Sabledrake Magazine

November, 2002

 

Cover Page

 

Feature Articles

     The Birth of the Tuatha De Danaan

     Point on No Return

     CTF 2187: Choices, Changes, Challenges

     Sollarin's Tentacular Palm

     GURPS Harry Potter, Pt. 3

     Trial by Fire and Stone

 

Regular Articles

     Reviews

     Fantasy Artwork

     What's Your Fantasy

     Vecna's Eye

     Off the Shelf

     The Play's the Thing

 

Resources

     Search this site

     Table of Contents

     Submissions Guidelines

     Previous Issues

     Contributors

     Advertising Information

     Discussion Room

    

 

GURPS Harry Potter

Copyright © 2002 By Thomas Barnes

 

Part 3 of 5

Part 1  |  Part 2  |  Part 3  |  Part 4 Part 5

[Editor's Note:  This article was so long and so well written, that we decided to break it up into five parts.  All five have been completed, and you'll see the next three sections over the next year.]

 

 

Chapter 5 - Restrictions & Changes to GURPS Spells

Because of the changes to the standard GURPS colleges of magic, some spells are unavailable or are restricted in some way.

 

Description of Status Abbreviations

  • A -- The spell is a White Art and can be learned from any common source.

  • D -- The spell is Dark Art. Its use is highly restricted, probably illegal and considered socially unacceptable. A D spell with an asterisk after it is considered “unforgivable.”

  • G -- The spell is Gray Art. Its use is restricted, possibly illegal, and/or considered impolite in certain situations.

  • H -- The spell is taught (or can be learned) at Hogwarts School.

  • K -- The spell is a Divination spell and requires the Divination Talent.

  • L -- The spell has legal restrictions associated with it, but is otherwise commonly available.

  • No -- The spell is not available.

  • R -- The spell is Rare. It is not commonly taught and can’t be learned from commonly-available spell books.

  • S -- The spell is Secret or Unknown. If the GM rules that the spell is available at all, it is known to only a few mages who keep their knowledge private.

 

Spell Name

College

Status

Page Reference

Air Spells
 
 
 

Air Jet

Air

A, H

p. M34

Air Vision

Air/Knowledge

K

p. G24

Air Vortex

Air/Movement

R, G

p. G25, Co98 (as Carpet of Yimsha)

Body of Air

Air

R

p. M34, BT73, Ho57

Body of Wind

Air

R

p. G25, RU93

Breathe Water

Air/Water

H

p. B157, M35

Cloudkill

Air

D, S

p. MYTH29

Clouds

Air/Air (Weather)

A

p. B157, M35, BT73

Concussion

Air/Sound

G

p. G24

Control Air Elemental

Air

No

p. M33

Create Air

Air

A, H

p. B157, M34

Create Air Elemental

Air

No

p. M33

Destroy Air

Air

G

p. M35

Devitalize Air

Air

D

p. G24

Earth to Air

Earth/Air

G

p. B156, M32, G106

Essential Air

Air

A

p. G26

Ether Static/TL

Air

A

p. TM17

Explosive Lightning

Air

D, S

p. MYTH30

Lightning

Air/Air (Electricity)

D, R

p. B158, M36

No-Smell

Air

A

p. M34

Odor

Air

A, H

p. M35, Roleplayer #5

Predict Weather

Air/Air (Weather)

A

p. B157, M35

Purify Air

Air

A

p. B157, M34, TM17

Purify Signal/TL

Air

R

p. TM17

Rain

Air/Air (Weather)/Water

A

p. B157, M35, BT74, VTM113

Sandstorm

Air/Earth

G, R

p. G25

Seek Air

Air

A

p. G24

Seek Emitter/TL

Air

R

p. TM17

Shape Air

Air

A

p. B157, M34

Static Charge

Air

G

p. TM17

Stench

Air

G

p. M35, Roleplayer #5

Summon Air Elemental

Air

No

p. M33

Walk on Air

Air

A

p. B157, M35

Wall of Wind

Air

A

p. G25

Whirlwind

Air

G, R

pp. M35-36, Roleplayer #5

Windstorm

Air

G, R

AN p. 84, BT75, Roleplayer #5

       

Air (Weather)

     

Cloud Vaulting (VH)

Movement/Air (Weather)/Water (Weather)

A

p. G81, Ch113

Clouds

Air/Air (Weather)

A

p. B157, M35, BT73

Cloud-Walking

Movement/Air (Weather)/Water (Weather)

A

p. G81

Cool

Air (Weather)

A

p. G27

Predict Weather

Air (Weather)

A

p. B157, M35

Rain

Air/Air (Weather)/Water

A

p. B157, M35, BT74, VTM113

Storm

Air (Weather)/Water (Weather)

G

p. G26

Warm

Air (Weather)

A

p. G27

Wind

Air (Weather)

A

p. G26

       

Air (Electricity)

     

Ball of Lightning

Air (Electricity)

D, R

p. G28

Body of Lightning

Air (Electricity)

D, S

p. G29

Electric Armor

Air (Electricity)

D, S

p. G28

Electric Missiles

Air (Electricity)

D, S

p. G27

Electric Weapon

Air (Electricity)

D, S

p. G27

Lightning

Air (Electricity)

D, R

p. B158, M36

Lightning Stare

Air (Electricity)

D, R

p. G28

Lightning Whip

Air (Electricity)

D, R

p. G28

Resist Lightning

Air (Electricity)/ Protection & Warning

A

p. G27

Shocking Touch

Air (Electricity)

G, R

p. G27

Spark Cloud

Air (Electricity)

D, R

p. G29

Spark Storm

Air (Electricity)

D, S

p. G29

Wall of Lightning

Air (Electricity)

G, R

p. G28

       

Animal Spells

     

(Animal) Control

Animal

A

p. G9

Animal Control: Amphibian Control

Animal

A

p. G9

Animal Control: Arachnid Control

Animal

A

p. G9

Animal Control: Crustacean Control

Animal

A

p. G9

Animal Control: Protozoan Control

Animal

A

p. G9

Animal Control: Worm (lower Metazoan) Control

Animal

A

p. G9

Beast Control

Animal

G

p. BT73

Beast Link

Animal

G, R

p. M23

Beast Possession

Animal

A

p. M24, p. AZ76

Beast Rouser

Animal

A

p. G9

Beast Seeker

Animal

A

p. M23

Beast Soother

Animal

A, H

p. B155, M23

Beast Speech

Animal

A

p. M25

Beast Summoning

Animal

A

p. B155, BT73, M23

Bird Control

Animal

A

p B155, M24

Borrowing

Animal/Communication & Empathy

No

p. DW139

Call Swarm

Animal

G, R

pp. RU93-94

Fish Control

Animal

A

p. M24

Great Shapeshifting (VH)

Animal

A

p. G12-13, AN81

Human Speech

Animal

A

p. J1e92

Hybrid Control (VH)

Animal

A, L

p. G9

Insect Control

Animal

A

p. M24

Mammal Control

Animal

A

p. B155, M24, Ho57

Mass Shapeshift Others (VH)

Animal

R, L

p. AN80

Master

Animal

A

p. M23

Merging Shapeshifting (VH)

Animal

G, R

p. G12, AN80-81

Mollusk Control

Animal

A

p. M24

Morphic Tweaking (VH)

Animal/Body Control

No

p. DW140-41

Part. Shapeshift: Chameleon Eyes

Animal

A

pp. G11

Part. Shapeshift: Crocodile Jaws

Animal

A

pp. G11

Part. Shapeshift: Elephant Trunk

Animal

A

pp. G11

Part. Shapeshift: Feathered Arms

Animal

A

pp. G11

Part. Shapeshift: Fish Tail

Animal

A

pp. G11

Part. Shapeshift: Mountain Goat Hooves

Animal

A

pp. G11

Part. Shapeshift: Saber-Teeth

Animal

A

pp. G11

Part. Shapeshift: Scorpion Tail

Animal

A

pp. G11

Part. Shapeshift: Serpent’s Fangs

Animal

A

pp. G11

Part. Shapeshift: Skunk Tail

Animal

A

pp. G11

Part. Shapeshift: Spider Arms

Animal

A

pp. G12

Part. Shapeshift: Tiger Paws

Animal

A

pp. G12

Part. Shapeshift: Toad Tongue

Animal

A

pp. G12

Part. Shapeshift: Turtle Shell

Animal

R

pp. G12

Partial Shapeshifting (VH)

Animal

R

pp. G11-12, 99

Permanent Beast Possession (VH)

Animal

G, S

p. G10

Permanent Shapeshifting (VH)

Animal

G

p. G12

Repel (Animal)

Animal

A

p. G10

Repel Animal: Amphibian

Animal

A

p. G10

Repel Animal: Arachnid

Animal

A

p. G10

Repel Animal: Birds

Animal

A

p. G10

Repel Animal: Crustacean

Animal

A

p. G10

Repel Animal: Fish

Animal

A

p. G10

Repel Animal: Insect

Animal

A

p. G10

Repel Animal: Mammals

Animal

A

p. G10

Repel Animal: Mollusk

Animal

A

p. G10

Repel Animal: Protozoan

Animal

A

p. G10

Repel Animal: Reptile

Animal

A

p. G10

Repel Animal: Worm (lower Metazoan)

Animal

A

p. G10

Repel Hybrids (VH)

Animal

A

p. G10

Reptile Control

Animal

A

p. B155, p. M24

Rider

Animal

R

p. M24, G98

Rider Within

Animal

G, R

p. M24, G98, AZ76

Shapeshift Others (VH)

Animal

G

p. M25, G99, AN80, MA190, Vk85

Shapeshift Other (Human)

Animal

G

Pyramid #23

Shapeshifting (VH)

Animal

G

p. M25, G99, AN80, AZ75, Ho57, MA190, Vk85

Shapeshifting (Human)

Animal

G

Pyramid #23

Spider Silk

Animal

A

p. G10

       

Body Control Spells

     

Accelerate Pregnancy

Body Control

R

p. TM17

Agonize

Body Control

D*

p. G18

Alter Body

Body Control

A

p. M28, p. AN82

Alter Visage

Body Control

A

p. M28, p. AN82

Alter Voice

Body Control/Sound

A

p. G18

Ambidexterity

Body Control

A

p. G16

Balance

Body Control

A

p. G16

Boost (Attribute)

Body Control

A

p. G13

Boost Dexterity

Body Control

A

p. G13

Boost Health

Body Control

A

p. G13

Boost Strength

Body Control

A

p. G13

Cadence

Body Control

R

p. G16

Choke

Body Control

D*

p. G15

Climbing

Body Control

R

p. M26

Clumsiness

Body Control

A

p. M26

Control Limb

Body Control

G, H

pp G14-15

Corpulence (VH)

Body Control

G, R

p. G17

Curse-Missile

Body Control

G, H

p. M27

Deathtouch

Body Control

D*

p. M27

Decapitation (VH)

Body Control

G, R

p. G17, RU94

Dexterity

Body Control

A

p. M26

Dispersal Dream (VH)

Fire/Body Control

No

p. MYTH29-30

Enlarge (VH)

Body Control

A

p. G19

Enlarge Other (VH)

Body Control

A

pp. G19

Fatigue

Body Control

G

p. M27

Frailty

Body Control

D

p. G14

Fumble

Body Control

A, H

p. G16

Gauntness (VH)

Body Control

G, R

p. G17

Hair Growth

Body Control

A, H

p. G17

Haircut

Body Control

A, H

pp G16-17

Hinder

Body Control

A, H

p. M27

Hold Breath

Body Control

A

p. G14

Hunger

Body Control/Food

G

p. G15

Itch

Body Control

A, H

p. M25

Lengthen Limb

Body Control

R

p. G18

Might

Body Control

A

p. M26

Morphic Tweaking (VH)

Animal/Body Control

No

p. DW140-41

Pain

Body Control

D*

p. M26

Paralyze Limb

Body Control

G, H

p. M27

Partial Mechamorphosis/TL

Body Control

No

p. TM18

Partial Mech: Antennae Ears

Body Control

No

p. TM18

Partial Mech: Chain Saw Arm

Body Control

No

p. TM18

Partial Mech: Computer Brain

Body Control

No

p. TM18

Partial Mech: Finger Tool

Body Control

No

p. TM18

Partial Mech: Foot Wheels

Body Control

No

p. TM18

Partial Mech: Gunhand

Body Control

No

p. TM18

Partial Mech: Headlight Eyes

Body Control

No

p. TM18

Partial Mech: Hydraulic Limbs

Body Control

No

p. TM18

Partial Mech: Vacuum Mouth

Body Control

No

p. TM18

Partial Mech: Video Eye

Body Control

No

p. TM18

Perfume

Body Control

G, H

p. G14

Reflexes

Body Control

A

p. G16

Resist Pain

Body Control

A

p. M28

Retch

Body Control

G, H

p. G15

Rooted Feet

Body Control

A, H

p. M27

Roundabout

Body Control

A

p. M27

Sensitize

Body Control

D, R

p. G17

Sickness

Mind Control/Body Control

D, R

p. M66

Shrink (VH)

Body Control

R

pp. G18-19, AN82

Shrink Other (VH)

Body Control

G, R

p. G19, AN82

Spasm

Body Control

G

p. M25

Stop Spasm

Body Control/Healing

A

p. G15

Strike Anosmic

Body Control

D, R

p. G14

Strike Barren

Body Control/Necromantic

A, L

p. G14

Strike Blind

Body Control

G

p. M26

Strike Deaf

Body Control

G

p. M26

Strike Dumb

Body Control

G

p. M26-27

Strike Numb

Body Control

G

p. G14

Stun

Body Control

A, H

p. M26

Tanglefoot

Body Control

A, H

p. M27

Thirst

Body Control

G

p. G15

Tickle

Body Control

A, H

p. G15

Total Paralysis

Body Control

G, H

p. M27

Touch

Body Control

A

p. G13

Vigor

Body Control

A

p. M26

Weaken Blood

Body Control

D, R

p. G16

Wither Limb

Body Control

D, R

p. M27

       

Communications and Empathy Spells

Awaken Gei-ryo

Communication & Empathy

R

p. J1e92

Awaken Tsukomogami

Communication & Empathy

R

p. J2e101

Borrow Language

Communication & Empathy

R

p. M30

Borrow Number/TL

Communication & Empathy

S

p. TM18

Borrow Skill

Communication & Empathy

S

p. M30, Roleplayer #3

Borrowing

Animal/Communication & Empathy

No

p. DW139

Broadcast Spell/TL (VH)

Communication & Empathy

G, S

p. TM19

Communication (VH)

Communication & Empathy

A

p. G20

Compel Lie

Mind Control/Communication & Empathy

G, S

p. G76

Compel Truth

Communication & Empathy

A, H

p. M28, Cam24

Control Person

Communication & Empathy

D*

p. M29, Cik16

Create Aquastor(VH)

Communication & Empathy/Illusion and Creation

No

p. NS93

Create Eidolon (VH)

Communication & Empathy/Illusion and Creation

No

p. NS93

Delete Commercials/TL

Communication & Empathy/Technology (Machine)

R

p. TM18

Dream Projection

Communication & Empathy

G, R

p. G21

Dream Sending

Communication & Empathy/Mind Control

G, R

p. G21

Dream Viewing

Communication & Empathy

G, R

p. G21

Exchange Bodies (VH)

Communication & Empathy

D*, R

p. M30, G99

Exorcism

Communication & Empathy

R

p. M30, J1e93, Roleplayer #3

Gift of Letters (VH)

Communication & Empathy

R

p. M30, Roleplayer #3

Gift of Tongues (VH)

Communication & Empathy

R

p. M30

Hide Emotion

Communication & Empathy

A

p. G20

Hide Thoughts

Communication & Empathy

A

p. M29

Identify Caller/TL

Communication & Empathy

A

p. TM19

Insignificance

Communication & Empathy

A, H

p. G20

Lend Language

Communication & Empathy

A

p. M30

Lend Skill

Communication & Empathy

A

p. M30, Roleplayer #3

Machine Speech/TL

Technology (Machine)/Communication & Empathy

S

p. G96

Magic Switchboard/TL

Communication & Empathy

R

p. TM19

Message

Sound/Communication & Empathy

A

p. G94

Mind Search (VH)

Communication & Empathy

D, R

p. M29

Mind Sending

Communication & Empathy

G, R

p. M29

Mind-Reading

Communication & Empathy

D, R

p. B155, M28

Permanent Possession (VH)

Communication & Empathy

D*

p. M29

Persuasion

Communication & Empathy

G

p. B155, M29

Possession (VH)

Communication & Empathy

D*

p. M30, BT77

Presence

Communication & Empathy

G

p. G20

Repel Spirits

Communication & Empathy

A

p. J2e101

Retrogression

Communication & Empathy

G, R

p. G21, Co98

Seek Number/TL

Communication & Empathy/Knowledge

A

p. TM18

Sense Emotion

Communication & Empathy

R

p. B155, M28

Sense Foes

Communication & Empathy

A

p. B155, M28

Sense Life

Communication & Empathy

A

p. B155, p. M28, p. BT74

Sense Spirit

Communication & Empathy

A

p. J1e92

Soul Rider

Communication & Empathy

D, R

p. M29

Speed Data/TL

Communication & Empathy/Technology (Machine)

S

p. TM19

Summon Gaki

Communication & Empathy

No

p. J1e93, J2e101

Summon Japanese Demon

Communication & Empathy

No

p. J1e93

Summon Japanese Ghost

Communication & Empathy

No

p. J1e93

Telepathy (VH)

Communication & Empathy

G, S

p. M29

Truthsayer

Communication & Empathy

A

p. M28

Turn Spirit

Communication & Empathy

A

p. J2e101

Vexation

Communication & Empathy

G, R

p. G20

Wrong Number/TL

Communication & Empathy

A

p. TM18

Earth Spells

     

Alter Terrain (VH)

Earth

G, R

p. G23, AN84

Body of Stone (VH)

Earth

R

p. M32

Control Earth Elemental

Earth

No

p. M33

Create Earth

Earth

A

p. B156, M32

Create Earth Elemental

Earth

No

p. M33

Earth to Air

Earth/Air

G

p. B156, M32, G106

Earth to Stone

Earth

A

p. B156, M32, G105

Earth to Water

Earth/Water

G

p. G24

Earth Vision

Earth/Knowledge

R

p. B156, M32

Earthquake

Earth

D, R

p. M33, Cam24

Entombment

Earth

D, R

p. M32

Essential Earth

Earth

R

p. G22

Flesh to Stone

Earth

D, R

p. M32, G106

Move Terrain (VH)

Earth

G, S

p. G23, AN84

Mud Jet

Earth/Water

A

p. G22

Partial Petrifaction (VH)

Earth

G

p. G22, AN83

Predict Earth Movement

Earth

A, K

p. J1e 92, J2e102

Purify Earth

Earth/Plant

A

p. G24, WW83

Rain of Stones

Earth

G, R

p. G22

Sand Jet

Earth

G, R

p. M31

Seek Coastline

Earth

A

p. J1e 92

Seek Earth

Earth

A

p. B156, M31

Seek Pass

Earth

A

p. J1e 92, J2e102

Shape Earth

Earth

A

p. B156, M31

Shape Stone

Earth

A

p. M31, AN83-84

Steelwraith

Earth

R

p. G22

Stone Missile

Earth

G

p. B156, M32

Stone to Earth

Earth

A

p. B156, M32, G105

Stone to Flesh

Earth

G

p. M32, G106

Summon Earth Elemental

Earth

No

p. M33

Swallowing Soil

Earth

A

p. RU95

Volcano

Earth

D

p. M33

Walk through Earth

Earth

R

p. M31

       

Elemental Spirit Spells

     

Control (Type) Elemental

Earth, Air, Fire, Water

No

p. B157, M33

Create (Type) Elemental

Earth, Air, Fire, Water

No

p. B157, M33

Summon (Type) Elemental

Earth, Air, Fire, Water

No

p. B156-7, M33

Sympathetic Magic

Earth, Air, Fire, Water

No

p. Ch110

       

Enchantment Spells

     

Accuracy

Enchantment (Weapon)

A

p. B160, M44

Amulet

Enchantment

A

p. G38

Bane

Enchantment (Weapon/Limiting)

A

p. M45, TM21

Cornucopia

Enchantment (Weapon)

A

p. CM101, M45

Create Chimera (VH)

Enchantment

G

p. TM20

Crystal Ball

Enchantment (Wizard's Tools)

A

p. M42, p. AN84, DW142

Curse Virus/TL

Enchantment

No

p. TM20

Dancing Shield

Enchantment (Armor)

R

p. G40

Dancing Weapon

Enchantment (Weapon)

R

p. M45

Defending Shield

Enchantment (Armor)

R

p. G40

Defending Weapon

Enchantment (Weapon)

R

p. G40

Deflect

Enchantment (Armor)

A

p. B161, M46

Doppelganger (VH)

Enchantment

D, R

p. G40

Effigy (VH)

Enchantment (Wizard's Tools)

D, R

p. G42

Electric Power/TL

Enchantment

R

p. TM20, Pyramid 17, p. 72-73

Enchant (VH)

Enchantment

A, H

p. B160, M42

Ensorcel (VH)

Enchantment

A, H

p. G39

Fortify

Enchantment (Armor)

A

p. B161, M46, TM20

Ghost Weapon

Enchantment (Weapon)

R

p. G41

Golem (Stygian Knight)

Enchantment

No

p. MYTH61

Golem (VH)

Enchantment

G, R

p. M44, AN39, TM19, 49

Graceful Weapon

Enchantment (Weapon)

R

p. G41

Great Wish (VH)

Enchantment

No

p. M44

Hex

Enchantment

A

p. M43

Hideaway

Enchantment

A

p. M44

Homunculus

Enchantment (Wizard's Tools)

No

p. G42, Co98

Leak

Enchantment

G

p. G40

Leave Curse

Enchantment

No

p. AZ73

Lesser Wish (VH)

Enchantment

No

p. M43

Lighten

Enchantment (Armor)

A

p. B161, M46

Limit

Enchantment (Limiting)

A

p. M46

Link

Meta-Spells (Linking) /Enchantment (Limiting)

A

p. M64

Loyal Sword

Enchantment (Weapon)

A

p. M45

Malefice (VH)

Enchantment

D

p. G39, DW134, Eg95

Mana Warhead/TL

Enchantment (Weapon)

D, S

p. TM21

Manastone (VH)

Enchantment (Wizard's Tools)

S

p. G42

Name

Enchantment (Limiting)

A

p. M46

One-College Powerstone

Enchantment (Wizard's Tools)

No

p. G42

Password

Enchantment (Limiting)

A

p. M46

Penetrating Blade

Enchantment (Weapon)

R

p. G41

Power

Enchantment

R

p. B160, M43

Powerstone

Enchantment (Wizard's Tools)

No

p. B161-62, M47

Puissance

Enchantment (Weapon)

R

p. B160, M44

Quick Draw

Enchantment (Weapon)

R

p. M44

Quick-Aim

Enchantment (Weapon)

R

p. G41

Remove Enchantment

Enchantment

A

p. B160, M43

Scroll

Enchantment

No

p. B160, M42, DW134, TM19

Simulacrum (VH)

Enchantment

No

p. G39, Co97

Soul Golem (VH)

Enchantment (Wizard's Tools)

D, R

p. G42

Soul Stone (VH)

Enchantment (Wizard's Tools)

D, R

p. G42

Soulburner Gestalt (VH)

Enchantment

No

p. TM20-21

Speed

Enchantment

A

p. M43

Spell Stone

Enchantment

S

p. G38

Spell Targeting/TL (VH)

Enchantment (Weapon)

S

p. TM21

Spellbook

Enchantment (Wizard’s Tools)

No

pp. MI239-40

Spellgraft (VH)

Enchantment

No

p. TM20

Spellprocessor/TL

Enchantment

S

p. TM19

Staff

Enchantment

No

p. DW132

Staff

Enchantment (Wizard's Tools)

No

p. B161, M47, DW134

Summons Technician Imp

Enchantment

No

p. DW142

Suspend Enchantment

Enchantment

A

p. M43

Talisman

Enchantment

A

p. G38, DW134

Temporary Enchantment

Enchantment

A

p. MI121

Tupilak (VH)

Enchantment

A

p. FB110

Video Entity/TL

Enchantment

S

p. TM20

Weapon Spirit (VH)

Enchantment (Weapon)

R

p. G41, MI187 (as Sword Spirit)

Wish (VH)

Enchantment

No

p. M43

       

Fire Spells

     

Body of Flames (VH)

Fire

D, R

p. G31

Breathe Fire (VH)

Fire

G

p. M38

Burning Death

Fire/Necromantic

D*, R

p. G33, Co97

Burning Touch

Fire

D

p. G30, TM21

Cold

Fire

A

p. B159, M37

Control Fire Elemental

Fire

No

p. M33

Create Fire

Fire

A, H

p. B158, M36, VTM112

Create Fire Elemental

Fire

No

p. M33

Detonate

Fire

R

p. TM21

Dispersal Dream (VH)

Fire/Body Control

No

p. MYTH29-30

Essential Flame

Fire

A

p. M38

Explosive Fireball

Fire

D

p. M38

Extinguish Fire

Fire

A

p. B158, M37

Fast Fire

Fire

A

p. G29

Fire Cloud

Fire

D

pp. G30-31

Fire Proof

Fire

A

p. M37

Fireball

Fire

D

p. B159, M37

Flame Jet

Fire

G

p. M38

Flameturning

Fire

A

p. G30

Flaming Armor

Fire

G, R

p. G31

Flaming Missile

Fire

G, R

p. M38

Flaming Weapon

Fire

G, R

p. M38

Heat

Fire

A

p. B158-9, M37

High Explosive Fireball

Fire

No

p. TM21

Ignite Fire

Fire

A

p. B158, M36, VTM111-112

Mass Detonate

Fire

No

p. TM21

Phantom Flame

Fire

A

p. M38

Rain of Fire

Fire

D, R

p. G30

Resist Cold

Fire

A

p. M37

Resist Fire

Fire

A, H

p. M37

Ring of Fire

Fire

G, S

p. MYTH30

Seek Fire

Fire

A

p. G29

Shape Fire

Fire

A, H

p. B158, M37, VTM112

Shaped-Charge Fireball

Fire

D, S

p. TM21

Slow Fire

Fire

A

p. G29

Smoke

Fire

G

p. G30

Summon Fire Elemental

Fire

No

p. M33

Sumpjumper’s Incendiary Surprise

Fire

R

p. DW141

Sunblock

Fire/Light & Darkness/Protection & Warning

A

Pyramid #23

Sunburn

Fire/Light & Darkness

G

Pyramid #23

Walk on Fire

Fire

A

p. J1e 92

Warmth

Fire/Protection & Warning

A

p. G30

       

Food Spells

     

Animate Food

Food/Necromantic

G

Pyramid #23

Banquet

Food

A

p. M49

Consume Food

Food

S

Pyramid 17, p. 74

Control Food

Food

R

Pyramid #23

Cook

Food

A

p. M48

Create Food

Food

A

p. M48

Cure Dehydration

Healing/Food

A

p. G52

Cure Starvation

Healing/Food

A

p. G52

Decay

Food

G

p. M48

Distill

Food

A

p. M49

Englebert’s Enhancer

Food

S

p. DW142

Essential Food (VH)

Food

R

p. G43

Far-Tasting

Food

S

p. G43

Ferment

Food

A

p. M48

Food Jet

Food

R

Pyramid #23

Foul Water

Water/Food

G

p. G32

Guns to Butter

Food

S

p. TM22

Hunger

Body Control/Food

D, R

p. G15

Know Recipe

Food/Knowledge/Technology

A

p. G43, G95, TM22

Monk's Banquet

Food

R

p. M49, Cam24

Poison Food

Food

D

p. M48

Prepare Game

Food

A

p. G43

Preserve Food

Food

A

p. M48

Purify Food

Food

A

p. M48

Scents of the Past

Knowledge/Food

R

p. G63

Season

Food

A

p. G43

Seek Food

Food

A

p. M48

Shape Food

Food

R

Pyramid #23

Spice Jet

Food

R

Pyramid #23

Test Food

Food

A

p. M48

Thirst

Body Control/Food

G

p. G15

Water to Wine

Food

A

p. M49

Wizard Mouth

Knowledge/Food/Sound

R

p. G61

Wizard Nose

Knowledge/Food

R

p. G61

       

Gate Spells

     

Accelerate Time (VH)

Gate

G, R

p. G50

Banish

Necromantic/Gate

G, R

p. M75, SP106

Beacon

Gate

A

p. G44

Blink Other (VH)

Movement/Gate

G, R

p. G81

Control Gate

Gate

G, L, R

p. G49, CM98, WW80-81 (as Open (or Close) Gate)

Create Door

Gate

G

pp. G48-49

Create Gate (VH)

Gate

G, R

pp. G49-50, CM98-99

Divert Teleport (VH)

Gate/Movement

G

p. G48

Hide Object

Gate

A

pp. G44-45

Phase

Gate

A

p. G46

Phase Other (VH)

Gate

G

p. G46

Planar Summons

Necromantic/Gate

No

p. M74

Planar Visit

Gate

No

p. G45

Plane Shift (VH)

Gate

No

p. G46

Plane Shift Other (VH)

Gate

No

p. G46

Rapid Journey (VH)

Gate

S

pp. G47-48, Co98

Reverse Stupidity

Gate

S

Pyramid #23

Sanctuary

Gate

R

p. G45

Scry Gate

Gate

R, D

p. G49, CM100

Seek Gate

Gate

R

p. G49, CM100

Slow Time (VH)

Gate

G, R

p. G50

Summon Minor Demon

Necromantic/Gate

No

p. G87, Roleplayer #25

Summon Mirror Creature

Gate

No

p. NS94

Suspend Time (VH)

Gate

G, R

p. G50-51, DW142-43

Teleport (VH)

Movement/Gate

L

p. M71, DW137

Teleport Other (VH)

Movement/Gate

L

p. M71

Teleport Shield

Movement/Gate

A

p. M78

Time Out (VH)

Gate

G, R

p. G51

Timeport (VH)

Gate

G, S

pp. G46-47

Timeport Other (VH)

Gate

G, S

p. G47, WW80 (as Time Travel)

Timeslip

Gate

G, S

p. G47

Timeslip Other (VH)

Gate

G, S

p. G47

Trace Teleport

Gate

A

p. G47

       

Gene Weaving Spells

     

Adapt Breathing (VH)

Gene

G

Pyramid December 11, 1998

Adapt Skin (VH)

Gene

G

Pyramid December 11, 1998

Affix New Limb (VH)

Gene

G

Pyramid December 11, 1998

Awaken Self-Knowledge (VH)

Gene

G

Pyramid December 11, 1998

Boost Drug/TL

Gene

S

Pyramid December 11, 1998

Dominant Gene (VH)

Gene

G

Pyramid December 11, 1998

Dwindle Tumor (VH)

Gene

A

Pyramid December 11, 1998

Metastasize (VH)

Gene

D

Pyramid December 11, 1998

Musculate (VH)

Gene

G

Pyramid December 11, 1998

Pheromones (VH)

Gene

G

Pyramid December 11, 1998

Reform Limb (VH)

Gene

G

Pyramid December 11, 1998

Reform Skeleton (VH)

Gene

G

Pyramid December 11, 1998

Resequence (VH)

Gene

S

Pyramid December 11, 1998

Sculpt Flesh (VH)

Gene

G

Pyramid December 11, 1998

Seek Genome

Gene

S

Pyramid December 11, 1998

The Brain! (VH)

Gene

S

Pyramid December 11, 1998

Uplift (VH)

Gene

S

Pyramid December 11, 1998

       

Healing Spells

     

Awaken

Healing

A

p. B162, M49

Body-Reading

Healing

A

p. G51

Catch Wound

Healing

R

p. DW143

Charge Mandrake

Healing

No

p. MYTH29

Cleansing

Healing

A

p. G52

Critical Healing

Healing

A

p. CII156

Cure Addiction (VH)

Healing

A

p. G55

Cure Dehydration

Healing/Food

A

p. G52

Cure Disease

Healing

A

p. M50

Cure Insanity (VH)

Healing

L

p. G55

Cure Starvation

Healing/Food

A

p. G52

Detect Poison

Healing

A

p. G51

Diagnose Loss of Soul

Healing

No

p. AZ73

Ease Labor

Healing

A

p. TM22

Halt Aging (VH)

Healing

R

p. M51, Cam24-25

Heal Burns

Healing

A

p. CII156

Healing Slumber

Healing

A

p. G52, MI149

Instant Neutralize Poison (VH)

Healing

A

p. G52

Instant Regeneration (VH)

Healing

S

p. M51

Instant Restoration (VH)

Healing

S

p. M51

Lend Health

Healing

R

p. B162, M49

Lend Life

Healing

No

Pyramid #23

Lend Strength

Healing

R

p. B162, M49

Major Healing (VH)

Healing

A

p. B162, M50

Minor Healing

Healing

A

p. B162, M50

Neutralize Poison

Healing

A

p. M50

Recover Soul (VH)

Healing

No

p. AZ162

Recover Strength

Healing

A

p. B162, M49

Regeneration (VH)

Healing

A

p. M51

Relieve Addiction

Healing

A

p. G54

Relieve Madness

Healing

R

p. G54

Relieve Paralysis

Healing

A

pp. G53-54

Relieve Sickness

Healing

A

p. G54

Resist Disease

Healing/Protection & Warning

A

p. G54

Resist Poison

Healing/Protection & Warning

A

pp. G54-55

Restoration (VH)

Healing

A

p. M51

Restore Hearing

Healing

R

p. G55

Restore Memory

Healing

A

p. G53

Restore Sight

Healing

R

p. G55

Restore Speech

Healing

R

p. G55

Resurrection (VH)

Healing/Necromantic

No

p. M51

Sense Disease

Healing

A

p. TM22

Share Health

Healing

R

pp. G51-52

Share Strength

Healing

R

p. M50

Spolt’s Forthright Respirator

Healing

S

p. DW144

Sterilize

Healing

G

p. M50

Stop Bleeding

Healing

A

p. G53

Stop Paralysis

Healing

A

p. G53

Stop Spasm

Body Control/Healing

A

p. G15

Suspended Animation

Healing

G

p. M50, BT75

Transfer Health

Healing

R

p. J1e93-94, J2e 104

Transfer Pregnancy

Healing

G, R

p. TM22

Youth (VH)

Healing

S

p. M51

       

Illusion and Creation Spells

     

Complex Illusion

Illusion and Creation

R

p. M45, AN85, Cam25

Control Creation

Illusion and Creation

R

p. M52

Control Illusion

Illusion and Creation

R

p. M52, Cam25,

Create Animal

Illusion and Creation

A

p. M52

Create Aquastor(VH)

Communication & Empathy/Illusion and Creation

No

p. NS93

Create Craftsmen

Illusion and Creation

R

p. J1e94, J2e 104

Create Eidolon (VH)

Communication & Empathy/Illusion and Creation

No

p. NS93

Create Mount

Illusion and Creation

A

p. G57

Create Object (VH)

Illusion and Creation

A

p. M52

Create Servant

Illusion and Creation

G, R

p. M52

Create Warrior

Illusion and Creation

G, R

p. M52

Dispel Creation

Illusion and Creation

A

p. M53

Dispel Illusion

Illusion and Creation

No

p. M52, Cam26

Duplicate (VH)

Illusion and Creation

R

pp. G56-57

Erignya’s Surprising Bouquet

Illusion and Creation

A

p. DW144

False Coins

Illusion and Creation

G

p. J1e94, J2e 104

Fresnel’s Wonderful Concentrator

Illusion and Creation

R

p. DW144

Illusion Disguise

Illusion and Creation

G, R

p. M52, Cam25, Cik16

Illusion Shell

Illusion and Creation

A

p. M51, AN85, Cam25

Independence

Illusion and Creation

A

p. M53, Cam26,

Initiative

Illusion and Creation

A

pp. G57-58

Inscribe

Illusion and Creation

A

p. G56

Know Illusion

Illusion and Creation

A

p. M53, AN84, Cam26,

Perfect Illusion

Illusion and Creation

R

p. M51, Cam25, Cik16

Phantom (VH)

Illusion and Creation

R

p. G57

Simple Illusion

Illusion and Creation

A

p M47, AN85, Cam25, Cik15

       

Knowledge Spells

     

Air Vision

Air/Knowledge

A, K

p. G24

Alarm

Knowledge

A

p. M53

Analyze Genetics

Knowledge

S

p. TM23

Analyze Magic

Knowledge

A

p. B163, M55

Ancient History

Knowledge

A, K

p. M54

Astral Vision (VH)

Knowledge/Necromantic

No

p. G61

Aura

Knowledge

R

p. B163, M53, Rel108

Detect Magic

Knowledge

A

p. B162, M53, Cam26

Divination

Knowledge

A, K

p. M55, AN85-86, AZ73-74, Cam26, CM99, DW144-45, Rel108, RU95, TM23, IR115, Roleplayer #21

Divination: Aeromancy

Knowledge

A, K

p. M56, Roleplayer #21

Divination: Arithmancy

Knowledge

A, H

p. M56

Divination: Arm Measuring

Knowledge

R, K

p. G59, Az73

Divination: Astragryomancy

Knowledge

R, K

p. M57, G59, Roleplayer #21

Divination: Astrology

Knowledge

A, K, H

p. M56, An86, DW144-45, IR116, J1e94, Rel109-110

Divination: Augury

Knowledge

A, K

p. M55, G59-60, IR116, Rel110

Divination: Belomancy

Knowledge

A, K

p. M57, G60, Roleplayer #21

Divination: Botanomancy

Knowledge

A, K

p. M57, G60, Roleplayer #21

Divination: Caroc Reading

Knowledge

No

p. DW145

Divination: Cartomancy

Knowledge

A, K, H

p. M56, Cam26, Rel110-111 (Tarot)

Divination: Ching Aling

Knowledge

No

p. DW145

Divination: Chiromancy

Knowledge

A, H, K

p. M56, Roleplayer #21

Divination: Crystal Gazing

Knowledge

A, K, H

p. M56, Cam26, AN86, DW145

Divination: Cuisinomancy

Knowledge

A, K, H

p. DW145

Divination: Cybermancy

Knowledge

S, K

p. TM23

Divination: Dactylomancy

Knowledge

A, K

p. M56, TTA126 (as Ouija Board)

Divination: Daybook Reading

Knowledge

R, K

p. G60, Az73

Divination: Demon Invocation

Knowledge

No

p. DW145

Divination: Drug Trance

Knowledge

R, K

p. AN86

Divination: Ecstatic Vision

Knowledge

A, H

p. Cam26

Divination: Feng Shui (Geomancy)

Knowledge

R, K

p. Ch111

Divination: Fish Scale Divination

Knowledge

R, K

p. Ch112

Divination: Galactomancy

Knowledge

R, K

p. G60

Divination: Gastromancy

Knowledge

R, K

p. G60

Divination: Genomancy

Knowledge

S, K

p. TM23

Divination: Geomancy

Knowledge

R, K

p. 56, Roleplayer #21

Divination: Geomancy (Japanese)

Knowledge

No

p. J1e94

Divination: Graphology

Knowledge

A, K

p. M56, Roleplayer #21

Divination: Graveweed Summoning

Knowledge

G, R, K

p. G60, RU95

Divination: Haruspication

Knowledge

A, H

p. M56, AN86, IR116, Rel110 (Hepatascopy)

Divination: Hydromancy

Knowledge

R, K

Roleplayer #21

Divination: I Ching

Knowledge

R, K

p. G60, Ch111, J1e94

Divination: Libanomancy

Knowledge

R, K

p. M57, G60, Roleplayer #21

Divination: Lithomancy

Knowledge

R, K

p. M57, G60, Roleplayer #21

Divination: Lunomancy

Knowledge

R, K

p. M56, Roleplayer #21

Divination: Maize Kernel Reading

Knowledge

R, K

p. G60, Az73

Divination: Ming Sun

Knowledge

R, K

p. Ch111

Divination: Mirror Scrying

Knowledge

R, K

p. Az73-74

Divination: Molybdomancy

Knowledge

R, K

p. M56

Divination: Nimbomancy

Knowledge

R, K

p. M55

Divination: Numerology

Knowledge

A, K

p. AN86

Divination: Oneiromancy

Knowledge

R, K

p. M26, Cam27

Divination: Ornithomancy

Knowledge

R, K

p. G60

Divination: Palmistry

Knowledge

No

p. DW145

Divination: Pedomancy

Knowledge

R, K

p. M56, Roleplayer #21

Divination: Physiognomy

Knowledge

R, K

p. Ch111

Divination: Plutomancy

Knowledge

R, K

p. TM23

Divination: Pyromancy

Knowledge

R, K

p. M56, DW146

Divination: Quantumancy

Knowledge

S, K

p. TM23

Divination: Reannual Alcoholism

Knowledge

No

p. DW146

Divination: Rhabdomancy

Knowledge

R, K

p. G60

Divination: Rune Casting

Knowledge

R, K

p. M56

Divination: Sand Board Reading

Knowledge

R, K

p. AN86

Divination: Sortilage

Knowledge

R, K

p. DW145

Divination: Sympathetic Tidings

Knowledge

R, K

p. G60, RU95

Divination: Ursomancy

Knowledge

R, K

p. RU95

Divination: Vision Interpretation

Knowledge

R, K

p. Az74

Earth Vision

Earth/Knowledge

A, K

p. B156, M32

Echoes of the Past

Knowledge/Sound

R

p. G63

Far Hearing

Sound/Knowledge

G, R

p. M79

Far-Feeling

Knowledge

R

p. G61

Far-Tasting

Food/Knowledge

R

p. G43

Find Direction

Knowledge

A

p. M53, AN85

Glass Wall

Knowledge

G, R

p. M55

History

Knowledge

R

p. M54, Cam26

Ice Vision

Water/Water (Ice)/Knowledge

A

p. M41

Identify Spell

Knowledge

A, H

p. B163, M55

Identify Spellcaster

Knowledge

A, H

p. AZ74

Images of the Past

Knowledge

R

pp. G62-63

Invisible Wizard Eye

Knowledge

R

p. M54

Judge The Balance

Knowledge

S

p. Ch113

Know Location

Knowledge

A

p. G58, AN85

Know Recipe

Food/Knowledge/Technology

A

p. G43, G95, TM22

Know True Shape

Knowledge

R

p. G58-59, AN85

Mage Sense

Knowledge

A

p. M55

Mage Sight

Knowledge

A

p. M54

Measurement

Knowledge/Technology

A

p. M54, G95, TM23, Pyramid #3, Roleplayer #3

Memorize

Knowledge

R

p. G59

Necrovision

Knowledge

S

p. TM23

Pathfinder

Knowledge

A

p. M54

Plant Vision

Plant/Knowledge

A

p. G88

Projection

Knowledge

A

p. G61

Recall

Knowledge

A

p. G59

Remember Path

Knowledge

A

p. G59

Scents of the Past

Knowledge/Food

R

p. G63

Schematic/TL

Technology (Machine)/Knowledge

R

p. G97

See Secrets

Knowledge

G, R

p. M54

Seek Magic

Knowledge

A

p. G60

Seek Number/TL

Communication & Empathy/Knowledge

S

p. TM18

Seeker

Knowledge

A

p. B163, M54

Small Vision

Light & Darkness/Knowledge/Technology (Energy)

A

p. G65, 101, TM24

Televisomancy

Knowledge/Technology (Machine)

S, K

p. TM23

Tell Position

Knowledge

A

p. G58

Tell Time

Knowledge

A

p. M53

Test Area

Knowledge

A

p. G58

Trace

Knowledge

A

p. B163, M54

Water Vision

Water/Knowledge

A

p. M40

Wizard Eye

Knowledge

A

p. M54

Wizard Hand

Knowledge/Movement

A

p. G62

Wizard Mouth

Knowledge/Food/Sound

A

p. G61

Wizard Nose

Knowledge/Food

A

p. G62

       

Light & Darkness Spells

     

Blur

Light & Darkness

A

p. B163, M58

Body of Shadow (VH)

Light & Darkness

G, R

pp. G65-66

Bright Vision

Light & Darkness

A

p. G65

Coherent Light Jet

Light & Darkness

S, G

p. TM24

Colors

Light & Darkness

A

p. M57

Continual Light

Light & Darkness

A, H

p. B163, M57

Continual Mage Light

Light & Darkness

A

p. G64

Continual Sunlight

Light & Darkness

A

p. G64

Dark Vision

Light & Darkness

A

p. M58

Darkness

Light & Darkness

A

p. B163, M58, BT73

Disruption Bolt

Light & Darkness

G, S

p. TM24

Flash

Light & Darkness

A, H

p. B163, M57

Gloom

Light & Darkness

A

p. G64

Glow

Light & Darkness

A, H

p. G64

Hawk Vision

Light & Darkness

A

p. M58

Hide

Light & Darkness

A

p. M58

Images of the Past

Knowledge/Light & Darkness

R

p. G62

Infrared Flash

Light & Darkness

S

p. TM24

Infravision

Light & Darkness

R

p. M58

Invisibility

Light & Darkness

A

p. M58, Cam27, CM100

Invisible Sunbolt

Light & Darkness

G, S

p. TM24

Light

Light & Darkness

A, H

p. B163, M57

Light Jet

Light & Darkness

A

p. M57

Mage Light

Light & Darkness

A

p. G64

Mirror

Light & Darkness

A

p. G65

Night Vision

Light & Darkness

A

p. M58

Remove Reflection

Light & Darkness

A

p. G63

Remove Shadow

Light & Darkness

A

p. G63

See Invisible

Light & Darkness

A

p. M58, Cam27

Shade

Protection & Warning/Light & Darkness

A

p. G92

Shape Darkness

Light & Darkness

R

p. M58, Cam27

Shape Light

Light & Darkness

R

p. G63

Small Vision

Light & Darkness/Knowledge/Technology (Energy)

A

p. G65, 101, TM24

Sunblock

Fire/Light & Darkness/Protection & Warning

A

Pyramid #23

Sunbolt

Light & Darkness

G, R

p. G65, TM24

Sunburn

Fire/Light & Darkness

G

Pyramid #23

Sunlight

Light & Darkness

A

p. G64

Wall of Light

Light & Darkness

A

pp. G64-65

       

Making and Breaking Spells

     

Animate Object (VH)

Making and Breaking

A

pp. G67-68

Artistic Creation (VH)

Making and Breaking

A

p. J1e94

Clean

Making and Breaking

A

p. M60, TM25

Contract Object (VH)

Making and Breaking

A, H

p. G68

Copy/TL

Making and Breaking

A

p. M60, G96, TM25

Decay/TL

Making and Breaking

G

p. M48, G100, TM29

Disintegrate (VH)

Making and Breaking

D, R

p. M59

Dye

Making and Breaking

A

p. M60, TM24

Enlarge Object (VH)

Making and Breaking

A, H

p. G69

Explode (VH)

Making and Breaking

D, R

p. G66

Extend Object (VH)

Making and Breaking

A, H

p. G68

Fasten

Making and Breaking

A

p. G67

Find Weakness/TL

Making and Breaking/Technology (Machine)

A

p. B164, M59, G97, TM25, Pyramid #3

Immediate Action

Making and Breaking

S

p. TM24

Inscribe

Illusion and Creation/Making and Breaking

A

p. G56

Inspired Creation (VH)

Making and Breaking

A

p. J1e94, J2e 105

Knots

Making and Breaking

A, H

p. M60

Mapmaker

Making and Breaking

A, H

p. G67

Mystic Mark

Making and Breaking

A

p. G67

Rebuild/TL

Technology (Machine)/Making and Breaking

G, R

p. G97

Rejoin

Making and Breaking

A

p. B164, M60

Repair

Making and Breaking

A, H

p. B164, M60

Repair Arrow

Making and Breaking

R

p. M60

Reshape

Making and Breaking

A

p. M59

Restore

Making and Breaking

A

p. B164, M59

Rive (VH)

Making and Breaking

G, R

p. G66

Ruin/TL

Making and Breaking

D, R

p. M59, G100, TM29

Sharpen

Making and Breaking

A

p. M60, TM25

Shatter (VH)

Making and Breaking

D, R

p. B164, M59

Shatterproof

Making and Breaking

A, H

p. M60, Cam27

Shrink Object (VH)

Making and Breaking

A, H

p. G68

Soilproof

Making and Breaking

A

p. G66

Soul Creation (VH)

Making and Breaking

R

p. J1e95, J2e 105-6

Soul Repair (VH)

Making and Breaking

R

p. J1e95, J2e 106

Stiffen

Making and Breaking

A

p. M60

Toughen

Making and Breaking

A

p. G67

Transform Object (VH)

Making and Breaking

A, H

p. G68

Transparency

Making and Breaking

A

p. G67

Weaken

Making and Breaking

G

p. B164, M59

Weapon Self (VH)

Making and Breaking

G, S

p. G68

       

Meta-Spells

     

Activate Runes (VH)

Meta-Spells

No

p. M92

Bless

Meta-Spells

R

p. M62, G95, AN86, AZ74, Cam27-28, IR115

Catch Spell (VH)

Meta-Spells

R

p. G71

Charge Powerstone (VH)

Meta-Spells

No

p. G73

Conceal Magic

Meta-Spells

G, R

p. M61

Counterspell

Meta-Spells

A, H

pp. M61-62

Curse

Meta-Spells

D

p. M62, G95, AN86, AZ74, Cam28, IR116

Delay

Meta-Spells (Linking)

A

pp. M63-64

Dispel Magic

Meta-Spells

A

p. M62, CM105

Displace Spell

Meta-Spells

A

p. G70

Drain Magery (VH)

Meta-Spells

S

p. G72

Drain Mana (VH)

Meta-Spells

D, S

p. M63

False Aura

Meta-Spells

G, R

p. G69

Great Ward

Meta-Spells

A

p. M62

Hang Spell (VH)

Meta-Spells

R

pp. G71-72

Lend Spell

Meta-Spells

R

p. G72

Link

Meta-Spells (Linking) /Enchantment (Limiting)

A

p. M64

Magic Resistance

Meta-Spells

A

p. M61

Maintain Spell (VH)

Meta-Spells

A

p. G72

Mystic Feedback

Meta-Spells

S

p. DW146

Octagram

Meta-Spells

No

p. DW146-7

Pentagram

Meta-Spells

G, R

p. M62

Reflect

Meta-Spells

A

p. M62

Reflex

Meta-Spells (Linking)

A

pp. M64-65

Remove Aura

Meta-Spells

G, R

p. G69

Remove Curse

Meta-Spells

A, H

p. M63, AN87, CM105

Restore Mana (VH)

Meta-Spells

R

p. M63

Reverse

Meta-Spells

R

p. J2e 106

Scryfool

Meta-Spells

A

p. G73

Scryguard

Meta-Spells

A

p. M61

Scrywall

Meta-Spells

A

p. M61

Seek Magic

Knowledge/Meta-Spells

A

p. G60

Spell Shield

Meta-Spells

A, H

p. M61

Spell Wall

Meta-Spells

A, H

p. G69

Spellguard (VH)

Meta-Spells

A, H

p. G71

Steal Spell (VH)

Meta-Spells

D, S

p. G72

Suspend Curse

Meta-Spells

A

p. G73

Suspend Magery (VH)

Meta-Spells

D, S

p. G72

Suspend Magic

Meta-Spells

A

p. G70

Suspend Mana (VH)

Meta-Spells

R

p. G73

Suspend Spell

Meta-Spells

A

p. G70

Tap Narrative Power (VH)

Meta-Spells

No

p. DW147

Telecast (VH)

Meta-Spells

G

pp. G72-73

Throw Spell (VH)

Meta-Spells

No

p. G71

Ward

Meta-Spells

A

p. M62

       

Mind Control Spells

     

Alertness (VH)

Mind Control

A

p. M69

Avoid

Mind Control

A

p. M67

Berserker

Mind Control

D, R

pp. M65-66

Bravery

Mind Control

A, H

p. B164, M65

Break Mental Walls (VH)

Mind Control

No

p. DW148

Charm

Mind Control

G, H

p. M68, BT73, Ho57

Command

Mind Control

G

p. G77

Compel Lie

Mind Control/Communication & Empathy

D

p. G76

Confusion (VH)

Mind Control

G, H

p. MYTH29

Create Stress Sigil

Mind Control

No

Pyramid #23

Daze

Mind Control

G, H

p. B164, M66

Delusion

Mind Control

D

p. DW147

Disorient

Mind Control

G

p. G74

Dream Projection

Communication & Empathy/Mind Control

R

p. G21

Dream Sending

Communication & Empathy/Mind Control

R

p. G21

Drunkenness

Mind Control

A

p. M66

Dull Ears

Mind Control

D

p. G77

Dull Eyes

Mind Control

D

p. G77

Dull Nose

Mind Control

D

p. G77

Dullness (VH)

Mind Control

D

p. G77

Ecstasy (VH)

Mind Control

G, H

p. G76

Emotion Control

Mind Control

G, H

p. M68

Encrypt

Mind Control

A, H

p. G78

Enslave (VH)

Mind Control

D*

p. M68, BT75

Enthrall

Mind Control

G

p. G75, CM100

False Memory

Mind Control

G, H

p. M67

Fascinate

Mind Control

G, H

p. G75, CM101

Fear

Mind Control

D

p. B164, M65

Foolishness

Mind Control

D

p. B164, M66

Forgetfulness

Mind Control

G, H

p. M66

Game Addict

Mind Control

G, S

p. TM25

Glib Tongue

Mind Control

G, R

p. G75, CM101

Great Geas (VH)

Mind Control

G, R

p. M68

Great Hallucination (VH)

Mind Control

D, R

pp. G76-77, CM104

Hallucination

Mind Control

D

p. G76

Keen Ears

Mind Control/Sound

A

p. M69

Keen Eyes

Mind Control

A

p. M69

Keen Nose

Mind Control

A

p. M69

Lesser Geas (VH)

Mind Control

G

p. M59, AN87

Loyalty

Mind Control

G

p. M68, Cam28

Lure

Mind Control

G

p. G76

Madness

Mind Control

D*, R

p. M67

Mass Confusion (VH)

Mind Control

G, H

p. MYTH29

Mass Daze

Mind Control

G, H

p. B164, M66

Mass Hibernation

Mind Control

G, S

p. DW147-8

Mass Sleep

Mind Control

G, H

p. B164, M67

Mass Suggestion

Mind Control

G, R

p. M68

Memorize

Knowledge/Mind Control

A

p. G59

Mental Stun

Mind Control

G, H

p M66

Mindlessness (VH)

Mind Control

D, R

p. M67

Narrative Manipulation (VH)

Mind Control

No

p. DW148

Nightmare

Mind Control

D

p. M67, BT74

Oath

Mind Control

R

p. G77

Panic

Mind Control

D

p. M65, TTA128

Peaceful Sleep

Mind Control

A, H

p. M67

Permanent Forgetfulness (VH)

Mind Control

G, H

p. M66

Permanent Madness (VH)

Mind Control

D*, R

p. M67

Rear Vision

Mind Control

A

p. M69

Recall

Knowledge/Mind Control

A, H

p. G59

Relieve Madness

Healing/Mind Control

R

p. G54

Reverse Psychology (VH)

Mind Control

G, R

Pyramid #23

Sickness

Mind Control/Body Control

D, R

p. M66

Sleep

Mind Control

A, H

p. B164, M66, BT74

Strengthen Will

Mind Control

A

p. G75

Suggestion

Mind Control

G, H

p. M68

Terror

Mind Control

D, R

p. M65

Vigil (VH)

Mind Control

A

pp. G75-76

Weaken Will

Mind Control

D

p. G75

Will Lock

Mind Control

D, R

p. G77, WW86

Wisdom

Mind Control

R

p. M68

       

Movement Spells

     

Air Golem

Movement

A, H

p. M70

Air Vortex

Air/Movement

R

p. G25, Co98 (as Carpet of Yimsha)

Apportation

Movement

A, H

p. M69, VTM112

Atavarr’s Personal Gravitational Upset (VH)

Movement

G, R

p. DW149

Beacon

Gate/Movement

A

p. G44

Blink

Movement

A, H

p. M71

Blink Other (VH)

Movement/Gate

G, R

p. G81

Cloud Vaulting (VH)

Movement/Air (Weather)/Water (Weather)

A

p. G81, Ch113

Cloud-Walking

Movement/Air (Weather)/Water (Weather)

A

p. G81, J2e106

Distant Blow

Movement

G

pp. G81-82

Divert Teleport (VH)

Gate/Movement

G

p. G48

Ethereal Body (VH)

Movement

No

p. M72

Flight (VH)

Movement

A, H

p. M71, AN87

Flying Carpet (VH)

Movement

G

p. G80, AN87, TM26, TTA128

Freedom

Movement/Protection & Warning

A

p. G79

Glide

Movement

A

p. AN87

Glue

Movement

A

p. M69

Grease

Movement

A

p. G79

Great Haste (VH)

Movement

R

p. M69

Hail of Lead

Movement

G, S

p. TM26

Haste

Movement

A

p. M69, AN87

Hawk Flight (VH)

Movement

A

p. M71

Hold Fast

Movement

A

p. G78

Homing Missile

Movement

A, H

p. TM26

Increase Burden

Movement

G, H

p. G79

Jump

Movement

A

p. G79

Levitation

Movement

A, H

p. M70

Light Tread

Movement

A

pp. G78-79

Lighten Burden

Movement

A, H

p. M69

Lockmaster

Movement

G, R

p. M70

Locksmith

Movement

G, R

p. M70

Long March

Movement

A

p. G78

Magic Bullet

Movement

D, R

p. TM26

Manipulate

Movement

A

p. M70

Open Planar Gate (VH)

Movement

No

p. AZ74

Planar Travel (VH)

Movement

No

p. AZ74

Poltergeist

Movement

A

p. M70

Pull

Movement

A

p. G80

Quick March

Movement

A

p. M69, AN87

Quondum’s Attractive Point

Movement

A

p. DW149

Rapid Journey (VH)

Gate/Movement

R

p. G47

Reduce Recoil

Movement

S

p. TM26

Repel

Movement

A

p. G80

Slide

Movement

A

p. G79

Slow

Movement

A

p. G78

Slow Fall

Movement

A, H

p. M69

Steady Hand

Movement

A

p. TM26

Swim

Movement/Water

A

p. M70

Teleport (VH)

Movement/Gate

A, H

p. M71, DW137

Teleport Other (VH)

Movement/Gate

G

p. M71

Trace Teleport

Gate/Movement

A

p. G81

Undo

Movement

A

p. M70

Wall Walker

Movement

A

p. M70

Winged Knife

Movement

G, R

p. M72

Wizard Hand

Knowledge/Movement

A

p. G79

       
       

Necromantic Spells

     

Affect Spirits

Necromantic

G

p. SP108

Age (VH)

Necromantic

D, R

p. M74, TTA127

Animate Food

Food/Necromantic

G

Pyramid #23

Animate Shadow

Necromantic

D

p. G87

Animation (VH)

Necromantic

A

p. M73, AN88, TTA126

Astral Block

Necromantic

No

p. G85, UN48, SP108

Astral Vision (VH)

Knowledge/ Necromantic

No

p. G61

Banish

Necromantic/Gate

G

p. M74, TTA127

Bind Spirit (Type)

Necromantic

G

p. UN40, SP108

Burning Death (VH)

Fire/Necromantic

D*, R

p. G31

Command Spirit (Type)

Necromantic

G

p. UN40, SP107

Control Zombie

Necromantic

D, R

p. M73, TTA127

Death Vision

Necromantic

G, K

p. M72, TTA126

Entrap Spirit

Necromantic

G

p. SP108

Evisceration (VH)

Necromantic

D*, R

pp. G86-87, Co98

Exploding Skull Strike

Necromantic

No

p. MYTH31

Hellspawn

Necromantic

D*, S

p. TM27

Lich

Necromantic

No

p. UN43

Life Siphon

Necromantic

D*, S

Pyramid #23

Mass Zombie

Necromantic

D, R

p. UN41-42

Mass Zombie (Thrall) (VH)

Necromantic

No

p. MYTH30, 63

Mass Zombie (variants) (VH)

Necromantic

No

p. MYTH30

Materialize

Necromantic

A

p. G87, BT76, SP107

Mummy’s Curse

Necromantic

S

p. UN42, 72

Pestilence

Necromantic

D*, R

p. M74, BT74, TTA127

Planar Summons

Necromantic/Gate

No

p. M74

Remove Soul

Necromantic

No

p. AZ75

Repel Spirits

Necromantic

A

p. G85, UN48, SP108

Resurrection (VH)

Healing/Necromantic

No

p. M51

Rotting Death (VH)

Necromantic

D*, R

p. G86

Sense Spirit

Necromantic

A

p. M72, BT74, TTA126

Skull Strike

Necromantic

No

p. MYTH30

Skull-Spirit (VH)

Necromantic

D*, R

p. M73, TM27, TTA127, UN42

Slow Healing

Necromantic

D

p. G84

Solidify

Necromantic

A

p. G87, SP107

Soul Jar (VH)

Necromantic

D, R

p. M73, BT74-75, Ho44

Spirit Trap

Necromantic

G

p. TTA126

Steal Attribute (VH)

Necromantic

D, R

p. G86

Steal Attribute: Steal Dexterity (VH)

Necromantic

D, R

p. G86

Steal Attribute: Steal Might (VH)

Necromantic

D, R

p. G86

Steal Attribute: Steal Vigor (VH)

Necromantic

D, R

p. G86

Steal Attribute: Steal Wisdom (VH)

Necromantic

D, R

p. G86

Steal Beauty (VH)

Necromantic

D, R

p. G85

Steal Health

Necromantic

D, R

p. M74, BT75, Ho57, Rel109

Steal Skill (VH)

Necromantic

D, R

p. G86

Steal Strength

Necromantic

D, R

p. M73, BT75, Rel109, TTA127-128

Steal Toughness (VH)

Necromantic

D, R

p. MYTH30

Steal Youth (VH)

Necromantic

D, R

p. M74, BT75

Stop Healing

Necromantic

D, R

p. G84

Strike Barren

Body Control/Necromantic

G

p. G14

Summon Demon

Necromantic

No

p. M74, DW137, IN175

Summon Major Demon

Necromantic

No

Roleplayer #25

Summon Minor Demon

Necromantic

No

p. G87, Roleplayer #25

Summon Shade (VH)

Necromantic

G, R

p. M72, Roleplayer #4

Summon Spirit

Necromantic

G

p. M72, TTA26, UN39, SP107

The Rite of AshkEnte

Necromantic

No

p. DW150

Turn Spirit

Necromantic

A

pp. G84-85, UN48, SP107

Turn Zombie

Necromantic

R

p. M, UN47

Weaken Blood

Body Control/Necromantic

D, R

p. G16

Wraith

Necromantic

D*, R

p. UN44

Zombie

Necromantic

D, R

p. M73, BT75, TTA126-127, UN41

Zombie (Ghast) (VH)

Necromantic

No

p. MYTH31, 45

Zombie (Soulless) (VH)

Necromantic

No

p. MYTH31, 59

Zombie (Thrall) (VH)

Necromantic

No

p. MYTH31, 63

Zombie (variants) (VH)

Necromantic

No

p. MYTH31

Zombie Microbe

Necromantic

No

p. UN94

Zombie Plant

Necromantic

D, R

p. UN94

Zombie Summoning

Necromantic

D

p. G84

Zombie Vehicle

Necromantic

D, R

p. UN94

       

Plant Spells

     

Animate Plant

Plant

A

p. M76

Bless Plants

Plant

A

p. M75

Blight

Plant

D

p. G88

Blossom

Plant (Wood)

A

p. J1e95, J2e 103

Body of Algae

Plant

A

p. G90

Body of Wood

Plant

A

pp. G89-90

Conceal

Plant

A

p. G89

Control Dryad

Plant

D, R

Pyramid #23

Create Plant

Plant

A

p. M75

False Tracks

Plant

G

p. G88

Forest Warning

Plant

A

p. M76

Frost (Plant)

Plant (Wood)

G

p. J1e95

Heal Plant

Plant

A

p. M75

Hide Path

Plant

A

p. M76

Identify Plant

Plant

A

p. M75

Immurement

Plant

A

p. G90

Plant Control

Plant

A

p. G89

Plant Form

Plant

A

p. M76

Plant Form Other

Plant

G

p. G90

Plant Growth

Plant

A

p. M75

Plant Sense

Plant

A

p. M76

Plant Speech

Plant

A

p. G89

Plant Vision

Plant/Knowledge

A

p. G88

Pollen Cloud

Plant

D

p. G88

Purify Earth

Earth/Plant

A

p. G24

Rain of Nuts

Plant

G

p. G88

Rejuvenate Plant

Plant

A

p. G88

Seek Ginseng

Plant (Wood)

A, R

p. J1e95

Seek Plant

Plant

A

p. M75

Shape Plant

Plant

A

p. M75

Summon Dryad

Plant

No

Pyramid #23

Tangle Growth

Plant

A

p. M76

Walk Through Plants

Plant

R

p. G89

Walk Through Wood

Plant

R

p. G89

Wither Plant

Plant

G

p. M76, J1e95

       

Protection & Warning Spells

     

Armor

Protection & Warning

A

p. M76

Bladeturning

Protection & Warning

R

p. G91

Blind Sensor

Protection & Warning/Technology (Machine)

G, R

p. TM27

Block

Protection & Warning

A

p. G91

Catch Missile

Protection & Warning

A

p. G92

Coolness

Elemental Water (Ice)/ Protection & Warning

A

p. G35

Deflect Missile

Protection & Warning

A

p. G91

Detect Poison

Protection & Warning

A

p. G91

Force Dome

Protection & Warning

A

p. M78

Force Wall

Protection & Warning

A, H

pp. G92-93

Freedom

Movement/Protection & Warning

A

p. G79

Hardiness

Protection & Warning

A

p. G91

Iron Arm

Protection & Warning

R

p. M77

Magelock

Protection & Warning

A

p. M77, AN88

Missile Shield

Protection & Warning

A

p. M77, TTA128

Mystic Mist

Protection & Warning

A

p. M77

Nightingale

Protection & Warning

A

p. M77

Prismatic Mist

Protection & Warning

R

p. TM27

Reflect Gaze (VH)

Protection & Warning

R

p. G93

Resist Acid

Water (Acid)/ Protection & Warning

 

p. G37

Resist Disease

Healing/Protection & Warning

A

p. G54

Resist Lightening

Air (Electricity)/ Protection & Warning

A

p. G27

Resist Poison

Healing/Protection & Warning

A

p. G54

Resist Sound

Sound/Protection & Warning

A

p. G93

Resist Water

Water/Protection & Warning

A

p. G33

Return Missile

Protection & Warning

A

p. G92

Reverse

Protection & Warning

A

p. J1e95

Reverse Missiles

Protection & Warning

A

p. M77

Sense Danger

Protection & Warning

A

p. M76

Sense Disaster

Protection & Warning

R

Pyramid #23

Sense Observation

Protection & Warning

A

p. G92

Shade

Protection & Warning/Light & Darkness

A

p. G92

Shield

Protection & Warning

A

p. M76, TTA128

Spirit Ward

Protection & Warning

A

p. J1e95, MAA85

Spoof Sensor

Protection & Warning/Technology (Machine)

S

p. TM27

Sunblock

Fire/Light & Darkness/Protection & Warning

A

Pyramid #23

Teleport Shield

Protection & Warning

A

p. M77

Turn Blade

Protection & Warning

R

p. G91

Umbrella

Water/Protection & Warning

A

p. M40

Utter Dome

Protection & Warning

R

p. M78

Utter Wall

Protection & Warning

A

p. G93

Warmth

Fire/Protection & Warning

A

p. G30

Watchdog

Protection & Warning

A

p. M77

Weather Dome

Protection & Warning

A

p. M78

       

Sound Spells

     

Keen Ears

Mind Control/Sound

A

p. M69

Alter Voice

Body Control/Sound

A

p. G18

Concussion

Air/Sound

G

p. G24

Converse

Sound

A

p. G93

Delayed Message

Sound

A

p. M79

Echoes of the Past

Knowledge/Sound

A

p. G63

Far Hearing

Sound/Knowledge

G, R

p. M79

Garble

Sound

G

p. G93

Great Voice

Sound

A

p. M78

Hush

Sound

A

p. M79

Imitate Voice

Sound

A

p. G93, WW81

Invisible Wizard Ear

Sound

R

p. M79

Mage Stealth

Sound

R

p. M79

Message

Sound/Communication & Empathy

A

p. G94

Musical Scribe

Sound

A

p. G94

Noise

Sound

A

p. M79

Resist Sound

Sound/Protection & Warning

A

p. G93

Scribe/TL

Sound

A

p. M79, G96, TM28

Silence

Sound

A

p. M78

Silver Tongue

Sound

G, R

p. G93

Sound

Sound

A, H

p. M78, AN88, Cam28

Sound Jet

Sound

G

p. M78

Sound Vision

Sound

R

p. M79

Thunderclap

Sound

A

p. M78

Voices

Sound

A

p. M78

Volume Control/TL

Sound

A

p. TM28

Wall of Silence

Sound

A

p. M79

Wizard Ear

Sound

A

p. M79

Wizard Mouth

Knowledge/Food/Sound

A

p. G61

       

Technology (Bio-tech) Spells

     

Manipulate DNA (VH)

Technology (Bio-Tech)

S

p. TM28

Sequence DNA (VH)

Technology (Bio-Tech)

S

p. TM28

       

Technology (Machine) Spells

     

Animate Machine/TL (VH)

Technology (Machine)

R

p. G98, TM35, TTA

Awaken Computer/TL (VH)

Technology (Machine)

S

p. G99, TM36, TTA128

Bless

Technology (Machine)

S

p. M62, G95

Blind Sensor

Protection & Warning/Technology (Machine)

G, R

p. TM27

Confound Firearm/TL

Technology (Machine)

A

p. TM34

Copy/TL

Technology (Machine)

A

p. M60, G96

Curse

Technology (Machine)

G, R

p. M54, G95

Delete Commercials/TL

Communication & Empathy/Technology (Machine)

R

p. TM18

Find Weakness/TL

Making and Breaking/Technology (Machine)

A

p. B164, M59, G97, TM25, Pyramid #3

Glitch/TL

Technology (Machine)

G

pp. G96-97, TM34, Pyramid #3

Guide Missile/TL

Technology (Machine)

G, S

p. TM34

Know Recipe

Food/Knowledge/Technology

A

p. G43, G95, TM22

Machine Control/TL

Technology (Machine)

R

p. G96, TM33, Pyramid #3

Machine Possession/TL

Technology (Machine)

G, S

p. G98, TM36, TTA128 (as Possess Vehicle)

Machine Speech/TL

Technology (Machine)/Communication & Empathy

R

p. G96, TM33

Machine Summoning/TL

Technology (Machine)

R

p. G96, TM33

Mad Machine

Technology (Machine)

D

p. TM35

Malfunction/TL

Technology (Machine)

G

p. G97, TM34, Pyramid #3

Measurement

Knowledge/Technology

A

p. M54, G95, TM23, Pyramid #3, Roleplayer #3

Partial Shapeshifting

Technology (Machine)

No

p. G11, 99

Permanent Machine Possession/TL (VH)

Technology (Machine)

G, S

p. G98, TM36

Program

Technology (Machine)

S

Pyramid 17 p. 70-71, TM33

Rebuild/TL

Technology (Machine)/Making and Breaking

A

p. G97, TM35, Pyramid #3

Reveal Function/TL

Technology (Machine)

A

p. G96, TM33, Pyramid #3

Rider

Technology (Machine)

R

p. M24, G98, TM35

Rider Within

Technology (Machine)

R

p. M24, G98, TM35

Schematic/TL

Technology (Machine)/Knowledge

A

p. G97, TM34, Pyramid #3

Scribe/TL

Technology (Machine)

A

p. M79, G96

Seek Machine/TL

Technology (Machine)

A

p. G95, TM32, Pyramid #3

Shapeshift Other

Technology (Machine)

G, R

p. M22, G99

Shapeshifting

Technology (Machine)

G, R

p. M23, G99

Speed Data/TL

Communication & Empathy/Technology (Machine)

S

p. TM19

Spoof Sensor

Protection & Warning/Technology (Machine)

S

p. TM27

Televisomancy

Knowledge/Technology (Machine)

S, K

p. TM23

Upgrade Computer/TL

Technology (Machine)

S

p. TM35

       

Technology (Energy) Spells

     

Catch Lightning

Technology (Energy)

R

Pyramid #3

Conduct Power/TL (VH)

Technology (Energy)

R

p. G101, Pyramid #3, 17 p. 74, TM31

Create Fuel/TL

Technology (Energy)

A

p. G100, TM30

Decay/TL

Making and Breaking/Technology (Energy)

G, R

p. M48, G100

Draw Power/TL (VH)

Technology (Energy)

R

p. G101, Pyramid #3, #17 p. 75, TM32

Hotshot/TL

Technology (Energy)

S

p. TM30

Lend Power/TL

Technology (Energy)

R

pp. G100-101, TM30, Pyramid #3

Magnetic Vision

Technology (Energy)

S

p. G102, TM32

Mana Burner

Technology (Energy)

S

Pyramid #3

Mana Fuel

Technology (Energy)

S

Pyramid #3

Preserve Fuel/TL

Technology (Energy)

A

p. G100, TM29

Propel/TL

Technology (Energy)

A

p. G101, Pyramid #3, #17 p. 74, TM30-31

Purify Fuel/TL

Technology (Energy)

A

p. G100, TM30

Purify Power

Technology (Energy)

S

p. TM30

Radio Hearing

Technology (Energy)

R

p. G102, TM32

Ruin Fuel

Technology (Energy)

G, R

Pyramid #17 p. 71-72

Ruin/TL

Making and Breaking/Technology (Energy)

G, R

p. M59, G100

Seek Fuel/TL

Technology (Energy)

A

p. G99, TM29, Pyramid #3

Seek Power/TL

Technology (Energy)

R

p. G99, TM29, Pyramid #3

Small Vision

Light & Darkness/Knowledge/Technology (Energy)

A, R

p. G65, 101, TM24

Solar Power

Technology (Energy)

R

Pyramid 17 p. 71-72

Spectrum Vision (VH)

Technology (Energy)

R

p. G102, TM32

Steal Heat

Technology (Energy)

G, R

Pyramid #3, #17, p. 71-72

Steal Power/TL (VH)

Technology (Energy)

G, R

p. G101, Pyramid #17 p. 74, TM31

Stop Power/TL

Technology (Energy)

G, R

p. G100, Pyramid #3, #17 p. 74, TM30

Test Fuel/TL

Technology (Energy)

A

p. G99, TM29

Water to Fuel/TL

Technology (Energy)

R

p. G100, TM30

       

Technology (Radiation) Spells

Breathe Radiation (VH)

Technology (Radiation)

S

p. G105, TM38

Cure Radiation (VH)

Technology (Radiation)

S

p. G105, TM38

Extinguish Radiation (VH)

Technology (Radiation)

S

p. G105, TM38

Irradiate

Technology (Radiation)

D, S

p. G105, TM38

Particle Beam (VH)

Technology (Radiation)

D, S

p. TM38

Radiation Jet

Technology (Radiation)

D, S

p. G105, TM38

Resist Radiation

Technology (Radiation)

S

p. G105, TM38

See Radiation

Technology (Radiation)

S

p. G104, TM38

Seek Radiation

Technology (Radiation)

S

p. G104, TM38

       

Technology (Metal and Plastic) Spells

Body of Metal (VH)

Technology (Metal and Plastic)

S

p. G106, TM37

Earth to Air

Earth/Air/Technology (Metal and Plastic)

G, R

p. B156, M32, G106, TM37

Earth to Stone

Earth/Technology (Metal and Plastic)

R

p. M32, G105, TM37

Flesh to Stone

Earth/Technology (Metal and Plastic)

D, R

p. M32, G106, TM37

Identify Metal

Technology (Metal and Plastic)

A

p. G106, TM37

Identify Plastic

Technology (Metal and Plastic)

A

p. G106, TM37

Metal Vision

Technology (Metal and Plastic)

G

p. G106, TM37

Plastic Vision

Technology (Metal and Plastic)

G, R

p. G106, TM37

Purify Metal

Technology (Metal and Plastic)

A

p. J2e102

Seek Metal

Technology (Metal and Plastic)

A

p. G105, J1e95, J2e102, TM37

Seek Plastic

Technology (Metal and Plastic)

R

p. G105, TM37

Shape Metal

Technology (Metal and Plastic)

A

p. G106, J1e95, J2e102, TM37

Shape Plastic

Technology (Metal and Plastic)

R

p. G106, TM37

Stone to Earth

Earth/Technology (Metal and Plastic)

A

p. M32, G105, TM37

Stone to Flesh

Earth/Technology (Metal and Plastic)

A

p. M32, G106, TM37

       

Water Spells

     

Body of Water

Water

R

p. M40

Boil Water

Water

A, H

p. G33

Breathe Air

Water

R

p. M39

Breathe Steam (VH)

Water

G, R

p. G34

Breathe Water

Air/Water

A, H

p. B157, M35

Condense Steam

Water

A

p. G33

Control Water Elemental

Water

No

p. M33

Create Steam

Water

A

p. G33

Create Water

Water

A

p. B159, M39

Create Water Elemental

Water

No

p. M33

Create Well

Water

A

p. G32, J1e 92, J2e 103

Dehydrate

Water

D, R

p. M39

Destroy Water

Water

G

p. B159, M39

Dry Well

Water

G

p. G32, J1e 92, J2e 103

Earth to Water

Water

G

p. G

Elemental Plumbing

Water

No

p. TM38

Essential Water

Water

A

p. M39

Fog

Water/Water (Weather)

A

p. B159, M40, BT74

Foul Water

Water/Food

G

p. G32

Freeze

Water/Water (Ice)

A

p. M41

Frost

Water/Water (Weather)

A

p. M41

Frostbite

Water/Water (Ice)

D

p. M42

Geyser (VH)

Water

D, R

p. M42

Hail

Water/Water (Weather)/Water (Ice)

G, R

p. M42, VTM113

Ice Dagger

Water/ Water (Ice)

D, R

p. M41

Ice Skates

Water

A

Pyramid #23

Ice Slick

Water/Water (Ice)

A

p. M41

Ice Sphere

Water/Water (Ice)

G

p. B159, M41

Ice Vision

Water/Water (Ice)/Knowledge

A

p. M41

Icy Weapon

Water/Water (Ice)

R

p. M40

Melt Ice

Water/Water (Ice)

A

p. M41

Mud Jet

Water

A

p. G

Phantom Surfboard

Water

R

Pyramid #23

Purify Water

Water

A

p. B159, M39

Rain

Air/Air (Weather)/Water

A

p. B157, M35, BT74, VTM113

Resist Water

Water/Protection & Warning

A

p. G33

Seek Coastline

Water

A

p. J2e 103

Seek Water

Water

A

p. B159, M39

Shape Water

Water

A

p. B159, M39

Snow

Water/Water (Weather)/Water (Ice)

A

p. M42, VTM113

Snow Shoes

Water/Water (Ice)

A

p. M41

Steam Jet

Water

G, R

p. G34

Summon Water Elemental

Water

No

p. M33

Swim

Movement/Water

A

p. M70

Umbrella

Water/Protection & Warning

A

p. M40

Walk on Water

Water

A

p. B159, M40

Walk Through Water

Water

A

p. G32

Water Jet

Water

A

p. M40

Water to Sake

Water

R

p. J1e92

Water Vision

Water/Knowledge

A

p. M40

Whirlpool

Water

G

p. G33

       

Water (Weather) Subcollege

     

Cloud Vaulting (VH)

Movement/Air (Weather)/Water (Weather)

A

p. G81, Ch113

Cloud-Walking

Movement/Air (Weather)/Water (Weather)

A

p. G81

Current

Water/Water (Weather)

A

p. G34

Fog

Water/Water (Weather)

A

p. B159, M40, BT74

Frost

Water/Water (Weather)

A

p. M41

Hail

Water/Water (Weather)

G, R

p. M42, VTM113

Snow

Water/Water (Weather)/Water (Ice)

A

p. M42, VTM113

Storm

Air (Weather)/Water (Weather)

G

p. G26

Tide

Water/Water (Weather)

A

pp. G34-35

Waves

Water/Water (Weather)

A

p. G34

       

Water (Ice) Spells

     

Body of Ice (VH)

Water (Ice)

R

p. G36

Coolness

Elemental Water (Ice)/ Protection & Warning

A

p. G35

Create Ice

Water (Ice)

A

p. G35

Flesh to Ice (VH)

Water (Ice)

D, R

p. G35

Freeze

Water/Water (Ice)

A

p. M41

Frost

Water/Water (Ice)/Water (Weather)

A

p. M41

Frostbite

Water/Water (Ice)

D

p. M42

Hail

Water/Water (Weather)/Water (Ice)

G, R

p. M42, VTM113

Ice Dagger

Water/Water (Ice)

D, R

p. M41

Ice Slick

Water/Water (Ice)

A

p. M41

Ice Sphere

Water/Water (Ice)

G

p. B159, M41

Ice Vision

Water/Water (Ice)/Knowledge

A

p. M41

Icy Breath (VH)

Water (Ice)

D, R

p. G36

Icy Missiles

Water (Ice)

G, R

p. G36

Icy Touch

Water (Ice)

D, R

p. G35

Icy Weapon

Water/Water (Ice)

R

p. M40

Melt Ice

Water/Water (Ice)

A

p. M41

Rain of Ice Daggers

Water (Ice)

D, R

p. G36, Co99 (as Rain of Icy Death)

Snow

Water/Water (Weather)/Water (Ice)

A

p. M42, VTM113

Snow Shoes

Water/Water (Ice)

A

p. M41

       

Water (Acid) Spells

     

Acid Ball

Water (Acid)

G, R

p. G37

Acid Jet

Water (Acid)

G, R

p. G37

Create Acid

Water (Acid)

A

p. G37

Essential Acid (VH)

Water (Acid)

R

p. G37

Rain of Acid

Water (Acid)

G, R

p. G37

Resist Acid

Water (Acid)/Protection & Warning

A

p. G37

Spit Acid (VH)

Water (Acid)

G, R

p. G37

 

Words of Command and Equivalent GURPS Spells

Command Word

GURPS Spell

Accio

Summon Object

Alohomora

Lockmaster

Aparecium

Reveal Text

Apparate

Teleportation

Avis

Create Vermin

Cheering Charm

Cheer

Confundus

Confusion

Conjunctivitus

Strike Blind

Create Arrow

Dart

Cruciatus

Agonize

Cushioning Charm

Comfortable Seat

Deletrius

Cancel Spell

Densaugeo

Grow Teeth

Diffindo

Break

Disapparate

Teleportation

Dissendium

Open Door

Drought Charm

Destroy Water

Enervate

Awaken

Engorgio

Engorgement

Entrancing

Charm

Expecto Patronum

Create Patronus

Expelliarmus

Expel

Ferula

Bandage

Finite Incantatem

Mass Dispel Magic

Flame Freezing Charm

Resist Fire

Four-Point Spell

Know Direction, command word is “Point Me.”

Furnunculus

Boils

Gripping Charm

Sticky Fingers

Hovering Charm

Apportation

Hurling Hex

Poltergeist

Impediment

Rooted Feet

Imperio

Control Person, the Imperius Curse

Impervious

Waterproof

Incendio

Create Fire

Jelly-Legs Jinx

Clumsiness

Lumos

Create Light

Magic Contract

Geas

Mobilacorpus

Animate Body

Mobilarbus

Apportation

Morsmordre

Dark Mark

Nox

Extinguish Light

Obliviate

Forgetfulness

Orchideous

Create Bouquet

Petrificus Totalus

Paralysis

Quietus

Whisper

Reducio

Shrinking

Reducto

Blast

Relashio

Spark Jet

Reparo

Repair

Repelling spells

Repel Object

Rictusempra

Tickle

Riddikulus

Ridicule

Scouring Charm

Clean

Shield Charm

Spell Shield

Sonorus

Great Voice

Stupefy

Stun

Summoning Charm

Summon Object

Taranttallegra

Uncontrollable Dance

Thief’s Curse

Whatever the GM wants it to be.

Waddiwasi

Reverse Motion

 

Chapter 6 - New Spells

Animal Spells

Animagus: Details of this spell are not given, since it is up to the GM to determine how (and if) characters become animagi. Based on the description in the books, the spell (or potion) to turn a mage into an animagus is difficult, risky and not commonly available. According to J.K. Rowling, a mage’s animagus form is based on the animal that best represents his personality. The effects of failure are not given, but are presumably unpleasant - perhaps similar to the partial shapeshifting that Hermione suffered when she attempted to use the Polyjuice Potion.

In GURPS terms, the Animagus enchantment is probably a M/VH Enchantment. On a successful skill roll, it bestows the Were Form advantage, with the exact form chosen by the GM.

 

Create Small Animal
Regular

This spell allows the caster to create any non-magical creature with which he is personally familiar, up to a maximum weight of approximately 50 lb.

The created animal is normal for its type, although the mage can specify its sex, color and conformation. The animal disappears if it is killed.

If the mage has the Naturalist skill (or a similar skill such as Zoology or Biochemistry) he can get extremely specific about the type of creature he can create. He can create diseased, genetically engineered or rabid animals if he makes his skill roll by 3 or more.

Duration: 1 minute.

Cost: 1 point for an animal up to 10 lb., 2 points for up to 30 lb., 3 points for up to 50 lb., 1 to maintain.

Prerequisite: Create Vermin.

Item: Staff, Wand, or Jewelry or Clothing (typically a hat). Energy Cost to Create: 350 points, 150 points if it will just create one type of creature.

 

Create Snake
Regular

This spell creates a large serpent. Snakes created by this spell are under the control of the caster and are normal in all respects. They have ST 3 + 1 per foot, DX13, IQ2, HT 12/3 + 1 per yard, and Move 3. Poisonous snakes bite for 1d-1 points of damage and inject Type F venom if their bite penetrates armor and natural DR.

Duration: 1 minute.

Cost: 2, plus 1 per foot of length, half to maintain. Add +1 to all costs to create poisonous snakes.

Prerequisites: Sticks to Snakes.

Item: Staff, Wand or Jewelry. Cost to Create 300 points. Usable only by a mage.

 

Create Vermin
Regular

This spell allow the mage to create any sort of small creature with which he is personally familiar, and which weighs no more than 1 lb.

If the mage has the Naturalist skill (or a similar skill such as Zoology or Biochemistry) he can get extremely specific about the type of creature he wishes to create. He can create diseased, genetically engineered or rabid vermin if he makes his skill roll by 3 or more.

Up to one vertebrate creature (mouse, rat, toad, etc.) or one ounce of insects or similar small creatures can be produced with this spell.

Duration: Permanent

Cost: 1 point

Item: Vermin Bag GURPS Magic Items 2, p. 86. Energy Cost to Create: 50 points.

 

Egg Filling
Regular, resisted by IQ

This spell replaces some or all of the contents of an egg with a small object of the mage’s choice. The object can either be an object readily at hand when the spell is cast, or the “filling” can be a product of a magic spell. The objects can’t occupy more volume that the interior of the egg, and can’t be a material that would normally destroy the egg’s shell (e.g., strong acids, flame, extremely heavy objects).

Except, possibly, for an alteration in the egg’s weight the egg looks and feels normal. The shell is completely unblemished. Spells or powers that detect magic will sense a faint aura of magic around the affected eggs. The mage determines the fate of the original contents of the eggs - they either vanish or appear in a nearby container, as specified by the mage.

This is also a Food spell.

Duration: Permanent.

Cost: 1 per dozen normal (hen-sized) eggs, or fraction thereof.

Item: Staff, Wand or Jewelry. Cost to Create: 50 points.

 

Force Shapeshifting
Regular, resisted by HT

When cast on a were-creature or similar shapeshifter, this spell can either force them to undergo metamorphosis into their were (or human) form or “locks” them into their current form. For example, a werewolf in wolf form would be either forced to shift back into his human form or prevented from doing so for the duration of the spell.

This is also a Body Control spell.

Duration: Until next period when the shapeshifter can change form. If the shapeshifter can change form at will, this spell lasts for 1 hour.

Cost: 5 points, same to maintain.

Time to Cast: 3 seconds.

Prerequisite: Magery, Shapeshift.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. Usable only by a mage. (b) Clothing or Jewelry. Casts this spell on the wearer, blocking their transformation into (or out of) were form. Always On. Some versions can’t be removed. Energy Cost to Create: 200 points.

 

Great Shapeshift Other (VH)
Regular, resisted by HT

This spell is similar to the Great Shapeshifting spell, but it can be used on other creatures or objects. Unlike the Great Shapeshifting spell, the mage can’t make the subject transform at will. Instead, he can change the subject to one other item or creature, limited only by his imagination and the GM’s tolerance.

Duration: 1 hour.

Cost: 6 points, Add 2 points to change a living creature into an inanimate object or vice-versa. Add 1 point for every 100 lbs. of difference between the object to be transformed and its final shape. Half cost to maintain. Double cost to transform a creature or object into a rare, dangerous or valuable substance. Multiply the cost by 10 to make the change permanent.

Prerequisite: Great Shapeshifting.

Time to Cast: 3 seconds.

 

Harness
Regular, Resisted by Will or Skill

This spell allows the mage to instantly equip an animal with existing riding or load bearing equipment (“tack”). The spell also allows such equipment to be instantly removed.

The equipment remains on the creature until it is physically removed, or until a second casting of the Harness spell removes the equipment.

For double cost, the mage can create tack if none exists. In this case, the equipment magically appears on the beast, and disappears when the spell ends or when it is removed. Only “non-military” tack can be created with this spell. The spell won’t produce horse barding and similar objects.

Unwilling animals resist with Will. If this spell is cast on a beast under the control of a rider or master, the master rolls to resist the spell instead of the animal. Roll vs. the owner’s Will or the appropriate Animal skill (such as Riding, Teamster, or Packing), whichever is higher.

If this spell is used to unbuckle a saddle and bridle, the rider must roll vs. Riding skill to keep his seat, or Riding-3 if the animal is moving at greater than half speed. In any case, the saddle (or other tack) will fall off in 1d seconds, forcing the rider to ride barebacked. If this spell is used to remove a harness from an animal pulling a vehicle, the driver must roll vs. Teamster skill to keep control of the vehicle if it is moving at more than 10 mph (Move 20).

This is also a Making and Breaking spell.

Duration: Permanent or 1 hour.

Cost: 1 point to harness or remove existing tack, 2 points, 1 to maintain if the mage creates tack. 2 points if cast on an animal under the control of a rider or drover.

Time to Cast: 5 seconds.

Prerequisite: Master.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Bridle (or similar object) or Jewelry. Creates a full harness when placed on an animal of the appropriate type. Energy Cost to Create: 150 points. (c) Full set of Riding or Harness Tack for one type of animal. It will automatically attach itself to an animal specified by the owner when a command word is spoken. Energy Cost to Create: 50 points.

 

Insect Feast
Regular, resisted by HT

This gruesome spell fills the target’s stomach with insects or other small invertebrates of the mage’s choice. The insects do no damage, but unless the victim makes his resistance roll, for the duration of the spell, he can do anything more than vomit up bugs. During this time, he is at -4 to ST and ST and all physical skills, and he is at -2 to IQ and all mental skills.

After they are released from the victim’s stomach, the bugs may act normally. For double cost, the mage can make the bugs behave as a swarm under the mage’s control.

This spell is very disconcerting, in most cases the victim and any viewers must also make a Fright Check at +2. The only exception is a variant of this spell that produces butterflies.

This is also a Body Control spell.

Duration: 1 minute.

Cost: 4, 3 to maintain. For double cost, the insects form a swarm after they are released.

Time to Cast: 3 seconds.

Prerequisites: Magery, Retch (Body Control), Insect Swarm or Call Swarm.

 

Minor Transfiguration
Regular, resisted by HT

This spell is a limited version of the Transfiguration spell. It is identical to that spell, except that the spell won’t affect a subject which weighs more than 10 lbs. and it won’t turn the subject into an object that weighs more than 10 lbs.

Duration: 1 hour.

Cost: 2 points, add 1 point to change a living creature into an inanimate object or vice-versa. Half cost to maintain. Double cost to transform a creature or object into a rare, dangerous or valuable substance. Multiply the cost by 10 to make the change permanent.

Prerequisite: Magery.

Time to Cast: 3 seconds.

 

Shapeshifting and Shapeshift Other: There a presumably dozens of variants of the Shapeshifting and Shapeshift Other spell. For simplicity, assume that a mage who knows the Shapeshifting or Shapeshift Other spell knows one form per point invested in the spell. Forms with which the mage is familiar, but has not yet attempted himself default to the appropriate spell at -4. Skill with a given form can be bought up as a Maneuver of Average difficulty. The GM determines what counts as “familiarity” with a given form and should strictly prohibit changes that allow the mage to transform into powerful and/or dangerous forms.

As a rule of thumb, add an additional -1 penalty for every 200 lbs. of difference in mass (or fraction thereof) between the mage (or subject) and the desired form, and a -1 penalty for every 5 points of ST difference between the two forms. For example, a 200 lb., ST 15 mage who wishes to transform into a 2,000 lb., ST 30 warhorse would have a -9 penalty for size difference and a -3 penalty for the ST difference.

In other respects, these spells use the Expanded Shapeshifting rules on p. G9.

Known Shapeshift Other variants include Ferret and Pig.

 

Transfiguration
Regular, resisted by HT

This spell is a limited version of the Great Shapeshift Other spell. It is identical to that spell, except that the spell won’t affect a subject which weighs more than 50 lbs. and it won’t turn the subject into an object that weighs more than 50 lbs.

Duration: 1 hour.

Cost: 3 points, add 1 point to change a living creature into an inanimate object or vice-versa. Add 1 point for every 10 lbs. of difference between the object to be transformed and its final shape. Half cost to maintain. Double cost to transform a creature or object into a rare, dangerous or valuable substance. Multiply the cost by 10 to make the change permanent.

This spell can be used as a prerequisite for the Shapeshifting spell.

Prerequisite: Minor Transfiguration.

Time to Cast: 3 seconds.

 

Body Control Spells

 

Avada Kedavra (VH)
No Resistance

This is the most powerful of the so-called “unforgivable” curses. It immediately, irrevocably, kills the victim. If the spell is cast successfully, there is a flash of livid green light, a roaring rush of air and the victim dies a quick and painful death. To observers, it appears that the victim died of fright - the spell leaves no marks on the body. The victim gets no resistance roll - his only hope for survival is to prevent the spell from being cast in the first place or to get far enough away that the mage can’t cast it accurately.

Unlike other magic spells in the world of Harry Potter, Avada Kedavra remains a M/VH spell. It is difficult to master and illegal to use except in the most unusual circumstances.

This is also a Necromantic spell.

Duration: Permanent

Cost: 10 points.

Time to Cast: 2 seconds.

Prerequisite: Magery 3, Deathtouch, Agonize, Soul Jar, 10 Necromantic and 10 Body Control spells.

 

Bald
Regular, resisted by HT

Causes hair to fall out and cease to grow on any part of the subject's body, as specified by the caster. This spell can also be used to remove the fur from hides, shear sheep, or pluck fowl. No skill roll is necessary.

Unlike the Haircut spell, this spell prevents hair from growing back. While it has many offensive uses, its main purpose is as a magical substitute for shaving.

Duration: 1 week (hair falls out within 1 minute).

Cost: 1 for a small area (e.g., the head or face), 2 for a man-sized creature, 2 points for each additional hex of creature. Same to maintain.

Prerequisite: Haircut.

Magic Item: (a) Razor or Scissors. Energy Cost to Create: 100 points. (b) Clothing or Jewelry which will keep wearer from growing hair on a specific part of the body. Energy Cost to Create: 100 points. (c) Ointment or shampoo that will remove hair from parts of the body to which it is applied (such as the chin or legs). Good for one use only. Energy Cost to Create: 10 points.

 

Boils
Regular, Resisted by HT

This spell makes the victim break out in painful boils. The boils reduce the victim’s appearance by 1 level, to a minimum of Hideous. The boils also do 1 point of general damage to the victim and give the him -1 to ST, DX, and IQ due to the pain.

The effects of this spell can be countered using Remove Blemish, Remove Curse or Minor Healing.

Duration: 1 hour.

Cost: 3, 2 to maintain.

Prerequisite: Magery, Warts

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry. Affects wearer only. Energy Cost to Create: 250 points.

 

Boneless
Regular; Resisted by HT

Removes the bones from some or all of the victim's body. Neither passive defense nor damage resistance protects. If this spell is cast on an arm or legs, that body part is automatically crippled. If the spell is cast on the head, the victim loses any DR on his skull, loses 1 level of Appearance and is rendered Mute.

If the spell is cast on the victim’s body or spine, the victim is, essentially, crippled and falls down in the hex where he was struck.

Duration: 10 minutes.

Cost: 6 points, half to maintain. For double cost, this spell can be made permanent.

Prerequisite: Wither Limb or Brittlebone.

Time to Cast: 3 seconds.

Magic Item: Staff or other weapon. Energy Cost to Create: 1,000 points.

 

Comfortable Seat
Regular

Allows the subject to sit still for the duration of spell without getting cramped or suffering any other ill effects. This removes any fatigue costs for being confined in cramped conditions or in an uncomfortable position.

This spell can also make a saddle, chair, or similar seat extremely comfortable. Characters using the item will suffer no discomfort or strain. Likewise, if this spell is cast on a pack or similar load-bearing equipment it prevents chafing and discomfort to the wearer.

This spell will negate any Fatigue caused by uncomfortable or cramped seating (such as in a vehicle) or reduces Fatigue from Riding by 2 points. This spell will reduce fatigue from being ridden (or carrying a pack or heavy load) by 1 point.

This is also a Movement spell and a Making and Breaking spell.

Duration: 8 hours.

Cost: 3 points, 2 to maintain.

Time to Cast: 3 seconds.

Prerequisite: Comfortable Object, Vigor.

Magic Item: (a) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 250 points. (b) Chair or other piece of furniture. Only works for person sitting in it. Energy Cost to Create: 150 points. (c) Saddle or other load bearing equipment. Casts this spell on both the rider (if any) and the wearer. Always On. Energy Cost to Create: 250 points.

 

Deflate
Regular, resisted by IQ or Spell

This spell reduces the size of swollen body parts or enlarged creatures. It cancels the effects of the Enlarge, Corpulence or Engorgement spells if the caster can win a contest of spell skills. It also reduces swelling due to injury, allergies or disease. This is also a Healing spell.

Duration: Permanent.

Cost: 2 points.

Prerequisites: Lend Strength

 

Engorgement
Regular, resisted by HT

This spell is a limited version of the Enlarge spell. It makes one body part, chosen by the mage, grow to enormous size. If this spell is cast on a limb, it increases ST of the limb as well as the number of HP required to cripple it, as per the Enlarge spell (p. G19). Worn or carried items do not enlarge. See the Corpulence spell (p. G17) for the effects of “bursting out” of armor.

For body parts that don’t have musculature (e.g., eyes, nose, ears, etc.) each level of this spell doubles the weight and size of the body part, making it easier to hit (reduce “to hit” penalties by 1 per level of the spell, to a minimum of 0) and increasing the victim’s encumbrance. It is very likely that the victim’s Appearance will be reduced as well. Subtract one level of appearance per level of engorgement to a minimum of Hideous. If this spell is cast on the subject’s tongue, it is very likely that the victim will begin to Suffocate!

This spell counters and is countered by the Deflate spell.

Duration: 1 hour.

Cost: 2 to double the size of a body part, 3 to triple it, 4 to quadruple it, and so on. Same to maintain.

Time to Cast: 2 seconds

Prerequisite: Magery, Alter Body.

 

Grow Teeth

Regular, resisted by HT

This spell has two functions. It is normally used to replace or repair missing or damaged teeth. If cast on a subject who already has all of their teeth, it makes the subject’s teeth grow as specified by the mage. Unless the victim resists, their teeth begin to grow at the rate of approximately 1 inch per 10 seconds, stopping only when the mage loses concentration or commands the growth to stop. In extreme cases, this will do 1d-3 points of cutting damage to the victim’s mouth, jaw and face as his teeth grow through his skull and face. In any case, a victim whose teeth are elongated effectively has the Stuttering disadvantage.

This is also a Healing spell.

Duration: Permanent.

Cost: 1 to regrow or repair a single tooth, 2 to regrow or repair multiple teeth or to make the victim’s teeth elongate.

Prerequisite: Haircut or Minor Healing.

 

Hair Growth: If the mage also knows the Dye spell, for double cost he can specify the color of the hair the subject grows. This spell can be put in a Curse Missile.

 

Haircut: This spell can be used to remove all the subject’s hair, leaving him bald! It can be put in a curse missile. It can also be used to trim the subject’s toenails, fingernails or claws.

 

Hiccup
Regular, Resisted by HT

Gives subject a bad case of the hiccups. This can disrupt spells which must be spoken (the caster must roll vs. Will every second or disrupt their spell casting) and cancels the effects of the Voice advantage. It also gives -2 to use skills which require use of the voice like Fast-Talk, Bard, or Singing. Skills that require breath control, fine motor control, or inconspicuousness like Swimming, Surgery or Shadowing will also be at -2. The GM may also rule that some skills, such as Breath Control or Stealth are impossible while the subject has the hiccups.

Duration: 10 minutes.

Cost: 2 to cast, 1 to maintain.

Prerequisite: Spasm.

Magic Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Affects wearer only. Always on. Can’t be removed. Energy Cost to Create: 150 points.

 

Inflation (VH)
Regular, Resisted by HT

This spell is a combination of the Levitation and Corpulence spells. It makes the subject swell up like a balloon and float about helplessly.

Unless the victim resists, they are affected as if they Corpulence (p. G17) spell had been cast on them, increasing their level of natural encumbrance to Fat. They also, simultaneously rise into the air and float about like a helium balloon. While this cancels the effects of the extra encumbrance due to fat, the victim is at -2 to DX and DX-based skills and cannot Dodge. They also cannot move unless they can grab a handy object and pull themselves along. If there is no object readily at hand, they are blown along on the wind. Indoors, the victim will rise until they are bouncing along the ceiling. Outdoors, the victim will rise at a rate of 1 yard per turn for the duration of the spell!

This spell can be partially countered by the Destroy Air spell, which keeps the victim from floating away. Controlled use of the Destroy Air spell allows the victim to gently drift back to earth; excessive use of the spell makes the victim plummet! The extra encumbrance due to weight can be countered by the Gauntness or Deflating spells.

This is also a Movement spell.

Duration: 10 minutes.

Cost: 8 to cast, 7 to maintain.

Time to Cast: 3 seconds.

Prerequisite: Corpulence, Levitation, Create Air.

 

Irresistible Dance
Regular, Resisted by Will

The subject feels an uncontrollable urge to dance and he will do so unless he resists. Each turn, he may make another resistance roll. Should he fail, he moves one hex in a randomly determined direction; otherwise he can control the direction of his movement (though he can't shake off the effects of the spell). Dancing characters can do nothing but dance, their Move is halved and DX and ST are reduced by -2. All skills (except purely mental ones) and Active Defenses are reduced by -2. The subject must also roll vs. HT every minute or lose a point of fatigue. This will definitely spoil a wizard's spell casting unless he can cast a spell without having to gesture. On the positive side, the subject temporarily gets the Dance skill at level 10 if he didn't already have it.

Duration: 1 minute or until subject falls unconscious.

Cost: 4, 2 to maintain.

Time to Cast: 3 seconds.

Prerequisite: Repetition.

Magic Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Musical Instrument that forces everyone who hears it (20 hex radius) to make a resistance roll or start dancing. Energy Cost to Create: 1,000 points. (c) Clothing or Jewelry that forces anyone who wears it to dance. Energy Cost to Create: 300 points.

 

Leg Locker
Regular, resisted by HT

This spell binds the subject's legs together as if they had been glued. For the duration of the spell, the victim cannot move his legs independently, although he can still bend them at the ankles, knees and hips. He can move by hopping at half his normal Move, but he must roll vs. DX every minute to avoid falling over. Skills that rely on quick leg motions, such as Running, Dancing and most melee or close Combat/Weapon skills are impossible to use or at -5 to skill, at the GM’s option. In any case, strenuous arm or body motion forces the subject to make a DX roll to avoid falling over.

Duration: 10 minutes.

Cost: 3, 2 to maintain.

Time to Cast: 2 seconds.

Prerequisite: Hinder.

 

Remove Blemish: A critical failure with this spell means that the victim removes a part of his body, such as a nose, ear or bit of skin!

 

Scalp
Regular, resisted by Will

This spell allows the mage to painlessly remove all the hair from the subject’s head leaving behind a hairless, bald pate.

The subject takes no damage from this spell, but without the aid of magic, hair will never grow on his head again. The scalp hangs together by a thin layer of skin and looks very much like a wig, although much more fragile.

While removed from the subject the scalp is dead and will cease to grow. However, if it is ever placed on the head of a person who has suffered from this spell, it will magically graft itself to the subject’s body and begin to grow again. If the subject doesn’t wish this to happen, they may roll vs. Will to prevent the grafting from taking place.

In order for the spell to take effect, the mage must grasp the victim’s hair with his hand (roll to hit the Head at -3).

Duration: Permanent (effects are instantaneous).

Cost: 2 points, can’t be maintained.

Prerequisite: Bald.

Item: Jewelry or Glove. Energy Cost to Create: 100 points.

 

Sharp Tongue
Regular, resisted by IQ

This spell turns the subject’s tongue into a hard, long, flexible dagger-like appendage. It has Reach C, 1 and does Thrust/Impaling damage if it strikes. Roll vs. the subject’s DX-2 or Brawling skill to target it. The tongue can be Blocked or Dodged normally. It can also be parried, but is immune to breakage (although it can be damaged, see below). The tongue can also be targeted at -6 to hit, but has PD2, DR3 and HP 3. Damage greater than HP 3 cripples the tongue, ends the spell and gives the subject the equivalent of the Stuttering disadvantage until the damage is healed.

Duration: 1 minute.

Cost: 2 to cast, 1 to maintain.

Time to Cast: 2 seconds.

Prerequisites: Alter Body.

 

Spasm - For 1 point (or on a miss by 1), this spell makes the subject’s body twitch in a harmless but annoying way. For example, the subject’s ears might twitch uncontrollably.

 

Sticky Fingers
Regular

This spell makes the palms of the subject's hands slightly sticky, as if they were coated with half-dry rubber cement.

This gives +2 to DX to any task that requires a firm grip with the hands, such as holding onto a sword, and gives +1 to any task where the GM rules that the stickiness is an aid. Examples include, dealing cards, picking pockets, palming small objects, picking up small objects, or turning the pages of a book. Note that the glue on the subject's fingers is not transferred to any object that the subject touches. In addition, the subject can easily release any item they grasp if they wish to do so.

Duration: 1 minute.

Cost: 2, 1 to maintain.

Prerequisite: Rooted Feet.

Magic Item: (a) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 300 points. (b) Any object can be enchanted with this spell. Anyone who touches the object has this spell cast on them. Energy Cost to Create: 25 points per pound of material.

 

Switching
Regular, resisted by IQ

This spell allows the mage to remove part of his own body and place it on another person or object. Switched body parts function normally and are under the caster’s control, regardless of the range from the mage to his parts!

When the spell is cast, the mage physically removes the body part from his body and places it on another object.

If attached to a living being, the subject can’t feel the switched parts and he is not injured if the parts are harmed. Unfortunately, the switched parts look very peculiar on another person, so they might reduce the subject’s Appearance. They also give the subject the Unnatural Feature disadvantage.

If the mage is possessing the subject, either via the Soul Jar, Possession or Permanent Possession spell, he can make any part of his body manifest on the subject’s body, even if the possessing mage doesn’t have a body of his own!

In combat, switched body parts can attack normally, assuming that the mage can see both his target and his body parts, and they are in a position to attack. Switched parts can also be attacked, using the standard hit location penalty to strike that hit location. If hit, they do normal damage to the mage and can be crippled normally. Unfortunately for the mage, switched body parts are not attached to the mage! While a body part such as an arm or leg is switched to another location, the mage suffers the effects of disadvantages such as One Arm or One Leg.

For example, a mage uses the Switching spell to attach one of his ears to a wall, allowing him to eavesdrop on the occupants of a room. Regardless of how far away the mage is, he can hear what is said, just as if he were in the room. Unfortunately, one of the mage’s enemies spots the ear and decides to cut it off the wall! This attack does normal damage to the mage, and if his ear is destroyed, he will suffer all the normal effects, such as Hard of Hearing.

When the mage wishes, or when the spell ends, the switched body part will fly back to the mage if that is possible. If not, it will stay where it is but will remain “dormant” until it can fly back to the mage.

This spell can also be used on another living creature, but unwilling subjects get a roll vs. IQ to resist. Parts of inanimate objects can also be attached to living creatures, using the rules above.

Finally, the spell can be used to switch parts of inanimate objects. This is the simplest and safest application of the spell. Essentially, the switched parts are magically “glued” to each other.

Duration: 1 hour.

Cost: 1 for a small object, 2 per lb. of material to be switched, half to maintain.

Prerequisite: Magery 2, 5 Body Control and 5 Making and Breaking spells.

Time to Cast: 3 seconds.

 

Tongue-Tied
Regular, resisted by IQ

This spell stretches the subject’s tongue and then ties it in a knot. Unless the victim resists, they effectively have the Mute disadvantage and cannot eat properly.

Duration: 1 hour.

Cost: 3, 2 to maintain.

Prerequisite: Choke

Time to Cast: 3 seconds.

 

Communication and Empathy Spells

 

Address
Regular

This spell automatically addresses a letter or package to the exact location of the recipient. If the recipient moves before the missive can be delivered, the spell automatically updates the address. Note that if the proposed recipient does not wish to receive mail, this spell automatically fails, but the caster will know why.

Duration: Permanent, until the missive is delivered.

Cost: 1 for a single letter or package, 2 for up to 20 items, as long as they are all sent to the same person.

Prerequisite: Sense Life.

 

Automatic Delivery
Regular

This spell automatically delivers a letter or small package (up to 1 lb.) to the recipient's location. If the package cannot get directly to the recipient because he is inside a building, the missive will be delivered to the recipient’s mailbox. If this isn’t possible, the missive will wedge itself under the door, down the chimney, etc. as necessary.

Note that if the proposed recipient does not wish to receive mail, this spell automatically fails, but the caster will know why.

This is also a Movement spell.

Duration: Instantaneous.

Cost: 2 for a single letter or small package, 4 for multiple items, as long as the total weight doesn’t exceed 1 lb.

Time to Cast: 3 seconds.

Prerequisite: Address, Summon Object.

 

Babble
Regular, resisted by IQ

This spell makes the subject speak incoherently for the duration of the spell. Though the subject believes that he is speaking normally, he is actually speaking gibberish, effectively giving him the Mute disadvantage.

This is also a Sound spell.

Duration: 1 minute.

Cost: 4, 2 to maintain.

Prerequisite: Magery, Noise, Suggestion.

Magic Item: (a) Staff, Wand or Jewelry Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can’t be removed. Energy Cost to Create: 250 points.

 

Bestow Disadvantage
Regular, resisted by Will

This spell allows the mage to afflict the subject with a single mental disadvantage. Each disadvantage is a separate variant. Note that variants of the same disadvantage (such as different Phobias or different Codes of Honor, Compulsions or Delusion) are all separate spells unless they are very closely related.

Note that disadvantages that are ongoing, such as Enemies or Addictions can’t be bestowed by means of this spell. Likewise, social or physical disadvantages can’t be bestowed. Common variants are given below.

This is also a Mind Control spell.

  • Bad Temper - Allows the mage to afflict the subject with Bad Temper or Berserk. Cost: 4 points for Bad Temper, 5 points for Berserk. Half to maintain.

  • Gluttony Cost: 3, 2 to maintain.

  • Lecherous Cost: 5, 3 to maintain.

  • Compulsive Behavior: Dueling Cost: 5, 3 to maintain.

  • Compulsive Behavior: Gambling Cost: 3-5, 2-3 to maintain.

  • Compulsive Behavior: Neat Freak Cost: 3, 2 to maintain.

  • Compulsive Behavior: Wanderlust Cost: 5, 3 to maintain.

  • Code of Honor: Chivalric Cost: 5, 3 to maintain.

  • Compulsive Behavior: Transvestitism Cost: 4, 2 to maintain.

  • Compulsive Behavior: Humming and Whistling Cost: 3, 2 to maintain.

  • Honesty: Cost: 4, 2 to maintain.

  • Intolerance Cost: 3 points for a -5 point (or less) Intolerance, 4 points for a -10 point Intolerance, and 5 points for a -15 point Intolerance. Half to maintain.

  • Kleptomania Cost: 5, 3 to maintain

  • Stubbornness Cost: 3, 2 to maintain.

  • Slave Mentality Cost: 10, 5 to maintain.

Duration: 1 minute.

Cost: 2+ 1 point per 5 points of the disadvantage to be bestowed (minimum +1), half to maintain.

Time to Cast: 5 seconds.

Prerequisite: Magery 2, Foolishness, and 5 other Mind Control spells.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points per point of energy required to cast the spell. (b) Folded paper, when shown to the subject, bestows one form of insanity. Energy Cost to Create: 20 points per point of energy required to cast the spell. One use only. (c) Any item. When used, grasped, worn or handled by a subject, this spell is cast on him. Affects wearer only. Energy Cost to Create: 25 points per point of energy required to cast the spell.

 

Change Style
Regular, resisted by IQ

This spell changes the style of a piece of writing as the caster sees fit. For example, a torrid romance could be changed so that it read like a quarterly report, or vice-versa. The basic quality of the writing isn’t changed, nor is the factual content altered. Only the style is changed.

If the person who wrote the original text is present and unwilling, he may roll vs. IQ to resist the spell.

Duration: Permanent.

Cost: 2 per page.

Time to Cast: 3 seconds.

Prerequisite: Magery, Persuasion and the Literacy advantage.

 

Change Text
Regular

This spell changes the style of handwriting or the font of a piece of text, as specified by the mage. Rolls to deliberately forge another person’s handwriting or to mimic the typeface used by a specific typewriter, etc. require the mage to make a successful roll vs. Forgery skill.

Duration: Permanent.

Cost: 2 per page of text.

 

Diatribe
Regular, resisted by HT

This spell enchants a letter so that, when it is opened, it delivers its message as an angry 100 decibel shriek. Up to 5 minutes of invective can be enchanted into the letter.

The person to whom the letter is addressed, as well as anyone within 1 hex of the victim must roll vs. HT or be mentally stunned by the amplified tongue-lashing. When the spell ends, the letter bursts into flames, doing 1 point of burn damage to the object in which it is held or on which it rests.

If the victim does not open the letter within 30 seconds after receiving it, it will explode doing 1d-2 points of crushing and flame damage to anyone or anything in its hex.

This is also a Sound spell.

Duration: Permanent, effects are as described above once the letter is received.

Cost: 4 points for 1 minute of speech, plus 1 per additional minute, up to 5 minutes.

Time to Cast: 1 minute.

Prerequisite: Address, Great Voice, Concussion, Create Fire.

Magic Item: Howler. This looks like a large red letter. When it is opened, it delivers the user’s message before bursting into flame. If it is not opened within 30 seconds after it is received, it will explode, as described above. Energy Cost to Create: 10 points.

 

Retrovision
Regular

This spell allows a willing subject “relive” a scene from the caster's own memory as if the subject were there as an invisible, silent, insubstantial observer when the action was happening. Approximately 10 minutes of “memory time” can be packed into one minute of actual time. To cast the spell, the mage must touch the subject.

Duration: 1 minute.

Cost: 3, 1 to maintain.

Time to Cast: 10 seconds.

Prerequisite: Dream Projection.

Magic Item: (a) Any item can be permanently enchanted with this spell for 20 times the normal cost. When the object is grasped, the person holding the item gets a pre-set “vision” of a particular memory chosen by the mage when the item was enchanted. (b) Book or other item. This item holds any memories that the mage wishes to place in it, up until the time when the book was enchanted. When someone opens the book and reads from it, or interacts with the item in some other way specified by the mage, the item will mentally communicate with the subject. Once the subject is “in rapport” with the item, he can access any memory the mage enchanted into the item. Energy Cost to Create: 500 points, plus 25 points per month of memories committed to the item.

 

Reveal Text
Regular, resisted by spell.

This spell makes hidden, erased or obscure text visible. For example, this spell will make water-blurred, blacked-out, smudged or rubbed-out text obvious. Obscured text on fragile items (e.g., words on a fire-charred page) can be made visible with this spell, but it won’t make the material on which the text is written any more durable.

This spell resists the Erase Text spell, but has no effect on other spells that obscure or encrypt text.

Duration: 10 minutes.

Cost: 1 for a small area of text, 2 per page, half to maintain. This spell can be made permanent for 5 times the normal cost.

Time to Cast: 10 seconds.

Prerequisite: Erase Text.

Magic Item: Revealer. This item looks like a rubber eraser or other tool used to erase text, however, when rubbed over an area of hidden or erased text, it reveals the text as if the spell had been cast on the page. Energy Cost to Create: 150 points.

 

Shorthand
Regular

This spell allows the mage to make short notes or scribbles that accurately convey either the mage’s thoughts and impressions or the spoken words of another person, as the mage wishes. As long as the mage has a pen in hand and a surface to write on, even the briefest squiggle of a pen will somehow “expand” into a whole sentence, or even a paragraph.

This spell is useful for quickly taking notes, giving orders or committing complex flashes of insight to paper. While the spell doesn’t allow the mage to write any better, it does allow him to write more quickly and to instantly flesh out ideas.

This is also a Sound spell.

Duration: 1 minute.

Cost: 3, 1 to maintain.

Time to Cast: 3 seconds.

Prerequisite: Scribe, Mind-Reading.

Magic Item: Quick-Quotes Quill. This item looks like a fancy quill pen. When the user sucks on its tip, dips it in ink and places it on a piece of paper, it will automatically begin to write down either the mage’s thoughts or the word of a person to whom the mage is listening. The quill will write until it is commanded to stop or until it runs out of paper, whichever comes first. Energy Cost to Create: 350 points.

 

Fairy Summoning
Regular, resisted by IQ

This spell summons a 1d fairies or similar small, semi-intelligent supernatural creatures. Any locally-available supernatural creature with an IQ of 8 or less can be summoned, limited only by the mage’s familiarity with the creature and the GM’s tolerance.

If the spell is successfully cast, the mage will know the range to the nearest fairy of the desired type and the amount of time it will take for it to get to his location. The fairies will move toward the caster as fast as they can, until the spell ends or the fairies can see the caster. Once summoned, the fairies will stay nearby, without attacking until the spell ends. The summoned fairies will then have a +1 reaction to the caster (only). Note that if the creature is attacked by the caster or someone near the caster, the spell will be broken.

In other respects, this spell is like the Beast Summoning spell.

Duration: 1 minute.

Cost: 3, 2 to maintain. To call a every fairy (or small supernatural creature) in the area, double the cost of the spell. All fairies within an 10-mile radius (more for a very successful casting) will be drawn.

Prerequisite: Magery, Suggestion, Beast-Soother.

 

Elemental Air Spells

 

Bubbles
Regular

This spell allows the mage to create a numbers of bubbles in any color or degree of transparency he desires. At the mage's option, the bubbles can be heavier or lighter than air and they can move (or not move) as he wishes. For extra energy, they can be made permanent until they are destroyed by being poked with a pin or similar item.

Duration: 1 hour

Cost: 1 point per dozen bubbles, half to maintain. For double cost the bubbles can be made permanent.

Prerequisite: Create Air

 

Bubble Head
Regular

This spell creates a bubble of breathable air around the caster's head. For the duration of the spell, the subject can breathe normally and is immune to the effects of smoke, poison gas, water or vacuum on his eyes, nose and lungs.

Duration: 1 hour.

Cost: 3 points, 2 to maintain.

Prerequisite: Shape Air

 

Rainbow
Regular

Creates a rainbow. Caster must be outdoors in humid, overcast conditions during the day in order for this spell to work. However, the GM can allow the mage to use this spell in other places where there is sufficient light and humidity to allow a creditable rainbow to be formed, however the size of the rainbow will be greatly reduced.

This is also a Light and Darkness spell.

Duration: 10 minutes

Cost: 2, 1 to maintain (3 points to make a double rainbow, 4 points to make a triple rainbow.)

Prerequisite: Shape Air or Colors.

Item: Staff, Wand, Jewelry or Prism. Energy Cost to Create: 250 points.

 

Elemental Earth Spells

 

Earth Trap
Regular, resisted by DX

When this spell is cast, the soil temporarily softens beneath the victim’s feet. Unless he can make a DX roll (modified for encumbrance) to jump out of the way, his feet will sink into the pit and the earth will harden around his feet, trapping him in place. The victim can attempt to escape each turn by rolling vs. ST-5. If he gets assistance from other characters, they may combine their ST scores to help the subject break free.

While trapped, the victim’s skill with any melee weapon or unarmed combat skill is at -2 and his Dodge score is cut in half. He is also treated as if he were 2’ shorter than normal when figuring bonuses or penalties for Fighting at Different Heights.

Duration: Instantaneous. Effects are permanent until the subject escapes.

Cost: 3 points.

Time to Cast: 3 seconds.

Prerequisite: Shape Earth.

Magic Item: This spell can be made permanent on a hex for 10 times the normal cost. Anyone (or anyone of a particular class) specified by the mage who enters the hex triggers the spell. If a potential victim makes his resistance roll or breaks free, the spell “resets” itself until another victim wanders by.

 

Elemental Fire Spells

 

Catch Fire
Regular

This spell makes the subject’s hands and forearms immune to the effects of heat and flame. In addition, any flame or hot item the subject picks up won’t cool or go out, so he can transfer hot items from one location to another.

Duration: 1 minute.

Cost: 1 point to protect against “normal” flames, 2 points to protect against extremely hot or magical flames.

 

Fire Fist
Regular

This spell makes the subject's hands and forearms immune to flame damage and causes them to burst into flames.

The flames give light equal to torchlight and allow the subject to do burn damage by touch. Punches from a burning fist do extra 1 point of burn damage in addition to normal crushing damage. If the subject grapples or grabs his victim, he does 1d-2 points of burn damage per turn. Armor and clothing protect normally.

Since the subject's arms are fireproof, he can also pick up hot items without taking damage.

Note that only the subject's arms are made fireproof, other parts of his body and any equipment he might be carrying or holding are not. Flammable objects the subject is wearing or carrying take normal damage, and the subject might set himself on fire!

The mage can also use a limited version of this spell to produce a light. The limited version still makes the mage’s hands and forearms fireproof, but the mage produces just a small flame, either in the palm of his hand or at the end of one or more fingers. This flame is too small to do damage, but provides illumination equivalent to a candle.

The mage can instantly extinguish the flames on any part of his hands or forearms.

Duration: 10 seconds

Base Cost: 3, 2 to maintain or 2, 1 to maintain for the weaker version.

Prerequisite: Magery, Create Fire, Fireproof or Catch Fire.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create 400 points. Usable only by a mage. (b) Jewelry or gauntlets. Work for wearer only. Energy Cost to Create: 300 points.

 

Puff of Smoke
Regular

This spell makes a 3 foot diameter ball of thin smoke to appear from the caster's hand.

The color of the smoke is determined by the caster. The caster can also decide whether or not the smoke appears silently or with a "pop" or "crackling" sound.

The smoke dissipates normally, but is too thin to obscure vision or interfere with breathing. It is mostly a neat party trick, though clever mages will come up with better uses for this spell.

An alternate version if this spell creates a jet of smoke which emerges from one or more of the caster's fingertips or from his mouth. It has the same effects as above.

Duration: 3 seconds

Cost: 1 point, can't be maintained.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) Dust or herbs. When crushed in the user’s hand, they produce a puff of smoke. The material is consumed by the spell. Energy Cost to Create: 10 points.

 

Shooting Stars
Regular

This spell creates a meteor-like streak of light high in the sky. The effect is harmless and looks just like a natural meteor entering the earth’s atmosphere. Since the shooting stars last for just a few moments and the effects of the spell are unlikely to be impressive in daylight or cloudy conditions, this spell mostly useful as a novelty. It isn’t much use for signaling unless the night is clear and dark and potential observers are watching the night closely.

This is also a Light and Darkness spell.

Duration: Instantaneous.

Cost: 1 point per “star.” Can’t be maintained.

Prerequisite: Create Fire or Create Light.

 

Smoke Rings
Regular

This spell allows the mage to control the smoke from a pipe or similar item. He can make the smoke change color, form rings or shapes, or move in a certain direction, limited only by his imagination.

The smoke produced and controlled by this spell is too thin to obscure vision or cause breathing difficulties. It might give the mage +1 to reaction rolls or Social skills when dealing with people who aren’t used to wizards and magic.

For extra energy, the mage can also produce thin smoke from the end of a wand, staff or other item, which he can control as described above.

This is also an Air spell.

Duration: 10 minutes or the duration of one bowl of tobacco, whichever is more.

Cost: 1 point, same to maintain. Add +1 if the mage needs to create the smoke to be shaped.

Item: (a) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 30 points. (b) Smoke-Ring Pipe GURPS Magic Items 2, p. 104. Energy Cost to Create: 25 points.

Author: Adapted from GURPS Magic Items 2.

 

Spark Jet
Regular

This spell is, essentially, a weak version of the Flame Jet spell. When the spell is cast, a stream of hot sparks two hexes long shoots from the caster’s hand. If the jet hits, it does 1 point of damage and might set incendiary material alight. Underwater, it produces a small jet of boiling water which does the same amount of damage. In other respects, this spell is identical to the Flame Jet spell and can be used as its prerequisite.

Duration: 1 second.

Cost: 1 point, same to maintain.

Prerequisite: Create Fire.

 

Sparks
Regular

This spell makes a shower or swirl of colored sparks shoot from the end of the mage’s finger or wand. This provides feeble illumination (less than the light produced by a candle), but is enough to signal the mage’s location in the darkness or to provide a flashy show in dim light.

The sparks follow the edges of the wizard’s wand or hand as it moves, producing the classic “sparkly wizard’s wand” effect. The mage can cancel the spell at any time. This is an extremely simple spell and similar results occasionally occur as a result of a failure with another spell.

This is also a Light and Darkness and Illusion and Creation spell.

Duration: 1 minute.

Cost: 1 point, same to maintain.

 

Elemental Water Spells

 

Bubble Bath
Regular

This simple spell adds soap, bath oil and scent to water, creating a soapy foam in the color, scent and texture of the mage’s choice. The foam will block vision and might hide objects in the water, but it is harmless; the created material will not harm aquatic life or damage machinery.

This is also an Air spell.

Duration: 1 hour.

Cost: 1 for up to 10 gallons of water, 2 for up to 100 gallons, 3 per hex of water, half to maintain.

Time to Cast: 1 second per point of energy.

Prerequisite: Shape Water, Perfume.

Magic Item: (a) This spell can be permanently cast on an area for 10 times the normal cost.; (b) A water tap or similar item. Any water that passes through the tap has this spell cast on it. Energy Cost to Create: 10 points per 10 gallons of water that can be treated in a single “casting.”

 

Cold Jet
Regular

This spell allows the mage to shoot an icy blast of air from the tip of his finger. The spell is identical to the Air Jet spell, but it also cools the area around the subject by 30 degrees F.

This is also an Weather (Air) spell

Duration: 1 second.

Cost: 1 to 3; half the amount of damage (2 to 6 dice) done. The jet’s range in hexes is equal to the number of dice. Cost to maintain is the same.

Prerequisite: Air Jet, Cool

 

Cool Water
Area

This spell is similar to the Cool spell, but it affects the temperature of water and other liquids. This may cause fog to appear (see the Cool spell for details). See Immersion Shock under Environmental Hazards for the effects of immersion in cold water. This spell cannot lower the water temperature below the liquid’s freezing point.

This is also a Weather spell.

Duration: 1 hour.

Cost: 1/5 to cast (Minimum radius 10 hexes); same to maintain. Each base cost application lowers the ambient temperature by 10 degrees F, same to maintain.

Time to Cast: 1 minute per base cost application.

Prerequisite: Cool, Shape Water.

 

Ice Jet
Regular

This spell is a more dangerous version of the Snow Jet spell. When the spell is cast a frigid blast of sharp ice particles shoot from the caster’s finger, flaying the target’s skin while freezing him and knocking him back.

Each turn, the caster rolls vs. DX-4 or Magic Jet to hit, and rolls for damage if he hits. The attack may be dodged or blocked, but not parried. Treat it as a hand weapon - an icy weapon without the weapon - but it cannot parry!

In addition, the freezing jet lowers the ambient temperature around the victim by 30 degrees F and knocks him back.

Duration: 1 second.

Cost: 1 to 3; equal to the amount of damage (1d-1 to 3d-3) done. Knockback is equal to the amount of damage done. The jet’s range in hexes is equal to the number of dice. Cost to maintain is the same.

Prerequisite: Snow Jet.

 

Permanent Ice
Regular or Area

This spell creates an area of ice or snow that will not melt under normal circumstances.

The only things that will melt the ice are magical fire or spells such as Destroy Water or Melt Ice The ice is normal in other respects and can be chipped away. If it is very smooth, it might have the same effects as the Ice Slick spell.

To make existing objects resistant to melting, use the Prevent Melting spell (q.v.).

Duration: Permanent.

Base Cost: 3, 2 to maintain.

Prerequisite: Create Ice, Prevent Melting.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

 

Prevent Melting
Regular, resisted by IQ

This spell keeps ice (or other frozen liquid) from melting, no matter what the surrounding temperature.

If the mage wishes, the material will keep the same temperature that it had when the spell was cast. Otherwise, its temperature will rise (or fall) normally, to its normal melting point, though the liquid will never thaw.

Clever mages will find other offensive uses for this spell. For any hostile use of this spell, the victim gets a roll vs. IQ to resist.

Duration: 1 minute.

Cost: 1 point for a small quantity of liquid up to 1 quart, 2 for up to a gallon of liquid, 4 per 100 lbs. of material or 10 gallons, half to maintain. For 10 times the base cost this spell can be made permanent.

Prerequisite: Magery, Shape Water.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Container. Any liquid frozen inside the container will have this spell cast on it. Energy Cost to Create: 200 points per gallon of liquid.

 

Repel Water
Regular or Area

This spell makes an item water-repellent. If it is dry when the spell is cast, it is impervious to water. If it is wet, water (or other liquid) will fly out of the item, possibly dampening other items in the same hex. If the mage wishes, he can specific a location where the expelled water will collect when the spell is cast. This spell cannot be used to expel the water from a living creature. It can, however, be used to draw water and other liquids from a corpse.

While this spell is very similar to the Waterproof and Dehydrate spells, it does have its uses, especially if the mage wants to preserve the liquid expelled from an item.

Duration: Permanent.

Cost: 1 for a small object or area (up to 1’ square), or 2 per hex or per lb. of material, half to maintain.

Time to Cast: 1 second per point of basic energy used to cast the spell.

Prerequisite: Magery, Shape Water.

 

Warm Water
Area

This spell is identical to the Cool Water spell, above, except that it warms water or other liquids. This might result in fog or mist depending on the circumstances. The spell cannot raise the temperature above about 120 degrees F, or the liquid’s boiling point, whichever is less.

This is also a Weather spell.

Duration: 1 hour.

Cost: 1/5 to cast (Minimum radius 10 hexes); same to maintain. Each base cost application increases the ambient temperature by 10 degrees F, same to maintain.

Time to Cast: 1 minute per base cost application.

Prerequisite: Warm, Shape Water.

 

Waterproof
Regular, resisted by IQ

This spell makes objects waterproof. While this spell is in effect, objects are immune to the effects of being immersed in water or other liquid. Relatively fine-grained material such as cloth or wood is rendered completely impermeable to water, and water will not adhere to the surface of, or be absorbed by, any object treated with this spell.

This spell does not make a relatively porous objects or objects with obvious holes in them impermeable to water. For example, a sieve with this spell on it would still let water through. A finely woven cloth would be impermeable unless it had a tear in it, then it would not be waterproof at the torn spot.

This spell does not protect against the heat or cold damage caused by water-based spells, nor does it protect against the effects of boiling, freezing, strong bases or acids. Fire-based creatures that are vulnerable to water are not protected by this spell.

If this spell is cast on metal objects, it will slow the effects of corrosion. If this spell is cast on a person, it gives them up to +4 HT rolls to cancel the penalties for wet clothing or wet conditions when making Survival rolls, or when resisting the effects of Cold. There is no bonus, however, if the character is completely immersed in water.

If cast on a character’s clothing in warm weather, it makes his clothing one class warmer when calculating the effects of heat. For example, summer clothing would be treated as normal clothing when this spell is cast. Unwilling subjects resist this spell with IQ.

This spell can’t be cast on a living creature.

Duration: 1 hour.

Cost: 1 point per 20 lbs. of material to be waterproofed, half (minimum 1) to maintain. If cast on a person, the cost is 2 points, 1 to maintain.

Prerequisite: Dehydrate.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points. (c) This spell can be made permanent on any object for 10 times the base cost.

 

Enchantment Spells

 

Temporary Password
Regular

This spell makes an object not work unless a password, set by the mage when the spell is cast, is uttered. Alternately, the subject must be of a class of person set by the mage or they must perform certain actions when they first touch the object. Magic item can be reprogrammed with different passwords set by the caster or by a person designated by the caster when the spell is cast.

Duration: 1 hour.

Cost: 5, same to maintain.

Prerequisite: Password.

Time to Cast: 5 seconds.

 

Wand
Enchantment

This spell replaces the Staff spell in the Harry Potter universe.

The wand spell is identical to the staff spell in most respects, except that it can only be used to enchant a wand - piece of hollow, turned wood between 10 and 16 inches long fitted with a core of magical material. To make a proper wand, roll vs. Professional Skill (Wand Maker).

When the wand spell is cast the wand is enchanted, but it is not attuned to the mage. Instead, it automatically “attunes” itself to a mage who best fits the properties of the materials used to make it, giving him a +2 bonus to spell skill. Other mages can use the wand normally, but they do not get the bonus. A roll vs. the better of the maker’s Professional Skill (Wand Maker) or Thaumaturgy skill will let him guess which materials are likely to suit a particular wizard. The roll is at a -1 to -10 penalty for extremely unusual cases - mages with strange Unusual Backgrounds, strong Destinies, Divination Talent, high levels of Magery and/or odd combinations of advantages and disadvantages.

The wand itself works like a staff, in that it acts as an extension of the mage’s hand, giving him a reach of C,1. It is too light to be an effective combat weapon, however. It has no effective attack, but can be used as a Cheap Baton when parrying. Given that the wand has PD1, DR1, and break if it takes more than 2 points of damage, it is not likely to survive such abuse. Wands can also be damaged or destroyed by falls, crushing attacks and other abuse. For more information on the effects of a damaged wand, see the wands section.

Cost: 30 points.

Prerequisite: Enchantment.

 

Food Spells

 

Bottomless Cup
Regular

When this spell is cast on a cup full of drink or a plate of food, more food or drink of that same type appears when the container is almost empty until the subject has eaten or drunk his fill.

The food or drink created is no better than what was originally there, but it is available in seemingly endless amounts. However, in order for the spell to work, there must be some food or drink in the container when the spell is cast.

Duration: 2 hours.

Cost: 3, 2 to maintain. Double the cost for each additional person.

Prerequisite: Create Food

Item: A plate or cup. Energy Cost to Create: 150 points.

 

Improved Create Food
Regular

This spell allows the mage to create food out of thin air, as long as he has a tiny amount of at least one of the ingredients of the recipe or a bit of food of roughly the same type.

The food created can be of any recipe that the mage is familiar with which could be made from a sufficient quantity of at least one of the ingredients present. For example, a few grains of rice and a bit of dry leather thrown into a pot would turn into a tasty beef stew over rice or a beef and rice soup!

Food created with this spell is wholesome and ordinary in every way, but the quality of the food is limited by the mage’s skill with the Cook spell or his Cooking skill.

Duration: Permanent

Cost: 3 per meal created.

Time to Cast: 10 seconds

Prerequisites: Create Food, Multiply Food, Cook

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Cooking utensil (such as a spoon or ladle) or large rock. When placed in a pot of water, ingredients placed in the pot transform themselves into an appropriate and tasty dish sufficient to feed each person who contributed ingredients. Energy cost to Create: 350 points. (c) Cooking pot. When ingredients are placed in this item, they turn themselves into a tasty dish, as above. Energy Cost to Create: 350 points.

 

Pepper Breath
Regular, resisted by HT

This spell is similar to Spice Jet spell, but it allows the mage to breathe a thick cloud of powered hot pepper (either black or chili pepper) from his mouth.

Each turn, the caster rolls versus DX-2 or Magic Breath skill to hit. This counts as an attack; it may be Dodged or Blocked, but not Parried. If the spell strikes, it causes no injury, but will temporarily blind the target unless he makes an HT roll.

If the HT roll is failed, each energy point in the spell blinds the target for 1 minute and is at -4 to DX, IQ and ST due to pain, sneezing and choking. After the target can see again, he will be at -3 DX for watery eyes for a further 1d minutes. If the victim flushes his eyes with at least a gallon of water, he gets a second roll vs. HT+2 to recover from the blindness and pain, although he will still suffer from watery eyes if he recovers.

On a successful HT roll, the victim covers his eyes, nose and mouth for one second, and therefore is at -3 DX for one turn. On a critical success, the victim is unaffected.

Duration: 1 second.

Cost: 3 to 9 points. The jet's range in hexes is equal to one third of the energy put into it. Cost to maintain is the same.

Prerequisites: Spice Jet (See New Magical Opportunities at Illuminati University, Pyramid 32)

 

Prepare Food
Regular

Allows ingredients to be prepared for cooking or inclusion in a recipe. For example, this spell allows grain to be malted for brewing, cherries to be pitted, shrimp to be shelled, vegetables to be peeled, or cream to be whipped into whipped cream.

Note that the quality of the final product depends on the mage’s skill (e.g., Cooking for preparing vegetables or whipped cream, or Brewing for malting grain for beer).

Duration: Permanent.

Base Cost: 1 per 5 lbs. of food (minimum 1). Double cost for time consuming or complex operations.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Cutting Board, Mixing Bowl, or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 100 to create.

 

Random Flavor
Regular

This spell randomly changes the flavor of a bit of food to something else. Although the new flavors tend to be food flavors, they might not be particularly tasty. In extremely cases, the flavor will be incredibly foul. The GM should roll 3d, the higher the roll, the worse the flavor. Rolls of 17-18 produce extremely nasty flavors, such as vomit, earwax, motor oil or bile. Rolls of 15-16 produce unpopular food flavors such as liver, spinach or tripe. Rolls of 3-4 produce remarkably delicious, unexpected flavors. Individual bits of food (such as kernels of corn or pieces of candy) each take on their own flavor. Solid masses of food have a consistent flavor.

The wholesomeness of the food is not changed by this spell. Poisoned or contaminated food remains dangerous even if it tastes delicious, fresh, wholesome food is still edible even if it tastes foul.

Duration: Permanent.

Cost: 1 per lb. of food.

Prerequisite: Flavor.

 

Gate Spells

 

Avoid Collision
Regular

This spell makes space bend around a vehicle so that it avoids collisions with other vehicles or objects. From the point of view of the vehicle occupants, it appears that objects “jump” out of the way to avoid the vehicle. As a side effect, this spell also makes it harder to collide with a vehicle in combat and it makes it much easier to get through heavy traffic.

In combat, someone attempting to strike the protected vehicle with another vehicle or with a hand weapon must win a Contest of his weapon or vehicle skill vs. the caster’s spell skill to successfully aim his blow. If the attacker loses the contest, he misses automatically. Ranged weapons are not affected. In “ordinary” collisions, if the vehicle automatically avoids the collision.

In heavy traffic, this spell allows the driver to swerve into “gaps” that are too narrow to accommodate the vehicle without magic. This gives +4 to Area Knowledge and/or Driving skill to avoid or get through roadblocks or heavy traffic.

Duration: 10 minutes.

Cost: 1 per 100 lbs. of vehicle (minimum 1), half to maintain.

Prerequisite: Magery 2, Teleport

Time to Cast: 1 second per basic point of energy.

Magic Item: This spell can be permanently cast on a vehicle for 50 times the basic cost.

 

Change Path
Regular

This spell can only be cast on a relatively well-defined thoroughfare, such as a road, trail, corridor or staircase. When the conditions specified by the mage when the spell is cast are met, the trail changes its course, taking anyone who walks along it to a location specified by the mage. For example, a staircase might lead to a different location on a certain day of the week, or it might lead people of a set type in one direction while leading other people in another.

The new location and the new course of the trail cannot be more than twice the distance or less than half the distance of the trail to its original location. For example, a mage enchants a 30’ long staircase that normally leads to a room on the second floor of a castle. He could “shrink” the staircase so that it was effectively only 15’ long (perhaps so that it opened onto a hidden room, or left a 15’ “gap” between it and the second floor), he could “twist” the staircase so that it retained its normal length but ended in a blank wall, or he could “stretch” the staircase up to 60’ (perhaps so that it exited onto the third floor or formed a spiral on its way to the second floor), but he couldn’t make the staircase vanish entirely or stretch 150’ to the roof!

In any case, the basic grade of the pathway, its width and its condition can’t be changed by this spell, only its length and course.

Duration: 1 hour.

Cost: 3 per hex affected, half to maintain.

Time to Cast: 10 seconds.

Prerequisite: Create Space.

Magic Item: This spell can be made permanent on an area for 10 times the base cost.

 

Create Space
Regular

This spell creates an open area by magically warping space. Existing objects aren’t damaged, they’re just somehow moved to make an open area.

Note that this spell can’t be used to create space where no space exists, but it can be used to make existing spaces larger, as long as the existing gap is at least 1 inch wide. For example, this spell won’t work against a well-made wall, but the mage could use the spell to enlarge an existing gap, such as a gaping crack, or an arrow loop.

At the end of the spell, the created space vanishes. Anything (or anyone) in the space is “squeezed out” into the nearest available open space. If there is no available adjacent space, non-living objects vanish. Living creatures take 3d damage and are teleported to the nearest open space. If more than one location is possible, the GM should roll randomly to see which way the subject goes.

Duration: 1 minute.

Cost: 4 per hex of space to be created, half to maintain.

Prerequisite: Create Gate.

Time to Cast: 10 seconds.

Item: (a) This spell can be cast permanently on an area for 10 times the normal cost. (b) Staff, Wand, or Jewelry. Energy Cost to Create: 750 points.

 

Concealing Mirror
Regular

This spell hides an object “inside” a mirror or other reflective two-dimensional surface. The hidden item can only be retrieved when an identical (or nearly identical) item is reflected in the mirror. Then it appears on the body of the person who triggered the spell.

Duration: Permanent, until the object is retrieved.

Cost: 5 points per pound of material to be hidden.

Time to Cast: 1 minute.

Prerequisite: Magery 3, Hideaway, Interactive Picture.

Magic Item:

 

Create Dimension
Area

This spell allows the mage to create an “alternate dimension” that is slightly “out of phase” with the material world. In most respects, the newly created “dimension” is like the physical world, unless the mage deliberately changes the ambient pressure, temperature, gravity, atmosphere, etc. using magic. Depending on the mage’s whim, the new dimension can either be a pale gray dimly glowing empty space or it can mimic the appearance of the “same” area in the material world. In either case, occupants of the dimension can’t see the material world without using magic or special powers and occupants of the

material world can’t “look into” the dimension without using similar powers.

When the spell is cast, the mage determines how the dimension is to be accessed from the material world and who (if anyone) can see and/or access the dimension. Typically, the selected people will see a door or other opening that others cannot.

At the end of the spell, the created space vanishes. Anything (or anyone) in the space is “squeezed out” into the nearest available open space in the material world. Unlike the Create Space spell, this spell does not warp space to create the new dimension, so objects can’t be damaged or lost when they are “phased” back into the material world.

If this spell is made permanent, the mage can make the new dimension much more elaborate, casting spells and/or building structures to create his own unique “world.” In some cases, teams of mages have labored to create beautiful (or horrifying) “pocket dimensions” with indigenous inhabitants, flora and fauna. Multiple castings of the permanent version of this spell can be joined together to make the dimension larger. Old dimensions, built up over years by teams of mages can be miles wide with multiple carefully-disguised entrances and exits

Duration: 1 minute.

Cost: 5 per hex of space to be created, half to maintain.

Prerequisite: Create Space.

Time to Cast: 10 seconds.

Item: (a) This spell can be cast permanently on an area for 10 times the normal cost. (b) Staff, Wand, or Jewelry. Energy Cost to Create: 750 points.

 

Dimensional Picture
Regular

This spell creates a “picture dimension” inside the frame of a photograph, drawing or painting. To observers in front of the picture, the picture appears to be two dimensional, but objects in the picture appear to move. “Inside” the picture, however, there is actually an entire 3-dimensional “pocket dimension” that mimics the terrain, weather, etc. seen from the “front” of the picture.

Inside the picture, objects can move as they would in the real world and living creatures behave as they would “normally;” tigers stalk and roar, sheep bleat and graze and people carry on as they normally would - talking, fighting, carousing just like normal people.

Since the “world” is much larger than the frame, to an outside observer, it seems that moving objects in the picture “disappear” into areas outside of the frame or vanish over the picture’s “horizon.”

Note that living creatures cannot enter the world of the Dimensional Picture, nor can creatures in the picture look out or escape.

Duration: 1 hour.

Cost: 5 points per square foot of picture to be affected. The entire picture must be affected for the spell to work, half to maintain.

Prerequisite: Hideaway, Complex Illusion.

Time to Cast: 10 seconds.

Item: (a) This spell can be cast permanently on a picture for 10 times the normal cost. (b) Staff, Wand, or Jewelry. Energy Cost to Create: 750 points.

 

Interactive Picture
Regular, resisted by Will

When this spell is cast, the subject can “enter” a picture previously enchanted with the Dimensional Picture spell, and interact with the world in the painting. Unwilling subjects will be “sucked in” once they look at the enchanted picture from a range of 3 hexes or less unless they can make a Will roll to resist.

To viewers outside the picture, it looks as if the subject has become part of the scene and is just another character. To the subject of this spell, it appears as if they have suddenly been thrust into a strange, possibly surreal world wearing (or carrying) only the possessions that they had on them before the spell was cast.

It is up to the GM to determines what happens to a person affected by this spell. He could treat it as an adventure where the subject gets to meet fictional heroes or he could just rule that the character is quickly killed. In any event, the “world” that the subject is placed in is ruled by the “reality” of the picture into which they are transported. A character in a “realistic” game might operate by “cinematic” rules if he

is transported to the “world” of a Hollywood action film. A superhero would be terribly out of place if he was transported to a “world” where supers didn’t (or couldn’t) exist. Any character would be out of place in a cartoon!

Although this spell can be used to allow characters to “visit” worlds that only exist in the media, it is also a potent way of disposing of enemies. Anyone who is faced with the prospect of being transported into a particularly horrifying or bleak “world” might have to make Fright Checks.

Unwilling subjects resist with Will.

When the spell ends, the subject “pops back” into reality in front of the television set or monitor. Physical and psychological damage inflicted in the “TV world” is real and must be healed normally.

Duration: 1 minute (real time), time for the subject is subjective.

Cost: 6, 3 to maintain.

Time to cast: 1 minute.

Prerequisites: Create Gate, Dimensional Picture.

Item: This spell can be made permanent on a picture previously enchanted with the Dimensional Picture spell for 150 points.

 

Shared Picture
Regular

This spell allows the figures and objects in two or more Dimensional Pictures to interact with each other, moving between the various “linked” pictures as they see fit. Characters from different pictures can visit each other and interact with the backgrounds and landscapes of the shared pictures.

Travel from picture to picture is possible using any type locomotion available to the subject, but at the normal rates of speed. Subjects must also follow normal routes of travel to get between the pictures. For example, Sir Cadogan, who inhabits the picture on the 7th floor of the north tower wishes to visit Professor Dippet, who inhabits the picture on the 4th floor in the center of the castle. To do so, Sir Cadogan would have to travel “down” three flights of stairs and then “walk” to the room that contained Professor Dippet’s picture. To observers, it would appear that Sir Cadogan vanished from his “home” picture and “reappeared” at a later time in Professor Dippet’s picture. If multiple pictures along the way were hooked into the same “universe” of shared pictures, observers would see Sir Cadogan moving from picture to picture along his route.

When this spell ends, characters from shared pictures are returned to their own pictures.

Duration: 1 hour.

Cost: 6, 3 to maintain.

Time to cast: 1 minute.

Prerequisites: Dimensional Picture, Speaking Picture.

Item: This spell can be made permanent on a picture previously enchanted with the Dimensional Picture spell for 150 points.

 

Speaking Picture
Regular

This spell allows figures in a painting previously enchanted with the Dimensional Picture spell to interact with the world outside their picture’s frame. They can see the world outside their frame as if they were looking through a window and can see, hear and communicate with observers as if they were alive. Intelligent creatures can carry on conversations with observers if they are so inclined. If the picture is portrait of a person painted from life, the painting’s voice, mannerisms and personality will mimic those of the real person, and the picture will “know” what the real person knew at the time the picture was made. Of course, the figure’s willingness to divulge secret or personal information is entirely based on the real person’s personality!

Fictional subjects will have their own personalities, skills and knowledge, either determined by the artist when he creates the painting, or created by the mage when the spell is cast.

This is also an Illusion and Creation spell.

Duration: 1 hour.

Cost: 10, 5 to maintain.

Time to cast: 1 minute.

Prerequisites: Personality, Initiative, Complex Illusion, Moving Picture

Item: This spell can be made permanent on a picture previously enchanted with the Dimensional Picture spell for 500 points.

 

Healing Spells

 

Bandage
Regular

This spell will clean, suture, and bind a wound.

It gives +1 to Surgery skill and can substitute for a First Aid roll to bandage a wound or splint a broken limb. The patient gets +4 to HT to avoid infection or other complications from the wound if this spell is used.

Duration: Permanent.

Cost: 1 point

Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

 

Dentistry
Regular

This spell allows the mage to perform any dental work. He can use this spell to painlessly clean, remove, repair, improve or straighten teeth. This spell can also shrink teeth enlarged by the Grow Teeth spell.

This is also a Body Control spell.

Duration: Permanent.

Cost: 1 for routine care (such as cleaning), 2 to repair a tooth (either to fill a cavity or fix a chipped tooth), 3 points per tooth to remove, replace or straighten teeth.

Time to Cast: 1 minute.

Prerequisite: Minor Healing.

Item: Staff, Wand, Jewelry or Dental Tool. Energy Cost to Create: 250 points.

 

Heal Bones
Regular

This spell magically sets and mends broken or damaged bones. When the spell is cast on a limb, hand or foot, that has suffered crushing or cutting damage, the subject gains just enough hit points to cancel crippling injury to the limb. If the spell is cast on the subject’s head or body, he regains 1d hit points to heal injuries that involve broken bones (generally crushing or cutting damage only).

This spell can be used before the Minor Healing, Major or Critical Healing spells, but can’t be used afterwards. It can be used multiple times on the same subject, but only once per broken bone (or group of bones) - repeated attempts to heal the same injury are not allowed.

Duration: Permanent.

Cost: 1 for a single small bone (such as a finger), 2 to mend larger bones or broken limbs, 4 to mend multiple, badly broken bones.

Time to Cast: 3 seconds.

Prerequisite: Minor Healing, Splint Bone.

 

Prosthesis
Enchantment

This spell allows the caster to produce an artificial limb with all the flexibility of a normal limb that can then be grafted to the subject's body.

The resulting limb can be as realistic or artificial looking as the mage wishes and might even be an improvement over the natural limb. The only requirement is that the prosthesis be roughly the same size and shape as the original limb. The prosthesis spell grants the limb the flexibility and dexterity of a normal limb and makes it fit perfectly to the stump.

After the limb has been made, but before it has been fitted, the mage can enchant the prosthesis with other spell. If the limb is to be enchanted so that it is more effective than the subject's original limb, then the mage must use spells such as Might or Dexterity to enchant it.

Finally, once the limb has been fully enchanted, the mage joins the prosthesis to its owner's body. Except for the initial design session with the person who is to wear the prosthesis, this is the only part of the enchantment where the subject need be present. In this phase, the mage casts a permanent version of the Attachment spell that permanently grafts the artificial limb to the owner's body.

This spell can only be used to replace missing limbs or digits. It can't be used to graft new, artificial limbs to the subject's body.

See also the Heal Implants (Tech Magic) spell. Also, see the Go-Limb and Golem Limb spells for other variants on this concept.

This is also a Body Control spell.

Cost: 200 points, 5 points to attach the limb.

Prerequisite: Magery, Animate Object (Making and Breaking), Might, Dexterity, Attachment (Body Control) and Remote Control (Movement).

 

Regrow Bones
Regular

This spell regrows bones that are missing, either due to severe injury or spells such as Boneless. The time it takes to regrow the subject’s bones depends on the number of bones that are missing. Unfortunately the regrowth process is somewhat painful, the subject is at -1 to ST, DX and IQ for the duration of the spell as his bones regrow. Mundane or magical painkillers can be used to negate this effect.

Duration: 1 hour per missing bone (or group of small bones), to a maximum of 8 hours.

Cost: 2 for a single small bone (or group of small bones) such as a finger, 3 to mend a group of bones, such as a hand, 4 to mend all the bones in a limb, or to regrow a skull, pelvis or spine, 6 to regrow all the victim’s bones.

Time to Cast: 10 seconds.

Prerequisite: Mend Bones.

 

Illusion and Creation Spells

Anthropomorph (VH)
Regular

Not only does this spell animate an inanimate object, it also gives it the ability to see, hear, and speak, and invests it with a degree of intelligence and a “personality” determined by the caster or the GM. If the original object was not flexible, this spell gives it a degree of flexibility or small structures that allow it to move. "Limbs" created are based on the shape of the item. For example, a rock could roll itself along or scuttle along on pseudopods. A teapot could walk along on its legs and use its spout as a "trunk".

The object has a personality appropriate to its original nature, but never a truly malevolent one unless the object was habitually used for evil purposes. The GM should use his imagination to come up with amusing personalities for animated objects. Most objects will have an IQ of 8, but especially old or impressive items and items associated with scholarly pursuits might have higher IQ's. ST is based on the object's HP and mass. HT is based on the object's original HP, for very large or small items, the GM should assign split HT scores for HT and HP. DX ranges from 8 (for clumsy items) to 12 (for extremely mobile items like stools).

An intelligent being that has somehow been transformed into an objector whose soul is trapped in an object can act, speak, see, hear, and move by means of this spell. If that is the case, the object they are bound into takes on their personality.

Animated items cannot learn new skills, but they can carry on reasonable conversations in the language they "heard" most often (with or without outrageous accents). They might talk about things they have "heard" or "seen" but most items will be loyal to their owner unless they have been badly used or have naturally disloyal or mean personalities.

Items strongly associated with one particular craft will have the appropriate skill at level 12. Animated items are not servants of the mage who animated them. Further spells must be used to command items to service or to extract information from them.

Eccentric wizards often use this spell as an enchantment to create sentient companions or guards for their dwellings.

Duration: 1 minute.

Cost: 4, plus 1 point per pound of material, half to maintain. Can be made permanent for 4,000 points plus 100 points per pound of material.

Time to Cast: 10 seconds.

Prerequisite: Magery 2, 10 Creation spells.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry. When attached to an object, the magic item casts this spell on the object and the object remains animated as long as the jewelry remains attached. Energy Cost to Create: 350 points.

 

Complex Transmutation (VH)
Regular

This spell is nearly identical to the Great Shapeshifting spell, except that it will not work on living creatures. The mage can turn any item into any other item, limited only to materials with which the mage is familiar.

However, like the Create Material spell, the cost to perform the transmutation is based on the change in mass and the complexity, expense and rarity of the new object.

If the mage wishes to create a processed item, the GM should have the mage make a roll vs. the appropriate Craft, Professional or Scientific skill to properly formulate the material to be created. For example, in order to make glue, the GM might require the mage to make a roll vs. Woodworking or Chemistry skill.

Cost to cast and the amount of material created depends on the inherent rarity and value of the material being created. Each "step" up a given scale doubles the base cost of the spell (so two steps would quadruple the cost, three steps would multiply it by 8, etc.). Each step down the scale halves the cost. The baseline for a given scale is the second entry on each scale, e.g. Common, Bulk, Semi-processed. Round point costs up to the nearest tenth of a point, with a minimum of 1 point.

Rarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, Fine Hardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting), Extremely Rare (e.g., crystal, garnet, jade), Incredibly Rare (e.g., gold, silver, diamond).

Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound), Valuable (dollars a pound), Semi-precious (dollars an ounce), Precious (hundreds of dollars an ounce).

Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed (refined ore, rough boards), Highly Processed (ingots of metal, planed boards), Finished (furniture, most household goods), Highly Complex (computers, guns).

Increase or decrease the final cost of the spell by a number of steps equal to the difference in rarity, value and processing between the object to be transmuted and the final form, to a minimum base cost of 1/10 (minimum 1 point per lb.). Then give -1 to effective skill for every 10% difference in mass between the original form and the final form. In addition, there is a -1 penalty to skill between the effective TL of the original item and the finished item if the final item is of a higher tech level than the raw material.

The exception is when the mage is turning a transmuted item back into its original form. Then he uses based cost of 1 point per lb.

Example: A mage wishes to turn a 5 lb. rock into an early TL8 laptop computer. Rarity: A rock is Extremely common, a computer is Extremely Rare for 5 steps of increase. Local Value: The rock is worthless, the computer is Highly Complex, for 6 steps of increase. Processing: The rock is raw, the computer is highly complex, for another 6 steps. The final cost is 1/10 x 5 x 6 x 6 = 18 per lb. The final cost to convert a rock into a computer would be 90 points. In addition, the mage is at -8 to skill to turn a TL0 rock into a TL8 computer, plus -1 per pound of difference between the rock and the desired final weight of the laptop. Finally, the mage would have to make a successful roll vs. Electronics (Computers) skill to get the computer to work correctly.

Example 2: A mage wishes to turn a TL8, 5 lb. laptop computer into a rock. There are no modifiers for Rarity, Local Value or Processing because the mage is turning a more complex, rarer, more valuable item into a less valuable one. Likewise, there are no penalties to skill because the mage is turning a higher TL item into a lower TL one. There are no penalties for change in mass because the rock will have the same weight as the former computer. Final adjusted cost is 1/10 per lb. x 5 or .5. Since the minimum cost to cast the spell is 1 per lb., the mage uses that cost instead for a final cost of 5 points.

If the mage later changed his mind and wanted to convert the rock back into a laptop, he would pay the base cost of 5 points, rather than having to spend 90 points, as he would if he were creating a laptop computer “from scratch.”

Duration: Permanent.

Cost: 1/10 per lb. of material, as modified above, with a minimum of 1 point per lb.

Time to Cast: 1 minute.

Prerequisite: Magery 3, Transmutation.

 

Create Bindings
Missile; resisted by ST

This spell binds the target in magically created coils of rope. Unless the victim can roll vs. ST to break free, they are helpless for the duration of the spell.

The missile has SS 12, Acc +2, 1/2d n/a and Max 100. It is targeted using DX-4 or the Spell Throwing skill. The ropes have PD2, DR3, and HP6 and can be cut normally.

Duration: Instantaneous (effects last for 1 minute).

Cost: 4, 2 to maintain the effects. Each doubling of cost gives -5 to ST to break the bonds.

Time to Cast: 3 seconds.

Prerequisite: Enchanted Rope.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

 

Create Manacles
Regular, resisted by DX

This spell creates any sort of manacle or body restraint with which the mage is familiar, from old fashioned manacles or leg irons to modern handcuffs or straightjackets. The mage can either make the restraints appear in his hand and apply them normally, or he can attempt to magically place them on the subject’s body. In the latter case, the subject gets a roll vs. DX to resist.

While the details of different types of manacles vary (see GURPS Cops for details of modern handcuffs and leg irons), they generally have PD3, DR 4-6, and 5-15 HP. While restrained, the subject is at -2 to -4 to DX and DX-based skills and has either his Move or Manual Dexterity limited to some extent. To break out of restraints using brute force, the subject must first make a Will roll, at +4 if he has the High Pain Threshold advantage or -2 if he has Low Pain Threshold. He must then win a Contest of his ST vs. the HP of the restraints, with +1 to his effective ST per point of damage he is willing to accept to the restrained part of his body (i.e., arms for handcuffs, legs for leg irons). On a failed roll, the subject loses 1 fatigue and takes 1d-2 crushing damage to the affected body part. On a successful roll, the subject breaks free but takes crushing damage as described above. Only on a critical success will the subject avoid taking damage.

Alternately, the subject can attempt an Escape roll to escape from restraints using skill.

In any case, the mage who cast the spell can release his subject at any time.

Duration: 10 minutes.

Cost: 3 for handcuffs, manacles or leg irons, 4 for belly-bands or a straightjacket.

Time to Cast: 3 seconds.

Prerequisite: Ball and Chain or Enchanted Rope.

Magic Item: This spell can be made permanent for three times the normal cost.

 

Create Material/TL (VH)
Regular

This spell allows the mage to create raw or semi-processed material of a single type with which he is personally familiar. The material must be an element or a relatively homogeneous material that can be described in a simple phrase (e.g. "iron ingots", "two by four pine boards", “wood glue” or “Portland cement”).

If the mage wishes to create a processed item, the GM should have the mage make a roll vs. the appropriate Craft, Professional or Scientific skill to properly formulate the material to be created. For example, in order to make glue, the GM might require the mage to make a roll vs. Woodworking or Chemistry skill.

Cost to cast and the amount of material created depends on the inherent rarity and value of the material being created. Each "step" up a given scale doubles the base cost of the spell (so two steps would quadruple the cost, three steps would multiply it by 8, etc.). Each step down the scale halves the cost. The baseline for a given scale is the second entry on each scale, e.g. Common, Bulk, Semi-processed. Round point costs up to the nearest tenth of a point, with a minimum of 1 point.

Precious and Semi-precious materials can't be created.

Rarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, Fine Hardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting)

Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound), Valuable (dollars a pound). Precious and Semi-precious materials can't be created.

Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed (refined ore, rough boards), Highly Processed (ingots of metal, planed boards).

Examples:

Dressed timber for a palisade: Rarity: Common (in most areas), Local Value: Bulk, Processing: Semi. No steps up, modifier: x1, Energy cost per lb. = .1 point.

Lead shot for a sling: Rarity: Uncommon, Value: Commodity, Processing: High. Four steps up, Modifier: x8, Energy cost per lb.: .8 points.

Black Powder: Rarity: Very Rare, Value: Valuable. Processing: High. Seven steps up, Modifier: x 128, Energy cost per lb.: 12.8. In this example, the mage would have to be familiar with gunpowder and he must make a skill roll vs. Chemistry, Alchemy, and/or Demolitions skill to properly formulate the powder.

Duration: Permanent.

Cost: 1/10 per lb. of material, as modified above.

Time to Cast: 1 minute.

Prerequisite: Magery 2, Create Object.

Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.

 

Disillusionment
Regular or Area, resisted by IQ+Magery.

This spell disguises an obviously magical object or creature so that it appears to be some normal item. The exact appearance of the object or creature depends on the context in which it appears and is changeable. For example, a griffin could be disguised on the ground so that it looked like a car or a horse or disguised as an airplane if it were flying, the exact appearance is up to mage, with the GM’s approval.

Only people who are expecting something out of the ordinary or who have magical ability get a roll to resist this spell, otherwise, people pass it by without a second glance.

This is also a Communication and Empathy spell.

Duration: 1 day.

Cost: 1 for a small object or creature, 2 for a larger object or creature up to 50 lbs., 3 per hex of creature or object, same to maintain. This spell can be cast as an area spell on an stationary object. In this case, the Base Cost is 1, same to maintain.

Time to Cast: 10 seconds.

Prerequisite: Inconspicuous or Avoid and Simple Illusion.

Magic Item: This spell can be permanently cast on an area or object (but not a creature) for 10 times the normal base cost.

 

Enchanted Chain
Regular; resisted by DX

This spell is identical to the Enchanted Rope spell, but it creates a magic chain instead.

The chain is a Fine quality weapon with the Dancing Weapon (Movement) spells cast on it. Whip skill is used to aim the chain in combat. If the chain hits it does no damage, but will attempt to Entangle the victim, starting with the body location it hit.

Treat the attempt to entangle as a contest between the victim's DX and the chain's Entangling skill of 12. If the chain tangles its initial hit location, it will then magically start to bind the victim. Treat this as another contest of DX (or Escape skill) vs. Entangle, with a -2 cumulative modifier to the victim’s roll for each contest the chain wins.

This penalty applies not only to contests of skill, but the victim's Move, Active Defenses, and DX-based skills. When the victim's DX penalty exceeds his DX, he is bound fast. Only if the victim rolls a critical success or wins three consecutive contests of skill does he shake off the chain.

While fighting the chain, the victim can do nothing else. If the victim or an ally attempts to cut or attack the chain, the chain has PD 3, DR 6, HP 25, and is at -4 to target. In addition, the chain has a Dodge of 7 (including PD).

Duration: 1 minute.

Cost: 4, 3 to maintain.

Time to Cast: 3 seconds.

Prerequisite: Enchanted Rope

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Magic Chain. Energy Cost to Create: 500 points.

 

Enchanted Rope
Regular; resisted by DX

This spell creates a magic rope that automatically attempts to entangle and bind any person it strikes.

The rope is a Fine quality weapon with the Dancing Weapon (Movement) spells cast on it. Whip skill is used to aim the rope in combat. If the rope hits it does no damage, but will attempt to Entangle the victim, starting with the body location it hit.

Treat the attempt to entangle as a contest between the victim's DX and the rope's Entangling skill of 12. If the rope tangles its initial hit location, it will then magically start to bind the victim. Treat this as another contest of DX (or Escape skill) vs. Entangle, with a -1 cumulative modifier to the victim’s roll for each contest the rope wins.

This penalty applies not only to contests of skill, but the victim's Move, Active Defenses, and DX-based skills. When the victim's DX penalty exceeds his DX, he is bound fast. Only if the victim rolls a critical success or wins three consecutive contests of skill does he shake off the rope.

While fighting the rope, the victim can do nothing else. If the victim or an ally attempts to cut or attack the rope, the rope has PD 1, DR 3, HP 10, and is at -4 to target. In addition, the rope has a Dodge of 5 (including PD).

Duration: 1 minute.

Cost: 3, 2 to maintain.

Time to Cast: 3 seconds.

Prerequisite: 3 Creation spells, Dancing Rope or Dancing Weapon.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Magic Rope. Energy Cost to Create: 350 points.

 

False Coins
Regular

This spell is cast on leaves or pieces of paper, making them look and feel just like silver or gold (or whatever) coins. For double cost, no material is needed - the mage creates coins out of thin air. The illusory coins may be disbelieved, just like other types of illusions. However, for double cost, the mage can temporarily create real coins which can’t be disbelieved!

Duration: 5 minutes.

Cost: 1 per $20 worth of coins; half that to maintain. Double cost to make coins out of thin air. Double cost again to temporarily create real coins.

Time to Cast: 2 seconds.

Prerequisites: Seek Metal, Simple Illusion

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points (b) Pouch, Box or Purse. Energy Cost to Create: 250 points.

Author: Adapted from Lee Gold (GURPS Japan)

 

Minor Transmutation
Regular, resisted by HT

This spell is a limited version of the Transfiguration spell. It is identical to that spell, except that the spell won’t affect a subject which weighs more than 10 lbs. and it won’t turn the subject into an object that weighs more than 10 lbs. It also can’t affect any item with a Rarity of better than Uncommon/Valuable, a Local Value of better than Commodity, and a level of Processing better than Processed.

Duration: 1 hour.

Cost: 1/10 point per pound of material to be affected, as adjusted per the Transmutation spell, with a minimum cost of 1 per lb., same to maintain. Multiply the cost by 10 to make the change permanent.

Time to Cast: 3 seconds.

Prerequisite: Magery, Shape Earth, 3 other Illusion and Creation spells.

 

Moving Picture
Regular

This spell enchants a photograph or picture so that the figures appear to move about freely, behaving as they would when the picture was taken or the picture was made. The images can't talk and posses no real sentience, but they can “see” out of the frame and will react to the viewer as the viewer would expect them to if they were alive.

Duration: Permanent.

Cost: 1 point for a small photograph or picture, 1 point per square foot of area for larger pictures.

Time to Cast: 3 seconds.

Prerequisite: Simple Illusion, Suggestion.

Magic Item: (a) Camera. Casts this spell on any pictures made with it. The enchantment is originally on the film negative, but is magically “transferred” to any prints made from the film. Energy Cost to Create 150 points. (b) Film. When placed in an ordinary camera, the film casts this spell on any negatives. The spell is then transferred to any prints made, as above. Energy Cost to Create: 25 points.

 

Personality
Regular

This spell gives an illusion, creation or inanimate object limited intelligence (IQ8) and a personality chosen by the caster. It also gives the object the ability to sense when a person is interacting with it, so it can respond appropriately. This spell is useful for making self-monitoring appliances or tools, or for humorous effects. For example, a mirror with this spell on it could be “programmed” to insult (or compliment) anyone who looked into it.

A common version of this spell gives the item something of the caster’s or user’s own personality.

Duration: 1 hour.

Cost: 3 points, half to maintain. Every 2 extra points invested into the spell, the object’s IQ can be increased by 1, to a maximum IQ equal to that of the mage’s IQ.

Time to Cast: 10 seconds.

Prerequisite: Magery, either Complex Illusion, Initiative or 3 Creation spells.

Magic Item: This spell can be made permanent on any object for 150 points.

 

Ridicule
Regular, resisted by IQ

This spell makes the subject appear silly, as imagined by the mage. For example, the subject could appear to be dressed in silly clothes, or he could appear to take a pratfall into a mud puddle, although his actual appearance and motion is unchanged. Depending on the situation and the caster’s sense of humor, any observers might have to roll vs. Will to avoid laughing unless they can make an IQ roll to disbelieve the illusion. Unwilling subjects get a roll vs. IQ to resist.

This is also a Communication and Empathy spell.

Duration: 10 seconds.

Cost: 3, 2 to maintain.

Prerequisite: Simple Illusion, Sense Emotion.

 

Transmutation (VH)
Regular

This spell allows a quantity of one material to be converted into another material, based on the similarity in nature and quality between the existing material and the desired material.

The caster can transmute matter only between forms with which he is familiar, and both the transmuted material and the material it is to be transmuted to must be relatively homogeneous. (For

example, flesh could be turned to iron, but it couldn't be turned into a robot, even if the caster knew how to build a robot.) A good rule of thumb is that the desire material must be describable in a single short phrase, like "black granite", "soft rubber" or "burled maple".

Cost to cast and the amount of material created depends on the inherent rarity and value of the material being created.

Base cost of the spell depends on the difference in rarity, phase change, degree of transformation, local value and processing of the material created between the two materials. Each "step" up a given scale doubles the base cost of the spell (so two steps would quadruple the cost, three steps would multiply it by 8, etc.). Each step down the scale halves the cost. The baseline for a given scale is the second entry on each scale, e.g. Common, Bulk, Semi-processed. Round point costs up to the nearest tenth of a point, with a minimum of 1 point.

Precious and Semi-precious materials can't be created.

Phase Change: Gas, Plasma, Liquid, Solid

Degree of Transformation: Non-Organic, Organic, Living

Rarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, Fine Hardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting)

Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound), Valuable (dollars a pound). Precious and Semi-precious materials can't be created.

Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed (refined ore, rough boards), Highly Processed (ingots of metal, planed boards).

Examples:

Flesh to Salt: Phase Change: Solid to Solid, Degree: Living to Non-Organic, Rarity: Uncommon to Common, Local Value: Commodity, Processing: Raw to Raw = .1 points per lb.

Wood to Iron: Phase Change: Solid to Solid, Degree: Organic to Non-Organic, Rarity: Common to Uncommon, Local Value: Bulk to Commodity, Processing: Semi-Processed to Processed = .4 points per lb.

Duration: Permanent

Cost: 1/10 per lb. of material, as modified above.

Time to Cast: 1 minute.

Prerequisite: Create Material.

Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.

 

Knowledge Spells

 

Attune Object
Regular

This spell makes an object "resonate" with a willing recipient, regardless of the subject's distance from the object. When another person of a specific class touches the object, he will know the subject's location. This spell is commonly used one letters and packages so that owls can carry them to the user's location. It is possible that wizardly owls are either enchanted with some variant of this spell, or can cast the spell themselves.

Duration: 1 day.

Cost: 3, 1 to maintain.

Prerequisite: Seeker.

 

Compass
Information

This spell allows the subject to know which way is north (or whatever direction he wishes). If the caster has a wand, staff or similar object in hand, it will spin in his hand to point the appropriate direction.

Duration: Instantaneous.

Cost: 1

 

Divination: All Divination spells and other spells that attempt to predict the future require the Divination Talent advantage. In addition, Divination is rare and generally inaccurate, maximum adjusted skill with such spells can’t exceed 15. Commonly available forms of divination include Tea Leaf Reading, Palmistry, Crystal Gazing and Astrology.

 

Know Personality
Regular, resisted by IQ

This spell allows the mage to get a general sense of the subject's personality, strengths, weaknesses and interests, as if the subject had conversed with the subject for a few hours. Unwilling subjects roll vs. IQ to resist.

Duration: Instantaneous.

Cost: 3 points.

Prerequisite: Sense Emotions.

 

Selection
Regular

When this spell is cast, a magical fire springs into being. The mage then throws slips of paper bearing names of possible candidates or possible outcomes into the fire. At the end of the spell, the best choice(s) are returned to the mage’s hand, the other slips of paper are consumed by the fire as it goes out. The “best” candidate for the task or the “best” course of action depends on the task at hand and the characters involved, as determined by the GM. When choosing the right person for a quest or other complex task, the “best” character is generally the one with the highest point value. For a simpler task, the GM should compare skill levels in the relevant skills.

Duration: 1 day.

Cost: 3 points, plus 1 per choice added to the flames.

Time to Cast: 1 minute, plus the time needed for the spell to return its results.

Prerequisite: Magery 2, Know Personality, Divination.

Magic Item: Goblet. When a command word is spoken and/or a ritual is performed, red flame leaps from the bowl of the goblet. Candidates for a specific task place their names in the flames. On the next day, the goblet will reveal the name(s) of the successful candidate(s) to an impartial judge. In most cases, the goblet also has the Geas spell on it, so that those who submit their names are bound to fulfill the task if they are selected. Energy Cost to Create: 1,000 points, plus the cost of any additional enchantments.

 

Light and Darkness Spells

 

Color Change
Regular

This spell makes an object change color as the caster desires, either randomly or through a pre-set palette of colors. The caster can either consciously control the color change or let it cycle according to a pre-set pattern. For example, a bottle of ink could be made to change color randomly as you write.

This is also a Making and Breaking spell.

Duration: 1 minute.

Cost: 1 per 5 lbs. of material or per hex affected.

Prerequisite: Either Colors or Dye.

Magic Item: (a) For 10 times the normal cost, this spell can be made permanent. (b) Ink or dye. Casts this spell permanently on any area it touches.

 

Dark Mark
Regular

This spell creates a huge, luminous wizard’s mark unique to the wizard or wizardly faction that cast it. This mark looks vaguely like a neon sign made up of individual bright, colored lights. At night it can be seen for miles and provides illumination within a 50 yard radius.

In the World of Harry Potter, only Death Eaters cast this spell, and it only produces Voldemort’s mark - a green skull with a snake emerging from its mouth. Since the Death Eaters often left this spell at the scene of their crimes, any wizard seeing the mark must make a Fright Check. If cast in a crowded area, a this spell can cause panic. This isn’t an inherent part of the spell, however, it’s just the psychological effect that Voldemort’s mark has on the average wizard.

Duration: 1 hour.

Cost: 4, 2 to maintain.

Prerequisite: Shape Light.

 

Douse Light
Regular, resisted by Spell

This spell puts out electric lights, lanterns, torches and candles. It also cancels the Light spell and temporarily cancels the Continual Light spell. Unlike the Darkness spell, it doesn’t darken the area where it is cast, it just puts out lights.

This is also a Fire spell.

Duration: 1 hour.

Cost: 1 per light for small lights, such as Christmas lights or candles, 2 for brighter lights, such as torches or ordinary light bulbs, 3 for bright lights such as Light Spells or street lights.

Prerequisite: Shape Light.

Magic Item: (a) Any item. Allows the subject to cast the spell. Mages with a sense of humor often enchant cigarette lighters with this spell. Energy Cost to Create: 150 points. (b) Light Source. Any light source (such as an electric lamp) or holder for a candle or flame (such as a candlestick or a lantern) can have this spell on it. When it is touched and a command word is spoken, any light it produces (or holds) goes out. Energy Cost to Create: 50 points.

 

Fairy Lights
Area

This spell fills an area with small, faint slightly shimmering lights, such as those produced by some types of fairy. While the main effect is decorative, the lights produce enough light to reduce Darkness penalties by -2, to a maximum of -5.

Duration: 1 hour.

Base Cost: ½, half (minimum 1) to maintain.

Magic Item: For 10 times the base cost, this spell can be made permanent.

 

Luminous
Regular

This spell makes an object glow faintly in the dark. The light it produces is too faint to be seen in normal light, but it reduces Vision penalties in its hex, and adjacent hexes by -2, to a maximum of -5.

Duration: 1 day.

Cost: 1 per 10 lbs. of material affected, 1 to maintain.

Magic Item: This spell can be made permanent on an object for 10 times the base cost.

 

Luminous Message
Regular

This spell makes a slogan button or some other small object become faintly luminous, with a design or short message picked out in contrasting, slightly brighter light. At the wearer’s (or mage’s) command, or under certain circumstances set by the mage, the item’s message or coloring can change.

This is also a Communication and Empathy spell.

Duration: 1 day.

Cost: 1 to create a button that can change between two different messages, add 1 per each additional message.

Prerequisite: Literacy, Shape Light.

Magic Item: This spell can be made permanent for double the normal cost.

 

Sky View
Area

This spell can only be used indoors. When cast, it “projects” a view of the sky overhead onto the ceiling of the room, as it would appear to an observer standing outdoors.

Duration: 1 hour.

Base Cost: 1/10 points (minimum 1), half (minimum 1) to maintain.

Item: (a) This spell can be permanently cast on an area for 10 times the base cost. (b)Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

 

Slow-Motion Vision
Regular

This spell allows the cater (or a willing subject) to see an “instant replay” of events he has seen in slow motion. If the scene observed is part of a sporting event or other formal contest, and the mage has skill level 12 with the appropriate skill, he can add diagrams, captioning, and other “special effects” appropriate for the sport if he wishes.

This spell gives the mage an effective +4 to his Vision rolls to detect subtle or fast-moving actions, but, unfortunately, he is effectively blind to current events while using the “instant replay.”

Duration: 10 minutes, the subject can use the “instant replay” ability for anything he has seen in the last minute.

Cost: 4, 3 to maintain.

Prerequisite: Keen Eyes or 5 Light and Darkness spells.

Time to Cast: 3 seconds.

Magic Item: Binoculars, telescope or similar device. Under normal circumstances, the item functions as a normal magnifying instrument. However, when the user speaks a command word or touches a button, he can cast this spell on the item, allowing him to see events through the item as “slow motion instant replay.” Energy Cost to Create: 500 points.

 

Making and Breaking Spells

 

Alter Clothing
Regular; Special Resistance

Source: Pyramid.

 

Blast (VH)
Regular, resisted by HT

This spell is similar to the Shatter spell, but it affects a larger area and can partially destroy inanimate objects. For every two points of energy put into the spell, the blast will do 1d damage to inanimate objects. Living objects, even those in the same hex as the target will not be affected directly by the blast, although they might be injured if the blast causes a wall or ceiling to collapse.

The item to be blasted resists with its HT. If it wins the contest, it takes only half damage.

Duration: Instantaneous.

Cost: 2 per 1d damage, up to 6d maximum.

Prerequisite: Magery 2, Expel, Shatter.

 

Break
Regular, resisted by HT

This is a weaker version of the Weaken or Ruin spell. When it is cast, the item specified by the mage breaks as if it had been dropped or smashed by a heavy blow. Tough, flexible items break in a single location, fragile, brittle items break into many pieces.

The item to be blasted resists with its HT. If it wins the contest, it takes no damage.

Duration: Instantaneous.

Cost: 1 for a small, fragile item such as a wine glass, 2 for a larger, tougher item such as a wand or a small knife weighing up to 1 lb., add 1 point per additional 2 lbs. of weight.

Prerequisite: Sense Weakness.

 

Change Linens
Regular

This spell cleans, straightens and changes bedding, tablecloths, towels, and the like. If there are clean items of a similar type near at hand, the old (but cleaned) linens will be swapped with the new linens. If there is no linen near at hand, the mage can combine this spell with the Create Cloth spell if he knows it to create new linens.

Duration: Instantaneous.

Cost: 1 to change a small item (like a tablecloth or a pillow case), 2 to change a bed. Triple cost to create new linens.

Prerequisite: Clean. Create Fabric is required to create linens.

 

Create Clothing
Regular

Source: Pyramid.

 

Create Fabric
Regular

Source: Pyramid.

 

Create Object: For double cost, objects do not vanish if they leave the hand of a living creature. For 10 times the normal cost, items created with this spell can be made permanent.

 

Indelible
Regular

This spell makes ink, dye or paint indelible, so that it can’t be removed by mundane means and it won’t fade.

Duration: Permanent.

Cost: 1 for a small area, 2 for a larger area less than 1 hex, 3 per hex.

Prerequisite: Dye.

 

Mass Create Object (VH)
Regular

This spell is identical to the Create Object spell, except that it allows the mage to create multiple items of the same type.

Duration: Indefinite, as long as it is touching a living, thinking being.

Cost: 2 for every 5 lbs. the created item weights. For double cost, objects do not vanish if they leave the hand of a living creature. For 10 times the normal cost, items created with this spell can be made permanent.

Time to Cast: Equal to cost, in seconds.

Prerequisite: Create Object.

 

Repair Magic Item
Regular

This spell is like the Repair spell, but it also temporarily re-enchants a magic item that has lost its powers due to breakage. The better the roll, the more of the item's powers are restored, but the item won't function perfectly unless the mage rolls a critical success.

This is also an Enchantment spell.

Duration: Permanent.

Cost: 10 per 10 lbs. that the object weighs (minimum 10).

Prerequisite: Magery 2, Repair, Enchant.

Time to Cast: 2 seconds per pound of weight.

Magic Item: Spellotape. This is a sticky transparent tape rather like mundane cellophane tape. When a sufficient amount of tape is wrapped around the broken object, it casts the spell on the object. The repair lasts as long as the tape remains in place. If the tape is removed, the spell ends and the item is broken again.

 

Severing
Regular, resisted by HT

This spell magically splits or severs an object. The spell can be used on a living creature to cut off fingers, toes or other appendages, but in this case the victim gets a roll vs. HT to resist. If he fails, the appendage is painlessly, bloodlessly removed.

For every two points of energy put into the spell, the spell does 1d damage to the targeted item. However, if the amount of damage done does not equal or exceed an item’s DR and Hit Points (or a living creature’s DR, plus the number of Hit Points required to cripple the limb) the spell fails and the target takes no damage.

If the spell is cast on a living creature and succeeds, although the subject loses the limb, they do not lose any hit points and do not suffer any penalties due to pain.

This is also a Healing and a Body Control spell.

Duration: 1 second, effects happen instantaneously and are permanent.

Cost: 2 to 6 points (2 per 1d damage, up to 3d damage maximum). Can’t be maintained.

Time to Cast: 3 seconds.

Prerequisite: Ruin.

 

Meta Spells

 

Mass Dispel Magic
Area

Dispels magic on everything within a given area. In other respects, it is like the Dispel Magic spell.

Duration: Instantaneous

Cost: 4 (minimum 8 points), can’t be maintained.

Time to Cast: 10 seconds

Prerequisites: Magery 2, Dispel Magic

Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Author: Adapted from GURPS Magic Items 1

 

Prior Incantato
Information, resisted by IQ

This spell reveals the last spell cast by a wand or a mage. Each casting of this spell reveals one spell, starting from most recent and working backwards. When the spell is cast, the wand produces a “shadow” of the spell it last cast. The shadow is harmless, but its symbolism is obvious to any observer who can make an IQ or Thaumaturgy skill roll. For example, a wand last used to kill a person with the Avada Kedavra spell would produce a ghostly shadow of that person who could speak, move around, and recount its last moments.

If this spell is cast on a person or on a wand held by its owner, the subject gets a roll vs. IQ to resist. If the spell is cast on a wand that is not in its caster’s possession, no resistance roll is allowed.

Duration: Instantaneous. Spell “shadows” last for 10 seconds.

Cost: 3 points.

Time to Cast: 3 seconds.

Prerequisite: Detect Magic

 

Sacrifice Counterspell
Special

This powerful spell requires the mage to voluntarily die to protect somebody they love or care about. When the spell is cast, the mage dies, but the subject gains several powerful magical protections.

First, they permanently gain the Luck advantage. If the subject already has the Luck advantage, the sacrifice increases his Luck by one level, to a maximum of Ridiculous Luck.

Second, the subject gets 10 levels of Magic Resistance against any hostile spells for one month after the spell is cast. Beneficial spells and the subject’s own spells are not affected by this protection. These levels of Magic Resistance are invisible to anyone who attempts to cast a spell on the target unless the attacker first uses the Detect Magic spell.

Finally, if an attacker rolls a critical failure with a hostile spell directed at the subject (very likely considering the subject’s levels of Magic Resistance), the spell is reversed so that it hurts the attacker and benefits the subject. The exact details are up to the GM, but they should be suitably dramatic.

This spell will only work to protect characters that the mage truly loves, respects and/or cares about, as determined by both the mage’s player and the GM. As a rule of thumb, the mage should have either the Sense of Duty or Fanaticism disadvantage towards the subject of the spell. Finally, unless the subject and/or the mage are in immediate deadly peril the mage must make a roll vs. Will-4 (possibly modified by suitable mental disadvantages such as Charitable, Low Self Image or Selfless) to even consider using this spell.

Duration: As described above.

Cost: The caster’s life.

Prerequisite: Magery, Counterspell, Remove Curse, 20 other spells from any college.

 

Mind Control Spells

 

Awaken: This spell also resists the Stun or Mental Stun spells.

 

Avoid: This spell is an extremely common form of muggle-repelling spell. The wizard who casts the spell can set it so that the spell affects all people of a certain class, not just anyone but the mage. Magically-aware observers may add any levels of Magery to their resistance roll. The presence of magic in the area partially cancels the concealing aspects of the spell when seen by a magical observer.

 

Cheer
Area, resisted by IQ

This spell makes the subject(s) feel relaxed and cheerful. For the duration of the spell, the subject reacts to any basically friendly and non-threatening person at +2. He also gets +1 to morale and Fright checks and +1 to Will rolls to resist the effects of negative mental disadvantages, such as Bad Temper or Bully. Finally, he gets +4 to resist the effects of Chronic Depression. This spell also counters the Fear spell.

Duration: 10 minutes.

Base Cost: 1, half to maintain.

Prerequisite: Sense Emotion.

 

Confusion
Area, resisted by IQ

This spell is similar to the Daze spell, but instead of ignoring his surroundings, the subject acts randomly, even irrationally. He might wander aimlessly, attack his companions, greet foes as friends or something else. The exact effects are up to the GM, but the subject’s actions will always be useless and might be dangerous or harmful. Roll 3d, the worse the roll, the worse the subject’s behavior will be. On a very good roll (3-5) the subject’s behavior is harmless, if perhaps slightly embarrassing. On a very bad roll (16-18), the subject does the worst thing possible in the situation - he attacks friends in combat, tries to take off his clothes while screaming obscenities while at a diplomatic reception, etc.

When the spell ends or the subject is freed from its effects, he will not remember what happened, as if the Forgetfulness spell had been cast on him.

This spell can also be used to confuse anything that has some measure of “intelligence” or “personality” including machines and magic items. If used against a computer or similar item, roll a Contest of Skill between the mage’s skill and twice the complexity of the computer “brain.” If used against a magic item, roll a contest of skill between the caster’s skill and the skill of the mage who enchanted the item. Confused machines or magic items lose data, change the parameters of their programming, change their selection criteria, etc. as determined by the mage.

Duration: 1 minute.

Cost: 4 to cast, 2 to maintain.

Time to Cast: 2 seconds.

Prerequisite: Madness.

 

Control Person: Optionally, the caster’s body does not fall unconscious while controlling the victim, though the mage must concentrate to control his victim and he remains unaware of his surroundings while doing so.

 

Desire
Area, resisted by Will

This spell gives the subject(s) a vision of the thing(s) they most desire. The subjects must make a roll vs. Will or stand transfixed while they daydream, just as if the Daze spell had been cast on them.

Duration: 1 minute.

Cost: 4 to cast, 2 to maintain.

Time to Cast: 2 seconds.

Prerequisite: Madness, Daze.

Magic Item: Mirror of Desire. This item looks like a large, ornate mirror. Anyone who looks into it will see a vision of the things they most desire. They must roll vs. Will immediately to avoid gazing raptly into the mirror. Subjects who are enraptured may roll vs. Will every minute to look away, breaking the spell’s effect. At the GM’s option, characters may also roll vs. Will when they are shaken, startled or harmed.

 

Follower
Regular, Resisted by Will

This spell keeps a person from moving more than 30 yards away from the mage.

The mage can change the distance of the “leash” by concentrating. If the mage “pulls in” the leash, the person will move towards the mage at its maximum movement rate. The spell will make the person stand still, sit, keep station, and follow the mage when caster desires it.

If the Leash spell would put the person in actual danger (for example, if the person needs to run away from a threat), it gets a new Will roll to resist the spell each turn until the spell is broken or the threat dissipates. If the person is endangered because it is on a “short leash,” the spell won’t is not canceled if the person makes its roll, but the spell will “lengthen” the “leash” sufficiently to allow the person to get out of danger.

Alternately, the mage can choose an object or hex as the focus of the spell. In this case, the person can’t move more than 100 hexes (or less, if the mage specifies) from that object or hex. The mage can also make certain areas within the area covered by the Leash “off limits” to the person, if he specifies them when the spell is cast.

This spell can be made permanent on either an person or a location. In either case, lack of adequate food, water, or shelter from the elements or natural hazards counts as a threat, and gives the person a new roll to resist the spell.

Other than the restrictions listed above, the person is free to move and act as they please.

Duration: 4 hours.

Cost: 3, plus 3 for every hex the person occupies, 2 to maintain.

Time to Cast: 30 seconds.

Prerequisite: Loyalty.

Item:(a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A collar or similar restraint. Casts this spell on any person that wears it. Energy Cost to Create: 350 points.

 

Mindwipe (VH)
Regular, resisted by IQ

This spell is similar to the Mindlessness spell, but it gives the subject amnesia, as per the disadvantage. The subject retains his basic intelligence and personality, but is completely unaware of any skills, advantages, disadvantages, spells and powers he might have. This spell can be reversed if another mage recasts the Mindwipe spell and wins a Contest of Spells with the original Mindwipe spell.

Duration: Permanent.

Cost: 5 points per minute of memories to be altered.

Time to Cast: 1 second per point of energy cost.

Prerequisite: Magery 2, Oblivious.

 

Oblivious (VH)
Regular, resisted by IQ

This spell is similar to the Permanent Forgetfulness spell, but it makes the subject forget all events surrounding an event and fills any gaps in his memory with mundane details, as specified by the mage. Like Permanent Forgetfulness, the subject also forgets that he was ever enchanted. Unlike the Permanent Forgetfulness spell, this spell cannot make the subject forget skills or spells. This spell can be reversed if another mage recasts the Oblivious spell and wins a Contest of Spells with the original Oblivious spell.

Duration: Permanent.

Cost: 5 points per minute of memories to be altered.

Time to Cast: 1 second per point of energy cost.

Prerequisite: Forgetfulness.

 

Possession: Like the Control Body spell, the GM can rule that the caster’s body does not fall unconscious while controlling the victim, though he must concentrate to control the victim and remains unaware of his surroundings while doing so.

 

Uncontrollable Laughter
Regular, Resisted by Will

The subject is overcome by the uncontrollable urge to laugh.

Unless the subject resists with Will, they are overcome by laughter, and everything they see or hear seems outrageously funny. Laughing characters are at -2 to all skills and abilities. Active defenses are reduced by -1. Movement is halved.

Laughing characters react to anything at +2 (with reactions modified towards ignoring the subject), unless it is an obvious, immediate threat to their survival. Any shock or shocking stimulus (like a potential Fright Check) gives victims of this spell another Will roll to throw off the effects of the spell.

Characters who laugh for five minutes straight begin to suffer from muscle cramps and breathing problems. When this happens, victims may roll vs. Will. If they fail, and the subject keeps talking, they may continue to make Will rolls every 5 minutes thereafter until they resist the spell.

Characters who fail their Will rolls take 1 point of Fatigue damage per 5 minutes of laughter. When Fatigue reaches 0, they fall unconscious and remain unconscious until the spell ends.

Duration: 1 minute.

Cost: 3, 2 to maintain.

Prerequisite: Cheer, Foolishness.

Item: (a) Staff, Wand, or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Always On. Can’t be removed. Energy Cost to Create: 250 points.

 

Movement Spells

 

Air Golem: This spell can also be used to make an item perform a single action on command. For example, tongs could be commanded to move and grip, playing cards could be commanded to shuffle, and so forth.

 

Animate Body
Regular, resisted by IQ

This spell allows the mage to animate a dead or unconscious body (or any other similar object), allowing it to walk about or even attack. Unlike Necromantic spells that have similar effects, this spell does not turn the body into an undead creature.

In order to animate the body, the mage must concentrate on the spell and he must be able to see the body by some means. (Wizard Eyes and similar spells count for this purpose.) If the mage is distracted, the spell doesn’t automatically end, but the body falls to the ground. In order to regain control, the mage must make a skill roll, and he must spend 2 turns bringing the body back to its feet.

The body retains the ST and HT it had in life, but “dies” (if it is already dead) when it reaches 0 HP. If the spell was cast on an unconscious body, spell ends when the body takes more than its base HP in damage or regains consciousness. The body’s Move is equal to half the mage’s Move or half the Move it had in life (or consciousness), whichever is less.

The body has no IQ, and its DX and physical skills are those of the mage at DX-4 (or skill -4). However, no skill or attribute can ever be raised above 12. No matter how good the mage is, he can’t transmit his skills very well. The body cannot speak nor can it use any mental skill or any physical skill that requires internal concentration.

Unconscious victims get a roll vs. IQ to resist.

Duration: 10 seconds.

Cost: 3, 2 to maintain.

Prerequisite: Magery 2, Levitation.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. When placed on a dead or unconscious body the item casts the spell. Unconscious victims get a roll vs. IQ to resist. Energy Cost to Create: 250 points.

 

Attract Object
Regular

This spell attracts an object towards the caster’s hex. The attractive force is equal to twice the amount of energy put into the spell, but decreases by 1 per hex of distance.

The spell will have no effect on objects heavier than 20 times its ST. Note that to drag an ordinary human (weight 150 lbs.) along an ordinary floor, the spell would need a ST of at least 8. If this spell is cast on a person or an object being held or worn by a living creature, the subject also gets to “resist” with ST every turn.

Duration: 1 minute.

Cost: 1 per 2 ST worth of “attraction”

Prerequisite: Magery 2, Apportation.

Time to Cast: 2 seconds.

 

Automobility
Regular

This spell allows a vehicle to move at its normal rate without an obvious motive force. For example, wagons can move without horses and cars can move without gas.

This spell does not give the vehicle any extra boost to performance, it only lets it move without an obvious source of power. Vehicles can be moved without a driver or pilot, but they will quickly crash or roll to a halt if there is nobody to guide them.

If used to move vehicles that have anti-theft devices, the mage must win a Contest of Skills between his spell skill and the Complexity of the anti-theft devices before the spell can take effect.

If the vehicle has subsystems not vital to the functioning of the vehicle or the survival of its passengers (e.g., weapons or surveillance systems), this spell does not give the mage the ability to operate them, unless he uses some other spell or skill.

Vehicles that normally are steered by an outside power source (such as wagons) can be magically steered by the mage’s mental command.

Duration: 1 minute.

Cost: 1 per 200 lbs. of vehicle to be animated, half to maintain (minimum 1 point).

Time to Cast: 10 seconds.

Prerequisites: Apportation.

item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made permanent on a vehicle for 50 times base cost.

 

Bounce
Regular

This spell gives the mage or a willing subject the Bouncing advantage for the duration of the spell.

Duration: 1 minute.

Cost: 3, plus 1 per level of bouncing, half to maintain.

Time to Cast: 3 seconds.

Prerequisite: Magery 2, Flight, Poltergeist.

 

Bounce Other
Regular, resisted by DX

This spell is similar to the Bounce spell, but it allows the mage to bounce the subject around for the duration of the spell. For the duration of the spell, the subject has the Bouncing advantage, but the mage controls the direction in which the subject moves! The subject resists with DX.

Duration: 1 minutes.

Cost: 3, plus 1 per level of bouncing, half to maintain.

Time to Cast: 3 seconds.

Prerequisite: Bouncing, Control Person.

 

Control Flight
Regular; resisted by HT

This spell influences the flight of an airborne object. The mage can move the object up to 6" vertically or horizontal for every yard it travels. He can also increase or decrease its speed by up to 10%.

If this spell is cast on missiles, it makes them either harder (-1 to Dodge or Block) or easier (+1) to avoid. It can also give a missile +1 or -1 to hit, or make them more or less damaging (+1 or -1 point of damage per die).

Alternately, this spell can make thrown objects easier or harder to hit or catch (+2 or -2 to DX or skill respectively).

This spell can also be used to control the flight of small animals, just as if they were inanimate flying objects. In this case, the flying creature resists with HT.

Duration: 10 seconds, or the time the object remains airborne, whichever is less.

Cost: 1 point per effect desired (accuracy, dodging, or damage) per pound of material to be controlled. Minimum of 2 points for an object used as a weapon or when used against an unwilling subject.

Prerequisite: Apportation.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

 

Create Portkey
Enchantment

A portkey is a “one-shot” magic item enchanted with the Mass Teleport spell which is set to trigger at a certain time and transfer anyone (or anyone of a specific class of people) who is touching the item (or who is touching a person who is touching the item) to a specific location set when the portkey is enchanted. Objects worn or carried are transferred when their owners transfer, as does the portkey. When one or more of the users touch the portkey again, it transfers them back to the location from which they originally traveled.

Typically, portkeys are used when it is necessary for large numbers of wizards to transfer to a specific location at a set time while remaining inconspicuous. One mage enchants the portkey with sufficient power to allow a known number of people plus their baggage to be teleported. Then he or his agent places the portkey in a preset location. When the time for the portkey's spell to trigger is near, the wizards who wish to teleport all grasp the portkey, which transports them and their equipment to the preset location.

A portkey can be any portable inanimate object of less than 100 lbs. in weight. Typically, they are disguised as pieces of old junk so they won't be disturbed. It requires a roll vs. IQ + Magery (or Thaumaturgy skill if it is higher) to recognize a disguised portkey for what it is. Once the spell on the portkey is triggered for a second time (for the return journey) the portkey loses its enchantment.

Cost: 10 points, plus twice the normal cost of the Mass Teleport spell.

Prerequisite: Enchant, Mass Teleport.

 

Expel
Regular, resisted by ST

This spell has three uses. If cast on an object grasped in the subject’s hand, it makes it violently fly from his hand in the direction chosen by the mage. If cast on the subject, he is violently thrown backwards, as if he had been hurled by a man with ST15. If he strikes a solid object, he takes 1d crushing damage. If this spell is cast on a living creature, they may resist the spell with ST.

Duration: Instantaneous.

Cost: 1 point for an item up to 10 lbs., every point of extra energy reduces the subject’s effective ST by 1. If cast on a person or larger object, the cost is 2 points per 50 lbs., and every 2 extra points of energy used reduces the subject’s effective ST by 1. Can’t be maintained.

Prerequisite: Apportation.

 

Expel Contents
Regular

This spell is identical to the Expel spell, but it is cast on a container. When the conditions set by the mage are met, the container’s contents rocket outwards, possibly harming those nearby. Anyone in the same hex as the container when it explodes must Block or Dodge the contents. If the container’s contents were sharp, heavy or hard, they take 1d damage, otherwise, they take no damage (or less damage) but are covered by the container’s contents.

Duration: 1 hour, the effects are instantaneous once the spell is triggered.

Cost: 1 point for a container and contents up to 10 lbs. (1d damage); 2 points for something up to 50 lbs. (1d+1 damage).

Time to Cast: 10 seconds.

Prerequisite: Expel, Poltergeist.

 

Flight and Hawk Flight: These spells work normally, except for the fact that they won’t work on any living creature that naturally weighs more than 20 lbs. They still can affect small living creatures and objects. Objects enchanted with the Flight or Hawk Flight spell (notably brooms) work normally.

The speed in MPH of an object enchanted with the Flight spell is equal to the caster’s skill x 5. Acceleration and braking speeds are equal to the enchanter’s skill/3 (rounding up). Turning radius is equal to 30 minus the caster’s skill/3. The ceiling of an object enchanted with the Flight spell is equal to the mage’s skill x 10 yards. For example, a mage with Flight-15 could enchant an item that flies at up to 75 mph, accelerates and brakes at 5 mph per second, has a turning radius of 3 and a ceiling of 150 yards (450 feet). A mage with Flight-20 could enchant an item that flies at up to 100 mph, brakes and accelerates at 7 mph per second, turns with a radius of 2 and has a maximum ceiling of 200 yards (600 feet).

The speed in MPH of an object enchanted with the Hawk Flight spell is equal to the caster’s skill x 10. Acceleration and braking speeds are equal to skill (rounding up). Turning radius is 1 for skill up to 14, or 0 (allowing the subject to turn in his own hex) for skill-15+. Ceiling is equal to skill x 20 yards. For example, a mage with Hawk Flight-15 could enchant an object that flies at 150 mph, accelerates and decelerates at 15 mph per second, has a turning radius of 0, and a maximum ceiling of 900 yards (1,800 feet).

 

Impair Handling/TL
Regular, resisted by Will

This spell temporarily decreases a vehicle’s Maneuverability rating by 10%, down to a minimum of 30% normal. Stall speeds and the like are figured on the new Maneuverability rating.

The driver or pilot of the vehicle resists this spell with Will.

Duration: 1 minute.

Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% decrease, half to maintain. Each doubling of cost impairs Maneuverability by an additional 10%.

Time to Cast: 3 seconds.

Prerequisite: Magery, Slow, Increase Burden.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling is degraded. Can’t be remove. Energy Cost to Create: 25 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 50 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 25 times the base cost.

 

Impair Vehicle Speed/TL
Regular, resisted by Will

This spell temporarily decreases a vehicle’s top speed and acceleration by 10% down to a minimum of 30% of its normal cruising speed (or to 10% above its stall speed for aircraft). Stall speeds and the like are figured on the new top speed rating, except as noted. Fuel consumption is not improved, nor does the vehicle get any unusual benefit if it is slowed.

The driver or pilot of the vehicle resists this spell with Will.

Duration: 1 minute.

Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% decrease, half to maintain. Each doubling of cost impairs Speed by an additional 10%.

Time to Cast: 3 seconds.

Prerequisite: Magery, Slow, Increase Burden.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling is degraded. Can’t be remove. Energy Cost to Create: 25 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 50 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 25 times the base cost.

 

Improve Handling/TL
Regular

This spell temporarily increases a vehicle’s maneuverability by 10%, up to a maximum of 200%. Stall speeds and the like are figured on the new Maneuverability rating.

Duration: 1 minute.

Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each doubling of cost improves Maneuverability by an additional 10%.

Time to Cast: 3 seconds.

Prerequisite: Magery, Haste, Lighten Burden.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling is improved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 50 times the base cost.

 

Improve Braking/TL
Regular

This spell improves the speed at which a vehicle can decelerate by 10%, up to a maximum of 300%.

Duration: 1 minute.

Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each doubling of cost improves Braking by an additional 10%.

Time to Cast: 3 seconds.

Prerequisite: Magery, Slow, Increase Burden.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s braking is improved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 50 times the base cost.

 

Improved Air Golem
Regular

This spell allows the mage to animate an object so that it performs fairly simple, routine actions. Minor Animation allows the object to act in a more complex way than an Air Golem, but isn’t as effective as the regular Animation spell.

An item affected by the Improved Air Golem spell can perform any relatively simple, unskilled action that a man with ST15, DX 10 and IQ 8 could perform. For example, a trunk could be enchanted so that it follows the mage (or a subject specified by the mage), a shovel could be enchanted so that it digs a trench, or a doll could be enchanted so that it walks around in a circle, blinks and otherwise behaves in a “lifelike” fashion, if it was articulated so that it could do so.

Duration: 1 hour.

Cost: 6 to cast; 3 to maintain.

Time to Cast: 10 seconds.

Prerequisite: Air Golem.

Magic Item: This spell can be made permanent on any object. Energy Cost to Create: 600 energy.

 

Increase Gravity
Area

This spell increases the force of gravity in an area.

See GURPS Compendium II for specific details of High Gravity environments. The general effect is to give characters -1 DX per 0.2G above 1, -1 to HT and IQ per 0.4 G above 1, and to multiply both body weight and encumbrance by the new gravity.

Someone suddenly affected by increase gravity will need to make a DX roll against their modified DX to avoid falling. Note that the DX penalty also applies to anyone using melee weapons or unarmed combat to strike into an increased gravity area.

Falling creatures in the area of effect take increased damage. There might be other effects.

ST rolls against the new mass of the item are required to pick up heavy objects, or, in extreme cases, to move around.

Duration: 1 minute.

Base Cost: 1 point per 20% increase in gravity. Half to maintain. The gravity of an area can be permanently increased for 100 times the base cost of the spell.

Time to Cast: 10 seconds.

Prerequisite: Magery, Increase Burden.

Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points, or 150 points if gravity is increased by some preset level.

Author: Self, Anthony Jackson

 

Increase Vehicle Speed/TL
Regular

This spell temporarily increases a vehicle’s top speed and acceleration by 10% up to a maximum of light speed (or beyond if the GM allows FTL travel in the campaign). Stall speeds and the like are figured on the new top speed rating. Fuel consumption is not altered, nor will the vehicle be harmed if it travels at higher than rated speeds.

Duration: 1 minute.

Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each doubling of cost increases speed by an additional 10%.

Time to Cast: 3 seconds.

Prerequisite: Magery, Haste, Lighten Burden.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling is improved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 50 times the base cost.

 

Magic Fist
Missile

This spell creates a fist-like area of force which can be used to punch or slap a target.

The missile has SS10, Acc2, 1/2D50 and Max100. Each point of energy put into the spell does 1d-1 points of Crushing damage. It is targeted using the mage’s DX-2, or Spell Throwing (Forcebolt) skill.

Alternately, the mage can create a weaker version of the spell (a “slap”). This blow does no damage, but does require a roll vs. Will+4 to avoid losing concentration while casting spells or using psionics.

Duration: Instantaneous

Cost: 1 per die of damage (up to 3 dice of damage), 1 point for a “slap.”

Time to Cast: 1 second

Prerequisite: Push.

Item: Staff, Wand, Jewelry or Glove. Energy Cost to Create: 250 points.

 

Mass Summon Object
Regular

This spell is identical to the Summon Object spell, but it summons multiple objects, either to the mage’s hand(s) or to the mage’s hex.

Duration: 1 minute, or until the summoned objects reaches the caster’s hand or hex, whichever is less.

Cost: 1 for an objects with a total weight of up to 1 lb.; 2 for objects weighing up to 10 lbs., 3 for objects up to 50 lbs.; 4 for objects up to 200 lbs; and 4 for each additional 100 lbs. Cost to maintain is the same.

Prerequisite: Summon Object.

 

Mass Teleport (VH)
Area, resisted by IQ

This spell is identical to the Teleport Other spell, except that it affects any creature within the area of effect.

Unwilling subjects resist with IQ.

Duration: Instantaneous.

Cost: 3 per hex, plus long-range modifiers.

Time to Cast: 5 seconds.

Prerequisites: Teleport Other.

Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

 

Minor Apportation
Regular

This is a very limited version of the Apportation or the Air Golem spell, which allows the mage to move one object that weighs less than 1 lb. around one axis in a regular, predictable manner.

The force the object exerts can be no more powerful than the power a normal ST 10 man could generate by manipulating the item with his thumb and forefinger. For example, this spell can move a light hammer, but the hammer can do nothing but tap lightly. A knife with this spell on it couldn’t cut through anything but the softest materials.

For double strength, an item can be manipulated with the same strength that an ST 10 man could apply using just his hand. For example, a tack hammer could strike with enough force that it could drive a small nail or deform very thin metal, but it still couldn’t hit with enough force to do damage. A knife could chop vegetables or saw through tougher materials, but probably wouldn’t do more than 1 point of damage to a stationary victim.

This spell can be used as a prerequisite for the Air Golem spell.

Duration: 1 minute.

Cost: 1, same to maintain.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Any object can have this spell cast on it permanently for 50 points.

Author: Adapted from GURPS Magic Items 1.

 

Minor Motion
Regular

This spell is similar to the Minor Animation spell, but it only affects objects of 1 lb. or less and only allows the object to move within a 1 yard of the hex in which it is placed. With this spell, a paper shamrock could dance, a figurine could walk around in circles, or anything else the mage can imagine, limited only the GM’s tolerance. Enchanted objects can fly, but no more than 1’ from the surface on which it was placed, and never with enough speed that they could injure someone.

Duration: 1 hour.

Cost: 1 point, same to maintain.

Magic Item: This spell can be permanently cast on an object for 10 times the normal cost.

 

Push
Regular, resisted by Special

Similar to the Poltergeist spell, a Push has an effective Move of 5, strikes with ST 25 and an effective mass of 500 pounds. The Push spell can be used to shove creatures directly away from the caster in a Slam attack.

Victims of a Push spell resist the spell as if they were resisting a Slam attack. If the mage uses this spell for anything other than a “brute force” attack (such as temporarily propping up a falling object), he must roll vs. his Push spell skill to control the force.

This is also a Movement spell.

Duration: 1 second.

Cost: 2, can't be maintained.

Prerequisite: Poltergeist.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Glove. Works for Wearer Only. Energy Cost to Create: 250 points.

 

Repel Object
Regular

This spell repels an object from the caster. The repulsive force is equal to twice the amount of energy put into the spell, but decreases by 1 per hex of distance.

The spell will have no effect on objects heavier than 20 times its ST. Note that to drag an ordinary human (weight 150 lbs.) along an ordinary floor, the spell would need a ST of at least 8. If this spell is cast on a person or an object being held or worn by a living creature, the subject also gets to “resist” with ST every turn.

Duration: 1 minute.

Cost: 1 per 2 ST worth of “repulsion”

Prerequisite: Magery 2, Apportation.

Time to Cast: 2 seconds.

Magic Item:

 

Reverse Gravity
Area, resisted by Special

Like Turn Gravity but everything in the area is turned 180 degrees, so things seem to “fall up.” Creatures caught in the area of effect will “fall up” until they hit the top of the spell's area of effect. They will then “hover” there in free-fall, caught between the upward and downward gravity forces until the spell ends.

Characters in the area of effect may roll vs. DX when this spell is cast to resist the effects of the spell for 1 minute. If they remain in the affected area, they must make additional Resistance Rolls when the spell is maintained. Creatures who enter the area of effect must roll vs. DX when they first enter the area of reversed gravity, and again when the spell is maintained.

Note that inanimate objects already in the area when the spell is cast are not affected by this spell unless they are “picked up” by a living creature. Objects carried or thrown into the area of effect are affected by this spell. If the subject isn’t expecting the area of reversed gravity, the GM may require ST or DX rolls to hold carried items.

Missile attacks that pass through the affected area are at -1 to hit per 3 affected hexes the missile must pass through to hit its target. Double this penalty if the missile is fired at beyond 1/2D range, or if the target is standing in an area of normal gravity on the other side of the Reverse Gravity area. If the shooter can make an IQ roll, these penalties are halved.

For example, an archer fires an arrow through an area of Reverse Gravity 12 hexes wide to hit a target standing in a normal gravity zone on the other size. Each three hexes of Reverse Gravity gives -1 to hit, which is doubled since the target is in an area with different gravity, for a total of -8 to hit. if the shooter made his IQ roll, his attack would be at -4 to hit.

Melee weapon attacks and all Active Defenses are at -1 to skill in the area of Reversed Gravity.

These penalties can be “bought off” through training. Treat the ability to fight in reverse gravity as an Average maneuver (Default is weapon skill -1). Treat the ability to shoot missiles through an area of reverse gravity as a Hard maneuver (Special default) with each level of maneuver skill removing 1 point of penalty.

Duration: 1 minute.

Base Cost: 4 points, 1 to maintain. An area can have its gravity permanently reversed for 50 times the base cost.

Prerequisite: Turn Gravity.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

 

Reverse Motion
Regular, resisted by IQ

This spell makes an object move backwards to the point where its motion started, following the path from which it started to its final destination as closely as possible. For example, a character could be made to walk backward, exactly retracing his steps. If this spell is cast on a person, they get a roll vs. IQ to resist. If the spell is cast on an object that flew from a person’s hand, they do not get a roll to resist the spell, but do get a roll to Block, Dodge or Parry the missile when it lands back in their hex. Missiles reversed so that they land in the hex from which they were fired will strike the person who launched them as if they were Wild Shots (i.e., they hit on a maximum roll of 9, minus any penalties to hit the target.)

Duration: 1 minute, or until the motion of the object is completely reverse.

Cost: 1 to affect an object that weighs up to 1 lb.; 2 to affect an object that weighs up to 5 lbs.; 3 to affect an object up to 50 lbs.; 4 to affect objects weighing up to 200 lbs.; 4 per additional 50 lbs. Double cost to reverse the motion of fast-moving objects, such as thrown weapons or arrows. Triple cost to reverse the motion of very fast-moving objects, such as bullets. Same to maintain.

Prerequisite: Magery 2, Poltergeist, Repel Object.

Time to Cast:

Magic Item:

 

Simple Teleport
Area, resisted by HT

Instantly transports anyone specified by the mage (including the mage himself) to any location the caster occupied within 100 yards of his current location within the last 5 minutes. All targets within the specified radius are teleported.

If the mage rolls his skill exactly, everyone must roll vs. HT to avoid being Mentally Stunned (p. B106). If the mage fails his skill roll, the spell still works, but every character takes 1d damage. A successful roll vs. HT halves this damage. If the mage misses his skill roll by more than 1, the spell fails. On a critical failure, all the characters are teleported to a random location of the GM’s choice, either as a group or as individuals. While characters won’t be teleported to locations where they will be killed outright, they might be sent to extremely dangerous places.

Unwilling subjects resist with HT. The mage can’t cast this spell with less than his full skill in an attempt to damage hostile targets.

This spell is also a prerequisite for the Teleport spell.

Duration: Instantaneous.

Base Cost: 4 points, can’t be maintained.

Prerequisite: Magery 2, IQ 13+, Blink.

Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points.

Author: Adapted from Brett Slocum.

 

Summon Object
Regular, resisted by DX

This spell is an improved version of the Apportation spell. It quickly summons an object to the caster's hand. Like the Apportation spell, the mage can use this spell to summon objects he cannot see if he knows the item’s exact location and the item is not physically blocked from flying to his destination. For example, a sword in another room could fly to the caster's hand if the mage knew the sword’s location and the sword had some way to travel to him. If it were locked in a trunk, for example, the spell would fail.

The cost of the spell depends on the mass of the object to be summoned. If the mage can’t see the object, normal long distance modifiers apply. Summoned objects fly extremely fast, avoiding all objects in their path, but it might take several seconds for an object summoned from a distance to appear. Assume that summoned objects fly at approximately 500 mph or their normal flight speed, whichever is less.

Duration: 1 minute, or until the summoned object reaches the caster’s hand, whichever is less.

Cost: 1 for an object up to a pound in weight; 2 for an object up to 10 lbs., 3 for an object up to 50 lbs.; 4 for an object up to 200 lbs; and 4 for each additional 100 lbs. Cost to maintain is the same.

Prerequisite: Apportation.

 

Teleport: This is an extremely common wizarding spell, but it is forbidden to underage wizards. A wizard with the Youth disadvantage can learn this spell and can practice it under the supervision of a teacher under controlled conditions, but he cannot use it unsupervised until he passes a Ministry of Magic test.

An untrained critical failure on this spell results in the user being “splinched” - part of their body moves to the new location while the rest of their body remains behind. Fortunately, both halves remain in suspended animation, although the sight is quite shocking to observers (a Fright Check might be required). Repairing the damage requires another mage to cast the appropriate Counterspell. Ministry of Magic mages from the Accidental Magic Reversal Squad typically do this, and slap heavy fines on the offender, especially if muggles saw the results of the failed attempt.

Trained failures with the Apparate spell means that the spell fails or the mage teleports to a random location; whichever is worse.

 

Teleport Battery
Regular

This spell “charges” an item chosen by the mage with some of the energy needed to teleport it to another location. Later, when the mage casts the Teleport spell on the item, the energy needed to power the spell is drawn first from the Teleport Battery, then from the mage. Given enough time, this spell allows the mage to quickly teleport massive objects (or multiple objects) to or from a particular location.

To cast this spell, the mage must first touch the item to be “charged.” Then, when he (or a person designated by him) casts the Teleport spell (or any of its variants) on the item, some or all of the power needed for the spell is drawn from the item, reducing the final energy cost to cast the spell. Excess energy is lost once the item is teleported.

Duration: Permanent.

Cost: 1 point per 5 points of energy “fed” to the battery (minimum 1), plus the cost of the energy.

Time to Cast: 10 seconds per point of energy to be “fed” to the battery.

Prerequisite: Enchant, Teleport

Magic Item: Any item can be given a permanent, self-charging store of energy for a cost of 100 points, plus 10 points per point of storage space.

 

Teleport Object
Regular, resisted by IQ

This spell is identical to the Teleport Other spell except that it will only affect inanimate objects.

In order to cast this spell, the mage must touch the item. If the item is held, worn or carried by an unwilling subject, the owner gets a roll vs. IQ to resist.

Duration: Instantaneous.

Cost: 3 per 50 lbs. of material (minimum 3), plus long-range modifiers.

Time to Cast: 5 seconds.

Prerequisites: Magery, Apportation.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

 

Turn Gravity
Area

Gravity is turned 90 degrees, so things seem to “fall sideways”. Creatures caught in the area of effect start to move as if they were falling (e.g. accelerating to terminal velocity in the direction the gravity is going, taking damage if they hit anything along the way.) Once characters get to the edge of area of effect, their gravity goes back to normal, but any motion they had is retained. This means that a person “falling sideways” would suddenly fall to the ground and skid in his original direction of travel.

Duration: 1 minute

Base Cost: 3 per hex, 1 to maintain. An area can have its gravity permanently turned for 25 times the base cost.

Prerequisite: Magery, Increase Gravity

Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

 

Winged Object
Regular

This spell makes an object grow wings and fly, with the color, shape and size of the wings are up to the mage. The spell has both an offensive and defensive use.

If used offensively, the winged items can fly at a target, acting as missiles with SS13, Acc +1, 1/2D 20, Max 40. If they hit, they do the same damage (usually thrust/crushing) they would do if hurled by a man with ST15.

If used defensively, the winged items attempt to evade capture. They fly at Move 20 and have an effective Dodge of 12.

Duration: Instantaneous if used offensively, 1 minute if used defensively.

Cost: 1 per pound of weight. Double cost if the object is to be used offensively.

Prerequisite: Poltergeist

 

Necromantic Spells

 

Restore Body (VH)
Enchantment

This spell allows a mage whose body has been destroyed, but whose soul still exists, to recreate his body. To cast the spell, the mage must have a cauldron large enough to hold his new body, and he must fill it with at least $10,000 worth of rare, possibly illegal magic ingredients. To complete the spell properly, the mage (or his servant) must toss in a handful of grave dust from the mage’s father’s grave and a pint of blood from one of the mage’s enemies. Finally, a servant of the mage must willingly cut off his own hand and toss it into the cauldron. (This requires a roll vs. Will-4 on the part of the servant. One roll is allowed per turn, but a critical failure means that the servant freezes and cannot follow through. Add +2 to the roll for Fanaticism or High Pain Threshold.) When all of the ingredients have been added, the mage recites the final incantation and his restored body emerges, naked, from the cauldron.

If the mage does not have all the necessary ingredients, he can still cast this spell, but he produces a weak, shriveled, hideous parody of his former body. In this case, the body has half the mage’s normal ST, HT and HP. It also has Hideous Appearance and The Draining disadvantages.

Cost: 100 points.

Prerequisite: Avada Kedavra, at least 20 Necromantic spells.

 

Soul-Sucker (VH)
Enchantment

This insidious enchantment makes anyone who touches the item gradually more emotionally dependent on it while simultaneously sucking away their health and personality.

When a character uses or touches the object, he must roll vs. Will or become attached to the item. The subject will hold it constantly and will want to use it as often as possible. They must roll vs. Will to avoid using or carrying the item at every opportunity. If he critically fails his Will roll, or if he fails three Will rolls over a period, he becomes addicted to the item. Treat this as the Addiction disadvantage, with -10 to withdrawal rolls.

Unless the victim can make a Will roll, he will never willingly let the item out of his sight and will carry, wear or use the item at all times. He treats the object as if it were precious and irreplaceable. If the item is stolen or taken from him, character they must do everything he can to get the item back. If the item is permanently lost or destroyed, either he will become morose and useless for 3d days, or he will develop an obsession to look for the item or to restore it.

Whenever the subject uses the item, he must roll vs. HT or lose one point from either ST or HT. Lost HP or Fatigue is restored normally. On a critical failure, the subject permanently loses a point from ST, DX, IQ or HT (roll randomly to see which). If any attribute is reduce to less than half, the subject will fall sick. If any attribute is reduced to 0, the subject will die.

This spell can be combined with either the Steal Strength or Steal Health spells. If the spells are combined, ST or Fatigue lost by the user is magically channeled to the mage who created the item. Unfortunately, if the item is combined with these spells, the magic “channel” created can injure the mage. The mage takes half damage from any damage to the item. If the item is destroyed, the mage takes an additional 1d damage. At the GM’s option, the mage might also feel pain or suffer other effects from damage done to the item.

This spell can only be countered by Remove Curse.

This is also an Enchantment spell.

Cost: 350 points, double cost if the mage incorporates either the Steal Health or Steal Strength spells, triple cost if he incorporates both.

Prerequisites: Enchant, Steal Health, Steal Strength, Enslave.

 

Unlife (VH)
Enchantment

This spell keeps the mage from dying if his physical body is destroyed. It is similar to the Soul Jar spell, but the mage’s soul is free to wander rather than being trapped in an item. When the spell is cast, you are unaffected until your body dies. The death of your body will not kill you, instead, your soul is free to wander. While in spirit form, you can still see and hear normally, and you can cast any spell you know at skill 21 or above (i.e., usable without speech, gesturing or a wand). You may communicate at a distance via telepathy-type spell, if you know any - or by direct mental contact, without a spell, by moving into the same hex with a person. Your ST, for fatigue purposes remains the same as it was when you had a body. You may not spend HT to cast spells, however.

You may also attempt to possess people by moving into their hex and using the Possession, Permanent Possession, or Exchange Bodies spell, if you know such a spell. In that case, the victim’s soul remains in his body but is “suppressed” by your soul. If you wish, you can allow some or all of the victim’s soul and/or personality to manifest, but you are in charge at all times and the victim will not be aware of your presence. While possessed, the victim assumes that he has “blacked out” although he might guess that something suspicious is going on. Unfortunately, possession has severe negative effects on the victim’s body. When you first possess the body, and every day that you remain in that body, the victim must roll vs. HT, adding any levels of Strong Will and subtracting any levels of Weak Will or lose 1 HT. When HT is reduced to half, the victim becomes weak and delirious (-2 to IQ, DX and ST). When HT is reduced to 0, the victim dies.

Duration: Permanent.

Cost: 20 points.

Time to Cast: 10 minutes.

Prerequisite: Magery 2, Soul Jar.

 

Plant Spells

 

Create Bouquet
Regular

This spell creates a large bunch of very attractive flowers, of the type(s) determined by the mage, which last for the duration of the spell.

This is also an Illusion and Creation spell.

Duration: 1 day

Cost: 1 to cast, same to maintain. Can be made permanent for 3 points.

Magic Item: (a) Wand, Staff or Jewelry. Energy Cost to Create: 100 points. (b) Vase or other container for holding flowers. Energy Cost to Create: 50 points.

 

Dart
Missile

This spell creates a long, sharp thorn that the mage can throw at a target. If it hits its target, the thorn will do Impaling damage otherwise, it vanishes. The missile has SS 12, Acc +3, 1/2D 30, Max 60. It is targeted using the Spell Throwing skill and does 1d-1 Impaling damage per energy point put into the spell.

The exact form of the dart depends on the mage - it can look like an arrow, crossbow bolt, javelin, sport dart or similar item the mage can imagine.

Fans of the Appleby Arrows quiddich team used to use this spell to create arrows that they shot into the air when their team won. Though they shot the arrows into the air (where they vanished once they reached Max range), the practice was banned after an accidental injury occurred in the late 19th century.

Duration: Instantaneous.

Cost: 1 to 3 points. The spell does 1d-1 damage per point of damage.

Time to Cast: 1 second per energy point used to cast the spell.

Prerequisite: Create Plant.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

 

Potato Ears
Regular, resisted by HT

This spell makes potatoes (or any other plant specified by the mage) grow out of the victim’s ears. This gives the victim the equivalent of the Hard of Hearing disadvantage.

Duration: 1 day.

Cost: 3 points, 2 to maintain.

Prerequisite: Magery, Create Plant, Plant Growth.

 

Protection and Warning Spells

Alarm: This spell can produce any loud noise and can trigger under any condition set by the mage.

 

Barrier Line
Area

This spell acts as a selective Force Dome. To cast the spell, the mage must physically draw a line on the ground. To casual observers, the line looks like an ordinary line, but when a character or type of character specified by the mage tries to cross the line, they cannot do it. Other characters can pass over the line normally.

Affected characters who attempt to cross the line are hurled backwards as if the Poltergeist spell had been cast on them. Attempts to throw or pass physical objects across the barrier (including weapons) likewise fail, but characters can cast spells or project other forms of energy across the barrier.

At the mage’s option, the barrier line can be Linked to another spell that triggers when a particular character (or type of character) character attempts to cross the line.

Duration: 1 minute.

Base Cost: 2 to cast, half to maintain.

Prerequisite: Poltergeist, Missile Shield, Sense Life

Magic Item: This spell can be made permanent until dispelled by the mage for 10 times the basic cost.

 

Create Patronus
Regular

This spell creates a Patronus, a powerful protective spirit unique to the mage who casts the spell. When the spell is cast, to other characters it appears that silvery strands shoot from the mage’s wand, staff or fingertip. To the mage, it appears that a shimmering, silvery creature appears and charges towards the mage’s foes.

A patronus doesn’t have a physical body as such. Instead, it is the embodiment of the mage’s hope, happiness, goodness and will to live. “Evil” creatures such as demons and dementors must make a Fright Check at -10 when they see the patronus. If they fail the roll, they flee in panic and will not disturb the mage or his companions for at least an hour after the patronus leaves. At the GM’s option, a patronus might also protect the mage against corporeal creatures or people who are trying to harm the mage. These foes must make a Fright Check at -4. A patronus has no effect on creatures or people who mean the mage no harm.

Duration: 1 minute.

Cost: 5, 3 to maintain.

Prerequisite: Magery 2, Force Dome, Cheer & Bravery (Mind Control), 5 other Protection and Warning spells.

 

Fidelity’s Secret
Enchantment

This strange, powerful spell allows the mage to keep a secret by entrusting it to another person. As long as the secret-keeper keeps the secret, nobody specified by the mage can know the nature of the secret, even when it should be obvious. For example, as long as the location of an object is kept secret, it could be “hidden” in plain sight. If the secret-keeper reveals the secret, however, the spell ends.

To cast the spell, both the mage and a willing secret-keeper must be present for the entire duration of the enchantment.

Cost: 20 points for a trivial secret (e.g., the location of a relatively unimportant item), 50 points for a minor secret (e.g., the location of an important item), 100 points for a vital secret (e.g., the mage’s location).

Prerequisite: Enchant, Invisibility, Suggestion, 10 other Protection and Warning spells.

 

Magic Watch
Area

This spell detects the use of magic in the area. When someone casts a spell in the area of effect, the mage will know that magic was cast, as well as the college of the spell. If the mage knows the spell himself, he will know the specific spell used.

Duration: 1 day.

Base Cost: ¼ to cast, half to maintain.

Time to Cast: 10 seconds.

Prerequisite: Watchdog, Detect Magic

 

Obscure Terrain
Area, resisted by Spell

This spell makes an area of terrain “disappear” from mundane magical maps. It also makes spells or mundane sensors that provide information about the area give false or random results.

Unless they can win a Contest of Skills against the Obscure Terrain spell, spells such as Mapmaker, Pathfinder, and Determine Location will all give random results. Unless the mage wins the Contest of Skills, he will not realize that the area was protected by a spell.

If the area affected by this spell is part of a larger area covered by an Information spell, the obscured area appears as another typical part of the landscape.

This spell will also interfere with attempts to make mundane maps. Anyone attempting to make a map of the obscured terrain must roll vs. Cartography, Electronics Operation (Geographic Information Systems), Surveyor, or Geography skill at -10 to accurately map the area. If they fail their skill roll, they ignore the affected area producing an inaccurate Map.

This is also an Illusion and Creation spell.

Duration: 1 day.

Base Cost: 1/20, same to maintain. (minimum 1, 1)

Time to Cast: 1 minute.

Prerequisite: Scry Ward.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can have this spell permanently cast on it for 25 times the base cost.

Author: Adapted from the Net.

 

Open Door
Regular, resisted by Spell

This spell physically opens any portal, including locked doors and secret passages. If a portal is protected with a spell that keeps it closed or conceals its location, the mage must win a Contest of Skills to open the door. Once opened, the portal will remain in place unless physically or magically closed by a deliberate action. Natural forces such as wind or water will not close the door.

Duration: Instantaneous.

Cost: 6 points.

Prerequisite: Magelock

 

Selective Admittance
Regular, resisted by Spell

This makes an otherwise solid surface insubstantial to people specified by the mage when the spell is cast. For this spell to work, the surface must be no more than 1 foot thick and/or it must open into alternate plane or extradimensional space.

To characters not specified by the spell, the surface appears to be normal, although magically aware viewers will be able to recognize it for what it is if they can make a roll vs. IQ + Magery.

If desired, the surface can appear to be unaltered or it can change to form a door or other portal when people of the selected class touch it.

This is also a Gate spell.

Duration: 10 seconds.

Cost: 4 per hex of door size, same to maintain.

Prerequisite: Create Door, Selective Barrier.

Time to Cast: 5 seconds.

Magic Item: This spell can be made permanent on an area for 50 times the base cost.

 

Warning Tattoo
Enchantment

This spell creates a tattoo on a willing subject that glows, becomes visible, tingles or otherwise makes itself obvious when the mage wishes to communicate with the subject.

Cost: 20 points.

Prerequisite: Alarm, Suggestion.

 

Sound Spells

 

Ear Plugs
Regular, resisted by IQ

This spell blocks all sound, or certain types of sounds set by the mage, from the subject’s ears. Unwilling subjects get a roll vs. IQ to resist. This spell is commonly used to protect against dangerous or harmful sounds. Magic spells that use sound to harm the character must win a Contest of Spells against the Ear Plugs spell before they can harm the subject.

Duration: 10 minutes.

Cost: 3, 2 to maintain.

Prerequisite: Hush

Item: Ear Muffs. When worn, these magically enhanced earmuffs completely deaden sound, protecting the subject from harmful noise, but effectively rendering him Deaf.

 

Message: The Harry Potter version of this spell sends a magical messenge to someone in the form of a silvery dart, rather like a small, ghostly bird. If the sending mage wishes, it is possible to retrace the flight of the dart, so that the recipient can come directly to the caster’s location.

 

Minor Sound
Regular

This spell creates any sharp, sudden noise, like a scream, squeak, whistle or small explosion. Noises created with this spell are not loud enough to do harm, but might startle or annoy listeners.

Duration: 1 second.

Cost: 1 point, same to maintain.

 

Sing-Along
Regular

This spell produces a golden ribbon that shapes itself into the words of a song, presenting the appropriate words in time with the melody. At the GM’s option, this spell might produce other methods of presenting the words to the song, such as glowing letters with a “bouncing ball” that appears over the word to be sung. The ribbon hovers over the caster's head and is large and bright enough that anyone within 20 hexes can see the words in normal lighting. This spell gives +2 to rolls to Singing or Bardic Lore skills to properly sing a song that requires words.

For double cost, this spell will produce not only the words but also the musical staff. This allows musicians and singers to “sight read” an unknown piece of music at -4 to skill. If they already know the piece of music to be sung or played, it gives them +1 to the appropriate Music Skill.

Duration: 10 minutes.

Cost: 3, 1 to maintain.

Prerequisite: Literacy, Musical Scribe and the Bardic Lore or Singing skill at 10+. To produce a musical scale, the mage must also have the Musical Notation skill at 10+ or any Musical Skill at 12+.

 

Whisper
Regular, resisted by HT

This spell reduces the subject’s voice to a whisper, giving listeners -4 to hear the subject beyond 1 hex distance, or at any range if there is loud background noise. It counters and is countered by the Great Voice spell. Unwilling subjects get a roll vs. HT to resist.

Duration: 10 minutes.

Cost: 3, 2 to maintain.

Prerequisite: Voices, Silence.

 

Technological Spells

 

Magic Signal/TL

Regular

This spell allows an electronic device to produce electromagnetic waves on a magical frequency that can’t be detected by mundane radio receivers. At TL6, this spell allows the mage to produce magical radio, sonar or radar waves. At TL7, it can produce magical TV or microwave signals.

While signals produced by this spell are impossible to detect with mundane sensing equipment, sensing equipment with this spell on it will detect the appropriate sort of magic signals normally. Likewise, spells such as Detect Magic will sense the presence of an active magic signal emitter or receiver in the area.

This is an Energy sub-college spell.

Duration: 10 minutes.

Cost: 3 to enchant a magical receiver, 3, plus 1 per every mile of transmission distance to enchant a magical emitter, half to maintain.

Prerequisite: Noise, Conduct Power.

Time to Cast: 1 second per point of base cost.

Item: This spell can be permanently cast on an item for 50 times the base cost.

 

I'd like to make a comment about this article.

This page has been visited Hit Counter times.