speed that the horse was running. To change velocity while 
  `porting, make a separate skill roll, modified by the speed 
  change. Use the table on p. B201 for the penalty; thus, for 
  changes of up to 4.5 mph (a brisk walk), roll against unmodi-
  fied skill. These modifiers also apply against Body Sense rolls. 
   
  MAGICAL GATES AND PORTALS 
  Gates (or portals - the terms are used interchangeably) are 
  magical one-way shortcuts between points in time and space. If 
  the GM's campaign setting includes multiple universes or 
  “planes of existence,” then gates can also provide passage 
  among these. 
  A gate can take nearly any shape or color, but the “default” 
  gate is a rectangle of softly shimmering energy, roughly the 
  size of an ordinary modern doorway, without any thickness or 
  back side. Gates can be either free-standing or set against a 
  wall, into a floor, into a mirror and so on. They are not physical 
  in any sense - they are holes in reality. 
  As long as the gate is large enough, an object or willing 
  being need only step into it to be transported. Beings with 
  Magic Resistance lower the effective skill of the gate's creator 
  accordingly, possibly preventing the gate from working for 
  them (see p. M13). If an unwilling (or unwitting) person sticks 
  a hand into a gate, removing it can be difficult; roll a Regular 
  Contest between the victim's ST and the caster's effective skill, 
  each turn of effort costing the victim a point of fatigue. If the 
  victim fails the contest, his only choices are to stay stuck in the 
  gateway or to pass through . . . 
  If the gate isn't large enough, it will feel like an impenetra-
  ble wall. Gates are impervious to physical attacks and to most 
  magic. They are also opaque to light and non-particulate radia-
  tion in general. Spells other than Information ones may be cast 
  through a gate, at the usual penalty for casting blindly (unless 
  Scry Gate is used). An Area spell does not “spill through” an 
  open gate, but matter created by such a spell may. Objects, 
  spells and beings can step through a gate from its “back” as if 
  it weren't there . . . because it isn't! 
  Only the Seek Gate spell can detect closed gates. 
  Optionally, the GM may permit Mage Sight or even a Magery 
  roll (see sidebar, p. M6) to detect them. 
  To tell where a gate leads, without stepping through it, is 
  difficult; a successful Analyze Magic will only reveal the 
  nature of the gate: distance, time or universe/plane (or 
  combination). A critical success will reveal the gate's 
  destination, its opening or closing clauses, whether several 
  gates share the same spot, etc. The Scry Gate spell can also be 
  used to gain clues as to a portal's “connecting point.” 
  Gates may be the subject of many spells, but the GM 
  should keep in mind that they are in no way physical objects. A 
  freestanding illusion spell could disguise one, but Illusion Shell 
  could not be used, for example. Gates can be the subject of 
  Invisibility. 
   
  Blink Other (VH) 
  Blocking 
  As listed under Movement, p. 81. 
   
  Beacon  
  Area 
  This spell “softens up” local space-time to make it easy to 
  teleport, timeport or plane-shift to an area. The energy cost and 
  skill penalties to travel to a beacon are halved (round down). A 
  beacon may also be used to help `port a subject from its 
  vicinity toward the caster. 
  A beacon is not private; any caster magically transporting 
  himself (or someone else) to the area will benefit from the 
  spell. (However, permanently enchanted areas may be Limited 
  or Named; see p. M46). 
  The caster must, at casting, specify which travel spells his 
  beacon will assist. There is no extra cost to create a multipur-
  pose beacon. 
  This is also a Movement spell. 
  Duration: 24 hours. 
  Base Cost: 10 to cast, half to maintain. Multipurpose 
  Beacons cost 12 if they affect two spells, and 15 if they affect 
  all three spells. 
  Time to cast: 30 seconds. 
  Prerequisites: Teleport, Timeport or Plane Shift. The caster 
  must know Teleport to create a teleport beacon, Timeport to 
  create a timeport beacon and Plane Shift to create a plane-shift 
  beacon. 
  Item: (a) Any area may be permanently enchanted as a bea-
  con for 100 times casting cost. (b) Any object can be enchanted 
  as a portable beacon; any attempt to magically transport into 
  the hex the object occupies receives the bonus. Cost to create: 
  1,500 for single-purpose, 2,000 for dual-purpose, 2,500 for 
  triple-purpose; add 1,000 per additional hex of radius of effect. 
   
  Hide Object  
  Regular 
  The subject (which must be non-living) disappears into an 
  other-dimensional space from which it can be recalled at will. 
  Failure to maintain the spell causes the object to reappear in 
  mid-air next to the caster. If the subject is being held by a 
  living being, the holder can resist the spell with his IQ. 
  Seeker won't find objects hidden by this method; Trace 
  loses touch for the duration of the Hide Object, regaining it 
  when the object re-appears in this world. Teleport Shield will 
  oppose this spell (the original margin of success of the Hide 
  Object spell would need to be 5 or better for the object to 
  re-appear within an area affected by a base casting of Teleport 
  Shield, for example). The object re-appears in the caster's grasp 
  or in his immediate vicinity (caster's choice). 
  
   
   
  - 45 - 
  Spell List
   
   
  Duration: 1 hour. 
  Cost: 1 per pound of object weight to cast, same to 
  maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Hideaway and Teleport. 
  Items: (a) Staff, wand or jewelry. Mage only. Energy cost 
  to create: 500. (b) Any object may be enchanted to “disappear” 
  and “re-appear” at its owner's command. Energy cost to 
  enchant: 100 per pound of item weight. This is a popular 
  enchantment on illegal objects . . . 
   
  Sanctuary (VH)  
  Special 
  This spell opens a door-sized portal to a pocket dimension. 
  It closes immediately after the caster passes through it (others 
  may pass through it first, of course). The portal leads to a small 
  room, dimly lit, with blank walls and no visible exits. When 
  the caster wishes to leave, he simply concentrates and a portal 
  appears on one of the walls, leading back to his original point 
  of departure. The space can have a size up to that of a cube 
  equal to the caster's skill, in yards, on a side. 
  The real world completely loses touch with the occupants 
  of the pocket dimension; Seeker won't find them, Trace will 
  lose them for the duration (but will pick them up as soon as 
  they step back out) and so on. Of course, the reverse is also 
  true. 
  Long-term visits to the pocket dimension will require the 
  creation of air, food and water (and decent lighting, for 
  comfort's sake), as well as the disposal of wastes. This is 
  slightly complicated by the fact that the pocket dimension is 
  low-mana; all spellcasting is at -5 and the Recover Strength 
  spell doesn't work unless it is known at 20+. 
  Should the spell expire or the caster lose consciousness, all 
  the room's contents reappear as if teleported; its occupants each 
  take 1d of damage and are physically stunned if they fail a 
  Body Sense roll. This also happens to anyone who is foolish 
  enough not to exit before the caster! 
  If the caster wishes to return to the real world, but not to his 
  point of departure, he may cast an appropriate magical 
  transport spell from the pocket dimension as if he were casting 
  it from the departure point (if he is willing to take the risk of a 
  lowmana casting). 
  Note: This “default” description of the pocket dimension 
  created by this spell should by no means be taken as gospel. A 
  less bare-bones version might include opulent (but magical and 
  temporary) furnishings and features, illusionary windows and 
  so on. In some worlds, this will be determined by the GM's 
  views on alternate dimensions. In others, the details of the 
  pocket dimension might be conscious or unconscious 
  reflections of the mage's personality. 
  Duration: 1 hour. 
  Cost: 5 to cast, 5 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Hide Object. 
  Item: Staff, wand, jewelry or door. Mage only. Energy cost 
  to create: 2,000. 
   
  Planar Visit (VH)  
  Special 
  The caster leaves his body behind and wanders freely on 
  another plane of existence as a spirit. He is totally insubstantial 
  and cannot affect anything or interact with his surroundings in 
  any way (a blessing in disguise, since this also confers total 
  physical immunity to whatever environment he is traversing). 
  He cannot even cast spells, although he can maintain existing 
  ones. He is likewise immune to any magic that does not 
  directly affect minds or spirits (which the caster is, until he 
  returns to his body). The caster is imperceptible to ordinary 
  senses; only magic (Astral Vision, Sense Spirit, Sense 
  Observation and similar spells) will detect his presence. 
  There is a different spell for travel to each plane or 
  dimension. Which spells exist and the precise details of the 
  dimensions they lead to is a matter of GM decision. The 
  caster's senses are altered to correspond to the average plane 
  dweller's. On a plane of perpetual gloom he might have Dark 
  Vision; on the astral plane his senses are augmented as though 
  with Astral Vision; and on a dimension where all life forms 
  sense only via sound he would have Sound Vision. Visiting 
  very strange alternate planes can be hazardous to the mental 
  health of an unsuspecting traveler . . . 
  The most common plane visited in most worlds is the astral, 
  which co-exists with the mundane universe and allows visitors 
  to observe real-world places unseen (at least, unseen except by 
  natives of the astral realm, if there are any, and those with 
  special abilities). While traveling astrally, the caster moves at 
  twice his full unencumbered Speed and may walk through 
  walls, mountains, creatures . . . He may also walk down into 
  the bowels of the earth or up into the higher atmosphere. Astral 
  Block, Pentagram and the “Utter” spells stop him, while Repel 
  Spirits will resist his intrusion. 
  If the spell ends before his spirit rejoins his body or if his 
  body is harmed while his spirit is away, he must roll vs. HT, 
  using the Long-Distance modifiers (p. M10 or p. B151), to stay 
  alive! Needless to say, his body is totally defenseless for the 
  duration of the spell, though a casual medical examination will 
  reveal it to be (barely) alive. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. Some planes may cost more, 
  carry a skill penalty, or both. 
  Time to cast: 30 seconds. 
  Prerequisites: Magery 2 and either Projection or Planar 
  Summons. 
  
   
   
  - 46 - 
  Spell List 
  Items: (a) Staff, wand or jewelry. Mage only, wearer only. 
  Energy cost to create: 1,000. Although the item stays with the 
  body while the spirit walks about, it may still be used to main-
  tain the spell. (b) Weapon. Mage only, wearer only. A spiritual 
  analogue of this item accompanies the spirit of its user! Energy 
  cost to create: 2,000 per pound (minimum of 1 lb.). 
   
  Plane Shift (VH)  
  Special 
  Similar to Planar Visit, but the caster takes his body with 
  him, along with anything he is carrying (up to Heavy encum-
  brance). Each plane requires a different spell. 
  The spell provides a one-way trip; to get back, the caster 
  must know Plane Shift for his home plane or get some caster of 
  the other plane to Banish him back. No Body Sense roll is 
  required upon arrival. Unlike Planar Visit, this spell confers no 
  immunity whatsoever to the caster's surroundings, since he is 
  not traveling in spirit form. 
  Duration: Permanent. 
  Cost: 20. Some planes may cost more, carry a skill penalty, 
  or both. 
  Time to cast: 5 seconds. 
  Prerequisite: Planar Summons. 
  Item: Any item; can be used to travel to a single plane only. 
  Energy cost to create: 100 times the casting cost for the plane. 
   
  Plane Shift Other (VH) Regular; Resisted by IQ+1 
  As Plane Shift, but usable on any being or object. A subject 
  who doesn't expect to be plane-shifted must either make his 
  Body Sense roll or be disoriented for a turn. 
  Duration: Permanent. 
  Cost: 20. Some planes may cost more, carry a skill penalty, 
  or both. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 3 and Plane Shift. 
  Item: Wand, staff or jewelry. Mage only; sends the subject 
  to a single plane only. Energy cost to create: 100 times the 
  casting cost for the plane. 
   
  Phase  
  Blocking 
  Allows the caster to avoid an attack by phasing out of this 
  plane of existence for a moment. The caster actually becomes 
  ethereal just long enough for the attack to pass through him. He 
  neither disappears nor loses track of his surroundings; no Body 
  Sense roll is required. 
  Cost: 3. 
  Prerequisites: Magery 3 and either Plane Shift or Ethereal 
  Body. 
  Item: Clothing or jewelry. Mage only, wearer only. Energy 
  cost to create: 1,000. 
   
  Phase Other (VH) 
  Blocking 
  As Phase, but usable on others. 
  Cost: 3. 
  Prerequisite: Phase. 
  Item: Wand, staff or jewelry. Mage only. Energy cost to 
  create: 2,000. 
   
  Summon Minor Demons  
  Special 
  As listed with the Necromantic spells, p. 87. 
  Timeport (VH)  
  Special 
  This spell is similar to Teleport, except that it moves the 
  caster to another time instead of another place. Subjective 
  “movement” is instantaneous. 
  The more “distant” the target time is, the greater the energy 
  cost and skill penalty (see Time Modifiers, below). Unlike 
  Teleport, there is no penalty to timeport to an “unfamiliar” 
  time; the GM may, however, decree that any timeport to the 
  future bears an extra penalty (-2, perhaps). 
   
  Time Modifiers 
   
   
   
  Cost 
  Modifier 
  Within 1 minute 
  4 
  0 
  1 to 10 minutes 
  6 
  -1 
  10 minutes to 1 hour 
  8 
  -2 
  1 to 10 hours 
  10 
  -3 
  10 hours to 4 days 
  12 
  -4 
  4 to 40 days 
  14 
  -5 
  40 days to l year 
  16 
  -6 
  1 to 10 years 
  18 
  -7 
  10 to 100 years 
  20 
  -8 
  each further 10x 
  +2 
  -1 
   
  If this spell takes the caster to the future, it is the most 
  likely of many possible futures. If he returns from that future 
  and acts on the information gained, there is no guarantee that 
  the future he visited will actually occur. 
  Similarly, a caster who returns to the past, changes anything 
  and then returns to his starting time might return to an alternate 
  timeline. The amount of variation between the caster's “home” 
  timeline and the new one will depend on the GM's view of how 
  “tamper-resistant” the time stream is in his game-world(s). 
  GURPS Time Travel explores these sticky issues in much 
  greater detail and is recommended to GMs running a 
  time-travel intensive campaign. 
  This spell is dangerous - the penalties for a failed roll are 
  the same as for Teleport, substituting time for space. Also as in 
  Teleport, the traveler can carry no more than Heavy encum-
  brance (objects and beings). Roll vs. Body Sense skill upon 
  arrival, modifying the roll for changes in velocity, facing and 
  orientation.
  
   
   
  - 47 - 
  Spell List
  If the caster wishes to travel simultaneously in both time 
  and space, use the caster's Teleport or Timeport skill 
  (whichever is lowest) and combine the penalties and costs for 
  distance and time. 
  Cost: See above. 
  Prerequisites: Magery 3 and Teleport. 
  Item: Staff, wand or timepiece. Mage only. Energy cost to 
  create: 4,000. An item that will take its user to one, 
  predetermined time costs 2,000 to create; the item's creator 
  must be very familiar with that time. 
  Note: This spell first appeared, in genre-specific form, as 
  Time Travel in GURPS Witch World and in GURPS Time 
  Travel. 
   
  Timeport Other (VH) Regular; Resisted by IQ+1 
  Same as Teleport Other (p. M71), except that the subject is 
  timeported away from (or to) the caster. 
  Apply the usual penalty for the distance between caster and 
  subject; the Timeport penalties apply for the time span over 
  which the caster wants to timeport the subject. 
  One important difference between Timeport and Timeport 
  Other is that if the caster fails the spell roll or if the subject 
  successfully resists the spell, the subject does not timeport 
  away! 
  Cost: As Timeport; also uses the Teleport Other weight 
  multipliers (under 10 lbs.: x ½; 10-49 lbs.: x 1; 50-99 lbs.: x 2; 
  100-200 lbs.: x 3; one additional multiple for each 100 lbs. 
  thereafter). 
  Prerequisite: Timeport. 
  Item: Staff or wand. Mage only. Energy cost to create: 
  4,000. 
   
  Timeslip  
  Blocking 
  Allows the caster to avoid an attack by timeporting out of 
  its way. The caster slips a few seconds ahead into the future, 
  effectively skipping a few turns. He reappears at the beginning 
  of the next turn (or later), in his original hex - unless the hex is 
  now obstructed or occupied! A hex is not clear if some being is 
  standing in it. Any lesser obstruction is ignored by the spell. 
  The caster must roll his Body Sense skill to act on the turn 
  he reappears. If the hex remains obstructed or occupied, the 
  caster stays in limbo, reappearing as soon as the hex becomes 
  clear . . . even if it takes years! Critical failures have been 
  known to produce similar disastrous effects. 
  If the caster had any spells requiring concentration “on” 
  when he cast Timeslip, they automatically lapse (unless they 
  had the caster as their subject). Similarly, any spell whose 
  maintenance comes due during one of the skipped turns also 
  lapses (but see Maintain Spell, p. 72). 
  Cost: 1 per second of intended displacement. The spell skill 
  roll is at a -1 penalty for every second of intended 
  displacement beyond the first one. 
  Prerequisite: Timeport. 
  Item: Clothing, jewelry or timepiece. Mage only. Energy 
  cost to create: 500. 
   
  Timeslip Other (VH)  
  Blocking 
  As Timeslip, but usable on others. 
  Cost: 1 per second of intended displacement. The spell skill 
  roll is at a -1 penalty for every second of intended 
  displacement beyond the first one. 
  Prerequisite: Timeslip. 
  Item: Wand. staff or jewelry. Mage only. Energy cost to 
  create: 1,000. 
   
  Trace Teleport  
  Information; 
   
  Resisted by subject spell 
  Cast soon after someone or something teleports, timeports or 
  plane-shifts in or out, this spell gives the caster a vision of the 
  destination of the `ported subject. The caster will also have a good 
  idea of the magnitude of the skill penalty involved to cast the 
  spell. On a critical success, the actual destination will be known, 
  but any success gives the caster enough of a sense of the 
  destination to follow, if he does so within a minute of casting 
  Trace Teleport. 
  This is also a Movement spell. 
  Modifiers: The spell operates at a cumulative -1 for each 
  minute that elapses between the `port and the casting. There is a 
  further -5 penalty if the caster didn't witness the `port. 
  Cost: 3. 
  Prerequisites: Teleport, Timeport or Plane Shift. 
  Item: Any. Energy cost to create: 100. 
   
  Rapid Journey (VH)  
  Special 
  Similar to Teleport and Timeport, except that it allows an 
  immediate return journey. It does not work with Plane Shift. It 
  works only on the caster. Anything carried on the caster's 
  person, up to Heavy encumbrance, goes with him on the trip. 
  If the skill roll fails, the caster goes nowhere but otherwise 
  suffers the normal penalties for a failed teleport or timeport 
  (possible damage, disorientation and stunning). Teleport Shield 
  gets to resist twice; once when the caster leaves and once when 
  he returns. 
  Once the caster arrives at his destination, he must expend 
  fatigue to remain there. As soon as he stops maintaining his 
  presence (this includes failing a distraction roll), he snaps back 
  to his starting place or time. 
  The return trip normally cannot fail. However, if the caster 
  succeeded in the spellcasting by a small margin (3 or less), he 
  must make an IQ roll (at the distance/time penalty), while 
  maintaining the spell, to return to his starting point. One roll 
  may be attempted per minute. If he then stops maintaining the 
  spell, he remains stranded where or when he went. He may 
  also be stranded if he is knocked out or if he `ports to a 
  no-mana zone. 
  
   
   
  - 48 - 
  Spell List 
  This is also a Movement spell. 
  Duration: 1 minute. 
  Cost: As Teleport or Timeport, plus one-fourth the trip's 
  cost to remain, per minute. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 3 and either Teleport (for a Rapid 
  Journey in space) or Timeport (for a Rapid Journey in time or 
  for one that traverses both). 
  Item: Staff or wand. Mage only. Energy cost to create: 
  5,000. 
  Note: This spell first appeared, in slightly different form, in 
  GURPS Conan. 
   
  Divert Teleport (VH)  
  Blocking; 
   
  Resisted by subject spell 
  Cast on the turn someone or something teleports, timeports 
  or plane-shifts out, this spell allows the caster to dictate where 
  or when the subject goes. 
  The caster must know the spell he is diverting; he uses the 
  lower of his skill with Divert Teleport and the subject spell. If 
  the caster wants to divert a teleport into a plane shift (for 
  example), he must know both spells and will use the lowest of 
  his three skills. 
  The 
  resistance 
  is 
  resolved 
  by 
  comparing the margins of success of both 
  spells - if the mage who is `porting makes 
  his roll by 5, then the mage attempting to 
  divert him must make his roll by 6 or 
  more to succeed. 
  The caster of the Divert Teleport 
  suffers Regular range penalties for the 
  distance between him and the subject of 
  the Teleport (or Timeport, etc.) as well as 
  the standard skill penalty for the 
  destination that he wishes to send the 
  subject to. 
  The cost to cast the spell is equal to 
  the difference in cost between the 
  subject's intended destination and his new 
  destination. If a mage attempts to teleport 
  40 miles (cost 9) and another mage forces 
  him to another location only 10 yards 
  away (cost 3), the diverting mage will 
  have to pay 6. The same cost would apply 
  if the destinations were reversed. The 
  minimum cost to cast is 3, in any case 
  (high skill will reduce this normally) - the 
  caster pays full cost whether or not the 
  spell succeeds. 
  Example: Suppose Zubenel knows 
  Teleport at 16 and attempts to teleport 
  100 hexes away to his waiting carriage 
  (skill penalty -2, cost 4). Just 2 yards 
  away stands Elsdon, who knows Divert 
  Teleport at 18 and Teleport at 20 and who 
  would prefer that Zubenel end up just 
  above a lake which happens to be a mile 
  away (skill penalty -4, cost 5). 
  First, Zubenel makes his attempt, 
  spending 5 ST and rolling a 10. Since he 
  needed a 14 or less, this is success by 4. 
  Elsdon, using a base skill of 18 (the lowest of his 
  appropriate spells), takes a -2 for being two hexes away from 
  Zubenel and a further -4 for his intended diversion - his 
  effective skill is 12. He must roll a 7 (succeeding by 5), to win 
  the contest and divert Zubenel. Whether he does so or not, the 
  calculated cost is 1 ST, so Elsdon must pay the minimum cost 
  of 3, reduced to 2 because of his high skill with the Divert 
  Teleport. 
  This is also a Movement spell. 
  Cost: As described above; minimum cost 3. 
  Prerequisites: Magery 3 and Trace Teleport. 
  Item: Any. Mage only. Energy cost to create: 700. 
   
  Create Door  
  Regular 
  Cast at the near side of a solid obstruction (wall, hedge, 
  cliff, etc.), creates a short-term, short-range gate leading to the 
  other side. The intervening distance is not actually traversed by 
  the door's users - they are instantaneously Teleported from the 
  near side to the far one. 
  This spell has the advantage over Teleport of allowing 
  access to places unknown to the caster, as well as allowing him 
  to transport more than his “heavy” encumbrance.  
   
  
   
   
  - 49 - 
  Spell List
  Modifiers: The spell is at a -1 per hex of obstruction 
  thickness; there is no penalty if the obstruction is half a hex 
  thick or less. The GM should not tell the player what the 
  penalty is; he should simply tell him whether the spell failed or 
  not. 
  Duration: 10 seconds. 
  Cost: 2 per hex of door size, same to maintain. Note that a 
  normal doorway is 2 hexes in height, and less than one hex 
  thick. 
  Time to cast: 5 seconds. 
  Prerequisites: Teleport and any one “Walk Through” spell. 
  Items: (a) Staff, wand, jewelry or writing implement (the 
  latter is used to “draw” the door on the obstacle). Energy cost 
  to create: 500. (b) Portable door. It is activated (if its caster has 
  enough effective skill) after leaning it against the obstruction. 
  Energy cost to create: 500 per hex of size. 
   
  Seek Gate  
  Information 
  Tells the caster the direction and approximate distance of 
  the nearest gate. Any known gates may be excluded if the 
  caster specifically mentions them before beginning. 
  Modifiers: Long-Distance modifiers (p. B151 or M10), -2 if 
  the gate is currently closed, -5 if seeking a gate's arrival point, 
  10 if seeking a gate leading to a specific destination. Note that 
  the gate itself may be Scryguarded or under a Conceal Magic 
  spell. 
  Cost: 3. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 2, Seek Magic and one spell from 
  each of ten colleges. 
  Item: A forked stick. Energy cost to create: 100. 
   
  Scry Gate  
  Regular 
  Cast on an open gate, this spell allows images, sounds and 
  smells to come through it from the other side, just as if one 
  were peering through an open window. No corresponding 
  “window” opens at the gate's other end. 
  If the gate leads into an area protected by Scrywall, the 
  Scrywall gets to resist the Scry Gate. Sense Observation may 
  pick up the Scry Gate. Scryfool is powerless, however. 
  Duration: 1 minute. 
  Cost: 4 to cast, 4 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Seek Gate. 
  Items: (a) Staff, wand or jewelry. Energy cost to create: 
  200. (b) A gate may also be designed to display its destination 
  permanently; this is determined when the gate is created and 
  adds 100 energy to the creation cost. The gate's creator must 
  know Scry Gate at a level equal to or greater than Create Gate. 
   
  Control Gate  
  Regular; Resisted by the gate 
  Forces an open gate to close, a closed gate to open, or tilts 
  and displaces the subject gate as the caster wishes. Closing a 
  permanent gate does not destroy it; closing a temporary one 
  does (to destroy a permanent gate, use Remove Enchantment). 
  This spell moves gates at up to 3 hexes per turn. Control 
  Gate can also be used to “choose” a particular destination of a 
  multiple-destination gate (see Create Gate). 
  Once Control is relinquished, the gate reverts to its 
  “programmed” state, moving back to its original place at top 
  speed and by the shortest path. 
  If several Control Gate spells are active at once on a single 
  gate, the latter resists them with a single roll, Control going to 
  the spell with the largest margin of success. 
  Duration: 1 minute. 
  Cost: 6 to cast, 3 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 3 and Seek Gate. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 300. 
  Note: This spell first appeared, in genre-specific form, as 
  Open (or Close) Gate in GURPS Witch World. 
   
  Create Gate (VH)  
  Regular 
  Creates a temporary magical portal leading to another 
  place. time or dimension, effectively, a hole in time and space 
  through which those who enter will teleport, timeport and/or 
  plane-shift to a predetermined destination. The more “distance” 
  between the gate and its destination, the greater the energy cost 
  and skill penalty. 
  To determine the skill penalty, combine the penalties for the 
  equivalent Teleport, Timeport or Plane Shift spell(s). To 
  determine the energy cost, combine the energy costs from the 
  same spell(s) and multiply the cost by 10. This cost will permit 
  the caster to create a gate of any size up to a 3' x 6' doorway (or 
  equivalent surface area). Larger gates are no more difficult, but 
  cost proportionately more energy. 
  This spell may also be used to enchant a permanent gate, in 
  which case a few more considerations become important. The 
  caster(s) must specify whether the gate will be always open. 
  always closed, or open and closed when certain conditions are 
  fulfilled (opens only on the hour of the full moon, opens only 
  when someone utters a password, etc.). 
  
   
   
  - 50 - 
  Spell List 
   
  Several gates may share a single location. Only one of them 
  may be open at any time, so it is common to have them cycle 
  in time, giving the net effect of a single gate leading to a choice 
  of destinations. They must be created separately, but otherwise 
  behave as a single gate. Permanent gates can be “anchored” to 
  a physical gateway; they then resist displacement or 
  destruction at a bonus given by the gateway's DR (see p. B 
  125). 
  When a gate has a Timeport component, the creator must 
  specify whether the gate merely displaces its users in time by a 
  fixed amount (1 year into the past, for example) or sends its 
  users to a specific, unchanging point in time (for instance, 
  December 25, 1066). In the latter case, since subjects that step 
  into the gate at various departure times can't all arrive at the 
  same time, the gate either “drifts” slowly in time so as to space 
  the arrivals at least a turn apart, or the various subjects arrive in 
  different “pasts” (GM's decision). 
  Duration: 1 minute. 
  Cost: 10 times the total energy cost for the Teleport, 
  Timeport or Plane Shift spells involved (more for larger gates); 
  same cost to maintain. 
  Time to cast: 1 second per energy point. 
  Prerequisites: Control Gate. The caster must also know 
  Teleport to create a gate leading to another place, Timeport to 
  create a gate leading to another time and Plane Shift to create a 
  gate leading to another plane of existence. 
  Items: (a) Staff or wand. Mage only. Energy cost to create: 
  1,000. (b) A stylus or paintbrush. Usable only by a mage, who 
  must draw an outline of a doorway on a solid surface. Energy 
  cost to create: 900. (c) A gate may be made permanent for 10 
  times casting cost. 
  Note: This spell first appeared, in slightly different form, in 
  GURPS Witch World. 
   
  Slow Time (VH)  
  Area; Special Resistance 
  Time in the area slows down. Any unwilling beings within 
  the area when the spell is cast resist with the highest of their 
  ST and IQ; they must all fail for the spell to take effect. 
  Objects and spells may cross the area's edge without being 
  hampered. Beings crossing into or out of the area must roll vs. 
  IQ or be mentally stunned. 
  This spell can require careful adjudication on the part of the 
  GM; odd situations can arise from it. If someone stands at the 
  edge of the affected area and sticks his hand in, for instance, 
  the hand will become engorged with blood, as it receives an 
  increased flow (from its point of view). Sticking a hand out of 
  the area would have the reverse effect. Another related side--
  effect makes light coming in from outside appear brighter and 
  bluer, outside air feel warmer and voices sound higher and 
  faster. The reverse is true from the outside: light sources within 
  the area appear dimmer, redder and cooler, while voices 
  coming from it sound lower and slower. The Slowed area also 
  causes an optical effect very similar to that of a fish bowl; 
  however, this does root affect aiming missiles into or out of it 
  since the missiles will be deflected just like the light! 
  Duration: 1 minute (outside time). 
  Base Cost: One-half normal temporal “speed” costs 2, one--
  third costs 3, one-fourth costs 4 and so on (no limit, but see the 
  Suspend Time spell, below); same cost to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery 2, IQ 15+ and at least two spells 
  from each of ten different colleges. 
  Item: Staff or timepiece. Mage only. Energy cost to create: 
  1,000. 
   
  Accelerate Time (VH)  
  Area; Special Resistance 
  The opposite of Slow Time: time in the affected area speeds 
  up. Otherwise, all of the rules for crossing the area's edge, 
  resistance and so on are as in Slow Time (above). 
  Powerstones recharge at outside rates, so one cannot use 
  Accelerate Time to speed up Powerstone recharge. Of course, 
  relative rest-time can be increased, permitting mages to regain 
  lost ST more rapidly. 
  Duration: 1 minute (outside time). 
  Base Cost: 2 for double, 3 for triple, 4 for quadruple and so 
  on (no limit, but see the Time Out spell, below); same cost to 
  maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery 2, IQ 15+ and at least two spells 
  from each of ten different colleges. 
  Item: Staff or timepiece. Mage only. Energy cost to create: 
  1,000. 
   
  Suspend Time (VH)  
  Area; Special Resistance 
  Time is suspended in the area; relative to the outside world, 
  the occupants of a time-suspended area will not move, breathe, 
  age or even think. As far as the affected beings are concerned, 
  no time elapses for the spell's duration. One moment they were 
  having tea in a pleasant spring meadow, the next moment 
  winter has come outside the circle of grass they are sitting in...  
  Any unwilling beings within the area when the spell is cast 
  resist with the highest of their ST and IQ; they must all fail for 
  the spell to take effect. 
  From the outside, the area appears surrounded by a 
  perfectly reflective surface, which nothing (including magic 
  and magical beings) can cross. Objects thrown at it bounce off. 
  Any spell requiring concentration and lying outside the area 
  immediately lapses if its caster is caught inside. In the same 
  way, any outside spell whose maintenance comes due during 
  one of the turns lost by a time-trapped caster also lapses (but 
  see Maintain Spell, p. 72). 
  
   
   
  - 51 - 
  Spell List
   
   
  Duration: 1 day (outside time). 
  Base Cost: 5 to cast, 5 to maintain. 
  Time to cast: 5 minutes. 
  Prerequisites: Magery 3 and Slow Time. 
  Items: Staff or timepiece. Mage only. Energy cost to create: 2,500. 
   
  Time Out (VH) 
  Area 
  The area and all within it are temporarily removed from the 
  time stream; the effect is equivalent to having the area's time 
  accelerated infinitely. Unlike Suspend Time, this spell can only 
  be cast from the inside, centered on the caster (the spell ends as 
  soon as he touches its edge). Should the caster die alone in the 
  area, the spell will never end! The caster and any objects 
  caught in the area would simply seem to vanish from the time 
  stream. 
  As far as outside observers are concerned, the area “ages” 
  instantaneously (which may or may not be perceptible; this 
  includes spells on the affected area). One moment the party 
  was standing in a clearing, exhausted, bedraggled, and 
  wounded, and the next they were in different positions, rested, 
  magically healed, in clean clothes and drinking rum to 
  celebrate. 
  From the inside, the area is bounded by a wall (and covered 
  by a ceiling) of utter blackness. Anyone or anything touching 
  the edge of the area is immediately expelled from the area, 
  back into normal time. This causes an automatic mental stun to 
  any one other than the caster. Missiles of any sort can be thrown 
  blindly out of the area (see Shooting Blind, p. B115). Note that, 
  since all missiles fired out of the area will emerge at the same 
  outside time, an archer could create an impressive burst of 
  arrows by simply firing casually for a few (subjective) hours... 
  Spells involving the outside simply fail. Any spell requiring 
  concentration and lying inside the area lapses immediately if 
  its caster is left outside. Likewise, any inside spell whose 
  maintenance comes due during the Time Out's subjective 
  duration lapses unless its caster is also inside. 
  The “flow” of mana into the Timed Out area is effectively 
  nil. Powerstones won't recharge, enchantment is impossible. 
  etc. Mages still recover lost ST (since the fatigue taken is a 
  physical result of the strain of manipulating mana), but GMs 
  may decree that spells cost much more or are impossible within 
  the time-stopped area (since the power must be drawn entirely 
  from the caster's personal life-force). This is entirely dependent 
  on the GM's view of mana in his setting. 
  Duration: An instant (outside time). Within the area, the 
  caster and any other occupants have as much time as they need. 
  Base Cost: 5 to cast. 
  Time to cast: 5 minutes. 
  Prerequisites: Magery 3 and Accelerate Time. 
  Item: Staff or timepiece. Mage only. Energy cost to create: 
  2,500. 
   
  HEALING SPELLS 
   
  Body-Reading 
  Information; 
   
  Resisted by IQ 
  Creates, in the caster's mind, a visual and tactile “image” of 
  the interior of the subject's body. Useful in diagnosing pain or 
  illness of uncertain origin, this spell will reveal organ ruptures 
  and internal bleeding, bone fractures - even the sex of an 
  unborn child. Use Regular range modifiers. Essentially, this is 
  the magical equivalent of a detailed series of X-rays; what the 
  caster can do with the information gained depends on his 
  medical skills. 
  If the caster is concerned with trouble caused by poisoning 
  or micro-organisms, the spell won't give him the name of the 
  agent, but it will give him a +2 to any subsequent 
  Poisons or Diagnosis roll. In these cases the caster 
  must touch the subject. 
  Modifiers: -2 if the subject is of a different species 
  than the caster (an elven mage reading a human 
  subject, for instance), -4 or worse if totally alien! 
  (Long experience should reduce this penalty.) 
  Cast: 2. 
  Time to cast: 30 seconds. 
  Prerequisites: Sense Life or Awaken. 
  Item: Headgear or jewelry. Wearer only. Energy 
  cost to create: 200. 
   
  Detect Poison 
  Area; Information 
  As listed with Protection and Warning spells, p. 91. 
  Share Health  
  Regular 
  Allows the mage to heal the subject's injuries by 
  transferring them to himself, losing as many hit points as the 
  subject heals. If the subject had a crippled limb, it will remain 
  so - only the hit-point loss is healed. Likewise, the injury 
  applied to the caster will not cripple him (although it could 
  certainly make him unconscious or even kill him; the spell 
  provides no “safety net” for overly-kind mages). The mage 
  does not suffer the normal skill penalty for spending HT to cast 
  this spell, nor does he suffer a penalty for repeated castings on 
  the same subject. 
   
  
   
   
  - 52 - 
  Spell List 
  Duration: Permanent; the caster can be healed of his new 
  injuries through normal or magical means. 
  Cost: No fatigue need be expended; high skill only affects 
  casting time. 
  Time to cast: 1 second per HT transferred. 
  Prerequisite: Lend Health. 
  Note: This spell is loosely based on “Transfer Health” from 
  GURPS Japan. 
   
  Cleansing  
  Regular; Special Resistance 
  Cleanses the subject of any foreign matter in his tissues, 
  including cactus or porcupine spines, arrowheads, barbs, bullets, 
  splinters, etc. Also eliminates external (but not internal) bacteria 
  and parasites. Has no effect against diseases, poisons or drugs. 
  The subject must be willing or totally helpless (e.g., bound or 
  unconscious) and the caster must touch him. 
  “Foreign matter” that is somehow integral to the subject (gold 
  teeth, steel plates or rods, glass eyes, cyberwear and so on) must 
  be excluded by the caster or it may be destroyed as well! If the 
  caster is careless (or malicious . . . ), each item resists separately 
  with the HT+5 of the subject. 
  Cost: 2 to cleanse a hand or foot, 4 for a torso or limb, 6 for an 
  entire person; more for significantly larger subjects (see p. M 10). 
  Time to cast: 3 seconds. 
  Prerequisites: Minor Healing, Shatter and Sterilize. 
  Item: Wand or staff, decorated in a snake pattern. Must touch 
  the subject body part. Usable only by a mage, or by a non-mage 
  with Surgery 15+. Energy cost to create: 300. 
   
  Healing Slumber 
  Regular; Automatic Resistance 
  Subject falls into a deep restorative sleep and heals 1 hit 
  point for every hour of rest. Fatigue is recovered at double the 
  normal rate. 
  The subject wakes once completely healed or after 8 hours 
  have passed; any lost sleep fatigue (see p. B134) is also com-
  pletely recovered after that time. Otherwise, he can only be 
  awakened by a word from the caster, an injury, or the Awaken 
  spell (or Remove Curse, Counterspell, etc.). An unwilling sub-
  ject resists automatically. 
  Duration: Up to 8 hours (maximum recovery of 8 hit points 
  per day). 
  Cost: 6. For a cost of 10, the speed of recovery is doubled. 
  Maximum recovery achievable is unchanged. 
  Time to cast: 30 seconds. 
  Prerequisites: Magery 2, Peaceful Sleep and Minor 
  Healing. 
  Items: (a) Wand or staff, decorated in a snake pattern. Must 
  touch the subject. Usable only by a mage, or by a non-mage 
  with Physician 15+. Energy cost to create: 1,000. (b) Any item. 
  If the wearer is willing to sleep (or faints from fatigue or 
  injury), the item activates. The wearer wakes if the item is 
  removed or once the spell lapses (if the wearer's HT is still 
  negative, use the rules on p. B129). Energy cost to create: 900. 
  Note: This spell was first mentioned in GURPS Magic 
  Items. 
   
  Cure Starvation  
  Regular 
  Restores fatigue (but not injury) caused by starvation (see 
  sidebar, p. B 128) or the Hunger spell. 
  This is also a Food spell. 
  Duration: The healing is permanent. 
  Cost: 2 per point of starvation fatigue restored to the 
  subject. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery, Minor Healing and Create Food. 
  Item: Wand or staff, decorated in a pattern of snakes and 
  fruit. Usable only by a mage, or by a non-mage with Physician 
  15+. Energy cost to create: 600. 
   
  Cure Dehydration  
  Regular 
  Restores fatigue (but not injury) caused by dehydration (see 
  sidebar, p. B 128), or the Dehydrate or Thirst spells. 
  This is also a Food spell. 
  Duration: The healing is permanent. 
  Cost: 2 per point of dehydration fatigue restored to the 
  subject. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery, Minor Healing 
  and Create Water. 
  Item: Wand or staff, decorated in a 
  pattern of snakes and streams. Usable only 
  by a mage, or by a non-mage with 
  Physician 15+. Energy cost to create: 600. 
   
  Instant Neutralize Poison (VH) 
   
  Regular 
  As Neutralize Poison, but works 
  instantly. A Poisons roll is not required for 
  successful use of this spell! 
  Cost: 8. One try per day. 
  Prerequisites: 
  Magery 
  2 
  and 
  Neutralize Poison. 
  Item: Wand or staff, decorated in a 
  snake pattern. Must touch the subject. 
  Usable only by a mage, or by a non-mage 
  with Physician 20+. Energy cost to create: 
  800 for an item that neutralizes one 
  specific poison, 3,000 for an item that will 
  neutralize any poison. 
  
   
   
  - 53 - 
  Spell List
  Restore Memory  
  Regular 
  Used to cure the victims of memory loss, either mundane or 
  magical. The spell restores one forgotten fact or skill at a time. 
  The Forgetfulness spell resists; Permanent Forgetfulness resists 
  at +5. This spell will not permit the subject to recall something 
  that he never actually memorized in the first place (but see the 
  Recall spell, p. 59). 
  The spell is risky if used more than once per day on the same 
  subject: each repeat casting is at a cumulative -3 penalty. A crit-
  ical failure is very hazardous - the memory being sought is 
  destroyed forever and the subject is plunged into a frightening 
  sequence of buried memories lasting 2d minutes. This causes a 
  Fright Check at a -6 penalty. 
  If the caster has Psychology skill at 15 or higher, a “critical 
  failure” of this spell counts as an ordinary failure - unless he has 
  already tried the spell once that day on the same subject. 
  Duration: The memory is recovered permanently. 
  Time to cast: 10 seconds. 
  Cost: 3. 
  Prerequisites: Awaken and IQ 12+. 
  Item: Wand or staff; must bear a picture of an elephant. Must 
  touch the subject. Energy cost to create: 600. 
   
  Stop Spasm  
  Regular 
  As listed under Body Control, p. 15. 
   
  Stop Bleeding  
  Regular 
  The subject stops bleeding immediately (see p. B 130). 
  Duration: Permanent, although later injuries may bleed nor-
  mally. 
  Cost: 1. On an extraordinary wound, such as dismemberment, 
  disembowelment or similar major damage, the cost is 10. 
  Prerequisite: Lend Health. 
  Item: Any item. Must bear a picture of a pelican. It prevents 
  its wearer from bleeding. Energy cost to create: 500. (Excalibur's 
  scabbard was enchanted in this fashion.) 
   
  Stop Paralysis  
  Regular 
  This spell counters temporary paralysis (due to spell, paralysis 
  gun, etc.). An ongoing spell (such as Paralyze Limb or Total 
  Paralysis) gets to resist. 
  Cost: 1 for a single limb, 2 for the whole body. 
  Prerequisites: Major Healing, or Minor Healing and Paralyze 
  Limb. 
  Item: Staff, wand or jewelry. Energy cost to create: 200. 
   
  Relieve Paralysis  
  Regular 
  This spell temporarily restores the subject's use of his para-
  lyzed or crippled limbs. The limbs must, of course, not be com-
  pletely missing (that requires regeneration). Since limbs wither 
  with disuse, the GM should use his judgment to assess DX and 
  ST penalties for the use of such restored limbs. 
  Duration: 1 minute. 
  Cost: Equal to each limb's crippling score (see p. B127). 
  Same to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Stop Paralysis. 
  Item: Jewelry or clothing. Always on. Energy cost to create: 
  200 per hit point effectively restored (should the wearer's limb
  
   
   
  - 54 - 
  Spell List 
   
  have more hit points than the item can restore, assess the 
  difference as a DX and ST penalty for the use of the limb). 
  Note: The prerequisites of Restoration become Major 
  Healing or any two of Relieve Paralysis and the various 
  “Restore” spells. 
   
  Relieve Sickness  
  Regular 
  This spell temporarily relieves the subject of any symptoms 
  of sickness he may have been experiencing (fever, dizziness, 
  rash, cough, etc.). The spells Sickness and Drunkenness get to 
  resist. Note that only the symptoms are cured. Relieve Sickness 
  will sober a drunk for the duration - for a permanent cure, use 
  Neutralize Poison. 
  Duration: 10 minutes. 
  Cost: 2. May not be maintained; must be recast. 
  Time to cast: 10 seconds. 
  Prerequisite: Lend Health. 
  Item: Wand, staff or jewelry. Energy cost to create: 250. 
   
  Relieve Addiction  
  Regular 
  This spell will partially replace a “daily dose” of some drug 
  required by the subject. The subject will still feel the 
  psychological effects of withdrawal (that is to say, a 
  Will-modified HT roll is still required to count the day toward 
  shaking off the addiction), but will not suffer any physical 
  damage (see p. B30). 
  Modifiers: The caster is at a -4 penalty with this spell if he 
  is casting it on himself, and at a cumulative -1 per consecutive 
  daily casting on the same subject (thus, the spell is cast at par 
  on the first day of withdrawal, at -1 on the second, at -2 on the 
  third and so on). In addition, the withdrawal penalty inherent to 
  the drug is applied to any casting! 
  Duration: 1 day. 
  Cost: 6. May not be maintained. 
  Time to cast: 10 seconds. 
  Prerequisite: Neutralize Poison. 
  Item: Wand, staff or jewelry; must bear a picture of a 
  turkey. Must touch the subject. Energy cost to create: 400. 
   
  Relieve Madness  
  Regular; 
   
  Resisted by Madness and Permanent Madness 
  This spell temporarily restores the subject's sanity, relieving 
  him from a single Delusion, Phobia, Compulsion or spell-
  induced Madness (caster's choice). The Madness and 
  Permanent Madness spells get to resist. For permanent relief, 
  use Cure Insanity. 
  This is also a Mind Control spell. 
  Duration: 10 minutes. 
  Cost: 2. May not be maintained. 
  Time to cast: 10 seconds. 
  Prerequisites: Lend Health and Wisdom. 
  Item: Wand, staff or jewelry. Energy cost to create: 850. 
   
  Resist Disease  
  Regular 
  The subject is immune to diseases for the duration of the 
  spell, as with the Immunity to Disease advantage (p. B20). 
  This is also a Protection and Warning spell. 
  Duration: 1 hour. 
  Cost: 4 to cast. 3 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Sterilize. 
  Items: (a) Jewelry. Always on; the wearer is immune to dis-
  eases. A rare and prized item! Energy cost to create: 1,000 for 
  an item that resists one specific disease, 2,500 for one that 
  resists all diseases. (b) Jewelry. Always on; prevents the 
  wearer from spreading any disease he may have. “Leper's 
  Cords” are an example of this item. Energy cost to create: 250. 
  Note: GMs may wish to change the prerequisite of Cure 
  Disease to Resist Disease and Major Healing. 
   
  Resist Poison  
  Regular 
  The subject becomes immune to poisons for the duration of 
  the spell. For some very persistent poisons, this will only delay 
  the inevitable, since traces of the poison may still be in the sub-
  ject's system when the spell ends! 
  This is also a Protection and Warning spell. 
  Duration: 1 hour. 
  Cost: 4 to cast, 3 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Vigor. 
   
  
   
   
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  Item: Jewelry. Must bear a picture of a unicorn. Always on: 
  wearer is immune to poison. A rare and prized item! Energy 
  cost to create: 500 for an item that resists one specific poison, 
  4,000 for one that resists all poisons. 
   
  Restore Sight  
  Regular 
  Temporarily restores the subject's sight, regardless of what 
  caused the loss (if the loss of sight is magical in nature, howev-
  er, the responsible spell gets to resist). The eyes must not be 
  completely missing (that would require regeneration). For a 
  permanent cure, use Restoration. 
  Duration: 1 hour. 
  Cost: Equal to half of the restored Vision score to cast, half 
  that to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Minor Healing and either Keen Eyes or 
  Strike Blind. 
  Item: Jewelry or clothing. Always on. Energy cost to 
  create: 100 per point of Vision restored. 
   
  Restore Hearing  
  Regular 
  Similar to Restore Sight, but for Hearing. The ears must not 
  be completely missing. 
  Duration: 1 hour. 
  Cost: Equal to half of the restored Hearing score to cast, 
  half that to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Minor Healing and either Keen Ears or 
  Strike Deaf. 
  Item: Jewelry (earrings are especially appropriate) or cloth-
  ing. Always on. Energy cost to create: 100 per point of Hearing 
  restored. 
   
  Restore Speech  
  Regular 
  Similar to Restore Sight, but for Speech. The tongue and 
  vocal cords must not be completely missing. 
  Duration: 1 hour. 
  Cost: 5 to cast, 3 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Minor Healing and either Great Voice or 
  Strike Dumb. 
  Item: Jewelry or clothing. Always on. Energy cost to 
  create: 1,000. 
   
  Cure Insanity (VH)  
  Regular 
  This spell restores the subject's sanity, permanently. It will 
  rid the subject of one Delusion, Phobia or Compulsion. Other 
  mental disadvantages (such as Quirks) may be “cured” as well, 
  at the GM's option. The subject's insanity may also be cured 
  progressively; for example, a Major Delusion could be reduced 
  to a Minor Delusion. The cost to cast is then based on the dif-
  ference in character points. 
  The GM should make sure the character pays the points for 
  his lost disadvantages. 
  Note that even once a Delusion is removed, its effects can 
  persist for some time; that is, people who knew of the Delusion 
  will react to the former sufferer as though he were still 
  deluded. It may be some time before they adjust to the “cure.” 
  Duration: Permanent. 
  Cost: Equal to triple the change in character point value. 
  Thus, a 10-point Phobia costs 30 fatigue to cure, while 
  reducing a Major Delusion to a Minor one would cost 15 
  fatigue. One try per disadvantage! 
  Time to cast: 1 hour. 
  Prerequisites: Major Healing, Relieve Madness and at least 
  five Mind Control spells. 
  Item: Wand, staff or jewelry. Mage only. Rare item! 
  Energy cost to create: 2,500. 
   
  Cure Addiction (VH)  
  Regular; 
   
  Automatic Resistance 
  This spell permanently removes one addiction from the sub-
  ject, who must be willing. The subject does not become 
  immune to the substance; taking the drug again could re-instate 
  the addiction. 
  The GM should make sure the character pays the points for 
  his lost disadvantage. 
  Modifiers: Modifiers: Standard withdrawal modifiers (see 
  p. B30); -5 if the caster does not know what substance the 
  subject is addicted to; -4 if the caster is the subject; -2 if the 
  subject is currently under the influence of the substance. 
  Duration: Permanent. 
  Cost: Equal to triple the character point value of the addic-
  tion (ignoring the daily cost and legality components). Thus, 
  Alcoholism costs 45 fatigue to cure. One try per addiction! 
  Time to cast: 1 hour. 
  Prerequisite: Relieve Addiction. 
  Item: Wand or staff decorated in a snake pattern. Must 
  touch subject. Usable only by a mage, or by a non-mage with 
  Physician 20+. Energy cost to create: 1,200. 
  
   
   
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  Spell List 
  ILLUSION AND CREATION SPELLS 
   
  Although most illusions are classed as Area spells, they are 
  not tied to a particular piece of ground. Illusions may be 
  created free-floating and may freely move about (under their 
  caster's direction or instructions). 
   
  SCARY ILLUSIONS 
  One good potential use of illusions is the creation of images 
  to frighten. If you know your foe has a phobia about reptiles, 
  an inexpensive Simple Illusion of a snake at his feet at just the 
  right time can be more devastating than a Fireball spell! 
  Knowledge of illusion magic gives a mage the ability to 
  create real-looking things, but not necessarily the ability to 
  make them scary. A realistic dragon, with smoke curling from 
  its nostrils and talons gleaming in the sunlight, will probably 
  make anybody nervous - but a creative illusionist will contort 
  the dragon's expression into a nasty leer, place a few scraps of 
  bloody meat between the talons and flex the beast's muscles 
  menacingly beneath its scales . . . 
  Unless the GM prefers to decide on a Fright Check modifier 
  (if any) from the description of the illusion supplied by the 
  player, he should require the caster to roll against his Illusion 
  Art skill (see p. 5). The greater the skill roll's margin of success 
  is, the more effective (frightening, beautiful, moving, etc.) the 
  cast illusion is. Illusion Art is not the skill of making realistic 
  illusions - that's determined by the spell's skill level. 
  Naturally, if the “victim” has a phobia about the image, 
  some sort of Fright Check is a certainty, even if the illusion 
  isn't particularly scary - even a sleeping snake will frighten an 
  ophiophobe. 
   
  OPTIONAL RULES FOR CREATIONS 
  The following rules make the various “Create” spells more 
  flexible. GMs may wish to consider adding any or all of them 
  to their campaigns, but they are entirely optional: 
  Creating from Images: If the caster has a drawing or picture 
  of what he wants to create, he can cast the appropriate spell on 
  the image, making it real: Create Object would make a painting 
  of a vase into a real vase, while Create Animal would turn a 
  painting of a stallion into a real horse. This cuts the cost of the 
  spell in half. The representation must be life-sized and of 
  reasonable quality - the GM may assess spell skill penalties for 
  crude images (reducing the spell skill to a par with the artistic 
  skill used to create the image, for example). When the creation 
  is dispelled or permitted to expire, the image (which is blank 
  for the duration of the spell) returns to normal. If the creation is 
  destroyed - its image does not return to the picture! 
  Durable Objects: Normally, objects created with Create 
  Object do not count as spells “on” and are maintained 
  indefinitely by contact with living beings. At times, the caster 
  may have the need to create objects that do not require such 
  contact. The normal rules and costs apply, but the caster must 
  specifically state that he is making a maintainable creation. 
  The object will last as long as the spell is maintained, for half 
  the casting cost (minimum 1), and count as a spell “on” for the 
  duration. The object need not appear in the caster's hand; 
  assess regular range penalties for objects created at a distance. 
  Swarms: Mages casting a Create Animal spell may create 
  swarms instead of individual creatures (see p. B 143). A 
  one-hex swarm costs 2; very large multi-hex swarms may be 
  created by spending sufficient energy. 
  Equipped Creations: Normally, living creations (made with 
  Create Mount, Create Servant or Create Warrior) appear 
  unequipped, unclothed, unarmored and unarmed. The mage 
  may, if he wishes, cast Create Object simultaneously with the 
  other Create spell, in order to create (for instance) a warrior 
  with sword and armor, a horse with heraldic barding and 
  saddle, a poodle with a sweater . . . Total the energy and time 
  costs of both spells and use the lower of the caster's skills with 
  each spell. The GM may require such a combined casting 
  when using the Creating from Images rule - most paintings of 
  soldiers show them clothed and armed! 
   
   
  Inscribe  
  Area; Resisted by IQ 
  Creates an inscription (drawn and/or written) on any 
  surface. Appropriate artistic skill rolls (Calligraphy, Artist and 
  so on) should be used to assess the attractiveness of the result. 
  The inscription can be as stylish as the caster desires: letters of 
  silver flame, simple block lettering, reflected light on the 
  surface of water and so on. It is integral to the subject's surface, 
  fading only when the spell is cancelled or expires. Any living 
  things to be inscribed get to resist. 
  This is also a Making and Breaking spell. 
  Duration: 1 minute. 
  Base Cost: 1 to cast, 1 to maintain. Minimum 2. 
  Prerequisites: Simple Illusion and Copy. 
  Item: (a) Any inscription can be made permanent for 20 
  times the cost to cast the spell. (b) A stylus, brush, etc., that 
  will inscribe anything, without ever needing ink or paint. 
  Energy cost to create: 30. 
   
  Duplicate (VH)  
  Regular 
  Like Create Object, but instead of creating an object from 
  the caster's mind (or from an image, if the GM permits that 
  option), the spell duplicates an actual item, which the caster 
  must hold or touch while he casts the spell. This permits a 
  mage with no knowledge of Armoury to create a gun - if he has 
  another one handy to copy. It also permits perfect forgeries of 
  works of art, money, documents and so on. The magical dupli-
  cate follows all normal rules for items made with Create Object
  
   
   
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  - likewise, all of the Create spell options may be applied, if the 
  GM permits them. 
  The mage may also attempt to alter the duplicate. For 
  instance, he could copy a sword adding inscribed runes, forge a 
  passport with a different name or picture, etc. In this case, nor-
  mal rules for the caster's abilities apply; Forgery skill rolls may 
  be required. A mage with no knowledge of guns could gold--
  plate a duplicate, but he could not modify the firing mechanism 
  or ammunition capacity. 
  Duration: The duplicate lasts indefinitely - but it must 
  remain in contact with a living being, for instance, or it will 
  disappear. In this fashion, a wizard can create something to use 
  himself, or to give to someone else - but if he drops or throws 
  it, the object will vanish. A duplicate does not actually have to 
  touch flesh, but it must be very close to someone - held in a 
  gloved hand, or carried in a pocket, for example, but not in a 
  backpack. 
  Cost: 3 for every 5 lbs. that the created object weighs. 
  Time to cast: Equal to the cost, in seconds. 
  Prerequisites: Create Object and Copy. 
  Items: (a) Staff, wand or jewelry. Mage only. Energy cost 
  to create: 650. (b) A duplicate may be made permanent for 100 
  times casting cost. 
   
  Phantom (VH)  
  Area 
  Like Perfect Illusion, but a phantom can impede movement 
  and inflict real damage. The first time any living creature phys-
  ically encounters a phantom, roll a Quick Contest between the 
  caster's effective skill and the being's IQ. If the creature wins, 
  then the phantom is treated as a Perfect Illusion for all 
  purposes as regards that entity. 
  If he loses, the phantom has substance and may proceed to 
  strike, grapple, shove and so on as if it were real. A phantom 
  may have any ST and DX up to the mage's skill with the spell 
  for the purposes of contests, inflicting damage and so on. 
  Phantoms may pick up, move and throw objects normally. 
  When the spell is first cast, the GM should note the margin 
  of success. If a single attack on the phantom inflicts this 
  amount (or more) of basic damage, the phantom is immediately 
  dispelled. Any spells that work on illusions (Dispel Illusion, 
  Control Illusion, Independence, etc.) affect phantoms. 
  The GM will have to use his judgment about extraordinary 
  phantom abilities. For example, if the phantom can breathe 
  fire, the GM should use the dragon rules: its range is equal to 
  the phantom's size in hexes, damage is one less than the 
  phantom's biting damage (see p. B 140), it always hits (the 
  only defenses being Block or Dodge-and-Retreat) and it costs 
  the caster 2 fatigue. This fatigue cost may be reduced if the 
  caster knows the Breathe Fire spell at a high enough level. 
  Generous GMs will charge the fatigue only if the breath 
  actually hits something. 
  Duration: 1 minute. 
  Base Cost: 5; half to maintain. For a base cost of 9, the 
  phantom can have twice the normal ST (DX is unchanged). 
  Prerequisites: Magery 2, Perfect Illusion, Hinder and 
  Apportation. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 600; 300 for an item that will create a single, 
  creator-determined phantom. 
   
  Create Mount  
  Regular 
  Lets the caster create a stupid but obedient mount (ST 35, 
  DX 9, IQ 4, HT 14, Move 12, Size 3 hexes, Weight 1,200 lbs.) 
  on which to ride while it exists. It can also be used as a draft 
  animal. The caster may also choose to create a Brute mount 
  with ST 70, a Winged mount with Move 8/16, a Racing mount 
  with Move 18, or a War mount that remains calm in dangerous 
  situations and can trample or attack if ordered to (see p. B140). 
  The caster sets the mount's appearance at casting time; it 
  can he a horse, camel, dolphin, dwarf elephant, huge ostrich or 
  anything else the GM agrees to (use the Create Animal 
  guidelines). The mount can only understand very simple 
  commands, such as stop, go, left, right, about face, etc. It is 
  under the GM's control and cannot fight (except the War 
  mount) or handle confusing situations; it has no skills. Faced 
  with danger, a mount other than a War mount will whimper, 
  bolt or simply vanish. 
  Note that the mount is created without any equipment (sad-
  dle, bridle, harness . . . ). 
  Duration: 1 hour. 
  Cost: 8 to cast, 3 to maintain. Double the cost for a Brute 
  mount, a Winged mount, a War mount or a Racing mount. 
  Triple the cost for a Winged Racing mount, etc. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 3 and Create Animal. 
  Items: (a) A mage may create a permanent mount for 100 
  times the casting cost. (b) Horn or whistle. Mage only. 
  Sounding the horn or whistle causes the mount to appear as if 
  summoned. Energy cost to create: 200 time casting cost; 
  double the cost for an item that will create a Brute, Winged or 
  Racing mount. 
   
   
  Initiative  
  Area 
  This spell can be cast on any creation or illusion the mage 
  controls, giving it a semblance of intelligence in order to act on 
  its own initiative. The subject is totally loyal to the caster and 
  will obey him (or anyone else the caster orders it to heed) to 
  the best of its ability. 
  The base cost of the spell is based on what knowledge the 
  caster grants the subject. Creations start with their own DX and 
  IQ as listed in the spell description. For the purposes of this 
  spell, illusions and phantoms start with IQ zero and DX 8. The
   
  
   
   
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  subject's DX and IQ may be raised as high as the caster's. The 
  subject may also be given the caster's skills - every skill 
  granted is known at the same relative level as the caster (e.g., if 
  the caster knows a skill at IQ+2, the subject will know it at its 
  IQ+2). Illusions and creations with Initiative may use defaults 
  on both physical and mental skills. 
  Once the spell is cast, the subject will act on its own until 
  the spell expires. If it comes across a situation that confuses it, 
  it will attempt to return to the caster for clarification. Like 
  Independence (p. M53), this spell does not count as a spell 
  “on” and does not require separate maintenance. 
  Example: Lady Ann Goulding has created a magical servant 
  to amuse her noble and decadent guests. She wishes it to 
  circulate through the patty, serving food, dancing with the 
  noblewomen and showing appropriate respect - without 
  requiring her constant supervision, so that she can enjoy 
  herself. It begins with 9 in every attribute, without any skills 
  (Lady Ann could have created a skilled servitor, but she has 
  Create Servant-15 and can maintain an unskilled one 
  indefinitely). To this base of 9 she adds 2 points of DX 
  (bringing it up to her own DX of 11) and 2 points of IQ (well 
  below her own IQ of 14) to make it more witty. This is a total 
  attribute increase of 4, for a base cost of 2 (see below). 
  Lady Ann then gives it two skills - Dancing and 
  Savoir-Faire. She has Dancing-14 (DX+3); since the servant 
  has the same DX she does, it also gets Dancing-14. Lady Ann's 
  Savoir-Faire. is considerable (skill 15, or IQ+1), but the servant 
  is not as smart as she is and will only have it at its own IQ+1, 
  for a net Savoir-Faire-13. These two skills add 2 more to the 
  base cost, for a grand total of 4. Since the servant is only a 
  one-hex creature, a casting at base cost will suffice. 
  Duration: As long as the subject lasts. 
  Base Cost: 1/3 per point of DX or IQ increase (round up), 
  plus 1 per skill; minimum base cost of 3. The entire subject 
  must be affected. 
  Time to cast: 10 seconds. 
  Prerequisites: Independence and Wisdom. 
  KNOWLEDGE SPELLS 
   
  Tell Position  
  Information 
  Tells the caster the subject's exact distance, azimuth and 
  altitude (relative to the caster). The caster must be able to see 
  the subject; use the Long-Distance modifiers (p. B151 or p. 
  M10). 
  Cost: 1. 
  Prerequisite: Measurement. 
  Item: Staff, wand or jewelry. Energy cost to create: 150. 
   
  Know Location  
  Information 
  Gives the caster a reasonable idea of his geographical 
  location (to within a couple of miles). This will be expressed 
  in terms of the nearest named features that the caster has 
  heard of (if in doubt as to whether or not the caster has heard 
  of the feature, the GM should roll against the caster's Area 
  Knowledge). Example: “You are in the Sahara Desert, 
  roughly 30 miles north of Timbuktu.” 
  Cost: 2. 
  Time to cast: 10 seconds. On 
  successive castings, the spell repeats its 
  last answer (right or wrong) until the 
  caster moves a mile or so from the 
  location. 
  Prerequisites: Magery and Tell 
  Position. 
  Item: Any map, globe, etc., can be 
  enchanted to show the user's location 
  whenever the spell is cast. A mark 
  (chosen by the item's creator) appears 
  at the appropriate spot if successful. No mark appears if the 
  user is outside the map's boundaries. If the casting fails, either 
  no mark appears or an erroneous one does. Energy cost to 
  create: 225. 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Arabian Nights. 
   
  Test Area  
  Area; Information 
  Tells the caster how much weight the subject area can 
  support before warping or breaking. This can reveal the 
  capacity of bridges, baskets, ropes, etc. 
  Base Cost: 1; minimum 2. 
  Prerequisite: Measurement. 
  Item: Staff or wand. Must touch. Energy cost to create: 
  80. 
   
  Know True Shape 
  Inf
  Tells if the subject is under any kind 
  of Shapeshifting spell or similar 
  magical effect, including Alter Visage, 
  Alter Body and illusions. The caster 
  must be able to see the subject. Also 
  gives a general idea of the subject's true 
  shape; on a critical success, identifies 
  the subject's true nature (including a 
  common name or description) and the 
  magic used to disguise it. Will not 
  reveal the nature of Hallucinations. 
  Cost: 2.
   
  
   
   
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  Spell List
  Prerequisites: 
  Magery, 
  any 
  one 
  shifting 
  spell 
  (Shapeshifting. Alter Visage or Alter Body, Plant Form, 
  Shrink, etc.) and either Aura or Know Illusion. 
  Item: Wand, staff or jewelry (a favorite is the medallion or 
  coin with an “Aperture of True Vision” in it). Mage only. 
  Energy cost to create: 250. 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Arabian Nights. 
   
  Memorize  
  Regular 
  All that the subject perceives at the time of casting, and for 
  10 seconds thereafter, is implanted perfectly in his memory. 
  The spell can be used to memorize maps, faces, an event, etc. It 
  cannot be used to learn a skill or to retain one that is magically 
  borrowed. 
  This is also a Mind Control spell. 
  Duration: 10 seconds. The memory remains clear for one 
  day. After that, check vs. IQ every day (Eidetic Memory adds 
  +1 or +2), at a cumulative -1 per day. On a critical success, the 
  memory becomes permanent; on an ordinary success, the 
  memory is still there. On an ordinary failure, the memory fades 
  to the level that the caster would normally have of the event; 
  on a critical failure, a false memory is created (still susceptible 
  to eventual fading). 
  Cost: 3 to cast. Cannot be maintained. 
  Time to cast: 2 seconds. 
  Prerequisites: Wisdom or at least six Knowledge spells. 
  Items: (a) Jewelry or headgear. Energy cost to create: 500. 
  (b) Any. Always on; wearer can recall one thing specified by 
  the creator. The memory fades completely an hour after the 
  item is removed. Energy cost to create: 400. (c) A memory can 
  be made permanent for an energy cost of 50, but it must remain 
  intact while the enchantment occurs. 
   
  Recall  
  Regular 
  This spell allows the subject to recall a single forgotten or 
  obscured fact or event (10 seconds' worth) as if he had a 
  photographic memory. The penalties given under Time 
  Modifiers (p. 46) apply, based on the time since the forgotten 
  event occurred. Eidetic Memory contributes +1 or +2. Only a 
  critical success will allow a magically blocked or Mindwiped 
  memory to be recalled. A critical failure could result in the 
  recall of a false or distorted memory, or eradicate the original 
  memory beyond hope of future recovery! 
  This is also a Mind Control spell. 
  Duration: 1 day. Afterward, the memory fades as with the 
  Memorize spell. 
  Cost: 4 to cast. Cannot be maintained. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 2, Memorize and History. 
  Item: Headgear, wand or jewelry. Usable only by a mage. 
  Energy cost to create: 700. 
   
  Remember Path  
  Regular 
  While this spell is active, its subject will remember 
  perfectly any path he treads. The memory would allow the 
  subject to draw an accurate map of his travels or to retrace his 
  steps without error, even in pitch darkness or through 
  distractions such as combat. 
  Of course, later alterations of the terrain previously traveled 
  will be unknown to the subject (a mine cave-in after the subject 
  has left it, for example). 
  Duration: 1 hour. Once the spell lapses, the memory begins 
  to fade as with the Memorize spell, with IQ checks being made 
  hourly instead of daily. 
  Cost: 3 to cast, 1 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Find Direction and Memorize. 
  Items: (a) Jewelry or staff. Energy cost to create: 600. (h) A 
  forked stick or compass needle which will point the way along 
  one path specified by the creator. If activated away from the 
  path, it will point to the nearest point along the path. An 
  alternate form of this item is a small magical ball that will roll 
  along the path just ahead of the traveler, at walking speed. Yet 
  another form of this item is footwear which, while worn, 
  guides the wearer along the path to follow. Energy cost to 
  create: 400. 
  Know Recipe  
  Information; Special Resistance 
  As listed under Food, p. 43. 
   
  Divination  
  Information 
  This is the spell as described in GURPS Magic. Unless 
  otherwise specified, all of the new methods described below 
  use standard rules (each requires one hour to cast, 10 energy, 
  using long-distance modifiers and so on; see p. M55). 
  Arm Measuring is divination by measuring the subject's 
  arm with the caster's hand and fingers. Prerequisites: 10 Body 
  Control spells. This is a personal divination (see Arithmancy, p. 
  M56). 
  Astragyromancy is divination through reading dice marked 
  with various numbers, letters and arcane symbols. A special set 
  of dice, costing $25, is required. A reading takes 20 minutes. 
  Prerequisites: 6 spells from each of the four elements. 
  Augury is the study of portents or omens. The exact nature 
  of the omens is dependent on the culture of the mage; ancient 
  Roman priests studied the flight and behavior of birds, for 
  instance. Fantasy cultures might consider anything from a 
  feeding bear beside a stream to the movement of a breeze 
  through a willow tree to hold portents; the common factor is 
  the observation of some natural event. Casting of this spell 
  requires the CM to roll against the caster's Vision in secret. A 
  failed roll means the spell is cast at -5. This method of 
  divination may be replaced by the Augury skill (p. 7). 
  Prerequisites: 5 spells each from Earth and Air. 
  
   
   
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  Spell List 
   
   
  Belomancy is divination by tossing a handful of arrows in 
  the air (at least a dozen are required) and examining the pattern 
  they form once they fall. Unlike aeromancy, belomancy does 
  not require solitude. Prerequisites: Aeromancy at 15+. 
  A variation of this method is the I Ching. It can answer one 
  yes-or-no question. A diviner casts sticks to form a hexagram, 
  a series of six lines either broken or solid (corresponding with 
  the Chinese yin and yang). The caster needs a copy of the I 
  Ching (Book of Changes) to use this spell; a diviner casting 
  from memory is at -8 to skill. Use the Daybook Reading 
  guidelines (below) for pricing and weight. Prerequisites: 
  Literacy and 2 spells from each element. This is a personal 
  divination (see Arithmancy, p. M56). 
  Another variation is Maize Kernel Reading. About two 
  dozen kernels from an ear of corn are thrown in the air or into a 
  bowl of water. Prerequisites: 10 Earth or Plant spells. 
  Botanomancy requires the diviner to burn the branches and 
  leaves of a tree (about 2 pounds' worth) and to observe the 
  burning and the ashes. Prerequisites: 4 spells each from Fire 
  and Plant. 
  Daybook Reading determines if a day is lucky or unlucky 
  for a specific event or enterprise. A Daybook is required; a 
  diviner casting from memory is at -8 to skill. A good copy 
  costs $50 and weighs 5 lbs. in settings with primitive printing 
  presses. Entirely handwritten copies weigh twice as much and 
  cost $500 or more. A contemporary copy costs $20 and weighs 
  one pound. If the divination involves an individual, his daysign 
  must be known or else the casting is at a -10. Prerequisites: 
  Literacy and 10 Knowledge spells. 
  Galactomancy is divination by examining the shape of a 
  puddle of milk after a cat has lapped it up. Sacred cats may 
  offer a bonus. Prerequisites: 5 spells each from Animal and 
  Water. 
  Gastromancy requires a willing subject. The subject is first 
  placed in a trance, after which he will utter things of a 
  prophetic and cryptic nature regarding the questions asked (the 
  GM may wish to roleplay this). After the spell is cast, the 
  subject takes 5 fatigue in addition to the caster's loss, whether 
  or not the spell was successful. Prerequisites: Hypnotism at 
  15+ and 3 spells from each of the four elements. 
  Graveweed Summoning is divination by smoking the weeds 
  growing on a person's grave in a pipe. When the smoke 
  appears, the smoker may ask a single question before the 
  smoke dissipates (casting time is less than a minute). The 
  answering voice will be that of the deceased, who can only 
  answer questions about his own experiences and knowledge. 
  This spell is useless until weeds have had a chance to grow on 
  the grave; weeds forced to grow magically will not work. This 
  is one of many examples of divination by spirits in folklore; 
  most others are much more versatile and should be represented 
  by the more energy-expensive Summon Spirit spell. 
  Prerequisites: 2 Plant spells, 1 spell from each element and 
  Summon Spirit. 
  Libanomancy is divination through examination of smoke 
  from incense. It requires incense worth not less than $5 at TL4 
  or lower ($1 at TL5+) for each casting. The air in the area must 
  be still while the casting takes place. Prerequisites: 4 spells 
  from each of the four elements, or seven spells each from Fire 
  and Air. 
  Lithomancy is divination by the examination of gemstones 
  tossed on black cloth. The cloth and stones required for this 
  spell cost a total of $1,500, but colored glass substitutes ($20) 
  can be used at a -3 penalty. Prerequisites: 2 Water and 5 Earth 
  spells. 
  Ornithomancy is divination by examining the flight patterns 
  of birds. The reading takes 30 minutes to complete and should 
  be done at sunrise or sunset. Prerequisites: 5 spells each from 
  Animal and Air. 
  Rhabdomancy is divination by dowsing. A dowsing rod is 
  restricted to finding water sources and buried objects. 
  Prerequisites: 4 spells each from Earth, Plant and Water. 
  Sympathetic Tidings. This spell is rather limited: it can only 
  divine whether a given absent subject is troubled (injured, dead 
  or in dire need of help). Either an article of clothing or a 
  favorite object owned by the subject is needed (use the 
  Malefice modifiers, p. 39). When the spell is cast, the object 
  will reveal if the subject is in trouble. A dagger will bleed, a 
  shirt will turn dark, etc. This will not reveal the nature of the 
  trouble, only whether there is any. Casting time is only 10 
  minutes and cost is only 3. Prerequisite: Sense Danger. 
   
  Seek Magic  
  Information 
  Tells the caster the direction and approximate distance of 
  the nearest significant magical item, active spell or magical 
  being (magical beings include demons, elementals, spirits, etc., 
  but not races or individuals with Magical Aptitude). Regular 
  range penalties apply. The caster may exclude any known 
  examples of magic if he specifically mentions them before 
  casting. 
  This is also a Meta-spell. 
  Cost: 6. 
  Time to cast: 10 seconds. 
  Prerequisite: Detect Magic. 
  Item: Staff, wand or jewelry. Energy cost to create: 1,200. 
  
   
   
  - 61 - 
  Spell List
  Astral Vision (VH)  
  Regular 
  This spell allows the subject to see insubstantial entities. 
  Examples include ghosts and subjects of Ethereal Body, 
  Projection or Planar Visit spells. 
  This is also a Necromantic spell. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. 
  Prerequisites: Sense Spirit and See Invisible. 
  Items: (a) Wand or staff. Mage only. Energy cost to create: 
  900. (b) Spectacles or jewelry. Wearer only, always on. Energy 
  cost to create: 1,400. 
   
  Far-Feeling  
  Regular 
  The subject can feel by sense of touch any object that he 
  can see (even at a great distance) or through solid objects 
  totalling no more than 6 feet in thickness. He automatically 
  makes all Touch rolls (texture, temperature, hardness, heft, etc. 
  - Touch is a sense roll analogous to Hearing or Vision and is 
  also based on IQ). The sensations are one-way (to pinch a 
  wench, use the Manipulate spell); in particular, a mage cannot 
  deliver spells by Far-Feeling! 
  Duration: 1 minute. 
  Cost: 3 to cast, 1 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery. 
  Item: Gloves or jewelry. Wearer only. Energy cost to 
  create: 200. 
   
  Projection  
  Regular 
  The caster briefly projects his mind away from his body, to 
  any spot in his line of sight (use Long-Distance modifiers), to 
  peruse his surroundings from a different viewpoint. His 
  projected self is totally insubstantial and can only see, hear, 
  feel, smell and taste. Its presence will be detected by Astral 
  Vision, Sense Spirit, Sense Observation or the like; it is 
  otherwise imperceptible. 
  The projection cannot cross an Astral Block, Pentagram or 
  an Utter spell. Repel Spirits will resist its intrusion. 
  The projection cannot move; it can only turn to look in dif-
  ferent directions. The caster's body is catatonic for the duration 
  of the spell and cannot act. If someone attacks the body, the 
  spell is broken automatically. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Sense Spirit and at least four Knowledge 
  spells. 
  Item: Staff, wand or jewelry. Mage only, wearer only. 
  Energy cost to create: 500. 
   
  Far-Tasting  
  Regular 
  As listed under Food, p. 43. 
   
  Wizard Mouth  
  Regular 
  Creates a replica - about 4” across - of the caster's physical 
  mouth and lips, through which he can speak as well as taste. 
  The Mouth flies through the air with a Move of 10, on the 
  caster's turn, though it may not do so without bumping into 
  things unless accompanied by a Wizard Ear or Eye! 
  Concentration is necessary to move the Mouth, but not to 
  speak or taste through it. Any voice or taste-enhancing spells 
  affecting the caster will also be usable through the Mouth. The 
  Mouth may not cast spells! While tasting through the Mouth, 
  the wizard's own mouth is insensitive. Every turn, he must 
  specify whether he is tasting through the Mouth or through his 
  own mouth. 
  Because the Mouth is small, any attacks against it are at -6, 
  but a hit by a physical attack or any spell that could reasonably 
  incapacitate it will destroy it. The Mouth itself cannot inflict 
  any biting damage. 
  This is also a Food spell and a Sound spell. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Apportation, Far-Tasting and Great Voice. 
  Items: (a) Any item depicting a human mouth may be 
  turned into an immobile Wizard Mouth, through which the 
  holder of a mouth-shaped amulet, enchanted at the same time, 
  may speak regardless of distance. Each such Mouth links to 
  one amulet and vice versa. Energy cost to create: 325. (b) A 
  mouth carved of red coral and inset with ivory teeth. Mage 
  only. At its holder's command, it will turn into a Wizard 
  Mouth; on returning to his hand it will revert to the object 
  form. Cost to create: 650 energy, $1,000 for skilled coral carv-
  ing and $400 in ivory. 
  
   
   
  - 62 - 
  Spell List 
  Wizard Nose  
  Regular 
  Creates a replica - about 2” to 3” long - of the caster's phys-
  ical nose, through which he can smell. The Nose flies through 
  the air with a Move of 10, on the caster's turn, though it may 
  not do so without bumping into things unless accompanied by 
  a Wizard Ear or Eye! Concentration is necessary to move the 
  Nose, but not to smell through it. Any smell-enhancing spells 
  affecting the caster will also be usable through the Nose. While 
  smelling through the Nose, the wizard's own nose is insensi-
  tive. Every turn, he must specify whether he is smelling 
  through the Nose or through his own nose. 
  Because the Nose is so small, any attacks against it are at 
  -7, but a hit by a physical attack or any spell that could 
  reasonably incapacitate it will destroy it. 
  This is also a Food spell. 
  Duration: 1 minute. 
  Cost: 3 to cast, 2 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Apportation and Far-Tasting. 
  Items: (a) Any item depicting a human nose may be turned 
  into an immobile Wizard Nose, through which the holder of a 
  flower-shaped amulet, enchanted at the same time, may smell 
  regardless of distance. Each such Nose links to one amulet and 
  vice versa. Energy cost to create: 475. (b) A nose carved of 
  precious stone. Mage only. At its holder's command, it will 
  turn into a Wizard Nose; on returning to his hand it will revert 
  to the object form. Cost to create: 500 energy and $500 in 
  materials and workmanship. 
   
  Wizard Hand  
  Regular 
  Creates a replica of the caster's physical hand, through 
  which he can grasp as well as feel. The hand flies through the 
  air with a Move of 10, on the caster's turn, though it may not 
  do so without bumping into things unless accompanied by a 
  Wizard Ear or Eye! 
  Alternatively, it can grope its way along walls, floors and 
  ceilings at a Move of 3. Concentration is necessary to move the 
  hand, but not to hold or feel through it. The hand may not cast 
  or deliver spells! Any touch-enhancing spells affecting the 
  caster will also be usable through the hand. While feeling 
  through the hand, the wizard's own hands are insensitive. 
  Every turn, he must specify whether he is feeling through the 
  Hand or through his own hands. 
  Because the Hand is small, any attacks against it are at -5. 
  But any hit by a physical attack or any spell that could reason-
  ably incapacitate it will destroy it. The Hand itself cannot 
  inflict any punching damage or lift heavy 
  objects; it has ST 2 and the caster's DX. 
  This is also a Movement spell. 
  Duration: 1 minute. 
  Cost: 4 to cast, 3 to maintain for one Hand; 
  6 to cast and 4 to maintain for two Hands. 
  Time to cast: 3 seconds. 
  Prerequisite: Manipulate and Far-Feeling. 
  Items: (a) Any item depicting a human 
  hand may be turned into an immobile Wizard 
  Hand, through which the wearer of a glove, 
  enchanted at the same time, may feel 
  regardless of distance. Each such hand links to 
  one glove and vice versa. Energy cost to 
  create: 300. (b) A hand carved of precious 
  wood. Mage only. At its holder's command, it 
  will turn into a Wizard Hand; on returning to 
  his hand it will revert to the object form. Cost 
  to create: 400 energy and $500 in materials 
  and workmanship. 
   
  Images of the Past 
  Regular 
  Cast on a mirror or reflective surface, this 
  spell “plays back” whatever images the 
  surface may have “seen” in the past. The 
  caster specifies the moment from which to 
  start viewing (“Let us see what happened in 
  this room a year ago . . .”). The Time 
  Modifiers (p. 46) apply. Each time this spell is 
  cast for the same time period, there is a further 
  -1 penalty to the caster's skill. A critical failure 
  will erase the object's “memory” of that time 
  period. 
  GMs may also allow the spell to be cast on 
  any floor, wall or object, the “playback” 
  manifesting itself as a Simple Illusion. 
  This is also a Light and Darkness spell. 
  Duration: 1 minute. 
  
   
   
  - 63 - 
  Spell List
  Cost: 3 to cast, 3 to maintain. The magnitude of the Time 
  modifier adds to the cost, so the spell costs (3 + 0), or 3, for 
  “within a minute,” but would cost (3 + 5), or 8, for “4 to 40 
  days.” 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 2, History and Simple Illusion. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 700. 
   
  Echoes of the Past  
  Regular 
  Cast on a wall, floor or some object, this spell “plays back” 
  whatever sounds the object may have “heard” in the past. The 
  caster specifies the moment from which to start listening (“Let 
  us listen to what was said in this room a year ago . . .”). The 
  Time Modifiers (p. 46) apply. Each time this spell is cast for 
  the same time period, there is a further -1 penalty to skill. On a 
  critical failure, the objects “memory” of that time period is 
  wiped clean. 
  This is also a Sound spell. 
  Duration: 1 minute. 
  Cost: 2 to cast, 2 to maintain. The magnitude of the Time 
  modifier is added to the cost, so the spell costs (2 + 0), or 2, for 
  “within a minute,” but would cost (2 + 5), or 7, for “4 to 40 
  days.” 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 2, History and Voices. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 500. 
   
  Scents of the Past  
  Regular 
  Cast on a wall or an object, this spell releases whatever 
  scents the object may have been exposed to in the past. The 
  caster specifies the moment from which to start the “playback.” 
  The Time Modifiers (p. 46) apply. Each time this spell is cast 
  for the same time period, there is a further -1 penalty to skill. A 
  critical failure will wipe away the object's “memory” of that 
  time period. 
  This is also a Food spell. 
  Duration: 1 minute. 
  Cost: 1 to cast, 1 to maintain. The magnitude of the Time 
  modifier is added to the cost, so the spell costs (1 + 0), or 1, for 
  “within a minute,” but would cost (1 + 5), or 6, for “4 to 40 
  days.” 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 2, History and Odor. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 350. 
   
  Air Vision 
  Regular 
  As listed under Elemental Air, p. 24. 
   
  Plant Vision  
  Regular 
  As listed under Plant, p. 88. 
   
  Small Vision  
  Regular 
  As listed under Light and Darkness, p. 65. 
   
  LIGHT AND DARKNESS SPELLS 
  Remove Shadow  
  Regular; Resisted by IQ 
  The subject's shadow(s) seem to disappear. Unwilling sub-
  jects resist with IQ. 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisite: Light. 
  Item: Jewelry. Always on. Wearer only. Energy cost to cre-
  ate: 100; must include a $100 black onyx. 
   
  Remove Reflection  
  Regular; Resisted by IQ 
  The subject's reflections) seem to disappear from mirrors, 
  pools, etc. At higher TLs, this may make the subject invisible 
  to some sensors (which use mirrors as part of their optical 
  pathways) - GM's decision. Unwilling subjects resist with IQ. 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisite: Remove Shadow. 
  Item: Jewelry. Always on. Wearer only. Energy cost to cre-
  ate: 200; must include a $100 black onyx. 
   
  Shape Light  
  Regular 
  With this spell, the caster may transform a uniform light 
  source into a directional one. The caster may specify any num-
  ber of “baffles,” or may restrict the illumination to specific 
  beams. Thus, the spell can change a torch into a hooded lantern 
  of sorts. Concentration is required to change the light's shape, 
  but not to maintain it. 
   
  The spell can also be used to bend and twist light beam,. 
  The GM should allow any effect that isn't already covered by 
  such spells as Simple Illusion, Small Vision, Invisibility and so 
  on. 
  Duration: 1 minute. 
  Cost: 2 to cast, 2 to maintain. 
  Prerequisite: Light. 
  Items: (a) The effects may be made permanent for 100 
  times casting cost (creating a permanent light-sculpture), 
  although the fight itself must also somehow be preserved. (b) 
  Staff, wand or jewelry. Energy cost to create: 100. 
  Note: The prerequisite of Light Jet becomes Continual 
  Light or Shape Light. 
   
  
   
   
  - 64 - 
  Spell List 
  Glow  
  Area 
  Suffuses an area with a uniform glow. Objects and beings 
  standing in the area won't project any shadows unless a 
  stronger source of light than the ambient glow is brought in. 
  Duration: Variable. The GM should roll 2 dice for the 
  number of days. 
  Base Cost: ½ for starlight (very dim, -7 to Vision); 1 for 
  moonlight (dim, -5 to Vision); 3/2 for firelight (soft, -3 to 
  Vision); 2 for daylight (bright, no Vision penalty). Minimum 
  radius is 2 hexes. 
  Time to cast: 1 second per base cost energy half-point. 
  Prerequisite: Continual Light. 
  Items: (a) Wand, staff or jewelry. Energy cost to create: 
  250. (b) An area can be permanently illuminated for 100 times 
  casting cost. 
   
  Gloom  
  Area 
  Plunges an area into gloom. The more energy put into the 
  base cost, the dimmer the ambient light becomes. Unlike the 
  Darkness spell, sources of light still work normally within the 
  area. 
  Duration: Variable. The GM should roll 2 dice for the 
  number of days. 
  Base Cost: ½ for firelight (soft, -3 to Vision); 1 for 
  moonlight (dim, -5 to Vision); 3/2 for starlight (very dim, -7 to 
  Vision); 2 for total darkness (pitch black, no Vision). 
  Minimum radius is 2 hexes. 
  Time to cast: 1 second per base cost energy half-point. 
  Prerequisite: Continual Light. 
  Items: (a) Wand, staff or jewelry. Energy cost to create: 
  250. (b) An area can be permanently darkened for 100 times 
  casting cost. 
  Note: GMs may wish to change the prerequisite of 
  Darkness to Gloom. 
   
  Mage Light  
  Regular 
  Creates a small light (the size of a candle-flame), but the 
  illumination that it provides is only perceptible to mages, 
  magical creatures and those under the influence of Mage Sight. 
  An IQ+Magery roll is not required to see or use the light 
  provided. As with the Light spell, the caster must concentrate 
  to move the light at a Speed of 5. 
  Duration: 1 minute. 
  Cost: 1 for a dim glow (candle, -5 to Vision), 2 for the 
  brightness of a fire (torch, -3 to Vision), 3 for a glare so bright 
  as to be painful at close range (light bulb, no Vision penalty). 
  Same to maintain. 
  Prerequisites: Mage Sight and Light. 
  Item: Wand, staff, jewelry or lantern. Mage only. Energy 
  cost to create: 100. 
   
  Continual Mage Light  
  Regular 
  Cast on a small object (up to fist-sized, or 1 pound), or a 
  small part of a large object, this spell makes that object glow 
  with Mage Light (see above). 
  Duration: Variable. The GM should roll 2 dice for the 
  number of days. 
  Cost: 2 for a dim glow (candle, -5 to Vision), 4 for the 
  brightness of afire (torch, -3 to Vision), 6 for a glare so bright 
  as to be painful at close range (light bulb, no Vision penalty). 
  Same to maintain. 
  Prerequisites: Mage Light and Continual Light. 
  Item: Any item may he made to radiate Mage Light 
  permanently, for 100 times the energy cost. 
   
   
  Sunlight  
  Area 
  The area is illuminated with full daylight - even 
  underground! The area extends skyward, stopping only when it 
  hits some sort of ceiling. If cast in a cave, the area will be a 
  huge shaft of light extending upward to the rock. If cast 
  outdoors on a cloudy day, the light will appear to break 
  through the clouds above. If cast at night, the light will appear 
  to come from an overhead star which brightens to sun level for 
  those inside the area. 
  Treat the light as natural sunlight for all purposes - it can be 
  used to grow plants, get a tan, etc. Creatures who are 
  susceptible to the effects of sunlight (vampires and such) are 
  fully affected. 
  Duration: 1 minute. 
  Base Cost: 2 to cast, 1 to maintain. 
  Prerequisites: Magery, Glow and Colors. 
  Item: Wand, staff or jewelry. Usable only by a mage. 
  Energy cost to create: 175. 
   
  Continual Sunlight  
  Area 
  Illuminates an area as the Sunlight spell does, but lasts 
  longer and cannot be maintained. 
  Duration: Variable. The GM should roll 2 dice for the 
  number of days. 
  Base Cost: 3. 
  Prerequisite: Sunlight. 
  Items: (a) Wand, staff or jewelry. Usable only by a mage. 
  Energy cost to create: 300. (b) An area may be permanently 
  illuminated for 100 times casting cost. 
   
  Shade  
  Regular 
  As listed under Protection and Warning, p. 92. 
   
  Wall of Light  
  Area 
  Creates a curtain of light around an area. The wall is 4 
  hexes high but may be made higher by multiplying the cost 
  (double for 8 hexes high, triple for 12 hexes high and so on). 
   
  
   
   
  - 65 - 
  Spell List
  The only thing it blocks is vision. both ways. It has no 
  effect on spells, beings, sounds, etc. Bright Vision allows one 
  to see through the wall. 
  Duration: 1 minute. 
  Base Cost: 1 to 3 to cast, same to maintain. The wall's glow 
  depends on the energy put into its base cost, as with Continual 
  Light. 
  Prerequisite: Continual Light. 
  Items: (a) Staff, wand or jewelry. Energy cost to create: 
  200. (b) A wall of light may be made permanent for 100 times 
  casting cost. 
   
  Small Vision  
  Regular 
  This spell lets the subject examine objects in his own hex as 
  if they were 100 times larger. While under the spell, the subject 
  is extremely nearsighted: he is incapable of seeing objects 
  outside of his own hex clearly - they appear blurred and he 
  attacks them at -2 skill. 
  This is also a Knowledge spell. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. Each doubling of casting cost 
  increases the magnification another tenfold. 
  Time to cast: 2 seconds. 
  Prerequisites: Keen Eyes or at least five Light and 
  Darkness spells. Subject must not suffer from Blindness or Bad 
  Sight. 
  Items: (a) Clothing or jewelry. Must bear a picture of a flea, 
  life-size. Works for wearer only. Energy cost to create: 400. (b) 
  A gem that works as a magnifying glass. Cost to create: 400 
  energy, plus the cost of the gem. 
   
  Bright Vision  
  Regular 
  Allows the subject to peer safely into intense sources of 
  light (like a blazing fire or the sun) and prevents Flash or 
  similar occurrences from blinding him. 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisites: Keen Eyes or at least five Light and 
  Darkness spells. Subject must not suffer from Blindness. 
  Item: Staff, wand or jewelry (sunglasses or welding visors 
  are certainly appropriate in more modern settings). Affects 
  only the wearer. Energy cost to create: 200. 
   
  Mirror  
  Regular 
  Creates a reflective surface. This can be cast on an object or 
  can be free-standing (in which case it is two-sided). The mirror 
  surface is not necessarily flat; the caster could create fun-house 
  mirrors, for example. 
  At TL 5 or higher, casters with knowledge of physics can 
  use this spell to create parabolic reflectors. A simple curve can 
  be sufficient to cook meat; a large and precise one could be 
  used to melt lead, given sufficient sunlight at appropriate 
  angles. Against living targets, the GM can assume that such a 
  mirror would do 1 point of burning damage per hex of mirror 
  size every 10 turns. To ignite things, use the Ignite Fire 
  guidelines (p. M36), substituting the mirror size for the listed 
  fatigue cost; for example, an 8-hex mirror would ignite heavy 
  wood in about 1 second. Further uses along these lines are 
  subject to GM approval. 
  Duration: 1 minute. 
  Cost: 2 per hex to cast, same to maintain. 
  Prerequisite: Colors. 
  Item: Wand, staff or jewelry. Energy cost to create: 350: 
  must include a tiny mirror. 
   
  Sunbolt  
  Missile 
  Lets the caster shoot a bolt of concentrated sunlight from his 
  fingertip. It has SS 13, Acc +2, ½D 75, Max 150; use the Sunbolt 
  Throwing skill (see sidebar, p. 4). The light burns like laser-light 
  and does impaling damage. Increase a shield's PD against this 
  spell by 50%, rounding down, if it is highly polished. 
  Whether or not damage gets through armor, a hit to the face 
  blinds the victim unless he makes a HT roll. A hit to the eyes does 
  double damage and blinds the victim unless he makes a HT roll at 
  a penalty equal to the damage suffered. Treat Sunbolt-induced 
  blindness as a crippling injury for recovery purposes (see p. 
  B129). 
  Any mirror will reflect a Sunbolt; if the GM is uncertain of the 
  exact angle of incidence/reflection (if the Sunbolt hits a hand-held 
  mirror, for instance), determine its new direction randomly. Use 
  the rules for hitting the wrong target (p. B117) to determine if 
  anything along the new path is hit. Deliberately reflected shots are 
  a much trickier matter; range penalties will be for the total range 
  to the target, with an additional -2 for each “bounce.” And unless 
  the mirrors are very large and/or stable and/or deliberately placed 
  for the purpose, the GM may simply declare the shot impossible. 
  Defending characters holding mirrors may attempt to reflect 
  the bolt back at the caster - treat this as a Block defense at a -2 
  penalty; also apply the normal range penalties (see p. B201) from 
  the defender to the caster. The PD of the mirror (if it is large 
  enough to offer any; GM call) adds to this roll normally. The 
  caster may defend normally, unless totally surprised (see p. 
  B108)! 
  Sunbolt is not affected by Missile Shield or Reverse Missiles. 
  Force Dome will still offer protection. In a world where laser 
  attacks are common, some sort of blocking spell effective against 
  Sunbolt and mundane lasers would probably exist. 
  Vampires, and creatures of living darkness or shadow, take 
  double damage from Sunbolts. Areas of magical Darkness resist 
  Sunbolt. 
  Cost: 1 to 3; the bolt does 1d-1 impaling damage per point of 
  energy put into the spell. 
  Time to cast: 1 to 3 seconds (the caster's finger will glow as the 
  spell builds up). 
  Prerequisites: At least six other Light and Darkness spell, 
  including Sunlight. 
  Item: Staff or wand - the bolt is fired from the tip of the item. 
  Mage only. Cost to create: 800 energy and a sun-stone worth at 
  least $1,000. 
   
  Body of Shadow (VH)  
  Regular; Resisted by HT 
  The subject's body fades away, leaving only his shadow. 
  The subject is now a two-dimensional shadow on the wall or 
  floor! He can slip through cracks, under doors and so on - as 
  long as there is room for his shoulder width. His clothing (up 
  to 6 pounds) also becomes shadow, but while in shadow form 
  it loses any magic powers it might have had. The rest of his 
  equipment tumbles to the ground; he can carry nothing while in 
  this form. He has no need to eat, drink or breathe while a 
  shadow, but cannot have any physical influence on his 
  surroundings; he can only give shade. He can be heard if he 
  speaks and can cast spells (but at -5 to skill). 
  
   
   
  - 66 - 
  Spell List 
  He can slide along surfaces at his normal Move 
  and creep up walls and across ceilings at half Move. 
  While in complete darkness, he regenerates 1 hit 
  point per minute. 
  He is only susceptible to energy attacks (lasers, 
  lightning, etc.). Shadows can interpenetrate and 
  cannot harm each other physically. 
  A hit with the Light Jet spell (or any intense 
  source of light) does the wielder's thrust damage to 
  the shadowy form. Flash inflicts 1d minus the 
  intervening distance in hexes (e.g., a Flash cast two 
  hexes away from the shadow would inflict 1d-1). 
  Each 2 points of energy put into Shape Darkness 
  hinders him by 1 point of Move. Glow inflicts a 
  penalty to DX and IQ equal to the base cost of the 
  spell (rounding down). Sunbolt inflicts double 
  damage. Wall of Light is impassable. 
  Note that this spell does not augment the subject's 
  senses so as to allow him to see in pitch darkness! 
  Duration: 1 minute. The spell expires if the 
  subject loses consciousness. 
  Cost: 6 to cast, 3 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 2 and Shape Darkness. 
  Item: Staff, wand, jewelry or cape. Wearer only. 
  A severe drawback is that any such item, except a 
  cape, falls through the subject as soon as the spell is 
  cast! Energy cost to create: 2,500 (6,000 for a cape). 
   
  Images of the Past  
  Regular 
  As listed under Knowledge, p. 62. 
   
   
   
   
  MAKING AND BREAKING SPELLS 
   
  Explode (VH) 
  Regular 
  As Shatter (p. M59), but if the object shatters, it explodes 
  violently, doing fragmentation damage (see p. B121). The base 
  damage is 1d cutting, which may be increased to 1d+2 for dou-
  ble the casting cost. 
  Cost: 2 to 6; does 1 die damage for every two points of 
  energy put into it. 
  Prerequisites: Magery 2, Shatter and Apportation. 
  Item: Wand, staff or glove. Must strike the object. Energy 
  cost to create: 1,000. 
   
  Rive (VH) 
  Regular 
  This spell pokes holes in inanimate objects, walls, etc. See 
  p. B125, for HT listings of common objects. The damage listed 
  corresponds to a 2-foot-diameter hole; larger openings can be 
  created by doing proportionately more damage or by punching 
  multiple holes. 
  Cost: 1 per die of damage to be inflicted to the object. 
  Prerequisites: Magery 2 and Shatter. 
  Item: Wand, staff or glove. Must strike the object. Energy 
  cost to create: 1,000. 
  Soilproof 
  Regular 
  The subject (person, creature or object), his clothing and 
  any equipment he may be carrying become Soilproof. Clothes 
  won't stain or become dusty, hands won't collect grime and so 
  on. The spell doesn't affect stains already on the subject at the 
  time of casting. 
  Duration: 10 minutes. 
  Cost: 2 to cast, 1 to maintain. Double the cost to resist 
  Ruin. 
  Time to cast: 2 seconds. 
  Prerequisite: Clean. 
  Items: (a) Wand, staff or jewelry. Energy cost to create: 
  400. (b) For 100 times casting cost, any item may be made 
  permanently Soilproof. The item can also be made to resist 
  Ruin (with the effective skill of the enchanter) at double the 
  cost. On an ordinary failure, the enchantment weakens by 1. 
  Upon reaching Power 6, the enchantment dissipates. A critical 
  failure by the Soilproof spell or a critical success by the Ruin 
  spell also breaks the enchantment. 
  
   
   
  - 67 - 
  Spell List
  Transparency  
  Regular 
  Lets the caster make an object transparent. The object's 
  outlines remain visible and its physical characteristics remain 
  unchanged (hardness, weight, etc.). The caster can choose to 
  tint the object as he desires instead of making it colorless. 
  Duration: 1 minute. 
  Cost: 4 per hex to cast, 2 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Dye and Stone to Earth. 
  Items: (a) Wand, staff or jewelry. Energy cost to create: 
  850. (b) Any item can be made permanently transparent for 
  100 times casting cost. 
   
  Toughen 
  Regular 
  Makes an inanimate object more 
  difficult to penetrate by increasing 
  its DR. Has no effect on the 
  protective value of armor. If the 
  object takes basic damage equal to 
  or greater than its (toughened) DR, 
  the spell is broken and must be 
  recast. 
  Duration: 1 hour. 
  Cost: 1 to cast per point of DR 
  (maximum of 8) for an object the 
  size of a fist, double for an object 
  up to a cubic foot, triple for a 1-hex 
  object. Same to maintain. 
  Time to cast: 5 seconds. 
  Prerequisite: Shatterproof.  
  Item: None with this spell, but see Fortify (p. M46). 
   
  Inscribe  
  Area; Resisted by IQ 
  As listed under Illusion and Creation, p. 56. 
   
  Mapmaker  
  Special 
  Cast on a scroll or any other writing surface (including a 
  previously-unfinished map), this spell creates a map of what 
  the object's holder perceives. 
  The caster must declare the scale used for the map, which 
  way is north, the spot on the scroll where mapping begins and 
  which features are to appear on the map. The map thus created 
  is of the same quality as if it had been drawn by someone with 
  an Artist skill equal to the lower of the caster's effective skill 
  with this spell and his Artist skill. It is no better in content than 
  if the holder had taken the time to write it himself - the spell is 
  nothing more than a time-saver. 
  Duration: 1 hour. The spell does not expire if the scroll's 
  user moves off the edge of the map; it just fails to inscribe 
  anything until he moves back on. The inscriptions themselves 
  are permanent. 
  Cost: 4 to cast, 2 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Inscribe and Measurement. 
  Items: (a) A scroll can be made self-mapping, updating 
  itself whenever its holder enters a new area (and spends ST to 
  activate it). Energy cost to create: 100. (b) Wand or staff. 
  Energy cost to create: 300. 
   
  Mystic Mark  
  Regular; Special Resistance 
  Places an invisible mark on the subject. The mark will be 
  visible to the caster at will (simple concentration) and to 
  anyone using Aura, See Secrets, Mage Sight, Detect Magic or 
  similar spells. It may be a rune, sigil, monogram, etc. (a 
  Heraldry specialty may be learned to recognize the mystic 
  marks in use in the campaign world). Unwilling subjects resist 
  with IQ. 
  Should Seeker be cast regarding a subject bearing the 
  caster's Mystic Mark, there will be no need for “something 
  associated with the subject sought.” 
  The mark can be erased with Remove Curse. 
  Duration: Permanent, but tends to fade with time. Every 
  month, roll against the caster's effective skill. On an ordinary 
  failure, the spell's Power is reduced 
  by the margin of failure. 
  On a critical failure or upon 
  reaching Power 6, the spell expires. 
  Marks placed on durable objects 
  are themselves more durable: apply 
  the DR of the surface as a bonus to 
  the “fading” roll. 
  Cost: 3. 
  Time to cast: 10 seconds. 
  Prerequisites: Dye and Trace. 
  Item: (a) The mark may be 
  made permanent (no need for the 
  monthly “fading” roll) for 30 
  energy. (b) Staff, wand or writing 
  instrument (including a branding 
  iron). Energy cost to create: 300. 
   
  Fasten 
  Regular; Resisted by DX 
  Ties up the subject with a length of rope or chain (which is 
  not created by the spell, only animated). Useful to wrap 
  packages, moor boats, bind prisoners and so on. A subject may 
  actively resist using DX. The bond is a normal knot (though it 
  may be turned into a magical Knot by increasing the energy 
  expenditure). 
  Duration: Permanent. 
  Cost: 3 to cast (1 extra to have a Knot in it). 
  Prerequisite: Knot. 
  Item: A rope or chain which will wrap itself around the 
  subject (which it must touch) when a command word is 
  spoken: the enchantment is lost if it is cut or broken. Energy 
  cost to create: 90 per hex of length. 
   
  Animate Object (VH) Regular; Special Resistance 
  Lets the caster animate an existing object (statue, sword, 
  chair . . . ). Its abilities and attributes depend on its body - this 
  is entirely up to the GM. Examples: a chair could move about 
  and kick people in the shins, a sword could snake around its 
  wielder's arm, a teapot could scuttle amusingly across a table . . 
  . Concentration is required; the animated object has no IQ 
  score and is little more than a puppet. Independence and 
  Initiative will not work on an animated object. 
  A being holding such an object resists with IQ. 
  Duration: 1 minute. 
  Cost: 1 to cast for every 5 lbs. the object weighs. Double 
  the cost to animate stone, triple for metal. Same to maintain. 
  Time to cast: 3 seconds. 
  
   
   
  - 68 - 
  Spell List 
  Prerequisites: Magery 2 and at least three “Shape” spells. 
  Items: (a) Any object may be permanently animated for 
  100 times casting cost. (b) Wand, staff or jewelry. Mage only, 
  must touch the object. Energy cost to create: 2,000. 
   
  Weapon Self (VH) 
  Regular; Resisted by HT 
   
  (or by effective skill for magic weapons) 
  The caster's body magically melds with the melee weapon 
  he is wielding. Clothes (up to 6 pounds) disappear along with 
  him, but the rest of his equipment falls to the ground. The 
  weapon now dances through the air, as if wielded by an 
  invisible opponent. The subject keeps his weapon skill and 
  attributes while assuming a minimum Speed of 5. Attacks on 
  the weapon are at a penalty: -3 for polearms, -4 for most 
  weapons, -5 for daggers and the like. The weapon has no PD, 
  may only Dodge or Parry, but has a natural DR: 3 for wooden 
  hafts, 4 for a metal-faced wooden haft, 5 for most blades, 6 for 
  a metal mace head (see the sidebars, pp. 13110-111). If the 
  weapon is broken, the spell ends and the subject reappears, 
  unharmed but physically stunned, holding the useless weapon 
  in his hand(s). 
  The subject may not speak, so he can only cast spells he 
  knows at skill 21 or above (see p. B148 or p. M7). Making and 
  Breaking spells such as Weaken and Shatter are resisted by the 
  subject's HT. 
  Magic weapons resist the melding with their caster's 
  effective skill. If the subject wishes to activate any of the 
  enchantments on the magic weapon, he must win a Regular 
  Contest of his Will against the enchanter's effective skill. 
  Duration: 1 minute. 
  Cost: 8 to cast, 4 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 2, Apportation and at least six 
  Making and Breaking spells including Reshape. 
  Items: (a) Jewelry. Disappears along with its wearer when 
  the spell is cast, so the caster can maintain it. Energy cost to 
  create: 2,000. (b) Any weapon. Energy cost to create: 500 per 
  pound of weapon weight (minimum one pound). (c) A magical 
  weapon may be enchanted so as to not resist the melding for an 
  energy cost of 500 per pound of weapon weight (minimum one 
  pound). 
   
  Transform Object (VH) 
   
   
  Regular; Special Resistance 
  Lets the caster change an object into another object of the 
  same weight. The change can be anything - a gun could be 
  turned into a rag doll, for instance. If the caster had the 
  appropriate Armoury/TL skill, he could even change a rag doll 
  into a gun . . . As with Create Object (p. M52), anything the 
  mage brings into existence must be something he is familiar 
  with (of course, any mage that had seen the real thing could 
  create a toy gun that looks real). 
  An object held or worn by someone resists with its owner's 
  IQ. 
  Duration: 1 hour. 
  Cost: 1 to cast for every pound the object weighs 
  (minimum of 1 pound). Double the cost to change to (or from) 
  stone, triple for metal. Same to maintain. 
  Time to cast: Equal to the cost, in seconds. 
  Prerequisites: Magery 2, Reshape and at least four “Create” 
  spells. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 1,000. 
   
  Contract Object (VH)  
  Regular 
  Scales an object down in one dimension. A rope or blade 
  can be made shorter, for instance. Could easily render most 
  clothing unwearable. The object's DR is unchanged; hit points 
  usually decrease in direct proportion. 
  Duration: 1 hour. 
  Cost: 1 per pound of original weight (minimum of 1 pound) 
  and per halving of the chosen dimension. Same to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 3 and Transform Object. 
  Item: Wand, staff or jewelry. Mage only, must touch. 
  Energy cost to create: 800. 
   
  Shrink Object (VH)  
  Regular 
  Scales an object down in size. Weight decreases eight-fold 
  for every halving in scale. For DR and hit point changes, use 
  the table on p. B125 whenever possible; otherwise, assume hit 
  points decrease in direct proportion to scale while DR 
  decreases by 1 for every halving. 
  Duration: 1 hour. 
  Cost: 1 per pound of original weight and per halving to cast 
  (minimum of 1 pound). Same to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Contract Object. 
  Item: Wand, staff or jewelry. Mage only, must touch. 
  Energy cost to create: 800. 
   
  Extend Object (VH)  
  Regular 
  Scales an object up in one dimension; the opposite of 
  Contract Object (see above). 
  Duration: 1 hour. 
  Cost: 1 per pound of original weight (minimum of 1 pound) 
  and per doubling of the chosen dimension. Same to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 3 and Transform Object. 
  Item: Wand, staff or jewelry. Mage only, must touch. 
  Energy cost to create: 800. 
  
   
   
  - 69 - 
  Spell List
  Enlarge Object (VH)  
  Regular 
  Scales an object up in size. Weight increases eight-fold for 
  every doubling in scale. For DR and hit point changes, use the 
  table on p. B125 whenever possible; otherwise assume hit 
  points increase in direct proportion to scale while DR increases 
  by 1 for every doubling. 
  Duration: 1 hour. 
  Cost: 1 per pound of original weight, and double cost for 
  each subsequent doubling of weight. Same to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Extend Object. 
  Item: Wand, staff or jewelry. Mage only, must touch. 
  Energy cost to create: 800. 
   
   
   
  META-SPELLS 
   
  False Aura 
  Regular; Area; Resisted by IQ 
   
  Resists Information spells 
  Replaces the magical emanations of a being, area or object 
  with false ones; the term “aura” is only literal for living things. 
  For instance, a human could be made to have the aura of a 
  Zombie, a sword could appear to be enchanted with Dancing 
  Weapon, an area could appear to be under linked Create Fire 
  and Glue spells, etc. Roll a Quick Contest between the False 
  Aura and any spell (Information or Regular) that can see or 
  detect the emanations (such as Aura, Mage Sight or Analyze 
  Magic). If the False Aura spell wins, the other spell is fooled. 
  False Aura also works against equivalent senses some creatures 
  may possess. 
  Unwilling subjects resist with IQ. The chosen false aura 
  must be familiar to the caster - a mage could not put a false 
  aura of Golem on a statue unless he knew the Golem spell, for 
  instance. 
  Duration: 10 hours. 
  Cost: 4 to cast, 2 to maintain. When cast on an area, the 
  base cost is 4. 
  Time to cast: 10 seconds. 
  Prerequisites: Conceal Magic and Aura. 
  Items: (a) Any. Wearer only; gives him a false aura of a 
  type specified by the creator of the item. Energy cost to create: 
  300. (b) Any object or area may be given a permanent false 
  aura for 100 times casting cost. 
   
  Remove Aura 
  Regular; Resisted by IQ;  
   
  “Resists” Information spells 
  Like False Aura, but removes the magical emanations of the 
  subject entirely. Cast on an inanimate object, this spell turns it 
  into a blank slate for spells such as Ancient History, History, 
  See Secrets or Seeker (in the latter case, the Remove Aura spell 
  breaks the “association,” so Seeker is cast at -5). To resolve 
  this, any future casting of the aforementioned spells is resisted 
  by the Remove Aura spell - whenever the other spell fails, the 
  information it tried to access was successfully removed. 
  Whatever happens to the object after its aura is removed can 
  still be freely accessed by those spells, of course. 
  Cast on a living or magical subject, Remove Aura only lasts 
  one day and cannot be maintained. It then interferes with such 
  spells as Aura, Detect Magic, Seek Magic. Sense Life. Sense 
  Foes or Mage Sight. Unwilling subjects resist with IQ. 
  Duration: Permanent (but see above). 
  Cost: 5. 
  Time to cast: 10 seconds. 
  Prerequisites: Dispel Magic and Aura. 
  Items: (a) Wand, staff or jewelry. Mage only, must touch. 
  Energy cost to create: 300. (b) Jewelry or clothing. Wearer only, 
  always on. Energy cost to create: 1,500. 
   
  Spell Wall 
  Regular; Resists spells cast through it 
  A spell wall resists any spell cast through it from one side, 
  specified by the caster at casting time. It also acts as a 
  Scrywall. Exception: it does not affect Missile spells at all, 
  including Curse-Missile or Thrown spells. 
  If the spell wall fails to resist a spell cast through it, the 
  spell breaks through, but the wall still stands - weakened by 1. 
  Upon reaching Power 6, the wall dissipates. A critical failure 
  by the wall or a critical success by the resisted spell also breaks 
  the wall. The wall does not resist or affect in any way spells 
  passing through from the “safe” side (usually the side that the 
  caster stands on!). 
  The spell is cast across a hex, from corner to corner or side 
  to side, as the caster wishes. Longer walls may be created 
  either all at once (by paying 2 per hex) or built up slowly, a 
  hex at a time. When adding hexes to a weakened spell wall, the 
  new hexes assume the caster's effective skill on the “weakest 
  link.” The only way to “repair” a weakened wall is to cast it 
  anew. 
  The spell wall is 4 hexes high, so it is possible to cast 
  across it from a high enough elevation. Higher walls can be 
  created by spending proportionately more energy (double ST 
  for twice the height and so on). 
  Duration: 1 minute. 
  Cost: 2 to cast, 2 to maintain. The spell wall may also be cast 
  horizontally, as a “ceiling” or “floor': each point of energy will 
  then cover 2 hexes. 
  Prerequisite: Spell Shield. 
  Items: (a) A spell wall may be made permanent for 100 times 
  the casting cost. Often used by mages to cover windows or 
  skylights. “Permanent” spell walls do not weaken when 
  penetrated. (b) Wand, staff or jewelry. Mage only. Energy cost to 
  create: 600. 
  
   
   
  - 70 - 
  Spell List 
  Seek Magic  
  Information 
  As listed under Knowledge, p. 60. 
   
  Suspend Spell 
  Regular; Resisted by subject spell 
  This spell will temporarily nullify any one ongoing spell. 
  The mage must know any spell he suspends. Suspend Spell 
  will not affect magic items, but can affect spells cast through 
  one. Spells which can only be removed by Remove Curse 
  cannot be suspended; use Suspend Curse on those. 
  Suspend Spell is cast at the lower of the caster's Suspend 
  Spell skill and his skill with the spell being suspended. When 
  the suspension expires, the suspended spell “picks up where it 
  left off' and resumes operation. If the subject spell is main-
  tained, its caster will automatically know it is being suspended. 
  Otherwise, a Magery roll (sidebar, p. M6) is required - distance 
  is not a factor. 
  Duration: 1 minute. 
  Cost: 1/10 that of the spell suspended to cast, not counting 
  bonuses the other spell's caster may have received for high skill 
  (round up). Same to maintain. 
  Prerequisites: Magery. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 500. 
   
  Suspend Magic  
  Area; Resisted by subject spells 
  This spell will temporarily nullify all other spells within the 
  area. It has no effect on enchanted items. Certain powerful 
  spells are also unaffected - specifically, those which can only 
  be removed by Remove Curse. Each spell resists separately. 
  Suspend Magic is not selective; the caster can choose the 
  shape of the area within the boundaries he pays energy for (as 
  with all Area spells), but may not exclude objects within the 
  affected area. The caster need not know the spell(s) being sus-
  pended. To suspend a specific spell without affecting others, 
  use Suspend Spell. 
  Duration: 1 minute. 
  Base Cost: 3 to cast, 2 to maintain. 
  Time to cast: 1 second per energy point spent. 
  Prerequisites: Suspend Spell and at least eight other spells 
  of any type. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 1,500. 
  Note: The prerequisite of Dispel Magic becomes Suspend 
  Magic or 13 spells of any kind and including Counterspell. 
   
  Displace Spell 
  Regular; Resisted by subject spell 
  This spell will change the location of an Area spell, perma-
  nently. Certain powerful spells are unaffected -specifically, 
  those which can only be removed by Remove Curse. Each 
  Area 
  spell 
  must 
  be 
  displaced 
  separately, except linked spells, which 
  move together. The caster need not 
  know the spell being displaced. 
  Once the casting is complete, the 
  area moves as many hexes per turn as 
  the caster has degrees of Magery; 
  concentration is required. Each turn, 
  the 
  displaced 
  spell 
  gets 
  a 
  new 
  resistance roll; once it successfully 
  resists, it stops moving and the 
  Displace Spell spell is broken - though 
  it may be cast anew. The subject spell 
  always rolls to resist, even if its caster 
  doesn't wish it to (the caster's own 
  spells resist at -5). 
  While being displaced, the subject 
  spell remains active (thus, one could 
  trigger a Link by moving it over its 
  intended target). The caster of the 
  subject spell will automatically know it 
  is being displaced If it is a maintained 
  spell. 
  Otherwise, 
  a 
  Magery 
  roll 
  (sidebar, p. M6) is required -distance is 
  not a factor. 
  Duration: Until the caster stops 
  concentrating or the subject spell resists 
  successfully. 
  Cost: ¼ that of the spell being 
  moved, not counting bonuses the other 
  caster may have gotten for high skill 
  (round up). 
  Time to cast: 5 seconds. 
  Prerequisite: Suspend Magic. 
  Item: Staff, wand or jewelry. Mage 
  only. Energy cost to create: 1,000. 
  
   
   
  - 71 - 
  Spell List
  Spellguard (VH) 
  Regular; 
   Resists attempts to tamper with its subject spell 
  This spell is cast on another spell to protect the other spell 
  from tampering attempts. Twice the energy put into the 
  Spellguard (up to 3 points) is subtracted from the skill of any 
  casting of the following Meta-spells against the subject spell: 
  False Aura, Remove Aura, Steal Spell, Displace Spell, Suspend 
  Spell, Counterspell, Suspend Curse and Remove Curse. Twice 
  the energy put into the Spellguard is added to the effective skill 
  of the subject spell's caster when resisting Suspend Magic or 
  Dispel Magic. When the spell it protects lapses or is dispelled, 
  the Spellguard also lapses. 
  Duration: 10 hours. 
  Cost: 1 to 3 to cast; same to maintain. Cost is not reduced 
  for high skill. 
  Time to cast: 1 second for each energy point spent. 
  Prerequisite: Dispel Magic. 
  Items: (a) Staff, wand or jewelry. Mage only. Energy cost 
  to create: 500. (b) An enchanted item or area may be 
  permanently guarded to make it harder to tamper with; the 
  Spellguard then hampers Suspend Enchantment and Remove 
  Enchantment as well. Energy cost to cast: 100 times normal 
  casting cost. 
   
  Catch Spell (VH)  
  Blocking 
  Cast immediately after a Missile spell is thrown (not when 
  it is cast), this spell allows its caster to catch the missile as it 
  enters his own hex. Once caught, the spell can be held by the 
  caster just as if he himself had cast it, to be thrown later (back 
  at its original caster, perhaps . . .). The caster need not know 
  the spell he is catching. 
  If the Catch Spell roll succeeds, its caster then physically 
  catches the missile when it lands in his hex (or passes him no 
  more than 1 hex away). If the Catch Spell roll fails, its caster 
  gets hit dead-on by the spell (taking maximum damage on a 
  critical failure!). 
  Cost: 3. 
  Prerequisites: Magery 2, DX 12+ and Return Missile. 
  Item: Glove. Mage only. Each Glove can catch only one 
  specific spell. Treat variations (such as Fireball/Explosive 
  Fireball) as a single spell for this purpose. Energy cost to 
  create: 300. A glove that could catch any Missile spell would 
  require 1,200 energy. 
   
  Throw Spell (VH)  
  Missile; Special 
  This spell is cast on another spell, transforming it into a 
  Missile spell. The spells are cast one after the other, with no 
  delays between castings. The Throw Spell is cast first and 
  counts as a spell “on” when determining the skill level of the 
  subject spell (see p. M9). 
  The caster must pay full energy and time costs for Throw 
  Spell and its subject spell at the time of casting; if the caster 
  throws a spell powered for a human-sized subject at a larger 
  subject, there is either no effect or a reduced effect, as the GM 
  sees fit. 
  The caster rolls for the Throw Spell when it is cast; the roll 
  for the subject spell is not made until it is thrown. Thrown 
  spells have SS 13, Acc +1, ½D 15, Max 30; Spell Throwing 
  (Spells) is a separate spell-throwing skill (see pp. 4 and M105). 
  All thrown spells take effect at the moment they hit 
  something. Thrown Area spells center on their point of impact. 
  Jet spells take effect at the point of impact, in the direction they 
  were going (treat them as Wild Swings, p. B105). Most other 
  spells simply allow the caster to use spells at longer ranges 
  than normally possible - a thrown Sense Emotion, for instance, 
  or Minor Healing. This spell allows spells that normally 
  require touch to be applied at a distance (Deathtouch, for 
  instance). Missile spells (obviously) and Blocking spells may 
  not be thrown. 
  Thrown spells may be blocked or dodged, but not parried. 
  However, they can be caught using Catch Spell - by anyone, 
  including enemies! 
  Duration: Until thrown. 
  Cost: 3. The thrown spell may be maintained normally once 
  it has taken effect. 
  Prerequisites: Delay and Catch Spell. 
  Item: Any missile weapon (bow, sling, etc.) may be 
  enchanted to throw one specific spell, which flies just as if the 
  weapon had fired its ordinary ammunition. Energy cost to 
  create: 2,500 times the casting cost of the subject spell. There 
  are rumors of enchanted missile weapons that can throw any 
  spell known to their wielder, but nothing more specific is 
  known about them. 
   
  Hang Spell (VH)  
  Special 
  This spell is cast on another spell to delay its activation 
  until the caster wills it. Blocking spells may not be hung. 
  Hang Spell is cast immediately before its subject spell, with 
  no delay, between castings. The caster rolls for the Hang Spell 
  when it is cast; the roll for the 
  subject spell is not made until it is 
  activated. Range penalties, spells 
  “on,” magic resistance, mana 
  level changes and the like are 
  applied at the subject spell's 
  activation time. 
  The caster must pay full 
  fatigue and time costs for the 
  Hang Spell and its subject at the 
  time of casting. If the caster 
  hangs a spell tailored to a 
  human-sized subject and then 
  activate., it on a larger subject, 
  there is either no effect or a 
  reduced effect, as the GM sees fit. 
  
   
   
  - 72 - 
  Spell List 
  A hung spell counts as one spell “on” (see p. M9) for 
  casting purposes; it does not, however, count against itself 
  when it is activated. Thus, if a mage has four hung spells, he 
  casts other spells at -4, but casts any one of the hung spells at 
  -3. A hung spell takes a single second of concentration to 
  activate. 
  Hung spells are susceptible to Dispel Magic and 
  Counterspell (which destroys them), as well as to Suspend 
  Magic and Suspend Spell (which prevents them from 
  activating for the duration). They cannot be stolen or lent 
  because they have not yet been cast. 
  Duration: 1 hour. 
  Cost: Same as the underlying spell's cost to cast (minimum 
  of 2); same to maintain. The hung spell may be maintained 
  normally once it has taken effect. 
  Time to cast: 10 seconds. 
  Prerequisite: Delay. 
   
  Maintain Spell (VH)  
  Special 
  This spell is cast on one of the caster's ongoing spells, pro-
  viding it a pool of energy to maintain itself. Once Maintain 
  Spell has been cast, the subject spell will draw its maintenance 
  energy from Maintain Spell. The subject spell no longer 
  belongs to its original caster; it no longer counts as a spell 
  “on,” may not be cancelled, etc. Maintain Spell may be cast 
  any time the subject spell is active. Some maintained spells 
  may be “programmed” as in Independence (see p. M53) or 
  perhaps even Initiative (p.57) (GM's decision). 
  Note that control of a spell operating under Maintain Spell 
  can be stolen using Steal Spell. 
  Duration: Until the energy pool is drained or the underlying 
  spell lapses. 
  Cost: Equal to the normal maintenance cost of the subject 
  spell for as long as the caster wants it to last (including the 
  caster's cost reductions for high skill). Thus, a spell that costs 1 
  per minute to maintain could maintain itself for 10 minutes at a 
  cost of 10 ST. 
  If the caster could maintain the spell indefinitely for no 
  energy cost (due to high skill), the cost of this spell is 1 ST for 
  every five full duration periods. Thus, a mage with Earthquake 
  (duration 1 minute) at skill 20 could set the spell to last 5 min-
  utes for every ST put in the pool. High skill with Maintain 
  Spell likewise reduces cost normally! 
  Time to cast: 2 seconds, plus “programming time” if neces-
  sary. 
  Prerequisite: Link. 
   
  Lend Spell  
  Regular 
  This spell allows the caster to “lend” an already-cast main-
  tainable spell to someone else. The recipient acquires full con-
  trol over and responsibility for the loaned spell, just as if he 
  had cast it himself. He can maintain it or manipulate it at will, 
  within the limits of the spell itself. 
  The recipient must meet all of the Advantage and attribute 
  qualifications of the loaned spell, but need 
  not know its spell prerequisites. Thus, a spell 
  requiring Magery 2 could only be loaned to a 
  mage with Magery 2, but a spell requiring no 
  Magery and no special Advantages or 
  attributes could be loaned to anybody. If the 
  recipient has Magic Resistance, Lend Spell 
  must overcome it. 
  Lend Spell is cast at the lower of the 
  caster's skill with Lend Spell and the subject 
  spell. The caster must touch the recipient. 
  Modifiers: If the recipient does not know 
  all the prerequisites of the spell to be loaned, 
  the caster gets a -2 to skill. If the recipient 
  knows all the prerequisites, the spell is cast at 
  par. If the recipient actually knows the spell 
  to be loaned, the caster gets a +2. 
  Duration: Permanent; once loaned, the 
  spell no longer belongs to its original caster. 
  Cost: Equal to the maintenance cost of the 
  spell to be loaned. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery, Lend Skill and 
  spells from at least six different colleges. 
  Item: Staff, wand or jewelry. Mage only. 
  The mage loans the subject spell by 
  activating the item and physically passing the 
  item to the recipient; the item must be held at 
  all times for the magic to work - it may not 
  be thrown. The recipient “owns” the spell for 
  as long as he holds the item and may pass it 
  along to yet another recipient, whether or not 
  either is a mage himself. Energy cost to 
  create: 1,000. 
  
   
   
  - 73 - 
  Spell List
  Steal Spell (VH) Regular; Resisted by subject spell 
  This spell steals control of an already-cast maintainable 
  spell from its original caster. Note that it is cast at the other 
  spell's caster and is therefore subject to range modifiers. The 
  caster must know precisely what he is stealing - Identify Spell 
  will be very useful. Spells operating under Maintain Spell (see 
  above) can also be stolen; the “caster,” for range purposes, is 
  then the maintained spell's area or subject. 
  One cannot steal a spell if one does not have the required 
  Magery, Advantage, attribute level or lack of Disadvantage 
  (see conditions under Lend Spell, above). It does not affect a 
  held Missile. 
  Modifiers: -3 if the caster does not know the spell he is 
  stealing; a further -2 if he doesn't know its prerequisites either. 
  Duration: Permanent; once stolen, the spell no longer 
  belongs to its original caster. 
  Cost: Equal to the maintenance cost of the spell to be 
  stolen. 
  Time to cast: 5 seconds. 
  Prerequisites: Lend Spell and Great Ward. 
   
  Suspend Magery (VH)  
  Regular; 
   
  Resisted by IQ+Magery 
  Temporarily nullifies the subject's Magical Aptitude. The 
  caster must touch the subject throughout the casting. The 
  subject retains his knowledge of spells, but cannot cast them… 
  unless he is in a high-mana area, of course, in which case he 
  simply loses the bonus. Even in a high-mana area, the subject 
  cannot cast spells which require Magery of any level. Suspend 
  Magery can only be removed by Remove Curse. 
  A critical failure with this spell costs the caster a level of 
  Magery for 2d days. At the end of that time, the caster should 
  roll vs. IQ+Magery; any roll except a critical failure means that 
  the lost Aptitude is regained - a critical failure means the loss is 
  permanent! 
  Duration: 1 hour. 
  Cost: 12 to cast, 12 to maintain. However, the subject gets 
  to resist every time the spell is maintained. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 2 and two spells from at least 
  ten different colleges. 
  Item: Clothing or jewelry (shackles are a favorite). 
  Always on, wearer only. Energy cost to create: 2,200. 
   
  Drain Magery (VH)  
  Regular; 
   
  Resisted by IQ+Magery 
  Permanently drains one degree of the subject's Magery 
  advantage. The caster must touch the subject throughout 
  the casting. 
  The subject retains his knowledge of spells, albeit at a 
  lower skill level, but cannot cast those which require a 
  higher degree of Magery than his new one. 
  A critical failure with this spell will cost the caster a 
  degree of Magery and a point of IQ! 
  Duration: Permanent. 
  Cost: 30. 
  Time to cast: 10 minutes. 
  Prerequisites: Magery 3 and Suspend Magery. 
  Item: There are persistent rumors of malevolent items that 
  drain Magery from their victims, but nothing more specific is 
  known. 
   
  Telecast (VH)  
  Special 
  This spell teleports a Wizard Eye which then allows the 
  caster to cast other spells as if he were present at that distant 
  location. Missiles may not be telecast, but Jet spells may. 
  Spells requiring touch may also be telecast, but the Wizard Eye 
  must score a hit and the defender must fail his defense. 
  Use the Teleport cost to cast and casting penalties (see p. 
  M71). Spells cast from the Telecast's “other end” measure 
  range from that spot. The Telecast counts as a spell “on” and 
  requires concentration. GMs who wish to further tone down 
  this powerful spell may apply the penalties for no speech, foot 
  nor hand motions (see p. M7 sidebar) and/or stipulate that the 
  Telecast's original casting penalty also applies to spells cast 
  through it. 
  If the Telecast roll is failed by 1, the Wizard Eye reaches its 
  intended destination but the caster is mentally stunned. If the 
  roll fails by more than 1, the Wizard Eye winds up somewhere 
  else (GM's choice!) and the caster is still mentally stunned. In 
  all cases, a Body Sense roll at a -2 penalty is required before 
  the caster can get his bearings and start casting another spell; 
  on a critical failure, he is mentally stunned. 
  There are persistent rumors of variants of this spell which 
  timeport or plane shift the Wizard Eye instead. 
  Duration: 1 minute. 
  Cost: As Teleport (p. M71) to cast, same to maintain. High 
  skill does not reduce the cost. The energy is spent whether the 
  spell succeeds or not. 
  Time to cast: 1 minute. 
  Prerequisites: Magery 3, Teleport, Wizard Eye and spells 
  from at least ten different colleges. 
   
  
   
   
  - 74 - 
  Spell List 
  Item: An eyeball carved of ivory and inset with jewels. 
  Mage only. At its holder's command, it teleports itself away; 
  when the spell lapses, it re-appears in the holder's hand (unless 
  it has been physically destroyed). Cost to create: 1,900 energy, 
  $1,000 for skilled ivory carving, $600 for jewels. 
   
  Suspend Curse Regular; Resisted by subject spell 
  Temporarily nullifies any one of the following spells, 
  among others: Alter (any type), Curse, Enlarge Other, 
  Ensorcelment (any type), Flesh to Ice, Geas (either type), 
  Healing Slumber, Hex, Malefice, Mystic Mark, Oath, Partial 
  Petrification. Plant Form (any type), Possession (any type), 
  Shapeshift (any type), Shrink Other, Stone to Flesh, Stop 
  Healing, Strike Barren, Suspend Magery, Suspend Time. This 
  spell will also suspend any physical or mental impairment 
  caused by a hostile Wish of any kind. If for any reason the skill 
  level of the subject spell is unknown, the GM's assessment is 
  final. 
  Duration: 10 minutes. 
  Cost: 10 to cast, 10 to maintain. 
  Time to cast: 1 minute. 
  Prerequisites: Magery and spells from at least 12 different 
  colleges. 
  Note: GMs may wish to make Suspend Curse an alternate 
  to the 15 spells required as prerequisites of Remove Curse. 
   
  Suspend Mana (VH)  
  Area 
  The subject area is (temporarily) a no-mana zone, dead to 
  the flow of magic. A critical failure costs the caster a level of 
  Magery for 2d days. At the end of that time, the caster should 
  roll vs. IQ+Magery; any roll except a critical failure means that 
  the lost Magical Aptitude is regained - a critical failure means 
  the loss is permanent! 
  Duration: The mana is restored at a rate depending on the 
  surrounding mana level. In a low-mana zone, the area affected 
  by the spell shrinks by l hex in radius every three days; in areas 
  of normal mana, by 1 hex every day; in regions of high mana, 
  by 1 hex every hour; in zones of very high mana, by 1 hex 
  every minute! 
  Base Cost: 5. 
  Time to cast: 10 minutes. 
  Prerequisites: Suspend Magic and spells from at least ten 
  different colleges. 
  Note: GMs may wish to add Suspend Mana to the prerequi-
  sites of Drain Maria. 
   
  Charge Powerstone (VH)  
  Regular 
  Recharges a Powerstone at a higher rate than the stone 
  recharges itself. Every 3 ST spent by the caster restores I point 
  of energy to the stone, but every point restored is counted as an 
  “advance” against future “natural” recharging. Thus, if a 10-
  point Powerstone is recharged with this spell in a normal-mana 
  area, it will not begin to recharge itself for 10 days after it is 
  used. If it is used and then immediately recharged again using 
  this spell, it will be 20 days before the stone begins to recharge 
  normally, and so on. The presence of multiple Powerstones 
  will not inhibit the casting of this spell. 
  On any ordinary failure with this spell, the Powerstone 
  gains a new quirk (see p. M47; for a detailed discussion of 
  such quirks, see GURPS Magic Items). On a critical failure, 
  the Powerstone cracks and is destroyed. 
  This spell can safely recharge Powerstones with quirks that 
  limit recharging only if by the conditions imposed by the quirk 
  have been met. Attempts to ignore those conditions may cause 
  the Powerstone to shatter. 
  Duration: The energy remains in the Powerstone until 
  needed. 
  Cost: 3 per point of energy recharged. 
  Time to cast: 10 minutes. 
  Prerequisites: Magery 3, Powerstone and Lend Strength. 
  Item: A Powerstone can be enchanted to recharge at twice 
  the normal rate. If Recharge Powerstone is cast on a 
  Powerstone enchanted in this manner, any failure destroys the 
  stone! Energy cost to create: 3,000. 
   
  Scryfool  
  Regular; Special Resistance 
  This spell allows the caster to redirect Information spells 
  targeted at a first subject onto a second subject, the “decoy.” 
  Both subjects must be present at casting time; add the range 
  penalties, if any. Unwilling subjects resist with Will. 
  From then on, any Information spell attempting to scry the 
  first subject must win a Quick Contest of Spells with the 
  Scryfool to scry the correct subject. Otherwise, it scries the 
  decoy instead. 
  Duration: 10 hours. 
  Cost: 4 to cast, 2 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery 2, Sense Observation and Simple 
  Illusion. 
  Item: (a) Wand, staff or jewelry. Works only for the 
  wearer. Energy cost to create: 300. (b) A pair of items; scrying 
  attempts on the holder or wearer of one item are diverted to the 
  holder or wearer of the second. Energy cost to create: 1,000 for 
  the pair. Must contain a bit of mirror. 
   
  
   
   
  - 75 - 
  Spell List
  MIND CONTROL SPELLS 
  Unless stated otherwise, all Mind Control spells work on 
  creatures of any IQ, including animals. 
   
  Weaken Will  
  Regular; Resisted by IQ 
  Temporarily weakens the subject's Will. This will reduce 
  his resistance to spells, but won't dull his senses or affect his 
  mental skills. 
  Duration: 1 minute. 
  Cost: 2 per point of Will reduction (maximum Will 
  reduction of 5), half to maintain. 
  Prerequisites: Magery and Foolishness. 
  Items: (a) Any item. Always on; the wearer's Will is 
  weakened. Energy cost to create: 100 for each point of Weak 
  Will. (b) Staff or wand. Mage only, must touch. Energy cost to 
  create: 950. 
   
  Strengthen Will  
  Regular 
  Temporarily strengthens the subject's Will. This will 
  increase his resistance to spells, but won't sharpen his senses or 
  affect his mental skills. 
  Duration: 1 minute. 
  Cost: 1 for every +1 to Will (maximum Will increase of 5), 
  half to maintain. 
  Prerequisites: Magery and at least six Mind Control spells. 
  Items: (a) Any item. Always on; wearer gains up to 5 
  points of Strong Will. Rare item. Energy cost to create: 1,000 
  per point of Strong Will (maximum of 5). (b) Staff or wand. 
  Mage only, must touch. Energy cost to create: 1,500. 
   
  Disorient  
  Area; Resisted by IQ 
  All beings within the area lose their bearings. They will not 
  immediately feel lost, but as soon as it becomes necessary to 
  remember the path they've taken or to remember their position 
  relative to a landmark, they will draw a blank. Those with 
  Absolute Direction resist at +5. 
  Duration: The subjects can regain their bearings in the 
  usual fashion (Navigation roll, consulting with one another, 
  backtracking, etc.). 
  Base Cost: 1. Cannot be maintained. 
  Time to cast: 10 seconds. 
  Prerequisite: Foolishness. 
  Item: Staff or wand. Mage only. Energy cost to create: 200. 
   
  Fascinate  
  Regular or Blocking; Resisted by IQ 
  Will hold the subject (an intelligent being) motionless and 
  unaware of the passage of time as long as the caster maintains 
  eye contact and concentration. Note that darkness breaks eye 
  contact! This may be cast as a Blocking spell if the subject is 
  entering the caster's hex. The caster may move slowly (speed 
  1) while maintaining eye contact if he knows the spell at level 
  15 or better; each hex away from the subject that he moves 
  allows it another resistance roll to break the spell. The spell is 
  also broken by any attack (physical or magical) on the subject. 
  Duration: Indefinite. 
  Cost: 4 to cast; no cost to maintain. 
  Prerequisite: Daze. 
  Item: Mirror, painting or statuette. Always on. Energy cost 
  to create: 1,000. Used as a guardian in some places (the spell is 
  broken when the victim falls unconscious through starvation, 
  dehydration or fatigue). 
  Enthrall  
  Special; Resisted by IQ 
  The caster tells a fascinating tale. Anyone within earshot 
  who knows the language and pays attention falls under the 
  spell, resisting with IQ. For every minute the subjects listen to 
  the caster, an hour of real time elapses. Any one who resists 
  will perceive the caster and his victims as paralyzed, although 
  prolonged 
  examination 
  will 
  reveal 
  they 
  are 
  moving 
  vvveerrryyy slowly. Any subject who is attacked or shaken 
  breaks free of the spell (in the latter case, the victim gets an 
  extra resistance roll for every turn that he's disturbed). 
  This spell may never be cast at a higher level than the 
  caster's Bard skill. An alternative casting method is to mime 
  the enthralling tale; the spell is then limited by the caster's 
  Performance skill. 
  Duration: 1 hour (real time). 
  Cost: 3 to cast, 3 to maintain. 
  Prerequisites: Forgetfulness. Daze and Slow. 
  Item: Staff, comedian's mask or musical instrument. Energy 
  cost to create: 500. 
   
  Glib Tongue  
  Regular; Resisted by IQ 
  The caster is mystically able to make anything he says be 
  what the subject wants to hear. Whatever the caster says, even 
  total gibberish, will find hearty agreement. However, the caster 
  won't have a clue what the target thinks he's saying . . . GMs 
  may give up to +3 on reactions rolls depending on how 
  cleverly the PC role-plays this. 
  Duration: 5 minutes. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisite: Suggestion. 
  Item: Wand, staff or jewelry. Energy coat to create: 650. 
   
  Vigil (VH)  
  Regular 
  Lets the subject skip a night's sleep with no ill effects. 
  Duration: 1 night. 
  Cost: 8. Cannot be maintained, but may be recast. 
  Prerequisites: Magery 2, Sleep and Lend Strength. At the 
  GM's option, “holy” status may be sufficient. 
   
  
   
   
  - 76 - 
  Spell List 
  Item: Headgear or jewelry. Usable only by a mage or (at 
  the GM's option) by “holy” beings. Energy cost to create: 
  1,000. Rumors of an “always-on” version persist. 
   
  Lure  
  Area; Resisted by IQ 
  Each being who steps within this spell's area of effect feels 
  compelled to approach the spell's center hex. The GM should 
  roll the creature's resistance in secret and then tell the unlucky 
  victim that he “feels curious about the chest” or some such 
  subtle hint. Once the victim reaches the center hex, he is 
  immune to the spell until he leaves the affected area (if he 
  returns, he will once again be “attacked” by the spell). 
  Lure and Avoid are antagonistic spells and thus resist each 
  other. 
  Duration: 1 hour. 
  Base Cost: 2 to cast, 2 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Emotion Control. 
  Item: (a) An area may be made permanently attractive for 
  100 times normal energy cost. (b) A portable item can be 
  turned into a Lure for an energy cost of 500 per hex of radius 
  of effect. 
   
  Compel Lie  
  Regular; Resisted by IQ 
  The subject becomes unable to tell the truth. He cannot 
  make any statement he believes true and will in fact feel 
  compelled to tell lies, although he may (if he realizes that he is 
  under a spell) choose to remain silent. 
  Compel Lie and Compel Truth resist each other. Aura may 
  reveal which spell has won out! 
  Also a Communication and Empathy spell. 
  Duration: 5 minutes. 
  Cost: 4 to cast, 2 to maintain. 
  Prerequisite: Emotion Control. 
  Item: Torc or heavy necklace; wearer cannot tell the truth. 
  Energy cost to create: 600. 
   
  Ecstasy (VH)  
  Regular; Resisted by IQ 
  The subject feels an incapacitating rush of pleasure; he can 
  take no action for the duration, not even to move out of harm's 
  way! High/Low Pain Threshold are irrelevant. 
  Repeated exposure to this spell can be dangerous to the 
  subject. Anyone who has been the subject of an Ecstasy spell 
  three times within ten days must make a Will+2 roll after the 
  third time and after each subsequent time until 5 days pass 
  without exposure to the spell. If any of these rolls are failed, 
  the subject gains a total Addiction (see p. B30) to the spell and 
  will beg the caster (or anyone else he knows to have the spell) 
  for more! The addiction follows normal rules, except that 
  withdrawal causes the loss of IQ instead of HT (which will 
  “heal” at the same rate as lost hit points once the addiction is 
  removed or exposure is resumed). An addicted victim will 
  never try to resist! 
  Duration: 10 seconds. 
  Cost: 6 to cast. Cannot be maintained. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 2 and Emotion Control. 
  Items: (a) Staff or wand. Mage only, must touch. Energy 
  cost to create: 1,000. (b) Headgear. Always on. Wearer may 
  not voluntarily remove the item; addiction occurs within 15 
  minutes. Energy cost to create: 1,300. 
  Hallucination  
  Regular; Resisted by IQ 
  The subject's perceptions are addled. He is completely 
  convinced that one thing that is not present is (or vice versa); 
  he can see it, hear it, feel it and so on. This is similar to 
  illusions in some ways, but it exists entirely in the mind of the 
  subject. 
  The hallucination must concern the presence or absence of 
  a single “thing”: one person the subject knows or knew, one 
  crowd of revelers, one pair of shackles on the subject's wrists, 
  one pride of lions . . . If it can be described as a single entity in 
  English (without amazing vocabulary gymnastics), then it 
  should pass. The GM's judgment is final, as usual. 
  The hallucination does not require concentration: the 
  subject supplies, unconsciously, all the “realism” necessary. By 
  concentrating, the caster can “direct” the hallucination - put 
  words in the mouth of the absent person, have the revelers head 
  off in a certain direction or start singing a particular song, etc. 
  Impossible or obviously false hallucinations (a long-dead 
  uncle, for example) are resisted at a bonus of up to +5. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Madness and Suggestion. 
  Items: (a) Any item. Always on. When the item is created, 
  the caster must specify the nature of the hallucination. Energy 
  cost to create: 1,000. (b) Staff or wand. Mage only. Energy 
  cost to create: 1,200. 
   
  Great Hallucination (VH) Regular; Resisted by IQ 
  Like Hallucination, but the subject's entire environment can 
  be falsified. He might see himself stranded on a cliff side, in a 
  crowded city street, in the middle of a lake, etc. The only limits 
  are the fiendishness of the caster's imagination and the 
  judgment of the GM. 
  For any significant changes to occur in the imaginary 
  surroundings, concentration on the part of the caster is 
  required, as above. If the caster dramatically changes the 
  subject's perceptions, the subject may be given a new 
  resistance roll, at the GM's option. Example: the subject is 
  “placed” on top of a giant pillar of stone over a lake of molten 
  lava. By concentrating, the caster could cause the pillar to 
  begin sinking beneath the subject's feet or cause a flying 
  monster to appear. If the caster suddenly decided that the lava 
  lake turned into a green meadow, however, the subject would 
  get a new resistance roll. 
  
   
   
  - 77 - 
  Spell List
  This spell can be used for positive effect; if the subject 
  needs to walk a narrow log across a thousand-foot chasm, he 
  might find it easier if the log appears to span only a shallow 
  streambed... 
  Duration: 1 minute. 
  Cost: 6 to cast, 3 to maintain. 
  Time to cast: 4 seconds. 
  Prerequisites: Magery 2 and Hallucination. 
  Items: (a) Any item. Wearer only, always on. When the 
  item is created, the caster must specify the nature of the 
  hallucination. Energy cost to create: 2,000. (b) Staff or wand. 
  Mage only. Energy cost to create: 2,500. 
   
  Command  
  Blocking; Resisted by IQ 
  Lets the caster give the subject one immediate command, 
  which the subject will obey. If the subject is unable to fulfill 
  the command on his next (or current) turn, the spell has no 
  effect. 
  Examples of Commands: “Wait!” - the subject takes the 
  Wait maneuver on his next turn; “Look!” - the subject looks in 
  the direction the caster indicates; “Drop it!” - the subject drops 
  whatever he was holding. 
  Cost: 2. 
  Prerequisites: Magery 2 and Forgetfulness. 
  Item: Wand, staff or jewelry. Energy cost to create: 500. 
  Note: GMs may wish to stipulate that Command must be 
  one of the ten Mind Control spells prerequisite to Lesser Geas. 
   
  Oath  
  Regular; Special Resistance 
  Similar to Great Geas, but works on a willing subject only. 
  Although the spell is cast by the caster, the oath itself must be 
  spoken by the subject. 
  The subject may knowingly attempt to break his oath no 
  more than once per day. The spell resists the attempt; if the 
  subject overcomes the resistance, he manages to break the oath 
  just this once. A critical success by the subject or a critical 
  failure by the spell breaks the spell. The spell may otherwise be 
  broken only by Remove Curse. 
  Unknowing attempts, such as when the subject is tricked 
  into breaking his oath, are not resisted by the spell. 
  Duration: Permanent. 
  Cost: 4. 
  Time to cast: 1 minute. 
  Prerequisites: Magery and Emotion Control. 
  Item: Jewelry. Always on, wearer only. Energy cost to 
  create: 550. 
   
  Will Lock  
  Area; Resisted by (ST+IQ)/2 
  This spell creates a circle trapping anyone inside. It works 
  on the Will of the subjects - the subjects must be aware that 
  they are being circled! 
  Each being trapped inside has one chance to escape each 
  day; roll a Regular Contest between the being's (ST+IQ)/2 and 
  the caster's effective skill. Each being that escapes weakens the 
  Will Lock by 1. Upon reaching Power 6, or on a critical failure 
  on its part, the Will Lock dissipates. A critical success by an 
  escaping being does not break the Will Lock. The spell can 
  also be broken if an outside party scuffs the circles away. 
  The beings trapped can freely cast spells or throw missiles 
  across the Will Lock's boundary. An interesting method of 
  escape is to be knocked unconscious and then thrown bodily 
  outside the Will Lock! 
  Duration: 1 day. 
  Base Cost: 3 to cast. Cannot be maintained; must be recast. 
  Time to cast: As long as it takes the caster to circle the area 
  three times widdershins (counterclockwise). 
  Prerequisite: Emotion Control. 
  Note: This spell first appeared, in slightly different form, in 
  GURPS Witch World. 
   
  Dull Eyes  
  Regular; Resisted by HT 
  Reduces all of the subject's IQ rolls to see anything. 
  Duration: 30 minutes. 
  Cost: 1 to 3 to cast, half that to maintain. Vision is reduced 
  by 2 for each point of energy put into the spell. 
  Items: (a) Clothing or jewelry. Wearer's Vision score is 
  reduced. Energy cost to create: 50 per point of Vision decrease. 
  (b) Staff or wand. Mage only. Energy cost to create: 500. 
  Note: GMs may wish to change the prerequisite of Keen 
  Eyes to Dull Eyes. 
   
  Dull Ears  
  Regular; Resisted by HT 
  Reduces all of the subject's IQ rolls to hear anything. 
  Duration: 30 minutes. 
  Cost: 1 to 3 to cast, half that to maintain. Hearing is 
  reduced by 2 for each point of energy put into the spell. 
  Items: (a) Clothing or jewelry. Wearer's Hearing score is 
  reduced. Energy cost to create: 50 per point of Hearing 
  decrease. (b) Staff or wand. Mage only. Energy cost to create: 
  500. 
  Note: GMs may wish to change the prerequisite of Keen 
  Ears to Dull Ears. 
   
  Dull Nose  
  Regular; Resisted by HT 
  Reduces all of the subject's IQ rolls to taste or smell 
  anything. 
  Duration: 30 minutes. 
  Cost: 1 to 3 to cast, half that to maintain. Taste and Smell is 
  reduced by 2 for each point of energy put into the spell. 
  Items: (a) Clothing or jewelry. Wearer's Taste/Smell score 
  is reduced. Energy cost to create: 40 per point of Taste/Smell 
  decrease. (b) Staff or wand. Mage only. Energy cost to create: 
  400. 
  Note: GMs may wish to change the prerequisite of Keen 
  Nose to Dull Nose. 
   
  Dullness (VH)  
  Regular; Resisted by HT 
  Reduces all of the subject's IQ rolls to sense anything. 
  Duration: 10 minutes. 
  Cost: 2 to 10 to cast, half that to maintain. Senses are 
  reduced by 1 for each 2 points of energy put into the spell. 
  Prerequisites: Any two “Dull” spells. 
  Item: Clothing or jewelry. Wearer's Sense scores are 
  reduced. Energy cost to create: 200 per point of decrease. 
   
  Memorize 
  Regular 
  As listed under Knowledge. p. 59. 
   
  
   
   
  - 78 - 
  Spell List 
  Recall 
  Regular 
  As listed under Knowledge, p. 59. 
   
  Relieve Madness 
  Regular; 
   
  Resisted by Madness 
   
  and Permanent Madness 
  As listed under Healing, p. 54. 
   
  Dream Sending  
  Regular; Resisted by IQ 
  As listed under Communication and Empathy, p. 21. 
   
  Dream Projection  
  Regular 
  As listed under Communication and Empathy, p. 21. 
   
  Encrypt  
  Regular; Special Resistance 
  Cast on any writing or other visual information medium, 
  this spell makes it unreadable to any but the caster. Anyone can 
  see the writing but, if he fails to resist (at IQ-5), he will be con-
  vinced that it is hopelessly arcane, complex or foreign. If he 
  does resist, he can decipher the writing very slowly - about one 
  word every ten minutes! The caster may specify others who 
  can read it when casting, or combine the spell with Password 
  (p. M41). Other media dependent on the senses (including any 
  arcane taste- or smell-based “writing” that might be used by 
  non-human races, as well as Braille in modern settings) may be 
  encrypted if the GM permits it. The spell will resist Gift of 
  Letters and Information spells. 
  Duration: 1 week; does not count as a spell “on.” 
  Cost: 1 per 10 hexes (square yards) of writing or images to 
  be encrypted (round up); minimum cost 3. Thus, encrypting a 
  stack of ten typical GURPS worldbooks would cost 10 ST 
  (each book has 128 pages measuring 8.5 x 11 inches, for a total 
  of just over 92 square yards). 
  Prerequisite: Daze. 
  Item: (a) Any writing may be permanently encrypted for 
  100 times the cost to cast the spell. (b) Staff, wand or jewelry. 
  Energy cost to create: 100. 
   
   
  MOVEMENT SPELLS 
   
  Unless stated otherwise, Movement spells have a built-in 
  acceleration of just under 1g, which means they can change a 
  person's speed by up to 10 hexes per turn. 
   
  Slow  
  Regular; Resisted by HT 
  Slows down the subject a lot; everything he does takes 
  twice as long to accomplish, including spellcasting, if the spell 
  requires any physical action at all (but Blocking spells are cast 
  normally). To game this in combat, cut the subject's Move (and 
  Dodge, but not Parry or Block) in half (round up) and increase 
  the readying time for weapons as follows: balanced weapons 
  take 1 turn to ready, weapons that took 1 turn to ready now 
  take 3, weapons that took 2 turns to ready now take 5 and so 
  on. If the subject uses an All-Out Attack maneuver for “two 
  attacks,” he gets only one attack, but a balanced weapon will 
  not be unreadied by it and an unbalanced one will require only 
  the normal readying time to recover from that attack. 
  Duration: 10 seconds. 
  Cost: 5 to cast, 4 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery, Haste and Hinder. 
  Items: (a) Staff or wand. Mage only. Energy cost to create: 
  1,000. (b) Footwear or jewelry. Always on. Energy cost to cre-
  ate: 500. 
   
  Hold Fast  
  Blocking 
  This spell negates knockback, from any cause (combat as 
  well as some spells - Air in particular). 
  Cost: 1 for every hex of knockback nullified. 
  Prerequisite: Apportation. 
  Item: Footwear or jewelry. Must bear a picture of an ox or 
  oak tree. Always on. Energy cost to create: 500. 
   
  Long March  
  Regular; Resisted by ST 
  This spell halves the subject's long-distance travel rate (see 
  p. B187). It does not affect the combat Move rate. 
  Duration: 1 day. 
  Cost: 3 to cast; cannot be maintained. 
  Time to cast: 1 minute. 
  Prerequisites: Magery and either Clumsiness or Fatigue. 
  Items: (a) Staff, wand or jewelry. Mage only. Energy cost 
  to create: 400. (b) Footwear. Must bear a picture of a snail. 
  Wearer only, always on. Energy cost to create: 300. 
   
  Light Tread  
  Regular 
  Allows the subject to walk on any surface (which must be 
  able to bear his weight) without leaving any trace, making 
  tracking impossible. If vegetation is present on the surface. 
  some traces will remain, making tracking possible at a -8 
  penalty. This spell will also prevent the subject from triggering 
  pressure-plate traps and the like. 
  
   
   
  - 79 - 
  Spell List
  Duration: 10 minutes. 
  Cost: 4 to cast, 1 to maintain. If the caster also knows Hide 
  Path, an extra point of energy to cast and maintain will ensure 
  that even vegetation won't bear any trace of the subject's 
  passage. 
  Prerequisites: Apportation and Shape Earth. 
  Item: Footwear. Must bear a picture of a doe. Wearer only. 
  Energy cost to create: 400. 
   
  Grease  
  Area 
  Makes a surface extremely slippery. Anyone stepping onto 
  the surface must roll against DX-2 as he enters each hex. If he 
  fails the roll, he falls down. Another DX-2 roll is necessary to 
  stand up (but not to sit or kneel). All close combat, melee 
  attacks and active defenses are at -3; other physical skills, 
  including missile and thrown-weapon attacks, are at -2 for bad 
  footing. This spell can also be cast on vertical surfaces to make 
  climbing impossible. The GM will have to use his judgment 
  with surfaces of intermediate tilt. 
  Unlike Ice Slick, whose effects are nearly identical, Grease 
  cannot be seen by normal means. Also, crampon boots are 
  ineffectual against a Greased surface. Grease and Glue resist 
  each other. 
  Duration: 10 minutes. 
  Base Cost: 3 to cast, 3 to maintain. 
  Prerequisite: Haste. 
  Items: (a) Wand, staff or jewelry. Energy cost to create: 
  700. (b) An area may be made permanently slippery for 100 
  times the normal casting cost. (c) Footwear. Wearer only, 
  always on. Allows the wearer to step normally onto a Greased 
  surface. Energy cost to create: 350. 
   
  Jump  
  Regular 
  Improves the subject's Jumping ability - the spell increases 
  the subject's ST, DX or Jumping skill (as the case may be) for 
  Jumping purposes only. 
  Duration: 1 minute. 
  Cost: 1 to 3 to cast; cannot be maintained. The increase in 
  the subject's Jumping ability is equal to twice the energy put 
  into the spell. 
  Prerequisite: Apportation. 
  Item: Staff, jewelry or footwear. Must bear a picture of a 
  grasshopper, rabbit or deer. Energy cost to create: 250 per 
  point of Jumping bonus (maximum +6) that the item can give. 
   
  Increase Burden  
  Regular; Special Resistance 
  This spell increases the weight of an object; the object's 
  wearer (if such is the case) resists with his IQ. Useful to slow 
  down a charging knight or to keep things from being blown 
  away by the wind. 
  Duration: 10 minutes. 
  Cost: 1 per 25 lbs. original weight (or fraction) to double, 
  twice that to triple it, twice again to quadruple it and so on; half 
  to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Apportation. 
  Items: (a) An object's weight may be increased 
  permanently for 100 times casting cost. (b) Staff, wand or 
  jewelry. Energy cost to create: 400. 
   
   
  Slide  
  Regular; Resisted by IQ 
  Allows the subject to slide down a slope as if he were 
  skiing. Use the Skiing skill, at default if necessary; assess a -2 
  penalty for not having poles to guide oneself with. The spell 
  works equally well on all types of surfaces (sand, grass, stone . 
  . . ), but the subject still has to avoid any obstacles! 
  Down a good slope, a Speed equal to the subject's Skiing 
  skill can be sustained relatively safely. Peak Speed, in 
  extremely good conditions, is equal to twice the subject's 
  Skiing skill. 
  On level ground, the spell is a nuisance; the subject treats 
  every hex he enters as if it had a Grease spell on it! 
  Duration: 1 minute. 
  Cost: 2 to cast, 2 to maintain. 
  Prerequisites: Apportation and Grease. 
  Item: Jewelry or footwear. Must bear a picture of an otter. 
  Wearer only. Energy cost to create: 350. 
   
  Freedom  
  Regular 
  The spell bestows a bonus on the subject's use of skills or 
  attributes to maintain or regain his freedom of movement. 
  Typical cases include: Contests of DX or ST to avoid being 
  grappled, to break free or to evade (see pp. B111-113); using 
  the Escape or Lockpicking skills; jumping or climbing 
  restraining walls (see p. B88-89); bending bars apart or forcing 
  doors open (see p. B89 or p. B125); resisting Glue, Levitation 
  or Paralysis spells and so on. 
  Cases in which the spell does not help: use of the 
  Camouflage, Disguise or Stealth skills; Mind Control spells: 
  dodging missiles; using Lockpicking, Climbing or Jumping to 
  get inside some place and so on. GM's judgment is final. 
  Also a Protection and Warning spell. 
  Duration: 1 minute. 
  Cost: 2 per point of bonus to cast, same to maintain 
  (maximum bonus of +5). 
  Prerequisites: At least three spells from each of the 
  following colleges: Body Control, Movement and Protection 
  and Warning. 
  Item: Jewelry or clothing. Always on. The wearer becomes 
  very hard to hold, keep in chains or behind bar, . . . A rare 
  item! Energy cost to create: 500 per point of bonus. 
   
  Wizard Hand  
  Regular 
  As listed under Knowledge, p. 62. 
  
   
   
  - 80 - 
  Spell List 
   
  Air Vortex  
  Area; Resisted by HT or DX 
  As listed in Air spells, p. 25. 
   
  Pull  
  Regular 
  Cast on a single hex, this creates a zone of “attraction.” 
  Objects (including living beings) are pulled toward the hex by 
  a force that increases as they get closer to it. They move in that 
  direction at 1 hex per second. The pull's ST is equal to twice 
  the energy put into the spell in its own hex, but decreases by I 
  for every hex of distance. 
  The spell will not have any effect on objects heavier than 
  20 times its ST. Note that to drag an ordinary human being 
  (weight 150 lbs.) along an ordinary floor, the spell would need 
  a ST of at least 8. The subject also gets to “resist” (roll a Quick 
  Contest of ST every turn). 
  This spell can only be cast on a point in space or on a sur-
  face, not on objects or creatures. A small pile of loose objects, 
  dust, dead leaves, small insects, etc., usually forms in the sub-
  ject hex. 
  Duration: 1 minute. 
  Cost: 1 for every 2 ST of “pull.” Same cost to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 2 and at least four Movement spells 
  including Levitation. 
  Items: (a) Wand, staff or jewelry. Mage only. Energy cost 
  to create: 250. (b) An area may be made permanently attracting 
  for 100 times casting cost. 
   
  Repel  
  Regular 
  Like Pull, except that the force now repels objects and crea-
  tures instead of attracting them. 
  Duration: 1 minute. 
  Cost: 1 per 2 ST worth of “repulsion.” Same cost to 
  maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 2 and at least four Movement spells 
  including Levitation. 
  Items: (a) Wand, staff or jewelry. Mage only. Energy cost 
  to create: 250. (b) An area may be made permanently repelling 
  for 100 times casting cost. 
   
  Flying Carpet (VH)  
  Regular 
  Transforms a carpet (or any other object one could reason-
  ably stand on or in - cauldron, chair, towel, broom, etc.) into a 
  flying vehicle. It is under the command of the first person to 
  step aboard it. If there are several beings already aboard when 
  the spell is cast, roll a Quick Contest of Wills to see who gets 
  control; the caster (if aboard) has +5. If the pilot leaves the 
  conveyance, roll another Quick Contest of Wills between the 
  remaining passengers to see who gets control. 
  The conveyance's top speed is given by the caster's 
  effective skill(in hexes per turn) and it can handle 1-g turns 
  without requiring skill rolls (see p. B139). Use the Piloting 
  (Flying Carpet) skill. The pilot usually grabs the front edge of 
  the conveyance and uses it as if he were holding reins; he can 
  also stand and pilot it using his body weight, somewhat like a 
  surfer or skier - at a -2 penalty. 
  Practical Carpet-Flying: In general, one cannot fall from 
  such a flying conveyance unless one jumps off deliberately or 
  is knocked off by an obstacle (such as a tree branch) or through 
  combat; the conveyance keeps its riders safely on board 
  through a combination of magic and deft maneuvering. A 
  flying conveyance will not bank sharply, fold or bend; the spell 
  specifically provides a stable, level platform (which makes 
  flying through narrow gaps rather hard). Any rider engaged in 
  very strenuous activity such as fighting must make a DX roll 
  every turn to avoid falling off (the GM may modify this roll 
  depending on the activity). Apart from this, treat anyone 
  fighting from a flying conveyance as being on the ground 
  (ignore the special rules for flying combatants on p. B139). 
  Combatants aiming missile weapons from a moving 
  conveyance can only take the Acc bonus; aiming for extra 
  turns gives no further bonus. Of course, someone fighting from 
  a flying broom or chair would be subject to the usual penalties 
  for being seated (sidebar, p. B98). 
  Flying conveyance “dogfights” (fun for high-magic cam-
  paigns, silly otherwise) mostly reduce to either cautious, long-
  range archery duels or to scrappy close-quarter fencing match-
  es, with the occasional sneaky attempt to destroy the oppo-
  nents' conveyance. A well-made carpet, tapestry or heavy cur-
  tain has DR 1; 3 points of fire damage will destroy a square 
  yard of it, while 3 points of cutting damage will make a 1-yard 
  cut in it. Carpets are effectively immune to crushing or impal-
  ing attacks. A silk bedsheet would have DR 0; a point of fire 
  damage would destroy a square yard of it, while a point of cut-
  ting damage would make a 1-yard cut in it. Use the guidelines 
  on p. B 125 for other flying objects. 
  Generous GMs may stipulate that, after the caster cancels 
  the spell, the conveyance remains airborne for 2d+2 turns, 
  wobbling more with every passing moment. This sometimes 
  allows a safe, if bumpy, landing. 
  Duration: 10 minutes. 
  Cost: 6 to cast for a 1-hex conveyance, 2 per extra hex. 
  Each hex carries one person or up to 250 lbs. (possibly less if 
  the conveyance is made of flimsy material). Halve the cost to 
  maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Flight, or Magery 2 and Walk on Air. 
  Item: Any conveyance may be permanently enchanted for 
  200 times casting cost. It costs only 1 fatigue to start plus I per 
  10 minutes, regardless of its size (this fatigue drain cannot be 
  eliminated by the Power enchantment). 
  
   
   
  - 81 - 
  Spell List
  Note: This spell first appeared. in genre-specific form, in 
  GURPS Time Travel Adventures and GURPS Arabian 
  Nights. 
   
  Blink Other (VH) 
  Blocking 
  As Blink (p. M71), but usable on others. 
  This is also a Gate spell. 
  Cost: 2. 
  Prerequisite: Blink. 
  Item: Wand, staff or jewelry. Mage only. Energy cost to 
  create: 1,600. 
   
  Trace Teleport 
  Information; 
   
  Resisted by Subject Spell 
  As listed under Gate, p. 47. 
   
  Rapid Journey (VH) 
  Special 
  As listed under Gate, p. 47. 
   
  Beacon 
  Area 
  As listed under Gate, p. 44. 
   
  Divert Teleport (VH) 
  Blocking; 
   
  Resisted by Subject Spell 
  As listed under Gate, p. 48. 
   
  Cloud-Walking 
  Regular 
  This spell allows the subject to walk on clouds (including 
  fog banks) as though they were solid. If the subject falls for 
  any reason (e.g., injury), the spell is broken! If the spell is 
  recast immediately, the subject will fall for only one second 
  (about 5 hexes); if he is still in the midst of the cloud, he'll 
  have to “dig” his way out, which will take about 5 seconds. If 
  he is already through the cloud deck, too bad! 
  This is also a Weather (Air and Water) spell. 
  Duration: 1 hour. 
  Cost: 3 to cast, 2 to maintain. 
  Prerequisites: Walk on Air and Walk on Water. 
  Item: Staff, wand, jewelry or shoes. The jewelry and shoes 
  affect the wearer only. Energy cost to create: 500. 
   
  Cloud-Vaulting (VH)  
  Regular 
  This spell allows the subject to travel great distances with a 
  few movements. He flips into the sky and bounces to his 
  destination, using clouds like trampolines. Cloud-Vaulting can 
  only be cast in open air . . . 
  Each casting of this spell carries the subject up to 100 
  miles, plus 100 miles per skill level above DX in Acrobatics. If 
  there are no clouds at all in the sky (a frequent occurrence over 
  deserts), the subject cannot go farther than 100 miles. Storms 
  will likewise block the subject's path. An Acrobatics roll is 
  required every 100 miles, at a penalty equal to the subject's 
  encumbrance level. On a failure, the subject falls 3dx3 yards 
  (see p. B131) and lands at a random location along the 
  intended path - Slow Fall will save the subject from damage, 
  but the Cloud-Vaulting spell is still broken. 
  This is a dizzying spell; upon arriving at his destination (or 
  failing his Acrobatics roll), the subject will be physically 
  stunned unless he can roll his Body Sense skill (p. M105) at -1 
  per 100 miles covered. 
  This is also a Weather (Air and Water) spell. 
  Duration: 1 second per 100 miles. 
  Cost: 7 to cast. Cannot be maintained. 
  Prerequisites: Magery 2, Jump and Cloud-Walking. 
  Items: (a) Footwear. Must bear a cloud design. Energy cost 
  to create: 2,500. (b) Jewelry, wand or staff. Mage only. Energy 
  cost to create: 2,000. 
  Note: This spell first appeared, in genre-specific form in 
  GURPS China. 
   
  Distant Blow  
  Regular 
  Allows the caster to attack the subject at a distance. The 
  caster chooses a single melee weapon that, for the duration of 
  the spell, gains infinite reach with regard to the subject only. 
  The weapon must be one that delivers blows - brass knuckles 
  are all right, but a garrote is not! As long as the subject is in the 
  caster's line of sight, the caster's weapon can strike him. The 
  subject defends normally (dodge, block, parry), as if an 
  invisible double of the caster were engaging him in normal 
  reach (see sidebar, p. M12) - of course, there is nothing there 
  for the subject to strike back at! 
   
  
   
   
  - 82 - 
  Spell List 
  The caster's own body (for punching, biting and kicking) 
  counts as one weapon for purposes of this spell. If the subject 
  gets inside the weapon's real Reach, normal rules apply. 
  The weapon does not actually stretch or leap from the 
  caster's hand; the force of the blow is transmitted magically. 
  Apply standard ranged attack modifiers (p. B201) to the 
  caster's attacks. 
  Note that magical effects of the weapon (e.g., Flaming 
  Weapon) or the caster (e.g., Deathtouch) do not transmit to the 
  target through this spell! 
  Duration: 5 seconds. 
  Cost: 3 to cast, 3 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 2 and Apportation. 
  Item: Staff or other weapon. Energy cost to create: 1,000 
  per pound of the weapon's weight (minimum 1 lb.). 
   
   
  NECROMANTIC SPELLS 
   
  EXPANDED DEMON GENERATION TABLES 
  The following tables may be used to replace the ones in 
  GURPS Magic. When a demon is called for, roll once for each 
  column of each of the three tables (or roll just once per table, 
  using a single line). Mages or circles desiring to summon more 
  powerful demons may spend more energy: for every 3 ST 
  spent over the base Summon Demon cost of 20, add 1 to each 
  roll, up to a maximum of +10. 
  As described in GURPS Magic, the summoner may attempt 
  to control the results of any die rolls involved by making a 
  separate skill roll for each. The rules for this process are 
  unchanged, but note that the mage may not specify a result that 
  is impossible with the given modifiers available. Example: if a 
  “standard” casting at energy cost 20 is being made, the highest 
  roll possible on any of the Basic Attributes lines is 18, since 
  the random roll would be 3d. Thus, the mage may not specify 
  any result above line 18 on the table. If a mage wants to 
  summon a super-demon, he'll have to get the extra energy from 
  someplace . . . and then he'll have to control the demon when it 
  arrives. 
  Optional: The GM may permit demon-summoners to 
  specify any number of additional special abilities for a 
  summoned demon beyond the “free” ability included with the 
  base casting of the spell. This increases the cost of the spell, 
  the difficulty of summoning the demon, or both. 
  To determine the additional cost, use the number of the line 
  on the Special Abilities Table and double it. Thus, requesting 
  the additional power of teleportation (line 15 on the table), will 
  add 30 ST to the cost of summoning the demon. For every 
  point of this cost that the caster chooses not to pay, he takes a -
  1 penalty to the casting roll. There is no limit to the number of 
  additional abilities that can be requested in this fashion. With a 
  big enough circle of mages or a large enough powerstone, very 
  dangerous demons can be summoned. 
  The first four results on the Special Abilities Table (-3, -2, 
  1, 0) will not make controlling a summoned demon any easier 
  (or harder). 
  Note that the miniature horde of “petty demons” summoned 
  by the Summon Minor Demons spell is always randomly 
  generated, with all rolls on all tables at -6. Extra energy may 
  not be used to modify this and no additional special abilities 
  may be requested by the summoner. 
  BASIC ATTRIBUTES 
   
  Roll three dice: 
   
  Roll
  ST  DX  IQ  HT/HP PD/DR Attacks 
  -3 
  3 
  6 
  4 
  4 
  0/0 
  none 
  -2 
  3 
  7 
  4 
  5 
  0/0 
  none 
  -1 
  3 
  7 
  5 
  6 
  0/0 
  none 
  0 
  4 
  8 
  5 
  7 
  0/0 
  ST-1 cr 
  1 
  4 
  8 
  6 
  8 
  0/0 
  ST-1 cr 
  2 
  4 
  9 
  6 
  9 
  0/0 
  ST cr 
  3 
  5 
  9 
  7 
  10 
  0/0 
  ST cr 
  4 
  5 
  10 
  7 
  12 
  0/0 
  ST cr 
  5 
  6 
  10 
  8 
  14 
  0/1 
  ST cr 
  6 
  8 
  11 
  8 
  15/16 
  1/2 
  ST+1 cr 
  7 
  10 
  11 
  9 
  15/18 
  1/2 
  ST cut 
  8 
  12 
  11 
  9 
  15/20 
  1/3 
  ST cut 
  9 
  14 
  12 
  10 
  15/22 
  1/3 
  ST+1 cut 
  10 
  16 
  12 
  10 
  15/24 
  2/4 
  ST+l cut 
  11 
  18 
  12 
  11 
  15/26 
  2/4 
  ST+2 cut 
  12 
  20 
  13 
  11 
  15/28 
  3/5 
  ST cr / wpn 
  13 
  22 
  13 
  12 
  15/30 
  3/6 
  ST cr / wpn 
  14 
  24 
  13 
  12 
  15/32 
  3/7 
  ST cut / wpn 
  15 
  26 
  14 
  13 
  15/35 
  4/8 
  ST cut / wpns 
  16 
  30 
  14 
  13 
  15/40 
  4/9 
  ST cut / wpns 
  17 
  35 
  14 
  14 
  15/45 
  5/10 ST cut / wpns 
  18 
  40 
  15 
  15 
  15/50 
  6/12 ST cut / wpns 
  19 
  45 
  15 
  16 
  16/55 
  7/14 ST cut / wpns 
  20 
  55 
  16 
  17 
  16/60 
  7/16 ST imp / wpns 
  21 
  65 
  16 
  18 
  16/65 
  7/18 ST imp / wpns 
  22 
  75 
  17 
  19 
  16/70 
  8/20 ST imp / wpns 
  23 
  85 
  17 
  20 
  16/75 
  8/25 ST+1 imp / wpns 
  24 
  100 18 
  21 
  16/80 
  9/30 ST+1 imp/ mgc wpn 
  25 1 10 19 
  22 
  16/85 
  9/35 ST+2 imp / mgc wpn 
  26 
  125 20 
  23 
  17/90 
  9/45 ST+3 imp / mgc wpn 
  27 
  140 22 
  24 17/100
  9/55 ST+4 imp / mgc wpn 
  28 
  160 25 
  25  17/110 10/70 ST+5 imp / mgc wpn 
   
  The first attack listed is the demon's natural attack; cutting 
  or impaling damage usually implies claws, but it could also be 
  horns or teeth or . . . 
  
   
   
  - 83 - 
  Spell List
  Wpn indicates the demon has and knows how to use a 
  weapon at DX. This weapon can be used in addition to its 
  normal ST attacks in hand-to-hand combat. 
  Wpns indicates the demon has and knows how to use two or 
  more weapons at DX, including at least one ranged weapon. 
  These weapons can be used in addition to its normal ST attacks 
  in hand-to-hand combat. 
  Mgc Wpn indicates the demon has a magic weapon, chosen 
  by the GM. 
   
  SIZE AND SPEED 
   
  Roll a single die: 
   
  Roll 
  Speed 
  Move 
  Size 
  Weight 
   
   
  (hexes) 
  (lbs.) 
   
  -5 
  1 
  1 
  1 
  1 
  -4 
  2 
  1 
  1 
  2 
  -3 
  3 
  2 
  1 
  10 
  -2 
  4 
  3 
  1 
  30 
  -1 
  4 
  3 
  1 
  50 
  0 
  5 
  4 
  1 
  80 
  1 
  5 
  4 
  1 
  110 
  2 
  6 
  5 
  1 
  150 
  3 
  6 
  5 
  1 
  200 
  4 
  7 
  6 
  1 
  250 
  5 
  7 
  6/3 
  2 
  350 
  6 
  7 
  7/4 
  2 
  450 
  7 
  8 
  8 
  4 
  600 
  8 
  8 
  9 
  6 
  700 
  9 
  8 
  10 
  8 
  800 
  10 
  9 
  11 
  10 
  900 
  11 
  9 
  12 
  12 
  1,500 
  12 
  10 
  12/7 
  14 
  3,000 
  13 
  10 
  12/9 
  19 
  5,000 
  14 
  11 
  13/12 
  24 
  7,000 
  15 
  11 
  13/14 
  29 
  9,000 
  16 
  12 
  14/16 
  37 
  12,000 
   
  A split Move score indicates the demon can fly (or swim or 
  whatever else the GM wishes) at the second indicated rate. 
  SPECIAL ABILITIES 
   
  Roll three dice: 
  Roll Special Ability 
  -3 
  Damage from magic weapons or spells is doubled 
  -2 
  Odorous; detectable by human smell at 10 hexes 
  -1 
  Goes berserk in the presence of fire (for 2d minutes) 
  0 
  Very hungry; if not fed, will try to eat anything 
  1 
  Has no sense of sight 
  2 
  Takes 1 hit of damage per turn when away from the spot 
  where it appeared 
  3 
  Beautiful, unearthly human shape 
  4 
  Regenerates 1 hit per turn; roll again 
  5 
  Unaffected by material weapons 
  6 
  Skill 21 with all Fire spells 
  7 
  1d-3 extra arms (minimum 1), each with weapon at skill 16 
  8 
  Invisible for 4d hours (see p. M 12) 
  9 
  Summon two demons instead of one; split ST and hit points 
  equally between the two: roll again 
  10 
  Amphibious 
  11 
  Roll twice more 
  12 
  Magic Resistance 5; roll again 
  13 
  Mass Daze-25 for 5 ST cost 
  14 
  Horrible appearance: Fright Check at -5 from all who see it 
  15 
  Teleport-21 for 10 ST cost 
  16 
  Magic Resistance 10 
  17 
  Deathtouch-21 once per appearance on this plane 
  18 
  Invulnerable to physical attacks 
  19 
  Knows all elemental spells at skill 25 
  20 
  Regenerates 4 hits per turn; roll again 
  21 
  Breathes fire: SS 12, Ace 0, 5d6 burn damage, for 5 ST 
  cost 
  22 
  Has second form (roll second set on the other two tables) 
  23 
  Destroys any enchanted item by touch, for 10 ST cost 
  24 
  Has 1d Minor Demon servants 
  25 
  Worshipped by an as-yet-undiscovered coven 
  26 
  Can transform into any creature it sees for 2d minutes 
  27 
  Knows all spells of any one college or sub-college at Skill 
  30 (GM's choice if this result was rolled; caster's choice 
  otherwise) 
  28  
  Great Wish-15 once per appearance on this plane 
   
  
   
   
  - 84 - 
  Spell List 
  Zombie Summoning 
  Special 
  Lets caster call one Zombie to him. Range does not matter 
  for this spell. The caster will know the location of the closest 
  Zombie (any known Zombies may be excluded if the caster 
  mentions them before casting) and how long it will take it to 
  reach him. It will move toward the caster as quickly as it can, 
  until it can see him or the spell ends. It will stay nearby, 
  without attacking or obeying, until the spell ends - any attack 
  on the Zombie breaks the spell. If the Zombie fails to reach the 
  caster before the spell expires, the Zombie will simply turn and 
  go about its business . . . or wander off if it had none. 
  Zombies will not answer the summons if it conflicts with 
  their master's orders (so you cannot summon Zombies away 
  from whatever they were guarding, for instance). 
  Duration: 1 minute. 
  Cost: 5 to cast, 2 to maintain. To call many Zombies, 
  double the cost. All Zombies within a 10-mile radius (more for 
  a very successful casting) will be summoned. 
  Time to cast: 4 seconds. 
  Prerequisite: Zombie. 
   
  Strike Barren 
  Regular; Resisted by HT 
  As listed under Body Control,  p. 14. 
   
  Weaken Blood 
  Regular; Resisted by HT 
  As listed under Body Control,  p. 16. 
   
  Slow Healing  
  Regular; Resisted by HT 
  Makes the subject less likely to heal or to be healed. The 
  spell subtracts from any natural recovery HT roll (see p. B128) 
  or healing skill (First Aid, Physician, Surgery . . . ), including 
  Healing spells. Illness, fatigue recovery and HT-based 
  resistance rolls are not affected. Remove Curse is required to 
  break this spell. 
  Duration: 1 day. 
  Cost: 1 to 5 to cast, same to maintain. The same amount is 
  subtracted from any healing roll. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery, Frailty and Steal Health. 
  Items: (a) Staff, wand or jewelry. Mage only. Energy cost 
  to create: 200. (b) Any weapon. The wounds it inflicts are very 
  difficult to heal, the penalty applying until the wound is 
  completely healed or the curse removed. When attempting 
  healing, one must specify whether or not wounds made by that 
  weapon are included; if they are, the penalty applies. Energy 
  cost to create: 100 per point of penalty. Double the cost if the 
  subject is a missile weapon (e.g., a bow). Divide the cost by 10 
  if the subject is a missile (e.g., an arrow). If the weapon falls in 
  more than one class, use the higher cost. 
   
  Stop Healing  
  Regular; Resists Healing 
  As Slow Healing, except that this spell resists the natural 
  recovery process and healing skills and spells; illness, fatigue 
  recovery and HT-based resistance rolls are still not affected. 
  Every healing attempt on the subject must be made as a Quick 
  Contest between the healer's skill and the Stop Healing spell. 
  Every failure by the spell to stop healing weakens it by one; 
  upon reaching Power 6, the spell dissipates. A critical failure 
  by the Stop Healing spell or a critical success by the resisted 
  spell, skill or process also breaks the enchantment. Otherwise, 
  Remove Curse is required to undo the spell. 
  Duration: Until dissipation of the spell. 
  Cost: 10. 
  Time to cast: 10 seconds. 
  Prerequisite: Slow Healing. 
  Items: (a) Staff, wand or jewelry. Mage only. Energy cost 
  to create: 500. (b) Any weapon. When attempting to heal the 
  wounds it inflicted, each wound resists separately. Energy cost 
  to create: 1,000. Double the cost if the subject is a missile 
  weapon (for instance, a bow). Divide the cost by 10 if the 
  subject is a missile (for example, an arrow). If the weapon falls 
  in more than one class, use the higher cost. 
   
  Astral Vision (VH) 
  Regular 
  As listed under Knowledge, p. 61. 
   
  Turn Spirit  
  Regular; Resisted by IQ 
  Causes a single subject spirit, including ghosts, poltergeists, 
  djinn, skull-spirits, vampires in mist form, possessed beings 
  and similar entities (but not elementals or demons), to retreat 
  from the caster. The caster must be able to see the subject. The 
  subject will move away from the caster at its current maximum 
  Move until the spell ends or the caster loses sight of it. The 
  subject cannot attack the caster in any way during this time; 
  this includes the use of special powers and spells. 
  
   
   
  - 85 - 
  Spell List
  If the spirit is currently possessing a living entity, Turn 
  Spirit will not force it out of its host. Instead, the spirit will flee 
  using the host's body. 
  Duration: 10 seconds. 
  Cost: 4 to cast, 2 to maintain. 
  Prerequisites: Fear and Sense Spirit. 
  Item: Wand, staff or jewelry. Mage only. Energy cost to 
  create: 350. 
  Note: This spell first appeared, in genre-specific form, as 
  Turn Djinni in GURPS Arabian Nights. 
   
  Repel Spirits  
  Area; Resisted by IQ 
  Repels spirits from an area. The spell resists attempts by 
  spirits (as well as other insubstantial beings, such as those sub-
  ject to an Ethereal Body or Planar Visit spell) to enter the area 
  or to stay in it. 
  Each spirit may try to enter the area once per hour, rolling a 
  Regular Contest between its IQ and the caster's effective skill 
  (each dice-off lasts a turn). Once inside, the invader resists 
  with its IQ; the spirit is expelled from the area on its first fail-
  ure. 
  Duration: 1 hour. 
  Base Cost: 4 to cast, 2 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Banish and Turn Spirit. 
  Items: (a) Wand, staff or jewelry. Mage only. Energy cost 
  to create: 1,100. (b) An area can be made permanently 
  repellent for 100 times casting cost. 
   
  Astral Block  
  Area 
  No spirit or insubstantial being may cross an astral block's 
  boundaries for the duration of the spell. In addition, insubstan-
  tial creatures within an astral block cannot become substantial 
  and vice versa. Thus, a sorcerer could not cast Ethereal Body 
  within the area of an astral block, while a ghost would be 
  unable to use Solidify. A ghost already in a tangible state could 
  not become insubstantial! 
  Duration: 10 minutes. 
  Cost: 4 to cast, 15 per cubic yard if cast on a container. Half 
  to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Summon Spirit and Repel Spirits. 
  Items: (a) Wand, staff or jewelry. Mage only. Energy cost 
  to create: 600. (b) Any area or container may be permanently 
  enchanted for 100 times casting cost. (c) A container of any 
  size (from a stoppered bottle to a starship) may be enchanted 
  for an energy cost of 500 per cubic hex or fraction thereof. The 
  container must be at least airtight when fully closed. This cre-
  ates a mobile astral block. Any spirit coaxed into the enclosure 
  (or within it when the spell is cast) will be fully affected by the 
  spell when it is closed. Opening the container temporarily sus-
  pends the spell, but does not break it until the duration runs its 
  course. 
   
  Steal Beauty (VH)  
  Regular 
  Transfers the subject's beauty to the caster. The caster gains 
  one degree of attractiveness or more (see p. B 15) while the 
  subject loses an equivalent amount. 
  Beauty can only be stolen from someone of better appear-
  ance than the caster, and the caster cannot gain better appear-
  ance than the subject's initial degree. The subject must be of 
  the same species and sex as the caster. In addition, the subject 
  must either be willing or totally helpless and must be touched 
  for the entire casting time. A critical failure of this spell will 
  make the caster Hideous instantly. 
  At the GM's option, this spell may also be used to steal 
  levels of Charisma and the Voice advantage. People whose 
  Charisma is stolen simply become less scintillating; those 
  whose Voice advantages are stolen become mute. Critical 
  failure on either of these applications results in muteness for 
  the caster! 
  Duration: 1 day; at the end of 
  that time, both the caster and the 
  subject 
  regain 
  their 
  normal 
  appearances. For double the cost, 
  however, the spell is permanent! 
  Cost: Equal to the character 
  point difference between the sub-
  ject's original and final appear-
  ances (or, in the case of Charisma 
  or Voice, equal to the cost of the 
  stolen advantage). Half to main-
  tain. Double the cost for perma-
  nent duration. 
  Time to cast: 30 seconds. 
  Prerequisites: Magery 3, Alter 
  Visage and Steal Health. 
  Item: Staff, wand or jewelry. 
  Wearer and item must both touch 
  the victim. Mage only. Energy 
  cost to create: 2,500. 
   
  
   
   
  - 86 - 
  Spell List 
  Steal Skill (VH)  
  Regular; Resisted by IQ 
  Transfers one skill from the subject to the caster. The caster 
  must touch the subject and hold on to him for the entire 
  casting; neither can do anything during that time. The outcome 
  of the struggle (i.e., the resistance roll) remains unknown until 
  the casting is complete. The caster may abort his casting at any 
  time; the energy is still spent. 
  The caster gains the skill as if he had spent the character 
  points he stole from the subject. This spell will work on 
  languages and spells. 
  If the victim had other skills based on the stolen one, he 
  retains them fully (exception: the loss of a prerequisite causes a 
  -2 penalty to skill use). 
  Duration: 1 day. For double cost, the theft is permanent. 
  Cost: 1 per character point stolen (minimum cost of 10). 
  May not be maintained 
  Time to cast: 1 minute. 
  Prerequisites: Magery 3, Borrow Skill and Daze. 
   
  Steal Attribute (VH)  
  Regular; 
   
  Resisted by appropriate attribute 
  This is actually four separate spells. Steal Might steals the 
  subject's ST, Steal Dexterity steals DX, Steal Wisdom steals IQ 
  and Steal Vigor steals HT. Each spell must be studied 
  separately, but all four work identically. 
  Each spell transfers basic attributes on a level-for-level 
  basis from the subject to the caster. The caster must touch the 
  subject and hold on to him for the entire casting time; neither 
  can do anything while the spell is being cast. The caster 
  increases his own attribute (whichever applies) as if he had 
  spent the character points he stole from the subject. It is quite 
  possible for both the caster and the victim to end up with 
  in-between character point scores. 
  The subject must be an intelligent, living being. The caster 
  cannot lower the subject's score below the subject's racial 
  average (10 for a human). This means that the subject must 
  have an exceptional score for one of these spells to work. 
  Example: A caster with an IQ of 14 wishes to steal the 
  wisdom of a victim with IQ 13 (this is legal; it is assumed that 
  anyone has knowledge and experiences that would expand the 
  capabilities of another, even if the score is lower). If he drains 
  the subject to IQ 10, he has stolen 30 character points' worth of 
  IQ. These 30 points, added to the caster's own starting 45 
  points, are enough to bring him to an IQ of 15, but short of IQ 
  16 by 5 character points. Another victim and another casting 
  could provide those missing character points . . . 
  Duration: 1 day: at the end of that time, both the caster and 
  the subject regain their normal attributes. For twice the cost, 
  however, the casting is permanent. 
  Cost: 1 per character point stolen (minimum cost 10). 
  Double cost for permanent duration. 
  Time to cast: 1 minute. 
  Prerequisites: Magery 3. In addition, there are different 
  spell prerequisites for each version of the spell: 
   
  Spell 
  Prerequisites 
  Steal Might 
  Steal Strength and Fatigue 
  Steal Dexterity 
  Steal Health and Clumsiness 
  Steal Wisdom 
  Steal Health and Foolishness 
  Steal Vigor  
  Steal Health and Frailty 
   
  Burning Death (VH)  
  Regular; Resisted by HT 
  As listed under Fire, p. 31. 
   
  Rotting Death (VH)  
  Regular; Resisted by HT 
  This spell causes the victim, who must be touched by the 
  caster, to rot from within. Every turn, he must roll against HT; 
  on a failure, he takes 1d-1 damage; 6 points on a critical 
  failure. A successful roll means he takes no damage that turn; 
  with a critical success, the spell is broken. Neither passive 
  defense nor damage resistance protects against this injury! 
  For the duration of the spell, the subject feels crippling 
  discomfort, equivalent to the effects of a Sickness spell (see p. 
  M66). 
  The victim appears to be undergoing a devastatingly rapid 
  gangrene. Hit location should be rolled each time the spell 
  inflicts damage; once crippled, a limb is considered to have 
  rotted off. Once the victim is dead, its body will quickly 
  become liquescent, until only a puddle of evil-smelling goo is 
  left. 
  Undead are not affected. The caster must concentrate while 
  maintaining this spell, but need not remain in physical contact. 
  Duration: 1 second. 
  Cost: 3 to cast, 2 to maintain. Time to cast: 3 seconds. 
  Prerequisites: Magery 2, Sickness and Pestilence. 
  Item: Staff, wand or jewelry. Mage only, must touch. 
  Energy cost to create: 700. 
   
  Evisceration (VH)  
  Regular; 
   
  Resisted by HT or IQ 
  This spell allows the caster to reach into the subject's body 
  with his hand and withdraw an organ from him, leaving an 
  ugly hole and probably killing the subject. Exact damage 
  depends on the organ chosen (“I think I will take your heart, 
  Kerim Shah . . .”). The subject resists with the better of his HT 
  or IQ. 
  Loss of the brain causes instant death, but the brain itself 
  may remain alive for a few minutes! If that happened to the 
  brain of a mage who knew some spells at a high enough level 
  of skill that no gestures or words were necessary, it could still 
  cast a spell! Every turn, have the brain roll vs. HT (Strong Will 
  applies) to remain conscious; if it does, consider it as having no 
  hit points and to be losing whatever ST remained (for fatigue 
  purposes) at the rate of one point per turn. Also remember that 
  the brain does not have any senses of its own and is therefore 
  casting blindly. 
  
   
   
  - 87 - 
  Spell List
  Loss of the heart requires a HT-6 roll each turn; on the first 
  failure, the victim falls unconscious and dies five seconds later. 
  Other organs require a roll against anything from HT to HT-5 
  (GM's decision) to remain conscious. Death usually comes one 
  minute after loss of consciousness - a few organ losses may be 
  survived: a lung, certain bones, a kidney . . . assuming the 
  victim doesn't bleed to death or contract some opportunistic 
  infection! Only Restoration may restore a lost organ. 
  Cost: 10. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 3, Apportation and Steal Health. 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Conan. 
   
  Summon Minor Demons  
  Special 
  Similar to Summon Demon (p. M74), but summons 1d+2 
  Minor Demons. Unlike Summon Demon, the caster does not 
  have the option of influencing the attributes of the entities he 
  summons - Minor Demons are randomly generated, with all 
  rolls on the Demon Generation Tables (see p. 82) at -6. Each 
  Summoning brings 1d+2 Minor Demons, which may all be 
  identical or generated separately (GM's choice). Minor 
  Demons have no special names. 
  Minor Demons stay for the entire duration indicated; they 
  are not limited to a single task. The mage controls (or fails to 
  control) the entire group as a whole, with a single contest using 
  the highest ST+IQ from among the group. If not controlled, 
  most choose to vanish, returning whence they came. 
  Also a Gate spell. 
  Duration: 1 hour. 
  Cost: 15. 
  Time to cast: 2 minutes. 
  Prerequisites: Magery and at least one spell from each of 
  ten different colleges. 
   
  Materialize 
  Special; 
   
  Resisted by ST or IQ 
  This spell is used by ghosts (see 
  sidebar, p. 6) to become visible. A ghost 
  can only cause itself to materialize in the 
  vicinity of its focus (see sidebar, p. 6), 
  up to as many hexes from it as the ghost 
  has skill with the spell. A visible ghost 
  can communicate, but cannot smell, taste 
  or feel, nor can it be affected by physical 
  weapons. 
  The spell can also be used by a mage 
  to force a ghost to materialize; in that 
  case, the ghost resists with the better of 
  its ST and IQ. 
  A ceremony (see p. M14) held close 
  to the ghost's focus (same radius as 
  above) may contribute energy to the 
  spell. 
  Duration: 1 minute. 
  Cost: 5 to cast, 5 to maintain. 
  Prerequisite: 
  Non-ghosts 
  require 
  knowledge of Summon Spirit to learn 
  this spell; ghosts usually know it 
  instinctively . . . 
  Solidify  
  Special; Resisted by ST or IQ 
  This spell is used by ghosts to become tangible. A ghosts 
  can only cause itself to solidify in the vicinity of its focus, up 
  to as many hexes from it as the ghost has skill with the spell. A 
  tangible ghost is in all respects like a normal physical being. 
  The spell can also be used by a mage to force a ghost to 
  solidify; in that case, the ghost resists with the better of its ST 
  and IQ. 
  A ceremony (see p. M14) held close to the ghost's focus 
  (same radius as above) may contribute energy towards the 
  spell. 
  Duration: 1 minute. 
  Cost: 50 to cast, 10 to maintain. 
  Prerequisite: Materialize. 
   
  Animate Shadow  
  Regular; Resisted by HT 
  Summons a spirit which animates the subject's shadow to 
  attack him. The shadow has IQ 9, HT 10, DX equal to the 
  caster's effective skill, ST and Move equal to the subject's ST 
  and Move. The shadow wields whatever weapon the subject 
  had in hand at casting time (even if he later drops it!), inflicting 
  basic damage only (ignore cutting and impaling bonuses) as 
  fatigue. Armor doesn't protect against such attacks, but they 
  may be parried and blocked provided that the weapon or shield 
  used is one that the subject had when the spell was cast. When 
  the subject's ST reaches zero, he falls unconscious and the spell 
  is broken. A shadow may be attacked as a Body of Shadow 
  subject can (see p. 65); if its HT reaches zero. it is “killed” and 
  the subject regains his normal shadow. 
  Duration: 10 seconds. 
  Cost: 4 to cast, 4 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Skull-Spirit and Shape Darkness. 
  Item: Staff, wand or jewelry. Mage only. Energy cost to 
  create: 450. 
   
  
   
   
  - 88 - 
  Spell List 
  PLANT SPELLS 
   
  Plant Vision  
  Regular 
  Lets the subject see through vegetation - to find overgrown 
  buildings, lurking enemies, etc. Natural plant growth is trans-
  parent to him, wherever he looks. Magical plant growth, dead 
  wood and wooden constructions are not. 
  This is also a Knowledge spell. 
  Duration: 30 seconds. 
  Cost: 1 per 10 hexes of range to cast (100 hexes maximum), 
  same to maintain. 
  Prerequisite: Shape Plant. 
  Item: Any. Energy cost to create: 300. 
   
  Pollen Cloud  
  Area; Resisted by HT 
  A cloud of pollen fills the area; anyone within it will begin 
  sneezing, weeping and coughing. All victims suffer a -2 DX 
  penalty for as long as they are in the cloud and for 3d turns 
  thereafter. 
  The rate of dissipation depends on the area and the presence 
  of wind; indoors, it will usually last until the spell expires, but 
  outdoors on a windy day it may last only 10 seconds or so. 
  Duration: 5 minutes or less. 
  Base Cost: 1. Cannot be maintained. 
  Prerequisite: Shape Plant. 
  Item: Staff, wand or jewelry. Energy cost to create: 100. 
   
  Rain of Nuts  
  Area 
  Causes a rain of nuts to fall within the area, issuing from 
  the nearby trees as if they were suddenly filled with crazed 
  squirrels. The little hard missiles inflict 1d-1 crushing damage 
  per turn to all those standing within the area. Inanimate objects 
  such as buildings protect with their DR. 
  The spell can only be cast out of doors. It does not work in 
  a setting devoid of trees or in winter; it would have a reduced 
  effect if there were only a few trees within the immediate 
  vicinity of the area. Depending on the species of trees, the nuts 
  may turn out to be edible. 
  Human mages rarely use this spell (they feel it is beneath 
  their dignity), but sylvan species and nature spirits often use it 
  to defend their homes from intruders. 
  Duration: 1 minute. 
  Base Cost: 1 to cast, same to maintain. 
  Prerequisites: Magery and at least six Plant spells including 
  Shape Plant. 
  Item: Staff or wand. Mage only. Energy cost to create: 500. 
   
  Purify Earth  
  Area 
  As listed under Earth, p. 24. 
   
  Blight  
  Area 
  Causes the plants within the affected area to grow more 
  slowly and more weakly for the rest of their growing season. 
  The crop yield within the area is halved. Immediate effects 
  include loss of leaves, fruit and blossoms; the affected plants 
  recover (partially) in the following days. 
  Duration: One crop or growing season. 
  Base Cost: 1. To be affected, the plants must be entirely 
  within the area of effect. 
  Time to cast: 5 minutes. 
  Prerequisite: Plant Growth. 
  Item: Staff. Mage only. Energy cost to create: 500. 
  Note: GMs may wish to change the prerequisite of Wither 
  Plants to Blight. 
   
  Rejuvenate Plant  
  Regular 
  This spell causes a dead, dying or old plant to undergo a 
  sudden burst of life. Tables (or longbows!) will sprout leaves, 
  an aging fruit tree will bear fruit once more, etc. Whether the 
  plant will be able to sustain this new vitality depends on its 
  immediate surroundings. A rejuvenated chair would die slowly 
  unless its legs could grow roots into nourishing soil, for 
  example. 
  Duration: Permanent. 
  Cost: 3 per hex. 
  Prerequisites: Magery and Plant Growth. 
  Item: Staff. Mage only, must touch. Energy cost to create: 
  700. 
   
  False Tracks  
  Regular; Resisted by IQ 
  The subject leaves tracks which appear to be those of some 
  animal or other being. Unwilling subjects resist with IQ. A 
  Quick Contest between a tracker's Tracking skill and the cast-
  er's Naturalist skill (or his skill with this spell, whichever is 
  lower) will determine whether or not the tracker is fooled. 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisites: Shape Plant and Shape Earth. 
  Item: Footwear. Must bear a picture of the animal or being 
  it leaves the tracks of. Energy cost to create: 300. 
  
   
   
  - 89 - 
  Spell List
  Conceal  
  Area 
  Causes the local vegetation to grow quickly over any 
  objects in the area, concealing them from casual inspection. 
  Anyone looking into the area must make a Quick Contest (their 
  Vision vs. the caster's skill), to notice objects hidden by the 
  concealing growth. Large objects may be camouflaged into 
  “hills,” by having a carpet of grass or moss grow over them. 
  The spell fails if there is no vegetation present at all, as in a 
  barren desert or on a glacier. 
  Duration: 1 hour. 
  Base Cost: In a forest or jungle setting (or underwater), 1 to 
  cast; in plains or savannah, 2; in tundra, 3. Same to maintain. 
  Time to cast: 4 seconds. 
  Prerequisite: Plant Growth. 
  Item: Wand or staff. Energy cost to create: 250. 
   
  Walk Through Plants  
  Regular 
  This spell enables the subject to pass through grass, under-
  growth, heavy forest or jungle without any hindrance from the 
  vegetation. He will be able to travel as if the land were open 
  (normal movement rates), the plants moving aside to let him 
  pass and then resuming their previous positions behind him. 
  The spell makes tracking difficult, giving a penalty from -1 
  to -8, depending on the thickness of the local vegetation. If 
  used against Tangle Growth, a Quick Contest of spells must 
  take place every turn. 
  Duration: 1 minute. 
  Cost: 3 to cast, 1 to maintain. 
  Prerequisites: Hide Path and Shape Plant. 
  Item: Cloak of plant material. Energy cost to create: 400. 
   
  Walk Through Wood  
  Regular 
  This spell enables the subject to pass through solid wood 
  (dead or alive) as if it were air. It does not open a passage so 
  that others can follow, nor does it reveal what is on the other 
  side . . . The subject should hold his breath, as the spell does 
  not supply any air! 
  Should the spell end before the subject regains the open air, 
  he will be buried in wood. He will not automatically be 
  harmed, but will suffocate (see pp. B91 and B122) if he cannot 
  escape. 
  Duration: 1 second. 
  Cost: 3 to cast, 2 to maintain. 
  Prerequisite: Walk Through Plants. 
  Item: Cloak of plant material. Energy cost to create: 500. 
   
  Plant Speech  
  Regular 
  Lets the subject “converse” with plants in a very rudimenta-
  ry fashion (semi-telepathically; the mage must speak aloud). 
  The older the plant, the more detailed the information that can 
  be gained. For instance, grass could only tell that it had been 
  stepped on recently (about a day), while an ancient oak could 
  recall details of mounts, dress, aroma . . . Intelligent vegetables 
  will be able to hold much better conversations. 
  Duration: 1 minute. Each minute allows one question and 
  answer. 
  Cost: 3 to cast, 2 to maintain. 
  Prerequisites: Magery and Plant Sense. 
  Item: Staff. Energy cost to create: 750 for an item that will 
  talk to one particular species, 2.000 for one that will talk to any 
  plant. 
   
  Plant Control  
  Regular; Resisted by IQ 
  Lets the caster control the actions of one large vegetable 
  (any size) or a group of small ones, up to about 100 lbs. total 
  -this spell is useful only if the plant is able to move 
  spontaneously to start with. Concentration is required. This 
  spell will not work on an intelligent vegetable (IQ 8+). Note 
  that this spell makes possible the use of Rider, Rider Within, 
  Beast Possession and similar spells on vegetable creatures. 
  Plant Control is resisted by Animate Plant. 
  Duration: 1 minute. 
  Cost: 3 to cast, half to maintain. 
  Prerequisite: Plant Sense. 
  Item: Staff, wand or jewelry. Energy cost to create: 600 
  (will control any type of vegetable). 
   
  Body of Wood  
  Regular; Resisted by HT 
  Subject becomes an animated wooden statue. Clothes (up to 
  6 pounds) also become wood, but lose any magic powers they 
  might have had. He does not need to breathe while the spell 
  lasts. He may still speak, cast spells, etc. His speed is reduced 
  by 2. 
  He acquires PD 1 and DR 3. His punches and kicks do +2 
  damage. He may meld into any large tree, wherein he becomes 
  invisible and regenerates 1 hit per minute, although he cannot 
  move. 
  
   
   
  - 90 - 
  Spell List 
   
  He suffers double damage from Fire spells. Heal Plants 
  restores 1 hit per point of energy invested in it. Each casting of 
  Wither Plants inflicts 2d damage. A foe with an active Shape 
  Plant spell bypasses the subject's DR when punching. 
  Duration: 1 minute. The spell expires if the subject loses 
  consciousness. 
  Cost: 7 to cast, 3 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 2 and Plant Form. 
  Item: Staff, wand or jewelry. Wearer only. Energy cost to 
  create: 1,300. 
   
  Body of Algae  
  Regular; Resisted by HT 
  This is the aquatic equivalent of Body of Wood. The 
  subject becomes an animated mass of green slime. Clothes (up 
  to 6 pounds) are also transformed, but lose any magic powers 
  they might have had. He does not need to breathe while the 
  spell lasts. He may still speak (though with a gurgle), cast 
  spells (at a -2 penalty), etc. His speed is reduced by 2. 
  He may alter his body shape to fit in an oddly-shaped space 
  or to move through a small opening (at least fist-sized); this 
  change takes 2 turns. In any large body of water, he moves at 
  full speed and regains 1 hit per minute. 
  Cutting and impaling attacks do not inflict bonus damage. 
  Heal Plants restores 1 hit per point of energy invested in it. 
  Each point of energy put into Shape Water hinders the subject 
  by 1 point of Move and Dodge. Each casting of Wither Plants, 
  Destroy Water or Boil Water inflicts 2d damage. Freeze will 
  immobilize him unless resisted by HT; Dehydrate, Thirst and 
  Fire spells do double damage. 
  Duration: 1 minute. The spell expires if the subject loses 
  consciousness. 
  Cost: 6 to cast, 2 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 2, Plant Form and Shape Water. 
  Item: Staff, wand or jewelry. Wearer only. Energy cost to 
  create: 1,300. 
   
  Plant Form Other (VH) 
  Special; 
   
  Resisted by IQ 
  As Plant Form, but usable on others. Only the 
  caster or a Remove Curse spell can end the spell. IQ 
  loss will soon transform the subject into a true 
  vegetable! 
  Duration: 1 hour. 
  Cost: 5 to cast, 2 to maintain. 
  Time to cast: 30 seconds. 
  Prerequisites: Magery 2 and Plant Form. 
  Item: Staff or wand. Mage only; must touch. 
  Energy cost to create: 3,000. 
   
  Immurement 
  Regular; Resisted by HT 
  Similar to Entombment, except that a tree, rather 
  than the earth, confines the subject. The subject is 
  instantly swallowed by the nearest tree large enough 
  to contain him. He remains in suspended animation 
  (as with the spell; see p. M50) in a tiny cylindrical 
  chamber inside the tree, until rescued by chopping 
  through the tree or the cancellation of the spell. 
  A mage who casts Immurement on himself may elect to 
  stay awake, but this is unwise unless he can create air! 
  Modifiers: Apply the Long-Distance modifier (p. B151 or 
  p. M10) for the distance from the subject to the nearest tree 
  large enough to hold him. 
  Duration: Indefinite. 
  Cost: 8 to cast; 5 to reverse an Immurement. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 2 and Walk Through Wood. 
  Item: Wand or staff. Must be wooden; the item works only 
  with trees of that wood. Mage only, must touch. Energy cost to 
  create: 1,000. 
  
   
   
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  Spell List
  PROTECTION AND WARNING SPELLS 
   
  Detect Poison  
  Area; Information 
  Reveals the presence of toxins and gives the caster a +2 on 
  any subsequent Poisons roll to identify the exact agent(s). The 
  caster may exclude any poisons he wishes upon casting (to 
  specifically search for nerve agents or to exclude “benign” poi-
  sons like alcohol, for instance). 
  Base Cost: 2. 
  Time to cast: 2 seconds. 
  Prerequisites: Sense Danger or Test Food. 
  Item: (a) Staff, wand or jewelry. Energy cost to create: 250. 
  (b) Jewelry. Always on. Must depict a unicorn and contain a 
  gemstone worth at least $100. When any poison is detected in 
  the wearer's hex, the stone turns black and the enchantment 
  ends. Energy cost to create: 400. Legends of tableware perma-
  nently enchanted with this spell persist. 
  Note: This is also a healing spell. 
   
  Resist Poison 
  Regular 
  As listed under Healing, p. 54. 
   
  Resist Disease 
  Regular 
  As listed under Healing, p. 54. 
   
  Block 
  Blocking 
  An instantaneous version of the Shield spell, this adds to 
  the passive defense of the subject for a single attack. This spell 
  is not cumulative with the effects of Shield - use the higher 
  value. 
  Cost: 1 per point of PD (maximum of 5 ). 
  Prerequisite: Magery. 
  Note: GMs may wish to include Block in the prerequisites 
  for Shield. 
   
  Hardiness  
  Blocking 
  An instantaneous version of the Armor spell, this adds to 
  the Damage Resistance of the subject for a single attack. This 
  spell is not cumulative with Armor - only the stronger spell 
  applies. Remember that only one Blocking spell may be cast in 
  a turn; a mage cannot follow up a failed Iron Arm with a 
  Hardiness spell, for instance. 
  Cost: 1 per point of DR (maximum of 5). 
  Prerequisite: Stiffen. 
  Note: GMs may wish to include Hardiness in the prerequi-
  sites for Armor. 
   
  Turn Blade  
  Blocking; Resisted by DX 
  Makes an incoming blade turn in its wielder's hand, so that 
  it inflicts only crushing damage instead of cutting. This also 
  unreadies the weapon. Only good against blade attacks - use-
  less against a spear, a club or the teeth and claws of an animal. 
  This spell does not count as an active defense itself; it may be 
  combined with a normal Parry, Block or Dodge. 
  If the caster is not the one being attacked, apply regular 
  range modifiers between the caster and the attacker. 
  Cost: 1. 
  Prerequisite: Apportation or Spasm. 
  Item: A bracelet or other piece of arm apparel. Energy cost 
  to create: 300. 
   
  Bladeturning  
  Regular; Special Resistance 
  A continual version of Turn Blade- all blades attacking the 
  subject are turned, doing only crushing damage and becoming 
  unready. For each bladed attack, roll a Quick Contest between 
  the wielder's DX and the caster's effective skill to see which 
  wins out. Useful only against blade attacks, as with Turn 
  Blade. 
  Note that, unlike Turn Blade, the spell is cast on the one 
  being attacked, not on the attacker. 
  Duration: 1 minute. 
  Costa 2 to cast, 2 to maintain. 
  Prerequisites: Shield or Turn Blade. 
  Item: Wand, staff, jewelry, weapon or armor. Energy cost 
  to create: 300. 
   
  Deflect Missile  
  Blocking 
  Deflects one missile about to hit the subject, 
  including Missile spells. Considered a Parry (by 
  the caster) for combat purposes. Apply regular 
  range modifiers if the caster is not the subject. 
  Note that deflected missiles may still hit a tar-
  get beyond the subject; see Hitting the Wrong 
  Target, p. B117. 
  Cost: 1. 
  Prerequisite: Apportation. 
  Items: (a) Jewelry, weapon or shield. Energy 
  cost to create: 200. (b) A weapon may be enchant-
  ed to parry Missile spells at no fatigue cost to the 
  wielder, using his Parry Missile Weapons skill (see 
  p. 6) at the same penalty as for darts and crossbow 
  bolts (-5). Energy cost to create: 2,000. 
  Note: GMs may wish to change the prerequi-
  sites of Missile Shield to Deflect Missile or Shield. 
  
   
   
  - 92 - 
  Spell List 
  Catch Missile  
  Blocking 
  The caster catches one missile about to hit him. Considered 
  a Parry (by the caster) for combat purposes. The missile caught 
  is unready. Blowgun darts and crossbow bolts are caught at -5, 
  arrows at no penalty, thrown knives at +2, and larger thrown 
  weapons at +4. Bullets and supersonic missiles cannot be 
  caught. To catch a Missile spell, use Catch Spell (see p.71). 
  Cost: 2. 
  Prerequisite: Deflect Missile. 
  Item: Glove. Energy cost to create: 300. 
   
  Return Missile  
  Blocking 
  Causes one missile (including spells) about to hit the 
  subject to turn back upon the attacker. If the attacker was 
  successful, he hits himself - if not, he sees the missile fly back 
  toward him and miss. Considered a Parry (by the caster) for 
  combat purposes. Apply regular range modifiers if the caster is 
  not the subject. 
  Cost: 3. 
  Prerequisite: Catch Missile. 
  Item: Jewelry, weapon or shield. Energy cost to create: 400. 
   
  Reflect Gaze (VH) Blocking; Resists Gaze Attacks 
  Resists one gaze attack (including Lightning Stare, 
  Fascinate, psionic or super powers with the Eye Contact Only 
  limitation, etc.) about to hit the subject. If successful, the gaze 
  attack is reflected away from the subject; a success by 10 or 
  more, or a critical success, reflects the gaze back upon the 
  attacker. If failed, the gaze attack affects the subject normally. 
  Considered a Parry (by the caster) for combat purposes. Apply 
  regular range modifiers if the caster is not the subject. 
  At the GM's discretion, some very powerful attacks - like 
  the basilisk's - may merely be negated on a success, and get 
  through otherwise. 
  Cost: 2. 
  Prerequisite: Mirror. 
  Item: Jewelry. Energy cost to create: 600; must include a 
  tiny mirror. 
   
  Resist Sound  
  Regular 
  As listed under Sound, p. 93. 
   
  Sense Observation  
  Area 
  Alerts the caster if someone or something spies or series 
  upon the subject area, by means magical or otherwise. A Quick 
  Contest is rolled between the spy's IQ, or the effective skill of 
  the Information spell's caster (Trace, Seeker, Crystal Ball, any 
  of the “Sense” spells . . . ), and the effective skill of the Sense 
  Observation spell's caster; if the latter wins, the caster becomes 
  aware that the subject area is being observed. A critical success 
  on the contest might give the caster an idea of who or what is 
  scrying or spying. 
  If the caster then tries to seek out the spy, the margin of 
  success of the Sense Observation contest can be added as a 
  bonus to the Seeker roll, up to a maximum of +5 (effectively 
  neutralizing the -5 penalty for having nothing associated with 
  the person sought). Another possible course of action is to 
  Counterspell the scrying spell; distance penalties do not apply 
  but the -5 penalty for absent subject does. 
  Sense Observation can also be cast on a being; in that case, 
  the caster can choose to have the spell alert the subject instead 
  when prying is detected. (This application of the spell is useful 
  for bodyguard or security mages.) 
  Duration: 1 hour. 
  Base Cost: 1 to cast; half to maintain. When cast on a 
  being, the cost is 3. 
  Time to cast: 5 seconds. 
  Prerequisites: Sense Danger or Scryguard. 
  Item: (a) Wand, staff or jewelry. Works only for the 
  wearer. Energy cost to create: 300. (b) Jewelry or clothing. 
  Always on. Wearer only. Energy cost to create: 1,500. 
   
  Warmth 
  Regular 
  As listed under Elemental Fire, p. 30. 
   
  Coolness 
  Regular 
  As listed under Elemental Water (Ice), p. 35. 
   
  Resist Lightning 
  Regular 
  As listed under Elemental Air, p. 27. 
   
  Resist Water 
  Regular 
  As listed under Elemental Water, p. 33. 
   
  Resist Acid 
  Regular 
  As listed under Elemental Water (Acid), p. 37. 
   
  Shade 
  Regular 
  Shades the subject. This will prevent sunburn as well as pro-
  vide some relief from ambient heat (reducing the effective tem-
  perature around the subject by 10° F, if hot light is a significant 
  source of the heat). The effect is that of an invisible parasol. 
  This is also a Light and Darkness spell. 
  Duration: 1 hour. 
  Cost: 1 to cast, half to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Continual Light or Shield. 
  Item: Staff or jewelry. Wearer or holder only. Energy cost to 
  create: 100. 
   
  Freedom  
  Regular 
  As listed under Movement, p. 79. 
   
  Force Wall  
  Regular 
  Creates a shimmering barrier across one or more hexes, which 
  physical 
  forces 
  and 
  Missile 
  spells 
  cannot 
  cross. 
  Only
  
   
   
  - 93 - 
  Spell List
  light and non-missile spells may pass. It is cast across a hex, 
  from corner to corner or side to side, as the caster wishes. 
  Longer walls may be created either all at once (by paying 2 per 
  hex) or built up slowly, one hex at a time. 
  The force wall is 4 yards high. Higher walls are possible at 
  a proportionately increased fatigue cost (double for twice the 
  height, etc.). 
  Duration: 10 minutes. 
  Cost: 2 per hex to cast, same to maintain. 
  Prerequisite: Force Dome. 
  Items: (a) Staff. Mage only. Energy cost to create: 300. (b) 
  A force wall may be made permanent at an energy cost of 100 
  times normal. 
   
  Utter Wall  
  Regular 
  As Force Wall, but protects against physical and magical 
  attack; it has the effect of a combined Force Wall and Spell Wall. 
  Duration: 1 minute. 
  Cost: 4 per hex to cast, same to maintain. 
  Prerequisites: Utter Dome and Spell Wall. 
  Items: (a) Staff. Mage only. Energy cost to create: 1.000. 
  (b) An Utter Wall may be made permanent at an energy cost of 
  100 times normal. 
   
   
  SOUND SPELLS 
   
  Imitate Voice  
  Regular; Resisted by HT 
  Alters the subject's voice to precisely imitate that of a single 
  other being known to the caster (including special inflections 
  and accent). Recreating a familiar voice from memory is a -2 to 
  skill, -3 or worse if the caster has only heard the voice a few 
  times or a long time ago (Eidetic Memory is helpful, here). To 
  determine whether someone familiar with the imitated being's 
  voice is fooled or not, roll a Quick Contest between the spell 
  and the listener's IQ when he first hears it. 
  Modifiers: +2 for close acquaintances of the imitated being; 
  -2 for listeners who are not expecting trickery or aren't paying 
  close attention. 
  Duration: 1 minute. 
  Cost: 3 to cast, 1 to maintain. 
  Prerequisite: Voices. 
   
  Resist Sound  
  Regular 
  The subject (person, creature or object) and anything he 
  carries become immune to the effects of sound: Thunderclaps 
  won't deafen him, sonic weapons won't harm him, Sound Jet 
  won't stun him and so on. Noise may still distract, however. 
  This spell is very popular at high TLs. 
  This is also a Protection and Warning spell. 
  Duration: 1 minute. 
  Cost: 2 per hex of subject to cast, half to maintain. 
  Prerequisites: 4 Sound spells. 
  Items: (a) Any. Affects wearer only. Energy cost to create: 
  800. (b) Wand, staff or jewelry. Energy cost to create: 1,200. 
   
  Garble  
  Regular; Resisted by IQ 
  The subject (a living being) can no longer make meaningful 
  sounds; it comes out completely garbled. This spell could make 
  an opposing wizard powerless! 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. 
  Prerequisite: Voices. 
  Items: (a) Clothing or jewelry. Works for wearer only. 
  Always on. Energy cost to create: 400. (b) Staff or wand. Mage 
  only, must touch. Energy cost to create: 1,000. 
  Converse Regular; Resists spells that block sound 
  This spell allows the caster and his subject to converse 
  quietly without fear of being overheard, even in a noisy 
  environment (such as a raucous party). Each will hear the 
  words of the other clearly regardless of the surrounding din. 
  Other beings within earshot will hear a meaningless buzz of 
  conversation. 
  Converse resists spells that block sound such as Silence or 
  Noise. 
  Duration: As long as eye contact is maintained. 
  Cost: 2 to cast. 
  Prerequisites: Magery, Garble and Silence. 
  Item: Any. Mage only. Energy cost to create: 150. 
   
  Silver Tongue  
  Regular 
  Grants the subject the Voice advantage (see p. B23). The 
  spell has no effect on beings who already have the advantage. 
  Duration: 1 minute. 
  Cost: 3 to cast, 2 to maintain. 
  Prerequisites: Voices and Emotion Control. 
  
   
   
  - 94 - 
  Spell List 
  Items: (a) Staff or wand. Mage only, must touch. Energy 
  cost to create: 200. (b) Jewelry; must bear a picture of a 
  nightingale. Always on, wearer only. Energy cost to create: 
  600. 
   
  Message  
  Regular; 
   
  Resisted by spells that block sound 
  Lets the caster send a spoken message to the subject. Use 
  the Long-Distance modifiers (p. B151 or p. M10). If the caster 
  doesn't know the subject, he is at -2. If he doesn't know the 
  subject's whereabouts, he is at -5 (a successful Seeker spell will 
  eliminate this). These penalties may be cumulative. A success-
  ful Trace gives a +5 bonus. 
  The subject will hear the message clearly and distinctly no 
  matter how noisy or distracting his surroundings, but nobody 
  else will hear it. Silence, Wall of Silence and Noise will resist 
  the incoming message. 
  This is also a Communication and Empathy spell. 
  Duration: The message travels to the subject at 50 mph. 
  This speed may be doubled by doubling the casting cost. 
  Cost: 1 per 15 seconds of message duration. 
  Time to cast: Equal to the message's duration, as spoken by 
  the caster. 
  Prerequisites: Great Voice and Seeker. 
  Item: A conch one speaks into while concentrating on a 
  mental picture of the subject and his surroundings. Energy cost 
  to create: 1,000. 
  Wizard Mouth  
  Regular 
  As listed under Knowledge, p. 61. 
   
  Echoes of the Past  
  Regular 
  As listed under Knowledge, p. 63. 
   
  Alter Voice  
  Regular; Resisted by HT 
  As listed under Body Control, p. 18. 
   
  Concussion  
  Missile 
  As listed under Elemental Air, p. 24. 
   
  Musical Scribe  
  Regular 
  Animates a pen which will record in a musical notation any 
  tune that the caster hums, sings or plays on an instrument. The 
  caster may also attune the pen to the sounds created by another 
  person (or by a radio, etc.), instead of himself. The pen will 
  record only the music; if lyrics are to be recorded 
  simultaneously, a second pen with Scribe cast on it will follow 
  along and do so! 
  Duration: 1 minute. 
  Cost: 3 to cast, 1 to maintain. Increase cost by 1 (both cast-
  ing and maintenance) if the paper supplied is not properly ruled 
  for musical notation (the pen has to work harder, supplying the 
  lines as well as the notes!) 
  Prerequisite: Scribe. 
  Item: A pen may be permanently animated at an energy cost 
  of 350. The caster can change which source it is “attuned to” at 
  will. 
   
   
  TECHNOLOGICAL SPELLS
  Post-industrial magical campaigns create interesting “wrin-
  kles” for players and GMs to explore. Assuming a world where 
  higher technology co-exists - and can interact - with magic, a 
  college 
  of spells specializing 
  in 
  the 
  manipulation 
  and 
  improvement of machines, energy and related concepts is bound to 
  arise. 
  The Tech college has strong affinities with the college of 
  Making and Breaking and the Air (Electricity) college. It is 
  nevertheless separate for both aesthetic reasons (for GMs whose 
  settings do not involve higher technology) and practical ones (for 
  purposes of single-college magery, for instance). 
  Unless otherwise noted, all equipment has 1 hit point per 5 
  pounds of weight and DR 3 (plus another level of DR per tech 
  level above 8). Weapons and military devices are armored and 
  have DR 8 plus 4 per tech level after 8 (see p. 119 of GURPS 
  Ultra-Tech). 
   
  TL Spells 
  Many of the spells listed here are “TL” spells and are treated in 
  the same fashion as non-magical TL skills (see p. B 185). For 
  example, if a mage is expert at magic designed to interact with
   
  
   
   
  - 95 - 
  Spell List
  and power TL 10 technology, he will be at a disadvantage 
  when trying to power a TL 11 blaster or to drain the “Juice” 
  from a TL7 flashlight battery. 
  These penalties also apply when dealing with prerequisites 
  and cross-TL defaults for mages who study the spells of 
  several tech levels. To learn Reveal Function/TL9, for 
  instance, a mage must know Seek Machine/TL9 at skill level 
  12, or Seek Machine/TL 10 at 13 (to compensate for the -1 
  penalty), or Seek Machine/TL8 at 17 (to compensate for the -5) 
  and so on. Lastly, the TL penalty applies when the resisting 
  subject's TL is different from that of the attacking spell. 
   
   
  MACHINE SPELLS 
  The term “machine” requires some arbitrary definition for 
  clarity. For the purposes of these rules, a machine is a tool that 
  in some way uses, stores and/or transforms power in order to 
  do its job. Thus, a hand-drill doesn't qualify, but an electric 
  drill does. A spring-powered pocket watch is a machine, while 
  a sundial is not. GMs have final say in any gray areas! 
  Mechanical Resistance: Some spells require the GM to 
  assign a machine a ST, HT or IQ score for purposes of 
  resistance. “Dumb” machines (arbitrarily, IQ 7 or less) are 
  subject to Machine spells, while “smart” machines (IQ 8+) are 
  subject to Communication and Empathy and Mind Control 
  spells (the GM should feel free to assess up to a -4 penalty for 
  the alien nature of machine “minds”). Note also that an 
  Artificial Intelligence (AI) may be smart but devoid of real 
  Will; since Strong Will and Weak Will affect all resistance 
  rolls, this is a crucial point. 
  As a general rule, a machine's resistance score is the higher 
  of the indicated attribute and its tech level. 
   
  Bless  
  see p. M62 
  A blessed device will grant a bonus to its operator's skill 
  rolls, be less prone to breakdowns and jams, take less time to 
  run, draw less power than normally and so on. What the item 
  does hasn't changed, just the way it does it. Thus, a force shield 
  will not give more PD, but its power cell will last longer. A 
  weapon won't do more damage, but it'll be more accurate, get 
  more shots out of its power cell or have improved range. 
  The effective TL of the device is unaffected. A TL7 
  computer still won't be able to run TL9 software. 
   
  Curse  
  see p. M63 
  A cursed device will inflict a penalty on its operator's skill 
  rolls, be more prone to breakdowns and jams, take more time 
  to run, draw more power than normally and so on. What the 
  item does hasn't changed, just the way it does it. Thus, a force 
  shield will not give less PD, but its power cell will last less 
  time. A weapon won't do less damage, but it'll be less accurate, 
  get fewer shots out of its power cell or have decreased range. 
  The effective TL of the device is unaffected. 
  Repairs may be attempted on a cursed device. It takes at 
  least a day with good tools to look into the device to try to find 
  “what's wrong.” However, physical repair will only lift a curse 
  only on a critical success - a failure is likely to break 
  something, and a critical failure could be dangerous! 
   
  Measurement/TL  
  see p. M54 
  This Knowledge spell is also a part of the Tech college (and 
  any sub-colleges, if it is important). At high TLs, this spell can 
  tell a mage the energy content of a power cell, the internal 
  pressure of a tire or oxygen tank, the voltage or frequency of a 
  power outlet, the amount of memory a computer has available, 
  the temperature of an oven and so on. The GM may apply 
  penalties for particularly exotic applications of the spell. 
  Measurement cannot tell the caster what the specs of a 
  gadget are. For example, a mage could measure how fast a car 
  is going, but not what the car's top design speed is (but see 
  Schematic, p. 97). Chemical analysis is likewise limited; 
  Measurement will give an element-by-element breakdown, but 
  won't give any information on chemical structure (example: 
  cast on a flask of pure water, the spell would tell the caster that 
  the substance's composition, by mass, is 89% oxygen and 11% 
  hydrogen). 
   
  Know Recipe/TL  
  see p. 43 
  This spell from the colleges of Food and Knowledge is also 
  a part of the Tech college (and any sub-colleges, if it is 
  important). At high TLs, this spell can tell its caster the recipe 
  of any food or drug. If the GM allows it, this spell can be 
  generalized to perform chemical analysis on any substance. It 
  could then tell the “recipe” for preparing a particular 
  micro-engineered material, such as a solid-state laser diode, a 
  bio-engineered virus or a room-temperature superconducting 
  crystal. Combined with Schematic (see p. 97). this becomes a 
  powerful tool for industrial espionage! 
   
  Seek Machine/TL  
  Information 
  Tells the caster the direction and approximate distance of 
  the nearest machinery of any sort. Caster can also specify that 
  he is looking for a specific sort of device: lasers, computers, 
  light sources, etc. Any known examples of technology may be 
  excluded if the mage specifies them before casting. Use long-
  distance modifiers (pp. B151 or M10). 
  Cost: 3. 
  Time to cast: 10 seconds. 
  Item: Staff, wand or jewelry. Energy cost to create: 100. 
   
  
   
   
  - 96 - 
  Spell List 
  Reveal Function/TL 
  Information; 
   
  Resisted by spells to conceal magic 
  Reveals the functions of the subject machine. If the subject 
  has more than one function, the spell will reveal them in order 
  of increasing complexity (simplest first) and tell the caster, 
  “there are more functions.” Later castings will reveal the 
  remaining functions, one per casting. 
  The spell can also be used to reveal how to activate known 
  functions (e.g., which button to press); the caster gets one try, 
  at -5! If successful, the caster can then use the machine with 
  the appropriate skill (or IQ-6) at a penalty of only -1 for 
  unfamiliarity. 
  Cost: 8. 
  Time to cast: 10 minutes. 
  Prerequisite: Seek Machine. 
  Item: Staff, wand or jewelry. Cost to create: 1,500. 
   
   
  Machine Control/TL  
  Regular 
  Lets the caster control the actions of one machine (anything 
  under IQ 8, of any size) or of a swarm of small ones, up to 
  about 1,000 machines or 100 lbs. total. The caster must be 
  aware of the machine's functions to control them. The spell 
  does not supply the skill to use the machine - the caster must 
  use his own skill at Gunner, Computer Operation, Driving and 
  so on. Concentration is required. 
  The spell acts through the machine's triggers and controls, 
  mechanical or electrical. A mage could use the spell to make a 
  camera snap a picture, a robot strangle its evil creator or a gun 
  discharge all of its ammunition. He could not aim the gun (or 
  camera!) or move it unless it were self-aiming or self-propelled 
  (or at least not without adding an Apportation spell). 
  If someone or something else has control (an AI in a 
  vehicle or an operator in the driver's seat, for instance), then 
  he/it may dispute control of the machine every turn via a Quick 
  Contest of the caster's effective skill vs. the operator's skill (or 
  Will+TL for cybernetic control). 
  Duration: 1 minute. 
  Cost: 6 to cast, 3 to maintain. 
  Prerequisites: Reveal Function, Locksmith and Lightning. 
  Item: Staff, wand, headgear or jewelry. Energy cost to 
  create: 1,000 for an item that controls a specific type of 
  machine, 2,000 for one that will control any machine. 
   
  Scribe/TL  
  see p. M79 
  In higher-tech campaigns, this spell can be cast on (or 
  enchanted onto) a computer keyboard, an electric typewriter, 
  etc. 
   
  Copy/TL  
  see p. M60 
  In higher-tech campaigns, this spell will copy text or 
  images from a video screen (such as a computer monitor) onto 
  paper and will copy photographs, etc. with about as much 
  accuracy as a color photocopier or laser-printer. It can also 
  copy magnetic media and other forms of information storage, 
  provided that an appropriate “blank” is supplied. 
   
  Machine Summoning/TL  
  Regular 
  Lets the caster call one machine of a named type (anything 
  under IQ 8). Range does not matter for this spell. If the spell is 
  successfully cast, the caster will know the location of the 
  closest machine of the type and how long it will take for that 
  machine to come to him. It will move toward the caster as 
  quickly as it can, until the spell ends or the machine reaches 
  the immediate vicinity of the caster. 
  Of course, the machine may not be very good at finding its 
  way, or it may run out of fuel, power, etc. For example, a TL7 
  refrigerator would be unable to move at all. A TL7 car would 
  proceed in a straight line at top speed, unaware of (and thus 
  unable to avoid) obstacles such as pedestrians, ditches, lamp 
  posts . . . 
  Once the machine reaches the caster, it will stay nearby, 
  without attacking, until the spell ends. The spell is broken if 
  the caster or one of his companions attacks the machine. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 to maintain. 
  Time to cast: 4 seconds. 
  Prerequisite: Machine Control. 
  Item: Staff, wand or jewelry. Energy cost to create: 500 for 
  an item that summons one particular machine type, 1,000 for 
  an item that can summon any machine. 
   
  Machine Speech/TL  
  Regular 
  Lets the subject communicate with any machine (of any IQ) 
  in the machine's own “language.” Unless the language is 
  sound-borne, the subject will have to maintain physical contact 
  with the machine's interface port or antenna. The amount of 
  information exchanged depends on the machine's intelligence; 
  no machine below IQ 3 will be likely to know much of interest. 
  Each minute of the spell allows one question and answer. 
  This is also a Communication and Empathy spell. 
  Duration: 1 minute. 
  Cost: 5 to cast, 3 to maintain. 
  Prerequisite: Machine Summoning. 
  Item: Staff, wand or jewelry. Energy cost to create: 1,200 
  for an item that talks to one particular machine type, 5,000 for 
  an item that can talk to any machine. 
   
  Glitch/TL  
  Regular; Resisted by HT 
  This spell is the mechanical equivalent of Spasm (p. M25). 
  It causes something to go wrong for a moment with the subject 
  machine: it may drop whatever it was holding, eject a part, 
  miss a cog in its drive train or garble a data packet. Ingenious 
  casters
  
   
   
  - 97 - 
  Spell List
   
  will find all sorts of uses. The game effects can be anything 
  from trivial annoyances (if cast on a flashlight, for instance) to 
  potentially deadly (if cast on an Automedic in the middle of 
  laser-surgery, perhaps) . . . 
  Duration: An instant. 
  Cost: 3. Cannot be maintained. 
  Prerequisite: Machine Control. 
  Item: Staff or wand. Mage only, touch required. Energy 
  cost to create: 400. 
   
   
  Malfunction/TL  
  Regular; Resisted by HT 
  This is the mechanical equivalent of Total Paralysis; the 
  subject machine simply ceases to function for the duration of 
  the spell (an airplane will fall, a sensor will be “blind,” and so 
  on). The caster must touch the subject. 
  Duration: 1 minute. 
  Cost: 5. Cannot be maintained; must be recast. 
  Prerequisites: Magery 2 and Glitch. 
  Item: Staff or wand. Mage only, touch required. Energy 
  cost to create: 2,000. 
   
  Find Weakness/TL  
  see p. M59 
  In a high-tech campaign, the Making and Breaking spell 
  Find Weakness can be used to trouble-shoot a malfunctioning 
  device, since its “weakness” is then the responsible defect. It 
  will tell the caster the location and general cause of the 
  problem, but grants no information or bonus to skill for fixing 
  it. For instance, if you cast Find Weakness/TL on a clock radio 
  that won't work, the spell could say, “The wire to the outlet is 
  loose inside.” It won't tell how to fix it or even warn you to 
  unplug it before doing so, but it will reveal at which point the 
  connection is loose or severed. If a part is missing, it will tell 
  you which part and where it goes, but not how to re-insert it. 
   
  Schematic/TL (VH)  
  Information 
  This is the mechanical equivalent of Body-Reading (p. 51). 
  It creates detailed technical “blueprints” of the subject machine 
  in the caster's mind. The caster can browse through the mental 
  schematic at his leisure, at the same rate that he could peruse 
  actual hardcopy plans for the machine. Note, however, that this 
  spell grants no appropriate skills. To interpret, for instance, the 
  schematic of a starship's fusion power plant, the caster would 
  need some skill in Engineering (Fusion). To make any use of 
  the schematic of a weapon, either Armoury or some sort of 
  weapons Engineering would be required. The duration is the 
  length of time that the image stays with any useful clarity in 
  the caster's mind. The caster much touch the subject during the 
  casting. 
  The schematic can either represent the current state 
  of the object (showing any internal damage, alterations 
  and wear) or the ideal state of the object. Both can be 
  useful. The latter will even give plans for an object 
  based only on a tiny fraction of it (at least 5% of the 
  machine's total mass needs to be present). This could 
  be used to form a complete picture from a fragmented 
  Precursor device, for instance . . . In either case, the 
  cost to cast the spell is based on the mass of the intact 
  machine. 
  The schematic image, even when maintained by the 
  mage, does not count as a spell “on” for penalty 
  purposes. 
  This is also a Knowledge spell. 
  Duration: 1 minute. 
  Cost: 5 for an object weighing 1 ton or less; add 1 
  ST to the cost for each additional ton or its fraction. 
  Half to maintain. 
  Time to cast: 30 seconds. 
  Prerequisites: Reveal Function and History. 
  Item: Blueprint or headgear. Mage only, must 
  touch. Energy cost to create: 200. 
   
  Rebuild/TL (VH)  
  Regular 
  This spell is an improved version of Repair and should be 
  considered a part of Making and Breaking, as well as of the 
  Machine sub-college of Tech. This spell totally rebuilds any 
  object from as little as a fragment. If the subject is a machine, 
  the caster must first successfully cast Schematic on the subject 
  and, while the schematic is still in his mind, begin casting 
  Rebuild. Schematic is unnecessary for simpler objects. With 
  enough power, you could rebuild a starship from a scrap of one 
  bulkhead! 
  The object re-forms at a rate of 500 lbs. of missing mass per 
  second, beginning after the casting is completed. Thus, it 
  would take a 30-ton tank 2 minutes to be completely rebuilt. 
  Exotic materials may inflict a casting penalty or slow the 
  rebuilding process. 
  On objects simpler than machines, ignore the TL modifiers. 
  Magic items cannot be rebuilt. 
  Also a Making and Breaking spell. 
  Duration: Permanent. 
  Cost: 30 if the final mass will be 500 lbs. or less; the 
  object's current state of repair is not a factor. Add 1 to the cost 
  for every additional 500 lbs. or its fraction of final mass. 
  Time to cast: 1 second per point of energy required. 
  Prerequisites: Magery 3, Repair, Create Object and at least 
  3 spells of each element. Schematic is required to cast the spell 
  on machines. 
  
   
   
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  Spell List 
  Animate Machine/TL (VH) 
  Regular; 
   
  Resisted by IQ 
  Summons a spirit to animate a machine the mage is 
  touching. The subject of Animate Machine may have any IQ. 
  The summoned spirit controls the animated machine just as 
  if a human were at its controls. The spirit may also control all 
  mechanical or electronic accessories (including weapons) built 
  into the machine. 
  The spirit has DX 2d+6 and IQ 1d+7. Its skill at operating 
  the machine (Driving an animated car, for example) is equal to 
  its DX. It obeys the orders of the caster or anyone the latter 
  designates - but the spirit will take all orders literally! (“Drop 
  me off' is a particularly unfortunate command to give to an 
  animated helicopter.) In such cases, roll against the spirit's IQ 
  to see if it uses the colloquial or literal meaning of the phrase. 
  On a critical failure of this spell, a demon enters the 
  machine. It then attempts to kill its summoner and anyone else 
  it can reach. The demon animating the machine cannot be 
  dispelled by the caster - it uses its own fatigue (2d+6) to keep 
  the spell going! 
  Duration: 1 minute. 
  Cost: 8 for a machine of up to 1 ton in mass, 9 for 2 tons or 
  less, 10 for 4 tons, 11 for 8 tons, 12 for 16 tons and so on, with 
  each extra point of energy doubling the mass that the spell 
  affects. Half to maintain. 
  Time to cast: 1 second per energy point. 
  Prerequisites: Machine Control and either Animation or 
  Animate Object. 
  Item: A machine may be permanently animated for 100 
  times the casting cost. 
  Note: This spell first appeared, in somewhat different form, 
  as Possess Vehicle in GURPS Time Travel Adventures. 
   
  Rider, Rider Within  
  see p. M24 
  The Animal spells Rider and Rider Within (p. M24) will 
  work on a machine if the caster knows Machine Control (TL 
  modifiers are based on the TL of the caster's Machine Control 
  knowledge). Note, however, that the sensory apparatus and 
  input of a machine may not be readily intelligible to the caster! 
   
  Machine Possession/TL 
  Regular; Resisted by IQ 
  Like Animate Machine, except that the caster's own spirit 
  animates the machine. The machine must have IQ 7 or less. 
  The caster animates the subject just as if he were at its 
  controls. He has full access to the machine's memories and 
  abilities; he may use all its skills and abilities as though they 
  were his own. He may use his own mental abilities, but not his 
  physical ones (he cannot cast spells unless he knows them so 
  well that they require no speech or gesture). Use the 
  fatigue-energy equivalents (p. 99) if the caster wants to draw 
  on the machine's power supply to cast spells. 
  The spell allows the caster to use his own sensory apparatus 
  in addition to the machine's; otherwise he would be severely 
  handicapped since machines of TL6 or less are basically blind 
  and deaf. 
  The caster's own body lies unconscious during the spell and 
  should be safeguarded. 
  Duration: 1 minute. 
  Cost: 6 to cast, 2 to maintain. 
  Time to cast: 30 seconds. 
  Prerequisites: Machine Control and either Rider Within or 
  Soul Rider. 
  Item: A pair of identical pieces of jewelry, one of silver, 
  one of gold. The caster wears the gold one, the machine bears 
  the silver one. The spell may then be cast at any time, 
  regardless of distance. Usable only by a mage. If a Powerstone 
  is included, it is in the gold one. If either item is broken, the 
  other loses its enchantment. Energy cost to create: 1,500 (for 
  the pair). Each of the pair must include a synthetic gemstone 
  worth $200. 
   
  Permanent Machine Possession/TL (VH) Regular; 
   
  Resisted by IQ 
  Like Machine Possession - but the caster remains in the 
  subject machine until he chooses to leave or is exorcised by an 
  appropriate spell (Exorcism, Remove Curse, Counterspell, etc). 
  The caster's body remains in suspended animation (p. M50) 
  while the spell lasts. If the caster's body dies, the spell is 
  broken. Whenever the subject machine takes damage, the 
  caster must roll on his own body's HT or take the same 
  damage. If the subject machine “dies,” the caster must roll vs. 
  HT or die himself! 
  In addition, the caster must roll against his own IQ 
  (Strong or Weak Will applies) every day; a failed roll 
  means that he loses one point of IQ. The caster does 
  not need to roll any more once he reaches the 
  machine's normal IQ or Will range. He regains the 
  lost attribute when the spell is ended. Should the 
  caster's IQ drop to 7, only Remove Curse or 
  Exorcism will end the spell. 
  Duration: Indefinite (could be permanent). 
  Cost: 30 to cast. 
  Time to cast: 5 minutes. 
  Prerequisites: Magery 3 and Machine Possession. 
  
   
   
  - 99 - 
  Spell List
  Exchange Bodies  
  see p. M30 
  Will not work on machines. However, see the Soul Golem 
  spell, p. 42. 
   
  Shapeshifting, 
  Shapeshift 
  Other, 
  Partial 
  Shapeshift see p. 11, and pp. M22-23 
  These spells may exist for some machine forms, at the 
  GM's discretion. 
   
  Awaken Computer/TL (VH)  
  Regular 
  Cast on a computer, this spell makes it sentient. For the 
  duration of the spell, the subject computer gains IQ and Will 
  equal to its complexity level + 5 (a typical TL7 microcomputer 
  is complexity 2, while a mainframe may be complexity 4). The 
  computer's personality will tend to be similar to the caster's (it 
  will have the caster's major mental Disadvantages and Quirks). 
  It will obey the caster's orders faithfully, but otherwise has free 
  will. 
  The computer knows everything in its databases and 
  programs, can control all its peripherals (monitor, modems, 
  etc.) and can access and run programs. It has Language, 
  Computer Programming and Computer Operation skills at IQ 
  or at the caster's level, whichever is lower. If the same caster 
  later casts the spell on the same computer, that computer will 
  retain memories of what happened to it when it was last 
  “awakened.” 
  On a critical failure, the computer is inhabited by a demon 
  that breaks free of the caster's control and acts against him (and 
  possibly all carbon-based life forms). The demon animating the 
  computer cannot be dispelled by the caster - it uses its own 
  fatigue (2d+6) to keep the spell going! 
  Duration: 1 hour. 
  Cost: 8 minus the computer's complexity level (minimum 
  1). (Yes, it costs more to awaken a dumb computer than a 
  smart one.) Half cost to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Animation and Wisdom. 
  Item: A computer may be permanently awakened for 100 
  times the casting cost. 
  Note: This spell first appeared, in genre-specific form, in 
  GURPS Time Travel Adventures. 
   
  ENERGY SPELLS 
  Energy spells manipulate power. “Power” usually mean 
  electricity at TL7. At higher TLs, it may describe any 
  insubstantial motive power. A “fuel,” by contrast, is any 
  substance that is consumed to provide power, which includes 
  anything from wood or coal to nuclear fuels to antimatter . . . 
  When dealing with different fuels and powers at the same TL, 
  use the familiarity rules (see p. B43). 
  Many of the spells below require conversions between 
  standard power sources and GURPS spell energy. Use the 
  following table: 
   
  Energy ......................................................Fatigue Equivalent 
  A Cell (TL 8).............................................0.1 fatigue 
  B Cell (TL 8) .............................................1   fatigue 
  C Cell (TL 8) .............................................10   fatigue 
  D Cell (TL 8).............................................100   fatigue 
  E Cell (TL 8) .............................................1000   fatigue 
  1 MWH......................................................10000   fatigue 
  1 KWH ......................................................10   fatigue 
  3400 btu.....................................................10   fatigue 
  360 KW .....................................................1   fatigue/second 
  18 MW.......................................................50   fatigue/second 
  965 Horsepower.........................................2   fatigue/second 
   
  Power cells hold 50% more energy per TL beyond 8. All 
  power cells in the examples are assumed to be TL 8. 
   
  Seek Power/TL  
  Information 
  Tells the caster the direction and approximate distance of 
  the nearest significant source of power. Use the long-distance 
  modifiers (p. B151 or p. M10). Any particular types or known 
  sources of power may be excluded if the caster specifically 
  mentions them before beginning. 
  Inactive power sources (such as shelved power cells) are 
  harder to seek out than active ones (such as plugged-in power 
  cells); double the long-distance penalty. 
  Cost: 3. 
  Time to cast: 10 seconds. 
  Item: A wand which will point in the direction sought after 
  and glow in proportion to the importance of the source 
  detected. Energy cost to create: 60. 
   
  Seek Fuel/TL  
  Information 
  Tells the caster the direction and approximate distance of 
  the nearest significant source of fuel. Use the long-distance 
  modifiers (p. B151 or p. M10). Any particular types or known 
  sources of fuel may be excluded if the caster .specifically 
  mentions them before beginning. 
  Cost: 3. 
  Time to cast: 10 seconds. 
  Item: A thin graduated metal stick which will point in the 
  direction sought after and give an indication of the amount 
  detected. Energy cost to create: 60. 
   
  Test Fuel/TL  
  Information 
  Lets the caster know if a substance is good to “burn” as fuel. 
  The spell tells nothing about chemistry or power; it detects 
  impurities, dangerous decay and foreign objects. It does not check 
  fuel for magic. 
  Cost: 1 to test a single pound or gallon of fuel; 3 per hex to 
  check all the fuel in a 1-hex area. 
  Item: Staff, wand or jewelry- Energy cost to create: 100. 
  
   
   
  - 100 - 
  Spell List 
  Preserve Fuel/TL  
  Regular 
  Keeps fuel from spoiling, being consumed, decaying, etc. 
  Will even prevent the radioactive decay of nuclear fuels! 
  Duration: 1 week. 
  Cost: 4 per pound of fuel, half to maintain. 
  Prerequisite: Test Fuel. 
  Items: (a) Staff, wand or jewelry. Energy cost to create: 
  400. (b) Chest or container. Always on; contents of the chest 
  are preserved indefinitely. Energy cost to create: 40 for every 
  pound of fuel to be held (round up). 
   
  Decay, Ruin  
  see p. M48 and M59 
  These spells may be cast on fuels and are then resisted by 
  TL; the former works only on organic fuels. They should be 
  considered TL spells by the GM. 
   
  Purify Fuel/TL  
  Regular 
  Removes foreign objects and impurities from a fuel, 
  rendering it fit to “burn.” If the fuel has been completely 
  corrupted by the impurities, the spell will remove them . . . 
  leaving nothing! 
  Cost: ½ per pound of material to be purified (minimum cost 
  of 1). 
  Prerequisites: Purify Water or Decay. 
  Item: Staff, wand or jewelry. Must touch subject fuel. 
  Energy cost to create: 200. 
   
  Create Fuel/TL  
  Regular 
  Turns any non-processed solid substance into solid fuel. 
  The more energetic the starting substance, the better; this spell 
  will make rocks burn, but not very well! 
  The spell becomes impractical at higher TLs, because of the 
  highly concentrated nature of the fuels that are needed. If 
  someone cast Create Fuel/TL10+ on a pound of dirt in a power 
  plant, it would turn into a truly microscopic amount of anti-
  matter. 
  Duration: Permanent. 
  Cost: 1 per pound of fuel. 
  Time to cast: 30 seconds. 
  Prerequisites: Seek Fuel and any two 
  transmutation spells. 
  Items: (a) Wand, staff or jewelry; usable 
  only by a mage. Must touch material to be 
  turned into fuel. Energy cost to create: 400. 
  (b) A pot or container which will change the 
  contents into solid fuel. Energy cost to create: 
  100 per pound per day capacity of the 
  container. 
   
  Water to Fuel/TL 
   
  Regular 
  As Create Fuel, except that this spell turns 
  water or any other simple liquid into a usable 
  liquid fuel. 
  Duration: Permanent. 
  Cost: 8 per gallon (which equals about 1 
  per pound). 
  Time to cast: 10 seconds. 
  Prerequisites: Purify Fuel and any two 
  transmutation spells. 
  Item: A bottle, jerrycan or barrel which 
  will change the contents into a liquid fuel. Energy cost to 
  create: 800 per gallon per day capacity of the container. 
   
  Stop Power 
  Area 
  This spell stops the flow of power in the area, causing all 
  powered devices within it to cease to function. This may or 
  may not cause permanent damage to the devices, depending on 
  their design. Barring this, any affected device will work 
  normally when it leaves the area or the spell ends. 
  Duration: 1 minute. 
  Base Cost: 3 to cast. half to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery and Seek Power. 
  Item: Wand or staff, usable only by a mage. Energy cost to 
  create: 800. 
   
  Lend Power/TL  
  Regular 
  With this spell, a mage takes fatigue in order to power a 
  device magically. In theory, a large enough circle of mages 
  could use this spell to power a starship and its weapons. 
  The spell cannot be used to recharge power cells; it could, 
  however, power a cell recharger . . . 
  Duration: Indefinite. 
  Cost: The GM will have to convert the device's power 
  requirement into a fatigue rate equivalent (see the chart, p. 99). 
  Minimum ST cost is 1 per hour; high skill does not reduce 
  cost. 
  Prerequisites: Magery 2 and Seek Power. 
  Examples: A large vapor canteen runs for a month on an E 
  cell; this amounts to about 1 fatigue every 45 minutes. A 
  holobelt runs for a day on a B cell, which amounts to less than 
  1 fatigue per hour, so the minimum cost applies. A blaster 
  pistol gets 20 shots out of a C cell: 1 fatigue for every 2 shots 
  (round up). A Gauss needler pistol fires 100 needles on a B 
  cell; given that its maximum RoF of 12 uses only 12% of 1 
  fatigue, and 100 rounds could last for days, the GM could rule 
  that the minimum cost in this case is 1 fatigue per turn of 
  firing. 
  Items: (a) Staff, wand or jewelry. Mage only, must touch. 
  
   
   
  - 101 - 
  Spell List
  Energy cost to create: 1,000. (b) Any device can be enchanted 
  so that any mage willing to lend it power (possibly in addition 
  to its normal power source) can do so. The mage need not 
  know the spell; the enchantment supplies the magic. The 
  enchanted device will also accept a Powerstone or Maintain 
  Spell. Energy cost to create: 1 per 100 lbs. of device mass 
  (round up); the minimum cost is 250. 
   
  Propel/TL  
  Regular 
  Similar to Lend Power, but used to propel engines; this 
  spell provides mechanical motive power. For purposes of this 
  spell, an “engine” is any device that converts fuel into 
  mechanical motion; it could be anything from a lawn mower's 
  engine to a starship's drive. 
  Divide the required MW/Horsepower/etc. by the mage's skill 
  before converting it to required fatigue cost. The minimum is now 
  1 per 10 minutes. There is no other cost reduction for high skill. 
  Duration: Indefinite. 
  Cost: The GM will have to convert the engine's output into 
  a fatigue rate equivalent (see the chart, p. 99). Minimum ST 
  cost is 1 per hour; high skill does not reduce the cost. 
  Prerequisites: Create Fuel and Air Golem. 
  Examples: A lawn mower (5 horsepower): about 7 fatigue 
  per hour. A mid-sized car (160 horsepower): about 4 fatigue 
  per minute. You can spend less fatigue and underpower an 
  engine, but 50 hp will move a car very slowly. 
  Items: (a) Staff, wand or jewelry. Mage only, must touch. 
  Energy cost to create: 1,000. (b) Any engine can be enchanted 
  so that any mage willing to propel it can do so. The mage need 
  not know the spell; the enchantment supplies the magic. The 
  enchanted engine will also accept a Powerstone or Maintain 
  Spell. Energy cost to create: 1 per 100 lbs. of engine mass 
  (round up); the minimum cost is 250. 
   
  Conduct Power/TL (VH)  
  Special 
  This spell turns the caster into a power conduit, a link 
  between an active power source and a device in need of power. 
  The spell has two “subjects”: the source and the sink. The 
  range penalty is based on the total distance from source to 
  caster plus caster to sink. If either the source or the sink cannot 
  be seen, the roll is at -5; if neither can be seen, the roll is at 
  -10! 
  A device may draw power through one mage or circle of 
  mages at a time; if several mages are competing to supply a 
  device, roll a Quick Contest of skill between casters, adjusting 
  for range. 
  The maximum power a mage may safely conduct is HT x 
  (Magery Squared) divided by four, in megawatts. Round to the 
  nearest MW. Thus, a mage with HT 9 and Magery 2 could 
  handle a steady stream of 9x(2x2)/4=9 Megawatts safely. If a 
  mage's safe level is exceeded, he must roll vs. HT every 
  second, taking 1 fatigue for every excess MW (or fraction) on a 
  failed roll. On a critical failure, he loses hit points equivalent to 
  the ST loss! For a circle of mages, add the individual power 
  ratings. 
  The low-TL versions of this spell allow the mage to tap 
  natural powerhouses, such as waterfalls, the wind, forest fires, 
  volcanoes . . . 
  Example: The spell could be cast on the fusion plant in a 
  starship (the source) and a blaster pistol in the mage's hand (the 
  sink). While the spell is maintained, the pistol is powered by 
  the fusion plant. If the blaster is in the mage's hand and the 
  plant is 3 hexes beneath the catwalk he is standing on, the total 
  distance is 3 hexes, for a -3 range penalty. If the catwalk 
  obscures the mage's view of the power plant, he is at a further 
  -5. (Note that the caster need not be looking at the power plant 
  while firing the gun - just while casting the spell!) 
  The blaster normally draws power from a C cell, at an 
  equivalent rate of ½ fatigue per shot. With a top Rate of Fire of 
  3, this means that the heaviest power strain that a blaster 
  requires is 1 ½ per second -- the equivalent of a steady stream 
  of ½ megawatts, since a single MW is the rough equivalent of 
  3 fatigue per turn! A mage would probably need Magery 2 to 
  power a gatling laser, and only those with Magery 3 have a 
  hope of powering heavy, ship-mounted weapons. Of course, 
  also keep in mind that, while the mage engages in his gunfight, 
  the fusion plant beneath him is suddenly being leeched of a 
  large amount of power. If that plant is needed for a starship's 
  life-support system, taking power from it could be dangerous. 
  Duration: l minute. 
  Cost: None to cast; 1 to maintain (due to the strain of the 
  power's passage). This maintenance cost is not reduced by high 
  skill. 
  Prerequisites: Magery and Seek Power. 
   
  Steal Power/TL (VH)  
  Regular 
  This spell allows a mage to steal power from a stored power 
  source (such as power cells) to heal his fatigue. Note that if he 
  drains all the energy from a rechargeable cell, it “burns out” 
  and cannot be recharged. 
  Cost: None to the caster! The caster regains energy at a 
  percentage of efficiency equal to his skill with the spell; a 
  caster with skill 15, draining a power cell completely, would 
  himself gain 15% of the power potential contained in the cell. 
  The other 85% of the power in the cell is wasted. 
  Time to cast: 2 seconds per point of regained ST. 
  Prerequisites: Magery 2, Minor Healing and Conduct 
  Power. 
  Item: Wand, staff or jewelry. Usable only by a mage. The 
  mage and the item must both touch the source. Energy cost to 
  create: 750. 
   
  Draw Power/TL (VH)  
  Special 
  Identical to Conduct Power, except that the second subject 
  is the caster; a mage with Magery 2 could use a 40 MW fusion 
  plant to provide him with a steady stream of 111 ST per turn to 
  power his magic! The Draw Power spell must be cast first and 
  counts as a spell “on” when casting the subject spell. 
  Duration: 1 minute. 
  Cost: None to cast; 1 to maintain (due to the strain of the 
  power's passage). High skill does not reduce this maintenance 
  cost. 
  Prerequisites: Steal Power and at least two spells from ten 
  different colleges. 
  Item: Any magical item may be enchanted to be able to 
  draw its power from a “conventional” source. Energy cost to 
  create: 1,300. 
   
  Small Vision  
  see p. 65 
  A magnification level of 1,000 or better will allow the 
  subject to read optical data storage media directly (each format 
  is a distinct Language skill, with a difficulty level of “hard”). 
  
   
   
  - 102 - 
  Spell List 
  Magnetic Vision  
  Regular 
  Reveals magnetic fields to the subject. They are brightest 
  where densest and seem to flow from one magnetic pole to 
  another. If the subject has Physics skill at TL6 of 12 or more, 
  he can use it to estimate the strength of the magnetic field. If 
  no magnetic object stronger than a kitchen magnet is within 1 
  hex of him, the subject can determine magnetic north. 
  Combined with 1,000x Small Vision, the subject can read 
  magnetic data storage media directly (each format is a distinct 
  Language skill, with a difficulty level of “hard”). 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisites: Keen Eyes. 
  Item: Jewelry or spectacles. Must include a small magnet. 
  Wearer only. Energy cost to create: 150. 
   
   
  Radio Hearing  
  Regular 
  The subject can “tune” his hearing to the radio and micro-
  wave portions of the electromagnetic spectrum. To select a par-
  ticular frequency band, the subject must make an IQ roll (one 
  try per turn). Weak signals require Hearing rolls to detect. 
  In addition to telegraphy (see p. B55), there are at least 
  three more radio “Language” skills, each of them Mental/Hard, 
  no default: Amplitude Modulation, Frequency Modulation and 
  Phase Modulation. Each of these skills can further be split into 
  one analog and a number of digital specializations. 
  Use the lower of the subject's skills with the radio 
  Language and with the speaker's Language. GMs should not 
  allow understanding of transmissions which are multiplexed 
  (the subject hears hundreds of simultaneous conversations), 
  encrypted (the subject hears a meaningless noise) or 
  compressed (the subject hears a conversation speeded up 
  hundreds of times). 
  Interference and noise translate into penalties to the 
  Language skill used to understand the transmission. 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisites: Keen Ears. 
  Item: Jewelry (earrings are particularly appropriate). 
  Wearer only. Energy cost to create: 150. Some enchanters 
  create items (conch shells, typically) that turn the radio signal 
  into an audible one; the user tunes it by concentrating. 
  Spectrum Vision (VH)  
  Regular 
  The subject can “tune” his vision to any portion of the elec-
  tromagnetic spectrum: radio, microwave, infrared, ultraviolet, 
  gamma . . . To switch wavebands, the subject must make an IQ 
  roll (one try per turn). The GM may require rolls against vari-
  ous scientific skills to allow the subject to understand what he 
  sees. 
  Realistically, wavelengths longer than the subject's eye size 
  could not be perceived, but GMs may wish to ignore this. 
  Duration: 1 minute. 
  Cost: 4 to cast, 4 to maintain. 
  Prerequisites: Infravision. 
  Item: Jewelry or spectacles. Must include a small prism. 
  Wearer only. Energy cost to create: 750. 
   
  RADIATION SPELLS 
  Radiation is insidious; it is odorless, invisible and silent. 
  Fatal exposure can be reached in a few minutes, but death - an 
  ugly, agonizingly painful death - can take weeks to come. The 
  following rules detail the effects of radiation damage in 
  GURPS, replacing (at the GM's option) the simpler rules pre-
  sented in GURPS Space. 
  For spell purposes, the “default” of gamma radiation is 
  assumed throughout these rules and any GURPS text, unless 
  specifically noted. All radiation moves very fast on the human 
  scale; thermal neutrons are the slowest, but still move a few 
  thousands of hexes per second! For simplicity, treat all radia-
  tion as moving at the speed of light. 
  Aside from gamma rays, the following other varieties of 
  ionizing radiation exist: 
  Alpha particles are helium nuclei (helions) stripped of their 
  electrons. These heavy particles have very little penetrating 
  power, being stopped by a few centimeters of air or by 
  anything substantial. Alpha sources represent a danger only if 
  they are in prolonged contact with the skin - in which case they 
  cause burns very much like thermal burns, and skin cancer - or 
  if ingested or inhaled; they are then 20 times more damaging to 
  living tissue than equivalent gamma sources. Another danger 
  they present is cascade radiation (not to be confused with 
  induced radiation). Objects bathed in alpha radiation gradually 
  become ionized, as the alpha particles strip electrons from the 
  object's atoms. 
  Proton radiation is also possible: the GM should treat it as 
  alpha radiation with roughly four times as much penetrating 
  power. Proton radiation does ten times as much damage to liv-
  ing tissue as gamma radiation does. 
  Neutron radiation is not ionizing by itself. Neutrons are 
  progressively absorbed by matter (including flesh, which 
  becomes slightly radioactive as a result - metal becomes highly 
  radioactive). About 180 yards of air, 2 yards of lead or half a 
  yard of water will absorb a neutron beam. Because most of the 
  human body's atoms are hydrogen, carbon, nitrogen and oxy-
  gen, which can each absorb one neutron without becoming 
  radioactive, a neutron source has to be very powerful before it 
  poses a threat. 
  Beta particles are free electrons. They are stopped by about 
  5 yards of air, ' inch of water or thin metal, wood or stone. 
  Magnetic or electrostatic containment is also possible. Beta
  
   
   
  - 103 - 
  Spell List
   
  radiation won't penetrate the skin. Like alpha sources, beta 
  sources are therefore dangerous only if inhaled or ingested, or 
  if in prolonged contact with the skin. Beta particles are five 
  times as damaging to living tissue as gamma radiation is. Beta 
  particles can cause cascade radiation, of so short-lived a nature 
  as to be entirely negligible. So-called “delta radiation” is just 
  energetic beta radiation produced when alpha or gamma 
  radiation strips electrons from atoms it hits. 
  All of the above applies to the radiation given off by 
  radioactive substances; the radioactivity found in cosmic rays 
  (also known as Millikan rays), in the solar wind or in a planet's 
  radiation belts can be much more energetic. Every time the 
  energy of particulate radiation doubles, the penetrating power 
  roughly triples. Cosmic rays made of particles typically 
  penetrate over a yard of lead! 
  X-rays (also known as Roentgen rays) and gamma rays are 
  high-energy light. They cannot induce radioactivity at all. 
   
  Protection Factor 
  All materials have a Protection Factor (PF), which 
  determines how much energy (gamma radiation, specifically) 
  the material will stop. A PF of 100 means the material lets only 
  one hundreth of the radiation through. 
  An inch and half of steel, or half an inch of lead, or 750 
  yards of air, has a PF of 2; a yard of water has a PF of 8; a yard 
  of earth has a PF of 27; a yard of concrete has a PF of 64; a 
  yard of steel has a PF of 17 million. 
  Note that a high-energy particle beam hitting a thin slab of 
  material will be turned into an intense spray of cascade gamma 
  radiation. 
   
  Radiation Exposure 
  The radiation dose received by a creature is defined as the 
  amount of energy absorbed divided by the absorbing mass. The 
  International System unit of radiation dosage is the joule per 
  kilogram or Gray (Gy); 1 Gy=1 J/kg. Other units include the 
  roentgen (120 roentgens=1 Gy) and the rad (100 rads=1 Gy). 
  While the Gray is the most common modern measurement, 
  GURPS uses the more familiar rad. 
  Exposure levels from “hot” environments will generally be 
  expressed in rads per unit of time. Such radiation “baths” affect 
  large and small creatures uniformly. Rayguns, however, release 
  a set quantity of energy; GMs should keep in mind that the 
  raygun delivers all its energy into the same volume regardless 
  of the size of the target, like a bullet. 
  Exposure to radiation is most likely when people are 
  handling broken or tampered nuclear power sources. Here are 
  very rough guidelines: 
  A damaged nuclear battery from a wristwatch or flashlight . 
  . 1 rad/hour 
  A raygun or radio power source . . . 5 rads/hour 
  A mining tool or a moon-rover's power source . . . 100 
  rads/hour 
  A tank or submarine power source . . . 400 rads/hour. 
   
  Here are some other sources of radiation exposure: 
  The body's own atoms . . . 0.025 rads/year 
  Bedrock . . . 0.10 rads/year 
  Maximum legal professional dose . . . 5 rads/year 
  One gram of ingested uranium-235 . . . 0.7 rads/day (mostly 
  alpha) 
  Soil of the Chernobyl exclusion zone . . . 50 rads/year 
  Fallout on ground, one megaton ground fission blast: one 
  day after . . . 7 rads/hour five hours after . . . 36 rads/hour two 
  hours after . . . 2 rads/min. one hour after . . . 5 rads/min. 
  One gram of ingested californium-251 . . . 5 rads/min. 
  (mostly alpha) 
  Solar flare, at Earth's distance . . . 15 rads/min. 
  One gram of ingested radium-226 . . . 16.5 rads/min. 
  (mostly alpha) 
  Jupiter's radiation belts . . . 30 rads/min. 
  Smoking a cigarette . . . 0.003 rads 
  Routine medical X-ray . . . 0.04 to 1 rad 
  Professional Emergency Dose . . . 25 rads (once per 
  lifetime) 
  One megaton fission air burst, 1 mile away . . . 10,000 rads 
  Food irradiation . . . 20,000 rads 
  The dosage from cosmic rays varies wildly, from trivial to 
  highly dangerous and requiring lots of shielding. So many 
  variables affect this, and the radiation levels experienced in 
  Earth's Van Allen radiation belt, that GMs should simply tell 
  players what they expect, and then surprise them when they get 
  there! 
   
  Effects of Radiation 
  Radiation dose received is measured in rads. The more rids 
  you receive, the more likely you are to suffer an ill effect. The 
  GM should keep track of each character's radiation injuries, 
  noting each dose and the date on which it was received. Each 
  radiation injury heals separately from all others received; after 
  a month, it starts healing at the rate of 10 rads per day. 
  However. 10% of the original radiation injury will never heal. 
  For example, someone spends a day in a “hot” 
  environment. accumulating a 200-rad dose. After 30 days, that 
  particular injury starts to heal. After another 18 days, at the 
  20-rad level. the injury stops healing. 
  Every time the character receives a substantial dose, as well 
  as every day he spends in a “hot” environment, he should roll 
  on the Radiation Effects Table, below, using his current total 
  accumulated dose. 
   
   
  Radiation Effects Table 
   
  Accumulated 
  HT 
  Critical Success
  Failure 
  Critical 
  Dose 
  Mod. Success 
   
   
  Failure
  Up to 10 rads 
  +0 
  None 
  None 
  A(6d) 
  B 
  Up to 20 rads 
  +0 
  None 
  A(6d) 
  B 
  C 
  Up to 40 rads 
  +0 
  A (6d) 
  B 
  C (1 HT) 
  D 
  Up to 80 rads 
  -1 
  A (5d) 
  B 
  C (2 HT) 
  D 
  Up to 160 rads  
  -3 
  A (4d) 
  B 
  C (3 HT) 
  D 
  Up to 4,000 rads  
  -5 
  A (3d) 
  B 
  C (4 HT) 
  D 
   
  Note: The HT modifier applies to all HT rolls the victim 
  makes, whether for radiation, contagion, spell resistance, etc. 
  A: Radiation burns. Chronic, “somatic” damage -2 FIT for 
  a week. Roll the indicated number of dice; if all come up sixes, 
  the victim will develop cancer and die within a year. Starting a 
  few hours after his irradiation and lasting through seven days, 
  the victim 
  has 
  Low Pain Threshold (see p. B29)
  
   
   
  - 104 - 
  Spell List 
   
  if he had High Pain Threshold to start with, then it is nullified 
  for the duration. Radiation also causes “genetic” damage, but 
  very little is known about its likelihood. Human women, who 
  never produce new ova, are more vulnerable than men, who 
  constantly produce new spermatazoa. (Suggested rule: The 
  offspring of a human female who has taken over 250 rads ever, 
  or a human male who has taken over 100 rads in the last week, 
  is completely at the GM's mercy. Any birth defect imaginable 
  is possible.) Genetic damage under 100 rads is undetectable by 
  late-TL7 medical science. 
  B: Hematopoietic syndrome. In addition to radiation burns, 
  other effects occur within a day: nausea and vomiting lasting a 
  day or two and loss of 1d ST, DX and IQ. Afterward, the 
  victim rolls vs. HT daily: on a critical success, he recovers 2 
  points of ST, DX and IQ; on a success, he recovers 1 point of 
  ST, DX and IQ; on a failure, he makes no improvement; on a 
  critical failure, he relapses - he loses 1 point of ST, DX and IQ. 
  As long as the victim's ST, DX and IQ are depressed, he also 
  suffers from hemophilia (see p. B28). 
  C: 
  Gastrointestinal 
  syndrome. 
  In 
  addition 
  to 
  the 
  hematopoietic syndrome, other effects occur within 1 to 3 
  weeks: permanent loss of the indicated HT, as well as losing 
  all his body hair. The victim then starts losing 1 hit per day, 
  rolling vs. HT daily: on a critical success, the hit-point loss 
  stops and normal recovery can occur (the hair grows back). As 
  long as hit points decline, the victim is at risk from 
  opportunistic infections. He is also subject to bouts of nausea, 
  vomiting, diarrhea, fever and prostration; roll vs. HT hourly or 
  whenever the victim tries to do anything other than rest quietly. 
  If HT falls below 4, the victim's teeth and nails also start to fall 
  out. 
  D: As C, except that even a critical success on the HT roll 
  won't stop the daily HT loss: death is certain. 
   
  A dose of over 4,000 rads induces cerebrovascular death: 
  within an hour, the victim loses 2 hits, 2 IQ and rolls vs. HT to 
  stay conscious. Repeat every hour. Other symptoms include 
  diarrhea, vomiting, dizziness, low blood pressure, stupor, 
  incoherence, hyperexcitability, loss of coordination and 
  uncontrollable trembling. Unconsciousness is followed by 
  convulsions and then death (when IQ or HT reaches zero). 
  A dose of 200 rads causes sterility and blindness for a few 
  months, while a dose of 500 rads will permanently sterilize and 
  blind (assuming the victim survives). 
  Hit Location 
  In some circumstances, only some of a person's body parts 
  may be irradiated. For some cancers, a short hard burst of 
  radiation is just what the doctor ordered! To assess the dose's 
  effects, convert the body part's dose into an “equivalent 
  wholebody dose”: divide a dose to the head or limbs by 15, one 
  to the torso by 8, and one to the vitals by 4. 
  A very localized radiation injury causes the slow necrosis 
  of the body part; over the course of several months, the blood 
  vessels progressively fail and gangrene eventually sets in. 
  Another location effect is the depth of burn. Massive, 
  highly-charged particles such as alphas quickly expend all their 
  energy (e.g., in the skin). Lighter, uncharged particles 
  (neutrons, gammas) are “whole-body” exposures, since they 
  are just as likely to interact deep inside the body as with the 
  skin. 
   
  Other Species 
  The rules above were designed with mammals in mind; for 
  non-mammal PCs, apply the following modifiers to radiation 
  doses to determine effects: 
  Avians: Divide effective dose by 5. 
  Reptiles/Amphibians: Divide effective dose by 4. 
  Fish: Divide effective dose by 3. 
  Insects: Divide effective dose by 80. 
  Arachnids: Divide effective dose by 100. 
  Crustaceans/Molluscs/Worms: Divide effective dose by 2. 
  Protozoans: Divide effective dose by 1,000. 
  Plants vary, but are generally very sensitive to radiation. A 
  tree can be killed by as small a dose as 60 rads, for instance. 
  Grasses are hardier, being able to survive doses of 2,000 rads 
  or more. PC plant-races might fall anywhere in between or 
  outside these ranges entirely, as the GM sees fit. Likewise, the 
  responses of totally alien life forms are up to the GM. 
   
  See Radiation  
  Regular 
  Lets the subject see all radioactive items in his field of 
  vision. Each such item will glow in proportion to its activity. 
  Items hidden under clothes, behind walls, etc., will give off a 
  glow depending on the amount of radiation getting through the 
  shielding. Spells such as Radiation Jet will also become 
  visible. 
  Duration: 1 minute. 
  Cost: 3 to cast, 2 to maintain. 
  Item: Staff, wand or jewelry. Energy cost to create: 400. 
   
  Seek Radiation  
  Information 
  Tells the caster the direction and approximate distance of 
  the nearest source of radiation of any sort. Caster can also 
  specify that he is looking for a specific sort of radiation 
  (gamma, neutron, etc.). Any known highly-radioactive sources 
  may be excluded if the mage specifies them before casting 
  (almost everything is radioactive to some degree). Use the 
  long-distance modifiers (p. B151 or p. M10). 
  Cost: 3. 
  Time to cast: 10 seconds. 
  Prerequisite: See Radiation. 
  Item: A wand or stick which will point in the direction 
  sought and click or ping in proportion to the strength of the 
  source found. Energy cost to create: 60. 
  
   
   
  - 105 - 
  Spell List
  Irradiate 
  Area 
  Makes an area radioactive. 
  Duration: 1 hour. 
  Base Cost: 1 per 10 rads/hour; half to maintain. 
  Prerequisites: Create Earth and Create Fire. 
  Item: Staff, wand or jewelry. Energy cost to create: 300. 
   
  Extinguish Radiation (VH)  
  Regular 
  Removes harmful radioactivity from an area. 
  Duration: Permanent. 
  Cost: 1 per 10 rads/hour, per hex. 
  Prerequisites: Magery 2, Extinguish Fire, Earth to Air and 
  Irradiate. 
  Item: Staff, wand or jewelry. Energy cost to create: 1,500. 
   
  Resist Radiation  
  Regular 
  The subject (person, creature or object) and anything he 
  carries becomes resistant to radiation. This is expressed in 
  terms of Protection Factor (see p. 103). 
  This is also a Protection and Warning spell. 
  Duration: 1 minute. 
  Cost: 1 for PF 10, 2 for PF 100, 3 for PF 1,000. Half to 
  maintain. 
  Prerequisites: At least three Radiation spells. 
  Items: (a) Any. Affects wearer only. Energy cost to create: 
  1,000. (b) Wand, staff or jewelry. Energy cost to create: 1,500. 
   
  Cure Radiation (VH)  
  Regular 
  Heals the subject of radiation damage; this spell reduces the 
  accumulated radiation dose in the subject's body, including the 
  10% “permanent” retained dose. It does not restore already-lost 
  HT or other injury, which must be healed by other means. 
  Duration: The dose is cured permanently. 
  Cost: 1 per 10 rads removed from the subject's body 
  (minimum cost 5). 
  Time to cast: 30 seconds. 
  Prerequisites: Resist Radiation and Major Healing. 
  Item: Wand or staff. Must touch. Usable only by a mage or 
  a non-mage with Physician 20+. Energy cost to create: 1,500. 
   
  Radiation Jet  
  Regular 
  Lets the caster shoot an invisible beam of radiation from 
  one finger. Each turn, the caster rolls versus DX-4 or his Magic 
  Jet skill to hit. The target may dodge or block (although 
  ordinary shields won't offer any protection at all), but not parry 
  this attack. 
  The spell can also fog photographic films, scramble 
  electronics and so on. 
  Duration: 1 second. 
  Cost: 1 to 3. Inflicts a dose of 10 rads per point of ST spent 
  to a human-sized target. Range is equal to cost. Same to 
  maintain. 
  Prerequisites: Irradiate and Resist Radiation. 
  Item: Staff or wand. Mage only. The jet issues from the 
  item's tip. Energy cost to create: 600. 
   
  Breathe Radiation (VH)  
  Regular 
  Similar to Radiation Jet, except that the radiation issues 
  from the caster's mouth, and it cannot be maintained. The 
  caster rolls to hit against DX-2 or his Magic Breath skill (p. 
  M105). This counts as an action; the caster must be facing his 
  target. No hand gestures are required to cast this spell; certain 
  lip and tongue motions are made instead. Thus Breathe 
  Radiation can be cast “no hands” at any level of skill. 
  Duration: 1 second. 
  Cost: 1 to 4. Cannot be maintained. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery 2 and Radiation Jet. 
  Item: jewelry. Mage only. Energy cost to create: 1,200. 
   
  METAL AND PLASTIC SPELLS 
  In the following spells, 1 “hex” of metal, where it matters, 
  is equivalent to 1 ton (the hex's thickness then depends on the 
  metal's density). 
  For the purposes of these spells, a “metal” is any 
  conducting material. A “plastic,” by contrast, is any artificial 
  non-conducting non-living polymer material. If it isn't a) 
  animal, b) stone/earth/ceramic/glass, c) water/simple liquid, d) 
  air/gas, e) plant/wood (living or dead), f) metal, then it's 
  “plastic.” No Earthly life is made of plastic, but creatures of 
  living plastic could be found elsewhere . . . 
   
  Seek Metal  
  Information 
  Identical to the Seek Earth spell. 
   
  Seek Plastic  
  Information 
  Tells the caster the direction and approximate distance of 
  the nearest significant quantity of plastic. Use the long-distance 
  modifiers (p. B151 or p. M10). Any particular types or known 
  quantities of plastic may be excluded if the caster specifically 
  mentions them before beginning. 
  Cost: 3. 
  Time to cast: 10 seconds. 
  Item: Wand, staff or jewelry. Energy cost to create: 60. 
   
  Earth to Stone  
  see p. M32 
  Can change objects of earth or clay into metal for double 
  cost and objects of stone into metal at the regular cost. 
  GMs should be careful not to let players use this to start 
  churning out gold coins . . . 
   
  Stone to Earth  
  see p. M32 
  Can change metallic objects into stone for regular cost and 
  into earth for double cost. 
   
  
   
   
  - 106 - 
  Spell List 
  Flesh to Stone  
  see p. M32 
  The subject may be turned into a metallic statue for double 
  cost. 
   
  Stone to Flesh  
  see p. M32 
  A metallic subject costs twice as much to restore. 
   
  Earth to Air  
  see p. M32 
  Costs triple on metal. 
   
  Identify Metal  
  Information 
  Tells the caster what metal he is dealing with. He must 
  touch the metal to be identified. 
  Cost: 1. 
  Prerequisite: Seek Metal. 
   
  Identify Plastic  
  Information 
  Tells the caster what plastic he is dealing with. He must 
  touch the plastic to be identified. 
  Cost: 1. 
  Prerequisite: Seek Plastic. 
   
  Shape Metal  
  Regular; Special resistance 
  Lets the caster move solid or liquid metal around and shape 
  it into any form. If the form is stable, it will remain permanent-
  ly after shaping. An unstable form will last only while the spell 
  continues - though no special concentration is required -and 
  then break and collapse. A successful Engineering roll may be 
  required to create a stable arch, overhang or other structure. 
  Solid metal moved with this spell travels at only h hex per turn; 
  liquid metal will flow at that speed uphill, but will go much 
  faster horizontally (speed 4) or downhill (up to speed 10). 
  If this spell is cast on a magic item, the item resists with the 
  effective skill of its enchanter. An AI, robot, intelligent 
  weapon, etc., will resist the spell with its IQ. 
  Duration: 1 minute. 
  Cost: 6 per hex of metal shaped (4 for soft metals such 
  as lead, gold or magnesium), half to maintain. 
  Prerequisites: Magery and either Shape Stone or at 
  least six Tech spells. 
   
  Shape Plastic  
  Regular 
  Similar to Shape Metal, but affects “plastic.” Material 
  moved with this spell travels at h hex per turn or faster if 
  ductile or liquid. 
  Duration: 1 minute. 
  Cost: 6 per hex of plastic shaped, half to maintain. 
  Prerequisites: Magery and either Shape Plant or at least 
  six Tech spells. 
   
  Metal Vision  
  Regular 
  Lets the subject see through metal to gaze upon 
  whatever lies beyond - past the door, inside the chest, etc. 
  Certain metals resist (lead) or flatly block this spell. 
  This is also a Knowledge spell. 
  Duration: 30 seconds. 
  Cost: 2 per 5 hexes of depth (maximum 25 hexes) to 
  cast, same to maintain. 
  Prerequisite: Shape Metal. 
  Item: Any. Works for wearer only. Energy cost to 
  create: 800. 
   
  Plastic Vision 
  Regular 
  Lets the subject see through plastic. 
  This is also a Knowledge spell. 
  Duration: 30 seconds. 
  Cost: 2 per 5 hexes of depth (maximum 25 hexes) to cast, 
  same to maintain. 
  Prerequisite: Shape Plastic. 
  Item: Any. Works for wearer only. Energy cost to create: 
  800. 
   
  Body of Metal (VH)  
  Regular; Resisted by HT 
  Subject becomes an animated statue of metal. Clothes (up 
  to 6 pounds) also become metallic, but lose any magic powers 
  they might have had. He does not need to breathe while the 
  spell lasts. He may still speak, cast spells, etc. 
  His Speed goes down to 3. He acquires PD 4, DR equal to 
  TL/2 - PD 0, DR 1 against electrical attacks. His punches and 
  kicks do +2 damage. 
  He takes only half damage from Fire and Water combat 
  spells and none from Air spells. Each 6 points of energy put 
  into Shape Metal hinders the subject by 1 point of Move and 
  Dodge. 
  Duration: l minute. The spell expires if the subject loses 
  consciousness. 
  Cost: 12 to cast, 6 to maintain. 
  Time to cast. 5 seconds. 
  Prerequisites: Magery 2 and Shape Metal. 
  Item: Staff, wand or jewelry. Wearer only. Energy cost to 
  create: 3,000. 
   
  
   
   
  - 107 - 
  Spell Table
   
  This section can be copied and used for reference, especially when creating 
  characters. The “grimoire” form on p. 128 may also be photocopied for your own use; it is 
  especially handy to copy it onto the back of a wizard's Character sheet. 
   
  Notes: An asterisk (*) after a spell name indicates that it is Mental/Very Hard. All 
  other spells are Mental/Hard. 
   
  A “-” indicates that the column does not apply. 
  Under prerequisites, Magery is abbreviated M, Magery 2 is M2, and so on. 
  Under class, an “R” indicates that the spell can be resisted. Then entry after the dash 
  shows what resists the spell. 
  Under energy, if two numbers are separated by a slash, the first is the cost of cast and 
  the second is the cost to maintain. A /h means cost to maintain is half the cost to cast. A /s 
  means cost to maintain is the same as cost to cat. 
  Under time to cast, “Instant” means that the effect occurs as soon as the spell is 
  finished, and is completed immediately. 
  “Special” just means that the description is too complex to fit on a table see 
  appropriate page number (also shown on the table). 
  A “#” sign means that there are exceptions to the amount given-see the appropriate 
  page number. 
   
  Page  Spell Name 
  Class 
  College 
  Time to cast 
  Duration 
  Energy 
  Prerequisites 
   
   
   
   
   
   
   
   
  9 
  (Animal) Control 
  Reg./R-IQ 
  Animal 
  1 sec. 
  1 min. 
  varies# 
  Beast-Soother 
  50 
  Accelerate Time* 
  Area/R-Spec. 
  Gate 
  2 sec. 
  1 min.# 
  varies# 
  M2, IQ 15+, 2 spells ea. from 10 colleges 
  37 
  Acid Ball 
  Missile 
  Acid (Water) 
  1 to 3 sec. 
  Instant 
  1 to 3 
  M2, Create Acid 
  37 
  Acid Jet 
  Regular 
  Acid (Water) 
  1 sec. 
  1 sec. 
  l to 3/s 
  M2, Water Jet, Create Acid 
  18 
  Agonize 
  Reg./R-HT 
  Body Control 
  1 sec. 
  1 min. 
  8 
  M2, Sensitize 
  24 
  Air Vision 
  Regular 
  Air 
  1 sec. 
  1 min. 
  1 per mi./h 
  Shape Air 
  25 
  Air Vortex 
  Area/R-HT or DX 
  Air 
  2 sec. 
  10 sec. 
  8/3 
  M2, Body of Air, Whirlwind 
  23 
  Alter Terrain* 
  Area 
  Earth 
  10 sec. 
  2d days 
  1# 
  M3, all 4 elemental Shape spells, Shape Stone 
  18 
  Alter Voice 
  Reg./R-HT 
  Body Control 
  30 sec. 
  1 hr. 
  3/2 
  4 Body Control and 4 Sound spells 
  16 
  Ambidexterity 
  Regular 
  Body Control 
  1 sec. 
  1 min. 
  3/2 
  Dexterity 
  38 
  Amulet 
  Enchantment 
  Enchantment 
  - 
  Indef.# 
  50/pt. magic resist. 
  Talisman for appropriate spell 
  98 
  Animate Machine/TL* 
  Reg./R-IQ 
  Tech 
  sec.=cost 
  1 min. 
  varies# 
  Machine Control, either Animation or Animate Object 
  67 
  Animate Object* 
  Reg./R-Spec. 
  Mk-Brk 
  3 sec. 
  1 min. 
  1 per 5 lbs.# 
  M2, 3 Shape spells 
  87 
  Animate Shadow 
  Reg./R-HT 
  Necro. 
  2 sec. 
  10 sec. 
  4/4 
  Skull-Spirit, Shape Darkness 
  85 
  Astral Block 
  Area 
  Necro 
  2 sec. 
  10 min. 
  4/2# 
  Summon Spirit, Repel Spirit 
  61 
  Astral Vision* 
  Regular 
  Knowledge 
  1 sec. 
  1 min. 
  4/2 
  Sense Spirit, See Invisible 
  99 
  Awaken Computer/TL* 
  Regular 
  Tech 
  10 sec. 
  1 hr. 
  varies# 
  Animation, Wisdom 
  16 
  Balance 
  Regular 
  Body Control 
  1 sec. 
  1 min. 
  5/3 
  Boost Dexterity 
  28 
  Ball of Lightning 
  Regular 
  Electicity (Air)
  1 to 3 sec. 
  1 min. 
  2 to 6/h# 
  Apportation, Lightning 
  44 
  Beacon 
  Area 
  Gale 
  30 sec. 
  24 hrs. 
  10/h# 
  Teleport, Timeport or Plane Shift 
  9 
  Beast-Rouser 
  Regular 
  Animal 
  1 sec. 
  1 hr.# 
  1 to 3 
  Vexation or Animal Empathy advantage 
  91 
  Bladeturning 
  Reg./R-Spec. 
  Protection 
  1 sec. 
  1 min. 
  2/2 
  Shield or Turn Blade 
  88 
  Blight 
  Area 
  Plant 
  5 min. 
  Varies# 
  1# 
  Plant Growth 
  81 
  Blink Other* 
  Blocking 
  Movement 
  none 
  Instant 
  2 
  Blink 
  91 
  Block 
  Blocking 
  Protection 
  none 
  Instant 
  1 per point PD# 
  M 
  90 
  Body of Algae 
  Beg /R-HT 
  Plant 
  5 sec. 
  1 min.# 
  6/2 
  M1, Plant Form, Shape Water 
  31 
  Body of Flames* 
  Reg./R-HT 
  Fire 
  1 sec. 
  1 min. 
  12/4 
  Breathe Fire 
  36 
  Body of Ice* 
  Reg./R-HT 
  Ice (Water) 
  5 sec. 
  1 min. 
  7/3 
  M2, Body of Water, Freeze 
  29 
  Body of Lightning * 
  Reg./R-HT 
  Electricity (Air) 
  5 sec. 
  1 min. 
  12/4 
  M2, Lightning 
  106 
  Body of Metal* 
  Reg./R-HT 
  Tech. 
  5 sec. 
  1 min.# 
  12/6 
  M2, Shape Metal 
  65 
  Body of Shadow* 
  Reg./R-HT 
  Lt-Dk 
  5 sec. 
  1 min. 
  6/3 
  M2, Shape Darkness 
  25 
  Bodv of Wind 
  Reg./R-HT 
  Air 
  2 sec. 
  1 min. 
  8/4 
  M3, Body of Air, Windstorm- 1 spell ea. from 5 colleges 
  89 
  Body of Wood 
  Reg./R-HT 
  Plant 
  5 sec. 
  1 min. 
  7/3 
  M2, Plant Form 
  51 
  Body-Reading 
  Info./R-IQ 
  Healing 
  30 sec. 
  Instant 
  2 
  Sense Life or Awaken 
  33 
  Boil Water 
  Regular 
  Water 
  10 sec. 
  Perm.# 
  varies# 
  Shape Water, Heat 
  13 
  Boost (Attribute) 
  Reg. or Block. 
  Body Control 
  none 
  Instant 
  1 per + 
  varies# 
  13 
  Boost Dexterity 
  Reg. or Block. 
  Body Control 
  none 
  Instant 
  1 per + 
  Dexterity 
  13 
  Boost Health 
  Reg, or Block. 
  Body Control 
  none 
  Instant 
  1 per + 
  Vigor 
  13 
  Boost Strength 
  Reg. or Block. 
  Body Control 
  none 
  Instant 
  1 per + 
  Might 
  105 
  Breathe Radiation* 
  Regular 
  Tech. 
  2 sec. 
  1 sec. 
  1 to 4 
  M2, Radiation Jet 
  34 
  Breathe Steam* 
  Regular 
  Water 
  2 sec. 
  1 sec. 
  1 to 4 
  M, Steam Jet, Resist Fire 
  65 
  Bright Vision 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  2/1 
  Keen Eyes or 5 Light and Darkness spells; no Blindness 
  31 
  Burning Death* 
  Reg./R-HT 
  Fire 
  3 sec. 
  1 sec. 
  3/2 
  M2, Heat, Sickness 
  30 
  Burning Touch 
  Regular 
  Fire 
  1 sec. 
  Instant 
  1 to 3 
  M2, 6 Fire spells incl. Heat 
  16 
  Cadence 
  Regular 
  Body Control 
  10 sec. 
  1 hr. 
  5/3# 
  Haste, Dexterity 
  92 
  Catch Missile 
  Blocking 
  Protection 
  none 
  Instant 
  2 
  Deflect Missile 
  71 
  Catch Spell* 
  Blocking 
  Meta-spell 
  none 
  Instant 
  3 
  M2, Return Missile, DX 12+ 
  74 
  Charge Powerstone* 
  Regular 
  Meta-spell 
  10 min. 
  Indef. 
  3 per point 
  M3, Powerstone, Lend Strength 
  15 
  Choke 
  Reg./R-HT 
  Body Control 
  1 sec. 
  10 sec. 
  4/4 
  M, 5 Body Control Spells incl. Spasm 
  52 
  Cleansing 
  Reg./R-Spec. 
  Healing 
  1 sec. 
  Perm. 
  varies# 
  Minor Healing, Shatter, Sterilize 
  81 
  Cloud-Vaulting* 
  Regular 
  Movement 
  1 sec. 
  1 sec./100 mi. 
  7 
  M2, Jump, Cloud-Walking 
  81 
  Cloud-Walking 
  Regular 
  Movement 
  1 sec. 
  1 hr. 
  3/2 
  Walk on Air, Walk on Water 
  77 
  Command 
  Block /R-IQ 
  Mind 
  none 
  Instant 
  2 
  M2, Forgetfulness 
  20 
  Communication* 
  Regular 
  Comm. 
  4 sec. 
  1 min. 
  4/4# 
  Wizard Eye, Far-Hearing, Voices, Simple Illusion 
  76 
  Compel Lie 
  Reg./R-IQ 
  Mind 
  1 sec, 
  5 min. 
  4/2 
  Emotion Control 
  89 
  Conceal 
  Area 
  Plant 
  4 sec. 
  1 hr. 
  varies# 
  Plant Growth 
  24 
  Concussion 
  Missile 
  Air 
  1 to 3 sec. 
  Instant 
  2 per die# 
  Shape Air. Thunderclap 
  33 
  Condense Steam 
  Area 
  Water 
  10 sec. 
  Perm.# 
  1# 
  Cold or Boil Water 
  101 
  Conduct Power/TL* 
  Special 
  tech. 
  1 sec. 
  1 min. 
  0/1# 
  61, Seek Power 
  64 
  Continual Mage Light 
  Regular 
  Lt-Dk 
  1 sec. 
  varies# 
  varies# 
  Mage Sight, Continual Light 
  64 
  Continual Sunlight 
  Area 
  Lt-Dk 
  1 sec. 
  varies# 
  3 
  Sunlight 
  68 
  Contract Object* 
  Regular 
  Mk-Brk 
  3 sec. 
  1 hr. 
  1 per lb./s# 
  M3, Change Object 
  49 
  Control Gate 
  Reg./R-gate 
  Gate 
  10 sec. 
  1 min. 
  6/3 
  M3, Seek Gate 
  14 
  Control Limb 
  Reg./R-IQ 
  Body Control 
  1 sec. 
  5 sec. 
  3/3# 
  M, 5 Body Control spells incl. Spasm 
  93 
  Converse 
  Regular 
  Sound 
  1 sec. 
  Indef.# 
  2 
  M, Garble, Silence 
  27 
  Cool 
  Area 
  Weather (Air) 
  1 min.# 
  1 hr. 
  1/10/s 
  Cold, 6 Air Spells 
  35 
  Coolness 
  Regular 
  Ice (Water) 
  10 sec.. 
  1 hr. 
  2/1 
  Cold 
  17 
  Corpulence* 
  Reg./R-HT 
  Body Control 
  3 sec. 
  10 min. 
  6/6 
  M2, Create Earth, Create Water, 4 Body Control spells# 
  37 
  Create Acid 
  Regular 
  Acid (Water) 
  2 sec. 
  Perm.# 
  4 per gal.# 
  M, Create Water, Create Earth 
  48 
  Create Door 
  Regular 
  Gate 
  5 sec. 
  10 sec. 
  2 per hex/s 
  Teleport, 1 “Walk Through” spell 
  100 
  Create Fuel/TL 
  Regular 
  Tech. 
  30 sec. 
  Perm. 
  1 per lb. 
  Seek fuel, 2 transmutation spells 
  49 
  Create Gate* 
  Regular 
  Gate 
  sec.=cost 
  1 min. 
  10 x spell cost# 
  Control Gate, one of Teleport, Timeport or Planeshift 
   
  
   
   
  - 108 - 
  Spell Table 
   
  Page  Spell Name 
  Class 
  College 
  Time to cast 
  Duration 
  Energy 
  Prerequisite 
   
   
   
   
   
   
   
   
  35 
  Create Ice 
  Regular 
  Ice (Water) 
  1 sec. 
  Perm.# 
  2 per gal. 
  Freeze 
  57 
  Create Mount 
  Regular 
  Illusion 
  3 sec. 
  1 hr. 
  8/3 
  M3, Create Animal 
  33 
  Create Steam 
  Area 
  Water 
  - 
  5 min.# 
  2 
  Boil Water 
  32 
  Create Well 
  Regular 
  Water 
  1 min 
  Perm. 
  5 x gal./hr.# 
  Dry Well, Shape Water 
  55 
  Cure Addiction* 
  Reg./R-# 
  Healing 
  1 hr. 
  Perm. 
  varies# 
  Relieve Addiction 
  52 
  Cure Dehydration 
  Regular 
  Healing 
  10 sec. 
  Perm. 
  2 per Fatigue# 
  M, Minor Healing, Create Water 
  55 
  Cure Insanity* 
  Regular 
  Healing 
  1 hr. 
  Perm. 
  varies# 
  Major Healing, Relieve Madness, 5 Mind Control spells 
  105 
  Cure Radiation* 
  Regular 
  Tech. 
  30 sec. 
  Perm. 
  per 10 rads# 
  Resist Radiation, Major Healing 
  52 
  Cure Starvation 
  Regular 
  Healing 
  10 sec. 
  Perm 
  2 per Fatigue# 
  M, Minor Healing, Create Food 
  34 
  Current 
  Spec./Area 
  Weather (Water) 
  1 min. 
  1 hr. 
  1/50/s 
  8 Water spells. 
  40 
  Dancing Shield 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  250/lb.# 
  Enchant, Air-Golem 
  17 
  Decapitation* 
  Reg./R-HT+2 
  Body Control 
  2 sec. 
  Perm. 
  6 
  M2, Alter Body 
  40 
  Defending Shield 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Enchant, Dexterity 
  40 
  Defending Weapon 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Enchant, Air-Golem 
  91 
  Deflect Missile 
  Blocking 
  Protection 
  none 
  Instant 
  1 
  Apportation 
  91 
  Detect Poison 
  Area/Info. 
  Protection 
  2 sec. 
  Instant 
  2 
  Sense Danger or Test Food 
  24 
  Devitalize Air 
  Area 
  Air 
  - 
  - 
  2 
  Destroy Air 
  75 
  Disorient 
  Area/R-IQ 
  Mind 
  10 sec. 
  varies# 
  1 
  Foolishness 
  70 
  Displace Spell 
  Reg./R-spell 
  Meta-spell 
  5 sec. 
  Indef.# 
  1 /4 spell cost# 
  Suspend Magic 
  81 
  Distant Blow 
  Regular 
  Movement 
  3 sec. 
  5 sec. 
  3/3 
  M2, Apportation 
  48 
  Divert Teleport* 
  Block./R-spell 
  Gate 
  1 sec. 
  Instant 
  varies# 
  M3, Trace Teleport 
  59 
  Divination 
  Information 
  Knowledge 
  1 hr.# 
  Instant 
  10 
  History, others# 
  40 
  Doppelganger* 
  Enchantment 
  Enchantment 
  - 
  Perm.# 
  1,000 
  M3, Golem, History, Enslave 
  73 
  Drain Magery* 
  Reg./R-IQ+Magery 
  Meta-spell 
  10 min. 
  Perm. 
  30 
  M3, Suspend Magery 
  101 
  Draw Power/TL* 
  Special 
  Tech. 
  1 sec. 
  1 min. 
  0/1# 
  Steal Power, 2 spells from 10 colleges 
  21 
  Dream Projection 
  Regular 
  Comm. 
  1 min. 
  1 min. 
  3/3 
  Dream Sending 
  21 
  Dream Sending 
  Reg./R-IQ 
  Comm. 
  1 min. 
  1 hr. 
  3# 
  Dream Viewing 
  21 
  Dream Viewing 
  Reg./R-IQ 
  Comm. 
  10 sec. 
  1 hr. 
  2/1 
  Truthsayer, Sleep 
  32 
  Dry Well 
  Regular 
  Water 
  1 min. 
  Perm. 
  3 x gal./hr.# 
  Destroy Water, Shape Earth 
  77 
  Dull Ears 
  Reg./R-HT 
  Mind 
  1 sec. 
  30 min. 
  1 to 3/h# 
  none 
  77 
  Dull Eyes 
  Reg./R-HT 
  Mind 
  1 sec. 
  30 min. 
  1 to 3/h# 
  none 
  77 
  Dull Nose 
  Reg./R-HT 
  Mind 
  1 sec. 
  30 min. 
  1 to 3/h# 
  none 
  78 
  Dullness* 
  Reg./R-HT 
  Mind 
  1 sec. 
  10 min. 
  2 to 10/h# 
  Any 2 Dull spells 
  56 
  Duplicate 
  Regular 
  Illusion 
  sec.=cost 
  hidet.4 
  3 per 5 lbs. 
  Create Object, Copy 
  24 
  Earth to Water 
  Regular 
  Earth 
  1 sec. 
  Perm. 
  varies# 
  M, Create Water, Shape Earth 
  63 
  Echoes of the Past 
  Regular 
  Knowledge 
  10 sec. 
  1 min. 
  2/2# 
  M2, History, Voices 
  76 
  Ecstasy* 
  Reg./R-IQ 
  Mind 
  3 sec. 
  10 sec. 
  6 
  M2, Emotion Control 
  42 
  Effigy* 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  1,000 
  Enchant, Scryfool, Ward 
  28 
  Electric Armor 
  Regular 
  Electricity (Air) 
  1 sec. 
  1 min. 
  7/4 
  M, Lightning, Resist Lightning 
  27 
  Electric Missiles 
  Regular 
  Electricity (Air) 
  3 sec. 
  1 min. 
  4/2# 
  Electric Weapon 
  27 
  Electric Weapon 
  Regular 
  Electricity (Air) 
  2 sec. 
  1 min. 
  4/1 
  M2, Lightning 
  78 
  Encrypt 
  Reg./R-Spec. 
  Mind 
  1 sec. 
  1 week# 
  1 per 10 hexes# 
  Daze 
  69 
  Enlarge Object* 
  Regular 
  Mk-Brk 
  3 sec. 
  1 hr. 
  1 per lb./s# 
  Extend Object 
  19 
  Enlarge Other* 
  Reg./R-HT 
  Body Control 
  10 sec. 
  1 hr. 
  varies# 
  M3, Enlarge 
  19 
  Enlarge* 
  Regular 
  Body Control 
  5 sec. 
  1 hr. 
  varies# 
  M2, Alter Body 
  39 
  Ensorcel* 
  Ench./R-Spec. 
  Enchantment 
  - 
  Perm.# 
  200 x spell cost 
  Malefice 
  75 
  Enthrall 
  Spec./R-IQ 
  Mind 
  1 sec. 
  1 hr.# 
  3/3 
  Forgetfulness, Daze, Slow 
  37 
  Essential Acid* 
  Regular 
  Acid (Water) 
  1 sec. 
  Perm.# 
  8 per gal. 
  6 Acid spells 
  26 
  Essential Air 
  Area 
  Air 
  3 sec. 
  Perm. 
  2 
  6 Air spells 
  22 
  Essential Earth 
  Regular 
  Earth 
  30 sec. 
  Perm. 
  8/hex 
  6 Earth spells 
  43 
  Essential Food* 
  Regular 
  Food 
  30 sec. 
  Perm. 
  3/meal# 
  M2, Banquet, Create Food 
  86 
  Evisceration* 
  Reg./R-HT or IQ 
  Necro. 
  5 sec. 
  varies# 
  10 
  M3, Apportation, Steal Health 
  66 
  Explode* 
  Regular 
  Mk-Brk 
  1 sec. 
  Instant 
  2 to 6 
  M2, Shatter, Apportation 
  68 
  Extend Object* 
  Regular 
  Mk-Brk 
  3 sec. 
  1 hr. 
  l per lb./s# 
  M3, Change Object 
  105 
  Extinguish Radiation* 
  Regular 
  Tech. 
  1 sec. 
  Perm. 
  per 10 rads/hr./hex M2, Extinguish Fire, Earth to Air, Irradiate 
  69 
  False Aura 
  Reg./Area/R-IQ 
  Meta-spell 
  10 sec. 
  10 hrs. 
  4/2# 
  Conceal Magic, Aura 
  88 
  False Tracks 
  Reg./R-IQ 
  Plant 
  1 sec. 
  1 min. 
  2/1 
  Shape Plants, Shape Earth 
  61 
  Far-Feeling 
  Regular 
  Knowledge 
  3 sec. 
  1 min. 
  3/1 
  M 
  43 
  Far-Tasting 
  Regular 
  Food 
  3 sec. 
  1 min. 
  3/1 
  M, either Seek Food or Seek Air; no anosmia 
  75 
  Fascinate 
  Reg. or Block./R-IQ 
  Mind 
  1 sec. 
  Indef. 
  4/none 
  Daze 
  29 
  Fast Fire 
  Regular 
  Fire 
  1 sec. 
  1 min. 
  varies 
  Slow Fire 
  67 
  Fasten 
  Reg./R-DX 
  Mk-Brk 
  1 sec. 
  Perm. 
  3# 
  Knot 
  30 
  Fire Cloud 
  Area 
  Fire 
  sec.=cost# 
  10 sec. 
  1 to 5# 
  Shape Air, Fireball 
  30 
  Flameturning 
  Blocking 
  Fire 
  None 
  Instant 
  2 
  Resist Fire, or Apportation and Shape Fire 
  31 
  Flaming Armor 
  Regular 
  Fire 
  1 sec. 
  1 min. 
  6/3 
  M, Resist Fire, Flame Jet 
  35 
  Flesh to Ice* 
  Reg./R-HT 
  Ice (Water) 
  2 sec. 
  Perm.# 
  12 
  M, Frostbite, Body of Water 
  80 
  Flying Carpet* 
  Regular 
  Movement 
  5 sec. 
  10 min. 
  varies# 
  Flight, or M2 and Walk on Air 
  92 
  Force Wall 
  Regular 
  Protection 
  1 sec. 
  10 min. 
  2 per hex/s 
  Force Dome 
  32 
  Foul Water 
  Area 
  Water 
  - 
  Perm.# 
  3# 
  Purify Water, Decay 
  14 
  Frailty 
  Reg./R-HT 
  Body Control 
  1 sec. 
  1 min. 
  2 per -/s# 
  Lend Strength 
  79 
  Freedom 
  Regular 
  Movement 
  1 sec. 
  1 min. 
  2 per +/s# 
  3 spells ea. - Body Control, Movement, Prot. & Warning 
  16 
  Fumble 
  Block./R-DX 
  Body Control 
  none 
  Instant 
  5 
  Clumsiness 
  93 
  Garble 
  Reg./R-IQ 
  Sound 
  1 sec. 
  1 min. 
  4/2 
  Voices  
  17 
  Gauntness* 
  Reg./R-HT 
  Body Control 
  3 sec. 
  10 min. 
  6/6 
  M2, Earth to Air, Destroy Water, 4 Body Control spells# 
  41 
  Ghost Weapon 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  250/lb.# 
  Enchant, Solidify 
  75 
  Glib Tongue 
  Reg./R-IQ 
  Mild 
  1 sec. 
  5 min. 
  2/1 
  Suggestion 
  96 
  Glitch/TL 
  Reg./R-HT 
  Tech. 
  1 sec. 
  Instant 
  3 
  Machine Control 
  64 
  Gloom 
  Area 
  Lt-Dk 
  sec.=cost# 
  varies# 
  varies# 
  Continual Light 
  64 
  Glow 
  Area 
  Lt-Dk 
  sec.=cost# 
  varies# 
  varies# 
  Continual Light 
  41 
  Graceful Weapon 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  150/lb.# 
  Enchant, Apportation 
  79 
  Grease 
  Area 
  Movement 
  1 sec. 
  10 min 
  3/3 
  Haste 
  76 
  Great Hallucination* 
  Reg./R-IQ 
  Mind 
  4 sec. 
  1 min. 
  6/3 
  M2, Hallucination 
  12 
  Great Shapeshifting* 
  Special 
  Animal 
  5 sec. 
  1 min. 
  8/4 
  M3, Alter Body, 4 Shapeshifting, 10 other spells 
  17 
  Hair Growth 
  Reg./R-HT 
  Body Control 
  1 sec. 
  5 sec. 
  1/1 
  5 Body Control spells 
  16 
  Haircut 
  Reg./R-HT 
  Body Control 
  2 sec. 
  Instant 
  2 
  Weaken, 2 Body Control spells 
   
  
   
   
  - 109 - 
  Spell Table
   
   
  Page 
  Spell Name 
  Class 
  College 
  Time to Cast 
  Duration 
  Energy 
  Prerequisites 
   
   
   
   
   
   
   
   
  76 
  Hallucination 
  Reg./R-IQ 
  Mind 
  3 sec. 
  1 min. 
  4/2 
  Madness, Suggestion 
  71 
  Hang Spell* 
  Special 
  Meta-spell 
  10 sec. 
  1 hr. 
  spell cost/s# 
  Delay 
  91 
  Hardiness 
  Blocking 
  Protection 
  none 
  Instant 
  1 per point DR# Stiffen 
  52 
  Healing Slumber 
  Reg./R-# 
  Healing 
  30 sec. 
  8 hrs. 
  6 
  M2, Peaceful Sleep, Minor Healing 
  20 
  Hide Emotion 
  Regular 
  Comm. 
  1 sec. 
  1 hr. 
  2/1 
  Sense Emotion 
  44 
  Hide Object 
  Regular 
  Gate 
  10 sec. 
  1 hr. 
  1 per lb./s 
  Hideaway, Teleport 
  14 
  Hold Breath 
  Regular 
  Body Control 
  1 sec. 
  1 min. 
  4/2 
  M, Vigor 
  78 
  Hold Fast 
  Blocking 
  Movement 
  none 
  Instant 
  1 per hex 
  Apportation 
  42 
  Homunculus 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  800 
  Enchant, Mind-Sending 
  15 
  Hunger 
  Reg./R-HT 
  Body Control 
  5 sec. 
  1 day# 
  2 
  M, Fatigue, Decay 
  9 
  Hybrid Control* 
  Reg./R-IQ 
  Animal 
  1 sec. 
  1 min. 
  6/3 
  2 Animal Control spells 
  36 
  Icy Breath* 
  Regular 
  Ice (Water) 
  2 sec. 
  1 sec. 
  1 to 4 
  M, Snow Jet, Resist Cold 
  36 
  Icy Missiles 
  Regular 
  Ice (Water) 
  3 sec. 
  l min. 
  4/2 
  Icy Weapon 
  35 
  Icy Touch 
  Regular 
  Ice (Water) 
  1 sec.# 
  Perm.# 
  2 per l/4”# 
  M, 4 Ice spells 
  106 
  Identify Metal 
  Information 
  Tech. 
  1 sec. 
  Instant 
  1 
  Seek Metal 
  106 
  Identify Plastic 
  Information 
  Tech. 
  1 sec. 
  Instant 
  1 
  Seek Plastic 
  62 
  Images of the Past 
  Regular 
  Knowledge 
  10 sec. 
  1 min. 
  3/3# 
  M2, History, Simple Illusion 
  93 
  Imitate Voice 
  Reg./R-HT 
  Sound 
  1 sec. 
  1 min. 
  3/1 
  Voices 
  90 
  Immurement 
  Reg./R-IQ 
  Plant 
  3 sec. 
  Indef.# 
  8 
  M2, Walk Through Wood 
  79 
  Increase Burden 
  Reg./R-Spec. 
  Movement 
  3 sec. 
  10 min. 
  varies# 
  Apportation 
  58 
  Initiative 
  Area 
  Illusion 
  10 sec. 
  varies# 
  1/3 per +# 
  Independence, Wisdom 
  56 
  Inscribe 
  Area/R-IQ 
  Illusion 
  1 sec. 
  1 min. 
  1/1# 
  Simple Illusion, Copy 
  20 
  Insignificance 
  Reg./R-Spec. 
  Comm. 
  10 sec. 
  1 hr. 
  4/4 
  Persuasion, Avoid 
  52 
  Instant Neutralize Poison* 
  Regular 
  Healing 
  1 sec. 
  Instant 
  8 
  M2, Neutralize Poison 
  104 
  Irradiate 
  Area 
  Tech. 
  1 sec. 
  1 hr. 
  per 10 rads/hr./h Create Earth, Create Fire 
  79 
  Jump 
  Regular 
  Movement 
  1 sec. 
  1 min. 
  1 to 3# 
  Apportation 
  58 
  Know Location 
  Information 
  Knowledge 
  10 sec. 
  Instant 
  2 
  M, Tell Position 
  43 
  Know Recipe 
  Info/R-Spec. 
  Food 
  10 sec. 
  Instant 
  3 
  Seek Food, History 
  58 
  Know True Shape 
  Information 
  Knowledge 
  1 sec. 
  Instant 
  2 
  M, either Aura or Know Illusion, and any shifting spell# 
  40 
  Leak 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  100 
  Hideaway 
  100 
  Lend Power/TL 
  Regular 
  Tech. 
  1 sec. 
  Indef. 
  varies# 
  M2, Seek Power 
  72 
  Lend Spell 
  Regular 
  Meta-spell 
  3 sec. 
  Perm. 
  spell cost# 
  M, Lend Skill, spells from 6 colleges 
  18 
  Lengthen Limb 
  Regular 
  Body Control 
  5 sec. 
  1 min. 
  2/2 
  M3, Shapeshifting 
  78 
  Light Tread 
  Regular 
  Movement 
  1 sec. 
  10 min. 
  4/1 
  Apportation, Shape Earth 
  28 
  Lightning Stare* 
  Regular 
  Electricity (Air)
  2 sec. 
  1 sec. 
  1 to 4 
  M, Lightning, Resist Lightning 
  28 
  Lightning Whip 
  Regular 
  Electricity (Air)
  2 sec. 
  10 sec. 
  1 per 2 hexes# 
  M, Lightning 
  78 
  Long March 
  Reg./R-ST 
  Movement 
  1 min. 
  1 day 
  3 
  M, either Clumsiness or Fatigue 
  76 
  Lure 
  Area/R-IQ 
  Mind 
  10 sec. 
  1 hr. 
  2/2 
  Emotion Control 
  96 
  Machine Control/TL 
  Regular 
  Tech. 
  1 sec. 
  1 min. 
  6/3 
  Reveal Function, Locksmith, Lightning 
  98 
  Machine Possession/TL 
  Reg./R-IQ 
  Tech. 
  30 sec. 
  1 min. 
  6/2 
  Machine Control, either Rider Within or Soul Rider 
  96 
  Machine Speech/TL 
  Regular 
  Tech. 
  1 sec. 
  1 min. 
  5/3 
  Machine Summoning 
  96 
  Machine Summoning/TL 
  Regular 
  Tech. 
  4 sec. 
  1 min. 
  4/2 
  Machine Control 
  64 
  Mage Light 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  varies# 
  Mage Sight, Light 
  102 
  Magnetic Vision 
  Regular 
  Tech. 
  1 sec. 
  1 min. 
  2/1 
  Keen Eyes 
  72 
  Maintain Spell* 
  Special 
  Meta-spell 
  2 sec.# 
  Indef.# 
  spell cost# 
  Link 
  39 
  Malefice* 
  Ench/R-Spec. 
  Enchantment 
  - 
  Indef.# 
  250 
  Enchant, Seeker 
  97 
  Malfunction/TL 
  Reg./R-HT 
  Tech. 
  1 sec. 
  1 min. 
  5 
  M2, Glitch 
  42 
  Manastone* 
  Enchantment 
  Enchantment 
  - 
  Indef. 
  5/casting 
  Enchant 
  67 
  Mapmaker 
  Special 
  Mk-Brk. 
  10 sec. 
  1 hr. 
  4/2 
  Inscribe, Measurement 
  87 
  Materialize 
  Spec./R-ST or IQ 
  Necro. 
  1 sec. 
  1 min. 
  5/5 
  Summon Spirit# 
  59 
  Memorize 
  Regular 
  Knowledge 
  2 sec. 
  10 sec. 
  3 
  Wisdom or 6 Knowledge spells 
  12 
  Merging Shapeshifting* 
  Spec./R-IQ 
  Animal 
  30 sec. 
  1 hr. 
  8/3 
  M3, 2 Shapeshift Other, 2 Body Cont., 2 (Animal) Cont.
  94 
  Message 
  Reg./R-spell 
  Sound 
  varies# 
  varies# 
  1 per 15 sec. 
  Great Voice, Seeker 
  106 
  Metal Vision 
  Regular 
  Tech. 
  1 sec. 
  30 sec. 
  2 per 5 hexes/s# Shape Metal 
  65 
  Mirror 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  2 per hex/s 
  Colors 
  23 
  Move Terrain* 
  Area/R-Spec. 
  Eaith 
  1 min. 
  1 hr.# 
  10/8 
  Alter Terrain, Hide Object 
  22 
  Mud Jet 
  Regular 
  Earth 
  1 sec. 
  1 sec. 
  1 to 3 
  Water Jet, Create Earth, Shape Earth 
  94 
  Musical Scribe 
  Regular 
  Sound 
  1 sec. 
  1 min. 
  3/1# 
  Scribe 
  67 
  Mystic Mark 
  Reg./R-Spec 
  Mk-Brk 
  10 sec. 
  Perm.# 
  3 
  Dye, Trace 
  77 
  Oath 
  Reg./R-Spec. 
  Mind 
  1 min. 
  Perm. 
  4 
  M, Emotion Control 
  42 
  One-College Powerstone 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  12/casting 
  Enchant 
  22 
  Partial Petrification* 
  Reg./R-HT 
  Earth 
  3 sec. 
  Perm. 
  12 
  M2, Flesh to Stone 
  11 
  Partial Shapeshifting* 
  Reg./R-IQ 
  Animal 
  10 sec. 
  l hr. 
  varies# 
  M3, Shapeshift Other, Alter Body 
  41 
  Penetrating Blade 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Enchant, Find Weakness 
  14 
  Perfume 
  Reg./R-HT 
  Body Control 
  1 sec. 
  10 min. 
  2/1 
  Itch or Odor 
  10 
  Perm. Beast Possession* 
  Reg./R-IQ 
  Animal 
  1 min. 
  Indef. 
  20 
  M2, Beast Possession 
  98 
  Perm. Machine 
  Possession/TL 
  Reg./R-IQ 
  Tech. 
  5 min. 
  Indef.# 
  30 
  M3, Machine Possession 
  12 
  Perm. Shapeshifting* 
  Regular 
  Animal 
  1 min. 
  Indef. 
  varies# 
  M3, Shapeshift Other, Alter Body 
  57 
  Phantom* 
  Area 
  Illusion 
  1 sec. 
  1 min. 
  5/h# 
  M2, Perfect Illusion, Hinder, Apportation 
  46 
  Phase 
  Blocking 
  Gate 
  none 
  Instant 
  3 
  M3, either Plane Shift or Ethereal Body 
  46 
  Phase Other* 
  Blocking 
  Gate 
  none 
  Instant 
  3 
  Phase 
  45 
  Planar Visit* 
  Special 
  Gate 
  30 sec. 
  1 min 
  4/2# 
  M2, either Projection or Planar Summons 
  46 
  Plane Shift Other* 
  Reg/R-IQ 
  Gate 
  5 sec. 
  Perm. 
  20# 
  M, Plane Shift 
  46 
  Plane Shift* 
  Special 
  Gate 
  5 sec. 
  Perm. 
  20# 
  Planar Summons 
  89 
  Plant Control 
  Reg./R-IQ 
  Plant 
  1 sec. 
  1 min. 
  3/h 
  Plant Sense 
  90 
  Plant Form Other* 
  Spec./R-IQ 
  Plant 
  30 sec. 
  1 hr. 
  5/2 
  M2, Plant Form 
  89 
  Plant Speech 
  Regular 
  Plant 
  1 sec. 
  1 min. 
  3/2 
  M, Plant Sense 
  88 
  Plant Vision 
  Regular 
  Plant 
  1 sec. 
  30 sec. 
  1 per 10 hexes/s# Shape Plant 
  106 
  Plastic Vision 
  Regular 
  Tech. 
  1 sec. 
  30 sec. 
  2 per 5 hexes/s# Shape Plastic 
  88 
  Pollen Cloud 
  Area/R-HT 
  Plant 
  1 sec. 
  5 min.# 
  1 
  Shape Plant 
  43 
  Prepare Game 
  Regular 
  Food 
  10 sec. 
  Perm. 
  2 
  Purify Food 
  20 
  Presence 
  Reg./R-Spec. 
  Comm. 
  10 sec. 
  1 hr. 
  4/4 
  Persuasion, Lure 
  100 
  Preserve Fuel/TL 
  Regular 
  Tech. 
  1 sec. 
  1 week 
  4 per lb./h 
  Test Fuel 
  61 
  Projection 
  Regular 
  Knowledge 
  3 sec. 
  1 min. 
  4/2 
  Sense Spirit, 4 Knowledge spells 
  101 
  Propel/TL 
  Regular 
  Tech. 
  1 sec. 
  Indef. 
  varies# 
  Create Fuel, Air-Golem 
   
  
   
   
  - 110 - 
  Spell Table 
   
  Page  Spell Name 
  Class 
  College 
  Time to Cast 
  Duration 
  Energy 
  Prerequisites 
   
   
   
   
   
   
   
   
  80 
  Pull 
  Regular 
  Movement 
  5 sec. 
  1 min. 
  1 per 2 ST# 
  M2, 4 Movement spells incl. Levitation 
  24 
  Purify Earth 
  Area 
  Earth 
  30 sec. 
  Perm. 
  2# 
  Shape Earth, Apportation 
  100 
  Purify Fuel/TL 
  Regular 
  Tech. 
  1 sec. 
  Perm. 
  1/2 per lb.# 
  Purity Water or Decay 
  41 
  Quick-Aim 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Enchant, Dexterity 
  105 
  Radiation Jet 
  Regular 
  Tech. 
  1 sec. 
  1 sec. 
  1 to 3/s# 
  Irradiate, Resist Radiation 
  102 
  Radio Hearing 
  Regular 
  Tech. 
  1 sec. 
  1 min. 
  2/1 
  Keen Ears 
  37 
  Rain of Acid 
  Area 
  Acid (Water) 
  1 sec. 
  1 min. 
  3/3 
  M2, Create Water, Create Earth 
  30 
  Rain of Fire 
  Area 
  Fire 
  1 sec. 
  1 min. 
  1/s# 
  M2, Create Fire 
  36 
  Rain of Ice Daggers 
  Area 
  Ice (Water) 
  1 sec. 
  1 min. 
  2/2# 
  M2, Hail, Ice Dagger 
  88 
  Rain of Nuts 
  Area 
  Plant 
  1 sec. 
  1 min. 
  1/s 
  M, 6 Plant spells incl. Shape Plant 
  22 
  Rain of Stones 
  Area 
  Earth 
  1 sec. 
  1 min. 
  1/s# 
  M2, Create Earth 
  47 
  Rapid Journey* 
  Special 
  Gate 
  5 sec. 
  1 min. 
  varies# 
  M3, either Teleport or Timeport 
  97 
  Rebuild/TL 
  Regular 
  Tech. 
  sec.=cost 
  Perm. 
  30/500 lbs.# 
  M3, Repair, Create Object, 3 spells of ea. Element 
  59 
  Recall 
  Regular 
  Knowledge 
  10 sec. 
  1 day 
  4 
  M2, Memorize, History 
  92 
  Reflect Gaze* 
  Blocking 
  Protection 
  none 
  Instant 
  2 
  Mirror 
  16 
  Reflexes 
  Regular 
  Body Control 
  1 sec. 
  1 min. 
  5/3 
  Dexterity, Haste 
  88 
  Rejuvenate Plant 
  Regular 
  Plant 
  1 sec. 
  Perm.# 
  3 per hex 
  M, Plant Growth 
  54 
  Relieve Addiction 
  Regular 
  Healing 
  10 sec. 
  1 day 
  6 
  Neutralize Poison 
  54 
  Relieve Madness 
  Reg./R-spell# 
  Healing 
  10 sec. 
  10 min. 
  2 
  Lend Health, Wisdom 
  53 
  Relieve Paralysis 
  Regular 
  Healing 
  10 sec. 
  1 min. 
  varies# 
  Stop Paralysis 
  54 
  Relieve Sickness 
  Regular 
  Healing 
  10 sec. 
  10 min. 
  2 
  Lend Health 
  59 
  Remember Path 
  Regular 
  Knowledge 
  10 sec. 
  1 hr. 
  3/1 
  Find Direction, Memorize 
  69 
  Remove Aura 
  Reg./R-IQ 
  Meta-spell 
  10 sec. 
  Perm.# 
  5 
  Dispel Magic, Aura 
  63 
  Remove Reflection 
  Reg./R-IQ 
  Lt-Dk 
  1 sec. 
  1 min. 
  2/1 
  Remove Shadow 
  63 
  Remove Shadow 
  Reg./R-IQ 
  Lt-Dk 
  1 sec. 
  1 min. 
  2/1 
  Light 
  80 
  Repel 
  Regular 
  Movement 
  5 sec. 
  1 min. 
  1 per 2 ST# 
  M2, 4 Movement spells incl. Levitation 
  10 
  Repel (Animal) 
  Area/R-HT 
  Animal 
  10 sec. 
  1 hr. 
  varies# 
  (Animal) Control# 
  10 
  Repel Hybrid 
  Area/R-HT 
  Animal 
  10 sec. 
  1 hr. 
  6/3 
  Hybrid Control# 
  85 
  Repel Spirits 
  Area/R-IQ 
  Necro. 
  10 sec. 
  1 hr. 
  4/2 
  Banish, Turn Spirit 
  37 
  Resist Acid 
  Regular 
  Acid (Water) 
  1 sec. 
  1 min. 
  2/h# 
  Purify Water, Create Acid 
  54 
  Resist Disease 
  Regular 
  Healing 
  10 sec. 
  1 hr. 
  4/3 
  Sterilize 
  27 
  Resist Lightning 
  Regular 
  Electricity (Air) 
  1 sec. 
  1 min. 
  2/1 
  6 Air spells 
  54 
  Resist Poison 
  Regular 
  Healing 
  10 sec. 
  1 hr. 
  4/3 
  Vigor 
  105 
  Resist Radiation 
  Regular 
  Tech. 
  1 sec. 
  1 min. 
  varies# 
  3 Radiation spells 
  93 
  Resist sound 
  Regular 
  Sound 
  1 sec. 
  1 min. 
  2 per hex/s 
  4 Sound spells 
  33 
  Resist Water 
  Regular 
  Water 
  1 sec. 
  1 min. 
  2/1 
  Umbrella, or Shape Water and Destroy Water 
  55 
  Restore Healing 
  Regular 
  Healing 
  5 sec. 
  1 hr. 
  varies# 
  Minor Healing, either Keen Ears or Strike Deaf 
  53 
  Restore Memory 
  Regular 
  Healing 
  10 sec. 
  Perm. 
  3 
  Awaken, IQ 12+ 
  55 
  Restore Sight 
  Regular 
  Healing 
  5 sec. 
  1 hr. 
  varies# 
  Minor Healing, either Keen Eyes or Strike Blind 
  55 
  Restore Speech 
  Regular 
  Healing 
  5 sec. 
  1 hr. 
  5/3 
  Minor Healing, either Great Voice or Strike Dumb 
  15 
  Retch 
  Reg./R-HT 
  Body Control 
  4 sec. 
  varies# 
  3 
  3 Body Control spells incl. Spasm 
  21 
  Retrogression 
  Reg./R-IQ 
  Comm. 
  10 sec. 
  1 sec. 
  5# 
  Mind-Search, Mind-Sending 
  92 
  Return Missile 
  Blocking 
  Protection 
  none 
  Instant 
  3 
  Catch Missile 
  96 
  Reveal Function/TL 
  Info./R-spell 
  Tech. 
  10 min. 
  Instant 
  8 
  Seek Machine 
  66 
  Rive* 
  Regular 
  Mk-Brk 
  1 sec. 
  Instant 
  1# 
  M2, Shatter 
  86 
  Rotting Death" 
  Reg./R-HT 
  Necro. 
  3 sec. 
  1 sec. 
  3/2 
  M2, Sickness, Pestilence 
  45 
  Sanctuary* 
  Special 
  Gate 
  10 sec. 
  1 hr. 
  5/5 
  Hide Object 
  25 
  Sandstorm 
  Area 
  Air 
  Instant# 
  1 min.# 
  3/h 
  Windstorm, Create Earth 
  63 
  Scent of the Past 
  Regular 
  Knowledge 
  10 sec. 
  1 min. 
  1/1# 
  M2, History, Odor 
  97 
  Schematic/TL 
  Information 
  Tech. 
  30 sec. 
  1 min. 
  5/h# 
  Reveal Function, History 
  49 
  Scry Gate 
  Regular 
  Gate 
  10 sec. 
  1 min. 
  4/4 
  Seek Gate 
  74 
  Scryfool 
  Reg./R-Spec. 
  Meta-spell 
  10 sec. 
  10 hrs. 
  4/2 
  M2, Sense Observation, Simple Illusion 
  43 
  Season 
  Reg./R-Spec. 
  Food 
  10 sec. 
  Perm. 
  2/meal 
  Test Food 
  104 
  See Radiation 
  Regular 
  Tech. 
  1 sec. 
  1 min. 
  3/2 
  none 
  24 
  Seek Air 
  Information 
  Air 
  - 
  - 
  1 
  none 
  29 
  Seek Fire 
  Information 
  Fire 
  - 
  - 
  1 
  none 
  99 
  Seek Fuel/TL 
  Information 
  Tech. 
  10 sec. 
  Instant 
  3 
  none 
  49 
  Seek Gate 
  Information 
  Gate 
  10 sec. 
  Instant 
  3 
  M2, Seek Magic, l spell ea. from 10 colleges 
  95 
  Seek Machine/TL 
  Information 
  Tech. 
  10 sec. 
  Instant 
  3 
  none 
  60 
  Seek Magic 
  Information 
  Knowledge 
  10 sec. 
  Instant 
  6 
  Detect Magic 
  105 
  Seek Metal 
  Information 
  Tech. 
  10 sec. 
  Instant 
  3 
  none 
  105 
  Seek Plastic 
  Information 
  Tech. 
  10 sec. 
  Instant 
  3 
  none 
  99 
  Seek Power/TL 
  Information 
  Tech. 
  10 sec. 
  Instant 
  3 
  none 
  104 
  Seek Radiation 
  Information 
  Tech. 
  10 sec. 
  Instant 
  3 
  See Radiation 
  92 
  Sense Observation 
  Area 
  Protection 
  5 sec. 
  1 hr. 
  1 or 3/h# 
  Sense Danger or Scryguard 
  17 
  Sensitize 
  Reg./R-HT 
  Body Control 
  1 sec. 
  1 min. 
  3/2 
  M, Stun 
  92 
  Shade 
  Regular 
  Protection 
  10 sec. 
  1 hr. 
  1/h 
  Continual Light or Shield 
  63 
  Shape Light 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  2/2 
  Light 
  106 
  Shape Metal 
  Reg./R-Spec. 
  Tech. 
  I sec. 
  1 min. 
  6 per hex/h# 
  M, either Shape Stone or 6 Tech spells 
  106 
  Shape Plastic 
  Regular 
  Tech.. 
  1 sec. 
  1 min. 
  6 per hex/h 
  M, either Shape Plant or 6 Tech spells 
  51 
  Share Health 
  Regular 
  Healing 
  sec.=HP 
  Perm. 
  none 
  Lend Health 
  27 
  Shocking Touch 
  Regular 
  Electricity (Air) 
  1 sec. 
  Instant 
  1 to 3 
  Lightning 
  68 
  Shrink Object* 
  Regular 
  Mk-Brk 
  3 sec. 
  1 hr. 
  1 per lb./s# 
  Contract Object 
  19 
  Shrink Other* 
  Reg./R-HT 
  Body Control 
  10 sec. 
  1 hr. 
  varies# 
  M3, Shrink 
  18 
  Shrink 
  Regular 
  Body Control 
  5 sec. 
  1 hr. 
  varies# 
  M2, Alter Body 
  93 
  Silver Tongue 
  Regular 
  Sound 
  1 sec. 
  1 min. 
  3/2 
  Voices, Emotion Control 
  39 
  Simulacrum* 
  Enchantment 
  Enchantment 
  - 
  Perm.# 
  2 x golem 
  M3, Golem, Perf. Illusion, Illus. Disguise 
  79 
  Slide 
  Reg./R-IQ 
  Movement 
  1 sec. 
  1 min. 
  2/2 
  Apportation, Grease 
  78 
  Slow 
  Reg./R-HT 
  Movement 
  3 sec. 
  10 sec. 
  5/4 
  M, Haste, Hinder 
  29 
  Slow Fire 
  Regular 
  Fire 
  1 sec. 
  1 min. 
  varies# 
  Extinguish Fire 
  84 
  Slow Healing 
  Reg./R-HT 
  Necro 
  10 sec. 
  1 day 
  1 to 5/s# 
  M, Frailness, Steal Heath 
  50 
  Slow Time* 
  Area/R-Spec. 
  Gate 
  2 sec. 
  1 min.# 
  varies# 
  M2, IQ 15+, 2 spells ea. From 10 colleges 
  65 
  Small Vision 
  Regular 
  Lt-Dk 
  2 sec. 
  1 min. 
  4/2# 
  Keen Eyes or 5 Light and Darkness spells# 
  30 
  Smoke 
  Area 
  Fire 
  - 
  5 min.# 
  1 
  Shape Fire, Extinguish Fire 
  35 
  Snow Jet 
  Regular 
  Ice (Water) 
  l sec. 
  1 sec. 
  1 to 3 
  Water Jet, Freeze 
  
   
   
  - 111 - 
  Spell Table
   
  Page 
  Spell Name 
  Class 
  College 
  Time to Cast 
  Duration 
  Energy 
  Prerequisites 
   
   
   
   
   
   
   
   
  66 
  Soilproof 
  Regular 
  Mk-Brk 
  2 sec. 
  10 min. 
  2/1# 
  Clean 
  87 
  Solidify 
  Spec./R-ST or IQ 
  Necro. 
  1 sec. 
  1 min. 
  50/10 
  Materialize 
  42 
  Soul Golem* 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  1,000 
  M3, Soul Jet, Golem, IQ 13+ 
  42 
  Soul Stone* 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  500 
  M3, Enchant, Soul Jar 
  29 
  Spark Cloud 
  Area 
  Electricity (Air)
  1 to 5 sec. 
  10 sec. 
  l to 5/s# 
  Shape Air, Lightning, 
  29 
  Spark Storm 
  Area 
  Electricity (Air)
  Instant# 
  1 min.# 
  2, 4 or 6/h# 
  Windstorm, Lightning 
  102 
  Spectrum Vision* 
  Regular 
  Tech. 
  1 sec. 
  1 min. 
  4/4 
  Infravision 
  38 
  Spell Stone 
  Enchantment 
  Enchantment 
  - 
  varies# 
  20 x spell cost 
  Enchant, Delay 
  69 
  Spell Wall 
  Regular 
  Meta-spell 
  1 sec. 
  1 min. 
  2 per hex/s 
  Spell Shield 
  71 
  Spellguard 
  Regular 
  Meta-spell 
  sec.=cost 
  10 hrs. 
  1 to 3/s 
  Dispel Magic 
  10 
  Spider Silk 
  Special/Missile 
  Animal 
  - 
  1 min. 
  1/5 hexes# 
  M, Arachnid Control 
  37 
  Spit Acid* 
  Regular 
  Acid (Water) 
  2 sec. 
  1 sec. 
  1 to 4 
  M3, Acid Jet, Resist Acid 
  86 
  Steal Attribute* 
  Reg./R-attribute 
  Negro. 
  1 min. 
  1 day# 
  1 per point stolen# M3, various# 
  85 
  Steal Beauty* 
  Regular 
  Necro. 
  30 sec. 
  1 dav# 
  1 per point diff./h# M3, Alter Visage, Steal Health 
  101 
  Steal Power/TL* 
  Regular 
  Tech. 
  2 sec./point 
  varies# 
  0 
  M2. Minor Healing, Conduct Power 
  86 
  Steal Skill* 
  Reg./R-IQ 
  Necro. 
  1 min. 
  1 day# 
  1 per point stolen# M3. Borrow Skill, Daze 
  73 
  Steal Spell* 
  Reg./R-Spell 
  Meta-spell 
  5 sec. 
  Perm. 
  spell cost# 
  Lend Spell, Great Ward 
  34 
  Steam Jet 
  Regular 
  Water 
  1 sec. 
  1 sec. 
  1 to 3/s 
  Water Jet, Boil Water 
  22 
  Steelwraith 
  Reg./R-HT 
  Earth 
  2 sec. 
  1 min. 
  7/4 
  M2, Walk Through Earth 
  53 
  Stop Bleeding 
  Regular 
  Healing 
  1 sec. 
  Perm.# 
  1# 
  Lend Health 
  84 
  Stop Healing 
  Regular 
  Necro. 
  10 sec. 
  varies# 
  10 
  Slow Healing 
  53 
  Stop Paralysis 
  Reg./R-spell# 
  Healing 
  1 sec. 
  Perm. 
  1 or 2# 
  Major Healing or Minor Healing and Paralyze Limb 
  100 
  Stop Power/TL 
  Area 
  Tech. 
  3 sec. 
  1 min. 
  3/h 
  M, Seek Power 
  15 
  Stop Spasm 
  Regular 
  Body Control 
  1 sec. 
  - 
  1 
  Spasm or Lend Health 
  26 
  Storm 
  Area 
  Weather (Air) 
  1 min. 
  1 hr. 
  1/50/s 
  Rain, Hail 
  75 
  Strengthen Will 
  Regular 
  Mind 
  1 sec. 
  1 min. 
  1 per +/h# 
  M, 6 Mind Control spells 
  14 
  Strike Anosmic 
  Reg./R-HT 
  Body Control 
  1 sec. 
  10 sec. 
  2/1 
  Spasm 
  14 
  Strike Barren 
  Reg./R-HT 
  Body Control 
  30 sec. 
  Perm. 
  5 
  M, Steal Health, Decay 
  14 
  Strike Numb 
  Reg./R-HT 
  Body Control 
  1 sec. 
  10 sec. 
  3/1 
  Resist Pain 
  87 
  Summon Minor Demons 
  Special 
  Necro. 
  2 min. 
  1 hr. 
  15 
  M, 1 spell ea. from 10 colleges 
  65 
  Sunbolt 
  Missile 
  Lt-Dk 
  1 to 3 sec. 
  Instant 
  1 to 3 
  6 Light and Darkness spells incl. Sunlight 
  64 
  Sunlight 
  Area 
  I,t-Dk 
  1 sec. 
  1 min. 
  2/1 
  M, Glow, Colors 
  74 
  Suspend Curse 
  Reg./R-spell 
  Meta-spell 
  1 min. 
  10 min. 
  10/10 
  M, spells from 12 colleges 
  73 
  Suspend Magery* 
  Reg/R-IQ+Magery 
  Meta-spell 
  10 sec. 
  1 hr. 
  12/12# 
  M2, 2 spells from 10 colleges 
  70 
  Suspend Magic 
  Area/R-spell 
  Meta-spell 
  sec.=cost 
  1 min. 
  3/2 
  Suspend Spell, 8 other spells 
  74 
  Suspend Mana* 
  Area 
  Meta-spell 
  10 min. 
  varies# 
  5 
  Suspend Magic, spells from 10 colleges 
  70 
  Suspend Spell 
  Reg./R-spell 
  Meta-spell 
  1 sec. 
  1 min. 
  1/10 spell cost/s# M 
  50 
  Suspend Time* 
  Area/R-Spec. 
  Gate 
  5 min. 
  1 day# 
  5/5 
  M3, Slow Time 
  38 
  Talisman 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Enchant, spell to be opposed 
  73 
  Telecast* 
  Special 
  Meta-spell 
  1 min.. 
  1 min. 
  varies# 
  M3, Teleport, Wizard Eye, spells from 10 colleges 
  58 
  Tell Position 
  Information 
  Knowledge 
  1 sec. 
  Instant 
  1 
  Measurement 
  58 
  Test Area 
  Area/Info. 
  Knowledge 
  1 sec. 
  Instant 
  1# 
  Measurement 
  99 
  Test Fuel/TL 
  Information 
  Tech. 
  1 sec. 
  Instant 
  varies# 
  none 
  15 
  Thirst 
  Reg./R-HT 
  Body Control 
  10 sec. 
  1 day# 
  5 
  M, Fatigue, Destroy Water 
  71 
  Throw Spell* 
  Missile/Special 
  Meta-spell 
  1 sec. 
  Indef.# 
  3 
  Delay, Catch Spell 
  15 
  Tickle 
  Reg./R-IQ 
  Body Control 
  1 sec. 
  1 sec. 
  2/2# 
  Itch 
  34 
  Tide 
  Spec./Area 
  Weather (Water) 
  1 min. 
  1 hr. 
  1/30/s 
  8 Water spells 
  51 
  Time Out* 
  Area 
  Gate 
  5 min. 
  Instant 
  5 
  M3, Accelerate Time 
  47 
  Timeport Other* 
  Reg./R-IQ+1 
  Gate 
  1 sec. 
  Instant 
  varies# 
  Timeport 
  46 
  Timeport* 
  Special 
  Gate 
  1 sec. 
  Instant 
  varies# 
  M3, Teleport 
  47 
  Timeslip 
  Blocking 
  Gate 
  none 
  Instant 
  1 per sec.# 
  Timeport 
  47 
  Timeslip Other* 
  Blocking 
  Gate 
  none 
  Instant 
  1 per sec.# 
  Timeslip 
  13 
  Touch 
  Regular 
  Body Control 
  1 sec. 
  Instant 
  1 
  none 
  67 
  Toughen 
  Regular 
  Mk-Brk 
  5 sec. 
  1 hr. 
  varies# 
  Shatterproof 
  47 
  Trace Teleport 
  Info./R-spell 
  Gate 
  1 sec. 
  Instant 
  3 
  Teleport, Timeport or Planeshift 
  68 
  Transform Object* 
  Reg./R-Spec. 
  Mk-Brk 
  sec.=cost 
  1 hr. 
  1 per lb./s# 
  M2, Reshape, 4 Create spells 
  67 
  Transparency 
  Regular 
  Mk-Brk 
  10 sec. 
  1 min. 
  4 per hex/2 
  Dye, Stone to Earth 
  91 
  Turn Blade 
  Block./R-DX 
  Protection 
  none 
  Instant 
  1 
  Apportation or Spasm 
  84 
  Turn Spirit 
  Reg./R-IQ 
  Necro. 
  1 sec. 
  10 sec. 
  4/2 
  Fear, Sense Spirit 
  93 
  Utter Wall 
  Regular 
  Protection 
  1 sec. 
  1 min. 
  4 per hex/s 
  Utter Dome, Spell Wall 
  20 
  Vexation 
  Reg./R-IQ 
  Comm. 
  1 sec. 
  1 min. 
  2 x bonus# 
  Sense Emotion 
  75 
  Vigil 
  Regular 
  Mind 
  1 sec. 
  1 night 
  8 
  M2, Sleep, Lend Strength# 
  89 
  Walk Through Plants 
  Regular 
  Plant 
  1 sec. 
  1 min. 
  3/1 
  Hide Path, Shape Plants 
  32 
  Walk Through Water 
  Regular 
  Water 
  3 sec. 
  1 sec. 
  4/3# 
  M, Shape Water 
  89 
  Walk Through Wood 
  Regular 
  Plant 
  1 sec. 
  1 sec. 
  3/2 
  Walk Through Plants 
  65 
  Wall of Light 
  Area 
  Lt-Dk 
  1 sec. 
  1 min. 
  1 to 3/s 
  Continual Light 
  28 
  Wall of Lightning 
  Area 
  Electricity (Air)
  - 
  1 min. 
  2 to 6/s# 
  M. Lightning 
  25 
  Wall of Wind 
  Area 
  Air 
  1 sec.# 
  1 min. 
  2/1 
  Shape Air 
  27 
  Warm 
  Area 
  Weather (Air) 
  1 min# 
  1 hr. 
  1/10/s 
  Heat, 6 Air spells 
  30 
  Warmth 
  Regular 
  Fire 
  10 sec. 
  1 hr. 
  2/1 
  Heat 
  100 
  Water to Fuel/TL 
  Regular 
  Tech. 
  10 sec. 
  Perm. 
  8 per gal.. 
  Purify Fuel, 2 transmutation spells 
  34 
  Waves 
  Spec./Area 
  Weather (Water) 
  1 min. 
  1 hr. 
  1/60/s 
  Shape Water 
  16 
  Weaken Blood 
  Reg./R-HT 
  Body Control 
  1 sec. 
  1 day 
  9/5 
  Sickness or Steal Health 
  75 
  Weaken Will 
  Reg./R-IQ 
  Mind 
  1 sec. 
  1 min. 
  2 per point/h# 
  M, Foolishness 
  68 
  Weapon Self* 
  Reg./R-HT 
  Mk-Brk 
  5 sec. 
  1 min. 
  8/4 
  M2, Apportation, 6 Making and Breaking spells# 
  41 
  Weapon Spirit* 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Enchant, Summon Spirit 
  33 
  Whirlpool 
  Area 
  Water 
  Instant 
  1 min.# 
  2/1 
  Shape Water 
  77 
  Will Lock 
  Area/R-(ST+IQ)/2 
  Mind 
  varies# 
  1 day 
  3 
  Emotion Control 
  26 
  Wind 
  Special/Area 
  Weather (Air) 
  1 min. 
  1 hr. 
  1/50/s 
  4 Air and 4 Water spells 
  62 
  Wizard Hand 
  Regular 
  Knowledge 
  3 sec. 
  1 min. 
  4/3# 
  Manipulate 
  61 
  Wizard Mouth 
  Regular 
  Knowledge 
  2 sec. 
  1 min. 
  4/2 
  Apportation, Far-Tasting, Great Voice 
  62 
  Wizard Nose 
  Regular 
  Knowledge 
  2 sec. 
  1 min. 
  3/2 
  Apportation, Far-Tasting 
  84 
  Zombie Summoning 
  Special 
  Necro. 
  4 sec. 
  1 min. 
  5/2# 
  Zombie 
   
  
   
   
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  Spell Prerequisite Charts 
  
   
   
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  Spell Prerequisite Charts 
  
   
   
  - 115 - 
  Spell Prerequisite Charts 
  
   
   
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  Spell Prerequisite Charts 
  
   
   
  - 117 - 
  Spell Prerequisite Charts 
  
   
   
  - 118 - 
  Spell Prerequisite Charts 
  
   
   
  - 119 - 
  Spell Prerequisite Charts 
  
   
   
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  Spell Prerequisite Charts 
  
   
   
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  Spell Prerequisite Charts 
  
   
   
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  Spell Prerequisite Charts 
  
   
   
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  Spell Prerequisite Charts 
  
   
   
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  Spell Prerequisite Charts 
  
   
   
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  Spell Prerequisite Charts 
  
   
   
  - 126 - 
  Spell Prerequisite Charts 
  
   
   
  - 127 - 
  Spell Prerequisite Charts 
   
  
SOURCE: textdata/thevault/GURPS Classic/SETTING/GURPS - Grimoire .pdf