GURPS 4th - New Spells
GURPS 4th - New Spells
GURPS 4th - New Spells
This is a collection of player-created spells to be used with Steve Jackson Games' GURPS (www.sjgames.com). This is not an official product by SJG and I am in no way affiliated with SJG. I found these spells on various websites and forums (primarily http://www.gurpsnet.org/Archive/Magic/Spells ) and collected them here for my personal use. If you are the author of some of these spells, and want them to be removed, please write at lupo@grv.it . Most of these spells are for GURPS 3e, yet they can be easily adapted for GURPS 4e. Some spells are for GURPS 4e; they are written in a different font and you can find them at the end of each College.
New Spells ............................................... 1
Animal College........................................ 3 False Trail ..................... 3 Goose Chase . .................. 3 Horsemanship ..................................... 3 Great Horsemanship............................. 3 Invertebrate ......................................... 3 Web Area ............................. 3 Splice Fetus .................... 3 Messenger ........................................... 4 Body Control College.............................. 4 Invertebrate -. ...................................... 4 Secrete Venom ............ 4 Venomous Touch ........ 4 Spitting Venom ................................... 4 Venom Spray...................................... 4 Sticky Fingers ..................................... 4 Bone Claws......................................... 5 Bone Rippers....................................... 5 Brittlebone .................... 5 Ironbone............................................. 5 Accelerate Aging ... 5 Heavy Hand Regular............................ 5 Boneshatter (Vh) Regular............ 5 Shapeshift (Humanoid) (Vh) 5 Communication And Empathy College. 6 First Impressions ........ 6 Racial Memory (Vh) .. 6 Elemental Air College ............................ 6 Poke .................................... 6 Still Air Area ...................... 6 Stunbolt Missile................................... 7 Nimble Weapon Regular......... 7 Shape Mist Area M/H............... 7 Glide (Blocking)......................... 7 Glide Other (Vh) Blocking...... 7 Elemental Electricity Sub-College ......... 8 Stream Lightning .......8 Forked Lighting (Vh) 8 Chain Lightning (Vh) 8 Divine Chain Lightning ........................ 8 Elemental Earth College ........................ 9 Saltspray ............................................ 9 Vibrations Ranged ............. 9 Multimissle Regular ..................... 9 Hard Weapon Regular ............. 9 Stone Vision -Elemental......... 9 Metal Vision Elemental ........... 9 Rain Of Magma (Area) ............ 9 Rain Of Terror .......................... 10 Wall Of Swords (Area) ...........10 Meteor Rain (Area) .................10 Earth Shatter (Area)...............11 Earth Spikes (Area) ................11 Earth Lance (Regular)............11 Earth Blade (Missile) ..............11 Exploding Earth (Regular)....11 Super-Unneccesary-LinkedEarth-Fury-Death-Strike!.........11 Elemental Fire College ..........................12 Fire Gate (Vh) ..................................12 Balefire (Vh) Regular.................12 Bloodfire Regular ........................12 Scorch..........................................12 Attract Fire .................................12 Dark Fire .....................................12 Cold Fire......................................13 Hidden Fire.................................13 Fire Talker ..................................13 Track Fire....................................13 Predict Fire.................................13 Conduit ........................................13 Pyroportation ............................14 Pyroport Other..........................14 Fireform.......................................14 Fireform Other ..........................15 Cauterize Wound .....................15 Faery Fireball:...........................15 Rain Of Magma (Area) ...........15 Heat Wave. (Special) .............15 Fire Dart......................................15 Burst Fire ....................................15 Blast (Fire) .................................16 Flame Wave (Missile) .............16 Fire Wheel (Missile) ................16 Imbue Fire..................................16 Flaming Attacks (Fire) Area.17 Elemental Water College .......................17 Distill Salt ........................................17 Explosive Ice Sphere..............17 Essential Ice ..............................17 The Ice Mirror ...........................17 Ice Armour .................................18 Crawling Freeze........................18 Shape Mist Area M/H..............18 Icy Armor (Water) Regular ..18 Enchantment College ............................18 Arrow Fission Area ........18 True Cornucopia .................................18 Essential Powerstone............................19 Enchantment - Spellblade .....................19 Faithful ........................................19 Hold Enchantment Mvh .........19 Snatch Enchantment ..............19 Discharge Powerstone ...........20 Serial Enchantment (Vh) ......20 Drain Enchantment (Vh).......20 Soulbind (Vh)............................21 Food College ..........................................22 Blood Bank Regular...........22 Burn Blood Regular.............................22 Lethal Food Poisoning .........................23 Gradual Lethal Food Poisoning (Vh) .....23 Assassin's Banquet (Vh) .....................23 Shape Food........................................23 Flavorless ..........................................23 Greater Create Food............................23 Sweet Lotus .......................................23 Pie ...................................................23 Blutarski's Gourmet Affray ..................24 Rain Of Oil (Area)....................24 Oil Mist(Area)............................25 Splatter Game (Regular) ......25 Kerosene Mist (Area) .............25 Rain Of Pancakes.....................26 Gate College ...........................................26 Implode ................................. 26 Sniper's Alley ..............26 Stagger Teleport .... 26 Alfwalk Special ..................26 Fire Gate . ........................................27 Control From Beyond...........................27 Possession From Beyond .......................27 Healing...................................................27 Reverse Putrescence ....................... Regular 27 Immunity To Poison (Vh) ....................27 Great Resurrection (Vh).......................27 Divine Resurrection (Vh) .....................27 Illusion And Creation ............................27 Create Herd Area ..........27 Create Work-Horse 27 Create Army .................27 Mirror Image ...........................28 Create [Type] Veteran...........28 Avatar ..........................................28 Alternate Illusion Spells.........................29 Visual Illusion Area ...........................29 Audio Illusion Area............................29 Olfactory Illusion Area ........................29 Tactile Illusion Area............................29 Taste Illusion Area .............................29 Advanced Illusion Spells.......................29
Two Sense Illusion Area...................... 29 Three Sense Illusion Area .................... 30 Four Sense Illusion (Vh) Area ............. 30 Five Sense Illusion (Vh) Area .............. 30 Additional Spells ............................... 30 Knowledge............................................. 30 Psi Sniffer Area................ 30 Identify Caster (Knowledge)30 Light And Darkness.............................. 31 Peripheral Vision .....31 360 Degree Vision ..... 31 Flashcone ......................................... 31 Darklight Area ................................. 31 Dazzle Missile .................................. 31 Fairie Fire Regular Resist-Ht...... 31 Glitterdust Area....................... 31 Laser Missle............................... 31 Meld With Shadows Regular ....... 32 Rain Of Light (Area)............... 32 Alternate Light & Darkness ................. 32 Strobe (Area; Resisted By Ht) .............. 32 Optical Stun (Regular; Resisted By Ht) .. 32 Ambience (Area; Resisted By Iq) .......... 32 Lightmeasure..................................... 33 Hue ................................................ 33 Burning Light (Laser)......................... 33 Cauterise .......................................... 33 Global Vision ................................... 33 Spectral Vision.................................. 33 Making And Breaking .......................... 33 Mage's Edge ................. 33 Boost Machine.......................... 33 Meta-Magic ........................................... 34 Control Randomness ........................... 34 Form Lock . ...................... 34 Fortune ........................... 34 Outrageous Fortune 34 Backcast (Vh) ............... 34 Simulcast (Vh) ............ 35 Powerstone Self ...... 35 Magebolt Missile ........................ 35 Magic Missle Missle.................... 35 Wizard's Mark Regular...................... 35 Create Inconvenience ........... 35 Project Spell (Vh) ................... 36 Throw Linked Spells............... 36 Taint Mana (Vh) Area............ 36 Taint Mana (College) (Vh)... 36 Remove Mana Taint (Vh)..... 37 Throw Linked Spells............... 37 Improved Magic Resistance (Vh) (Meta) Regular; Resisted By Will+Magery .......................... 37
Wizard's Veil (Vh) ................39 Gathering (Mind) .....................39 Movement...............................................39 Mule Regular .........................39 Unseen Servant 39 Great Leap Regular...........40 Hero's Leap Regular ..........40 Juggernaut ...................40 Sniper's Alley ..............40 Lightning Flight (Vh)..........................40 Stagger Teleport ....40 Death Haste .............................40 Spell Sling (Movement).........40 Clear Jam....................................41 Distant Blow (Other) ..............41 Displacement.............................41 Repulse........................................42 Necromancy ...........................................42 Necrosculpt Regular .......42 Night Watchman................................42 Sentinel.............................................43 Reconstruct Brain (Vh)........................43 Touch Of Decay (Vh) 43 Plague (Vh) ....................43 Appearance Of Life..................43 Unholy Jet ..................................43 Demon Dagger .........................44 Demon Meld...............................44 Demon Guardian......................44 Soul Bomb (Special)...............44 Soul Drain (Special) ...............44 Soul Beacon (Vh) -..................45 Plant College ..........................................46 Photosynthesis.....................................46 Crop Poisoning Area ...........................46 Lethal Crop Poisoning (Vh) .................46 Gradual Lethal. Crop Poisoning. ...........46 Take Root ........................46 Protection And Warning ........................47 Electric Iron Arm .... 47 Immunity To Poison (Vh) ....................47 Absorb Attack ............... 47 Doom Cloud (Vh) ...................47 Stoutlock ...............................47 Revive (Vh) .....................47 Sound......................................................48 Sonar Invisibility.................................48
Minor Magics For Gurps.......................52 Animation Spells ....................................52 Anti-Shadow .....................................52 Bend ................................................52 Housekeeping.....................................52 Launder Clothing................................52 Plyable Magic.....................................52 Remote Touch ....................................52 Sharpen ............................................52 Spectral Glue .....................................52 Tie Knot ...........................................52 Body Control Spells ...............................52 Arousal ............................................52 Birth Control .....................................52 Cleanse Body......................................53 Diagnosis ..........................................53 Noseplug...........................................53 Communication Spells...........................53 Mask Aura.......................................53 Oathbinding.......................................53 Creation Spells .......................................53 Coins Of Change ................................53 Create Bait........................................53 Gossamer ..........................................53 Jacuzzi .............................................53 Magic Tool ........................................53 Show Business ....................................54 Umbrella...........................................54 Xerox ..............................................54 Elemental/Air Spells .............................54 Puff Of Breath ...................................54 Elemental Light Spells ..........................54 Signal Flare.......................................54 Werelight ..........................................54 Healing Spells ........................................54 Control Bleeding .................................54 Knowledge Spells ...................................54 Assay Compound................................54 Detect Altitude...................................54 Detect Observation ..............................54 Detect Possession.................................55 Find Distance ....................................55 Hero Pointer ......................................55 Measurement......................................55 Movement Spells....................................55 Flamboyant Teleport............................55 Plant Spells .............................................55 Weed Killer .......................................55 Woodlight..........................................55 Sense Spells ............................................55 Dyslexia ...........................................55 Recording ..........................................55 Sunglasses .........................................55 Summoning Spells .................................56 Summon Bartender..............................56 Summon Marbles................................56 Summon Teapot .................................56 Unseen Accountant .............................56
Mind Control ......................................... 37 Conscience Tap Regular 37 Demons From The Deep ......Resisted By Iq. 37 Dueling Spells ........................................50 Spell Name: Dueling Jet.......................50 Mass Loyalty .............. 38 Spell Name: Dueling Missile.................50 Mass Charm ................... 38 Burn Weapon (Blocking) ......................51 Mass Enslavement (Vh) ..................... 38 Freeze Weapon (Blocking) ....................51 Sensory Overload ..38 Shatter Weapon (Blocking) ...................51 Arouse .................................. 38 Spell Name: Dissuade..........................51 Feign Death .....................38
ANIMAL COLLEGE
Prerequisites: Magery, Horsemanship, Haste.
FALSE TRAIL
AREA; RESISTED BY IQ
Mage removes a subject's trail and replaces it with some other trail of his acquaintance - GM may require a roll against Naturalism or the appropriate Wilderness Survival. If the mage fails this latter roll, the trail still appears, but doesn't look realistic (not that the mage will know this). Of course, if the mage doesn't care about being realistic, they may let their imagination be their guide. The trail left must be reasonably possible to detect - no trails of mice or fleas. Human trails are fine, and do not require a naturalism roll (unless, perhaps, the mage isn't human). If the trails of other people are within the area of effect, they may also be changed. The new trail must follow the path that the mage's natural trail would have taken, although a mage may leave a much grander trail that he would normally have done. For example, if she wishes to spend 10 fatigue points and leave the trail of a herd of elephants or a sizable cavalry unit, so be it. The trail is neither illusory nor magical, and cannot be dispelled. Duration: 30 minutes. Base Cost: 1 Time to Cast: 3 seconds. Prerequisites: Simple Illusion.
INVERTEBRATE
Caster alters his bones so as to take on the Invertebrate disadvantage. For a lesser cost, he may make only his hands, or body part of comparable size, such as the head, invertebrate. If the spell is known at level 15 or above, the subject may make any one finger invertebrate for no cost, although why he would want to do such a thing is difficult to imagine. This is also a Body Control spell. Cost: 3 to cast. 1 to cast just on hands. 1/3 rounded up to maintain. Time to Cast: 10 seconds. Prerequisites: Magery 2, Alter Body.
WEB
AREA
Casting Web covers an area in Spider Silk, the web spreading out from the caster's hands to cover the area. Those on the outermost hex may roll vs DX to dodge out of the way. Those on the next to outermost hex may roll vs DX-1 to dodge but only if they leap out of the way in a way that will leave them prone. Duration: 1 Minute. Base Cost: 2, minimum 4. Time to Cast: 2 Seconds. Prerequisites: Spider Silk, Shapeshift (Spider), Extend Object.
HORSEMANSHIP
The mage increases the speed of one horse by 10%. It may not seem like much, unless one is trying to keep ahead of someone else, or is in pursuit. In that case, it can be a life saver. Duration: 1 hour. Cost: 1, same to maintain. Time to Cast: 1 Second. Prerequisites: Mammal Control.
GREAT HORSEMANSHIP
The mage increases the speed as under Horsemanship, but by 25%. Duration: 1 hour. Cost: 3 per hour, same to maintain. Time to Cast: 2 Seconds.
MESSENGER
Regular College: Animal Summons a small animal who will act as a messanger. It must be
given simple directions and a small item to deliver. Once it delivers the item the spell is over. dur: 2 hr cost: 3/2 time: 1 min prereq: control <appropriate animal>, beast summoning author: Rick Hunt (converted from AD&D)
The mage secretes a venom within their own body and brings it to their mouth - at which point it is wise to spit it out and unwise to slap the mage heartily on the back. The venom may be of any class, and may be either ingested or contact - although each class-type combination must be learned as a separate spell. For example, the mage may learn an Ingested-A version of the spell, a Contact-C version, or both as two different spells. An ingested poison will do no harm to the mage unless swallowed again, but a contact poison will still damage the mage if they are not immune. All poisons produced with this spell are clear. However, if the poison is one that takes immediate effect, then the subject will taste (ingested) or feel (contact) the poison. It is very difficult to transfer contact poison from the mouth to some other thing without being rather obvious about it, which is why Venomous Touch is frequently used where subtlety is required. The mage can spit the venom at DX, but only to a distance of 1. Contact venom will have an effect only if it strikes flesh. Ingested venom will have an effect only if it strikes an open mouth and is then swallowed - a rather tricky shot to achieve to say the least. Strength will be as follows: A = 2d, B = 2d-2, C = 3d, D = 0, F = 3d, G = 4d (fatigue), H = 4d, J = 3d, K = 0, X = GM's discretion. Cost: 3 per dose. For every 2 extra fatigue spent, HT rolls may be made at -1 or damage can be at +1 each time it is taken. One may combine these two - for instance, one could spend 6 extra fatigue to ensure that HT rolls are at -1 and all damage is +2. Time to Cast: 4 seconds. Prerequisites: Detect Poison and either two Body Control spells and Decay or Shapeshift (some venomous creature).
SPITTING VENOM
The mage produces a type S venom and may project it in an opponent's eyes. The venom is spat at DX, and has SS 12, Acc 12, Max 5. Because it is a spray, there is no negative for targeting the eyes. Cost: 3 per dose. For every extra 2 fatigue spent, HT rolls may be made at -1. Time to Cast: 2 Seconds. Prerequisites: Magery 2, Secrete Venom.
VENOM SPRAY
The mage may secrete a contact poison as per Secrete Venom, and then spray it as per Spitting Venom. Being a normal contact poison, the venom does not have to strike the target's eyes. Cost: 3 per dose. For every 2 extra fatigue spent, HT rolls may be made at -1 or damage can be at +1 each time it is taken. One may combine these two - for instance, one could spend 6 extra fatigue to ensure that HT rolls are at -1 and all damage is +2. Time to Cast: 2 Seconds. Prerequisites: Magery 2, Spitting Venom.
STICKY FINGERS
For the duration of the spell, the mage's hands and feet sweat adhesive material at will. If the mage is bare-handed and bare-footed and at least three limbs are in contact with the wall, the effect is as if the mage had the Clinging advantage. If only two bare limbs are in contact with the wall, then the mage has the Clinging advantage, but may only move at half the rate. If only one is in contact with the wall, the mage will not fall, but cannot go anywhere. Duration: 1 minute. Cost: 4 to cast, 2 to maintain. Time to Cast: Prerequisites: Magery 1, Climbing, 4 other Body Control Spells.
VENOMOUS TOUCH
REGULAR
The mage secretes a contact poison onto the palm of one of their hands. If they are not magically protected or naturally immune, the poison will take immediate effect on them. The poison will evaporate about as quickly as water would, and can be wiped off just as easily. Save that only contact poisons may be produced, the poisons will be exactly like those produced with the Secrete Venom Spell. Strength is just as for Secrete Venom: A = 2d, B = 2d-2, C = 3d, D = 0, F = 3d, G = 4d (fatigue), H = 4d, J = 3d, K = 0, X = GM's discretion
BONE CLAWS
The mage's finger bones protrude from the tips of their fingers and take on a sharp edge, acting as short claws. Duration: 1 Hour. Cost: 3 to cast, 1 to maintain. Time to Cast: 10 Seconds. Prerequisites: Magery, Alter Body.
Body
Control
Spells
and
BONE RIPPERS
The mage's wrist bones protrude from his wrists to form large bone rippers, acting as long claws. Duration: 1 Hour. Cost: 4 to cast, 2 to maintain. Time to Cast: 10 Seconds. Prerequisites: Magery 2, Alter Body.
BRITTLEBONE
RESISTED BY HT.
The subject's bones become brittle and subject to breakage. All cutting damage is multiplied by 1.5. All crushing damage is multiplied by 2. Any called shot against an area not protected by bones, such as the throat or vitals, is not effected by this spell. Duration: 10 seconds. Cost: 3 to cast, 2 to maintain. Time to Cast: 4 seconds. Prerequisites: Detect Weakness, Alter Body.
BONESHATTER (VH)
REGULAR
IRONBONE
The subject's bones become hard and resist breakage. Cutting damage is -1 per full four points applied before the cutting modifier. Crushing damage is halved rounded down. Twice as much damage as normal is required to cripple a limb. Any called shot against an area not protected by bones, such as the throat or vitals, is not effected by this spell. Cost: 3 to cast, 2 to maintain. Time to Cast: 1 Second. Duration: 1 Minute. Prerequisites: Magery 2, Shatterproof, Brittlebone.
Resisted by HT Caster must touch one of the subject's limbs. Neither passive defense or damage resistance protects. If the spell succeeds, the limb targeted is broken and splintered, resulting in an automatic crippling (Bp.127). The target takes damage equal to HT/2, round down, no DR applies. The spell has no effect if aimed at the torso or the head. A given limb may not be Boneshattered again until it heals. Cost: 5. Prerequisite: Wither Limb (MAp.24) or Shatter (MAp.51) Designer: D. Barrett (adapted from D&D version).
ACCELERATE AGING
REGULAR
Accelerate aging cannot be resisted, but may only be used on a person under the age of 21. It may be cast multiple times, but never more than once a day. When cast successfully, subject physically ages 100 days in that day. Thus, if the spell were cast successfully every day, it would take about 2 and a half months to raise a new-born baby to a physical age of 20. The spell can be cast on a fetus, but when birth is given, the mother must make a HT roll or suffer 6d cr. damage, assuming that she is attended by someone who rolls successfully against Physician skill. If she is not, then she must roll against HT-2. If she does roll successfully, she still takes 1d-1 cr. damage. The fetus' ability to learn is also somewhat accelerated by the spell. They should even be allowed to have rudimentary speech - about the level of Tarzan or an American Indian in an old black and white movie - "Me see many horsemen on horizon. Many horsemen with boom-sticks!". They can be taught to speak properly if time is taken to do so. Cost: 4
Duration: 1 hour. Cost: Varies (see above). Time to cast: 3 seconds. Prerequisite: Alter Body and Shapeshifting. Item: (a) Jewelry. The item must be sized to be used by the wearer, and must bear the likeness of the shape to be taken; usable only by a mage, or by someone descended from the original humanoid race. It remains with the caster when the spell is cast - therefore, a collar or necklace is most conveniant. There is no cost to maintain the spell, but the caster
cannot change back unless he still has the item; otherwise, a Remove Curse spell must be used if he is to regain normal form. Energy cost to create: 1,500. (b) Skin of the shape to be taken. As above, but once worn once, it transforms into a skin of the caster's original form, and must be worn again to reverse the transformation. Energy cost to create: 2,000 Shapeshift (Humanoid) is commonly used by monstrous spellcasters, like dragons and demons, seeking to infiltrate humanoid societies.
STILL AIR
AREA
The Still Air spell stills air around the caster. All attempts to hear are at -4. This spell resists all Air and Sound attacks, including those from inside the sphere. It will protect one from winds whose Beaufort Ratings is equal to it's skill or under, though the mage will still get wet if it is raining. If the wind's rating is greater than the skill of the Still Air spell, then each turn the Still Air spell must enter into a quick
contest with it every second. If the Still Air spell wins, it in unharmed. If the Still Air spell loses, it's effective skill drops by 1. A breach by a normal air or sound attack will also drop it's effective skill by 1. Base Cost: 2 to cast, 1 to maintain. Time to Cast: 2 Seconds. Duration: 1 Minute. Prerequisites: Shape Air.
STUNBOLT MISSILE
The target is struck with sudden air-pressure. The caster can choose to physically stun (B.106) rather than injure. For each additional point of energy spent on the stun version of this spell, the target's HT rolls are at -2. SS 13, Acc +2, Max 30. Cost: 1 per damage die. Maximum of 3 dice. Prerequisites: IQ 11, Magery 1, Concussion, and any 14 other spells not used as prerequisites for these.
you could use Shape Fire on a similarly sized Created Fire to get it to 'unroll' into a seven hex linear screen that follows you, you can only get a small fraction of a hex of fog for a point of energy. It's possible, but realistically beyond the casting limits of most wizards to make 2 hex radius fog cloud obey a shape water spell. This spell explicitly does this however. It doesn't work on liquids or solids or plasmas like fire. But anything gaseous is fair game. It functions like Shape Fire for all intents and effects. You can sculpt a gas, with appropriate penalties if the gas is not visible to the caster.
GLIDE (BLOCKING)
Avoid an attack by shifting momentarily into a Body of Air and gliding aside into an open spot nearby. A spot is not open if someone is standing in it; any lesser obstruction is open for the purpose of this spell. The caster may Glide to any unoccupied spot within 1 yard, in any direction. The casters facing remains unchanged, but no Body Sense roll is necessary. If there are no open spots within 1 yard, then the spell will still succeed, but the caster may not relocate to another hex. The caster may also choose not to move even if there is an open space nearby. The attack being dodged will still miss, but any future ranged attacks in that round will have no aiming penalty. For combat purposes, the glide is treated as a dodge that succeeds automatically if the spell roll is made. Cost: 2 Prerequisites: Magery 4, Body of Air.
SPECIAL.
SPECIAL.
Forked Lightning operates as Stream Lightning, save that each round after a successful hit, the mage may fork the lightning so as to attack an extra target. However, he can only fork a given arc of the lightning to the object of mansize or larger nearest to its present target. This might be the caster themself, so be careful! In order to fork, the mage must make a successful roll against his skill with the spell minus the number of times he has forked his Forked Lightning already, with distance modifiers based on how far he is from the furthest target. For example, if the mage has forked his lightning three times, so that he is assaulting four targets, he rolls at (-3 plus whatever distance modifier is appropriate). If the fork is successful, hitting is automatic. Should the caster miss with Forked Lighting, which included failing to fork, the caster themself will take damage from the backlash equal to the damage a target would have suffered if the spell had hit. Cost: 2, same to maintain. For double the cost, damage is 2d-2. One can fluctuate such extra spending at will. Duration: Instantaneous. Time to Cast: 2 seconds.
Chain lightning is a powerful attack spell, allowing a mage to potentially deal with quite a few adversaries at once. It is primarily intended for NPCs, but if the PCs can afford to pay the prerequisites, it shouldn't kill balance. Chain Lightning functions as Stream Lightning save for the following. Each round after the initial hit, the mage may fork the lightning so as to double the number of affected targets. However, he can only fork a given arc of the lighting to the object of man-size or larger nearest to it's present target. This might be the caster themself, so be careful! In order to fork, the mage must make a successful roll against his skill with the spell minus the number of times he has forked his lightning already, with distance modifiers based on how far he is from the furthest new target. For example, if the mage has forked his lighting three times, so as to be assaulting eight targets, he rolls at (-3 plus whatever distance modifier is appropriate). If the fork is successful, a hit is automatic. Should the caster miss with Chain Lighting, which includes failing to fork, the caster themself will take damage from the backlash equal to the damage a target would have suffered if the spell had hit. Cost: 1 per round for 1 target, 2 for 2 targets, 3 for 4 targets, 4 for 8 targets, 5 for 16 targets and so forth. You can see how devastating this spell can be in the hands of a true master. For each doubling of fatigue, damage is 2d-2. One can fluctuate such extra spending at will. Time to Cast: 2 Prerequisites: Forked Lightning and 8 other Lightning Spells, Storm, Maintain Spell.
VIBRATIONS
RANGED
Through this spell, the mage taps one area of ground (with high enough skill, the tap is so subtle as to be all but invisible), and there will be a shock wave in another area. The targeted area will be struck if the skill roll is made, with distance modifiers in effect. If in a struck hex, a person must make a DX roll or fall down. A horse will roll vs DX+4 if one of it's hexes is under effect, and at DX if they both are. Even if no fall is had, a further DX roll is required not to lose aim (which will be at -2 even on a success), and a Will+1 roll is required not to lose concentration. If the subject is climbing when struck, roll a contest against the skill of the spell and the effective climbing skill of the victim. And gods help the subject if they fall. Cost: 2 per hex. Time to Cast: 2 Seconds. Duration: Instant. Prerequisites: Shape Earth and 2 other Earth Spells.
MULTIMISSLE
REGULAR
College: Earth This spell is cast upon any missle and the instant it is fired, it creates duplicate missles that attack the same target with separate attack rolls and random hit locations. After they hit, the duplicates vanish. The spell doesn't work with missle spells. The missle should be fired before the 10 seconds elapse or the spell will have to be maintained. dur: 10 sec cost: 1/extra missle/2d damage max 5 extra (same to maintain) time: 1 sec prereq: stone missle
readied upwards, but this unreadies the shield from its normal protective funcitons. Inanimate objects such as buildings protect with their DR, but some sctructures may be damaged and catch fire. As an addition to the damage, droplets of magma may stick to surfaces and increase the objects weight. This may increase encumberance levels, however the magma can be scrapped off (but this will damage the tool) or chipped off after it has cooled. You increase in weight at a rate of 1 pound per dice of damage per second. So someone who is within the area of effect for 1 second under a 1d damage spell will gain 1 pound, and someone who is within the area effect for 3 seconds or a 2d Rain of Magma will gain 6 pounds. Eventually the magma will cool and harden adding a layer of DR equivelant to the weight and density of normal stone but will continue to do damage until such time. Duration: 1 minute. Base cost: 2 to cast (minimum 4). Same cost to maintain. Time to cast: 1 minute Prerequisites: Magery 3, Rain of Fire, Rain of Stone and Volcano.
Prerequisites: Magery 2, 2 "Rain of" Spells, and Shape Metal. Spell Note: As a visual effect, more FP alters the shape of the blades falling. For 1d, the blades are small shards of metal like razor blades, for 5d, capable of reliably killing a human on a single strike to the neck, the blades would appear as guillotines.
right through a meteor storm without realizing it in the absence of advanced sensors. Duration: 1 minute. Base Cost: 3. Same cost to maintain. Time to cast: 1 minute. Prerequisites: Magery 2, Rain of Stone.
Time to cast: 1 to 3 seconds. Spell Note: The aspect of the failed dodge and cutting is nothing more than a homage to the beta of this spell, feel free to exclude it if you so wish.
SUPER-UNNECCESARY-LINKEDEARTH-FURY-DEATH-STRIKE!
Earth College Combines Earth Shatter, Earth Spikes, and Earth Lance into one devestating spell. The ground breaks in 8 directions underneath its target, fires spikes at him, then a singular lance strikes up through the target. The first two spells activate simultaniously. If anyone in the area fails to dodge, they must make a roll to stay standing at DX-2 against this spell, but regardless, instantly recieve damage. Then lances strike up at anyone still within the area, if they fail a dodge, they recieve additional damage. Finally, those lances explode doing even more damage. Cost: Any amount up to Four times your magery for 3 seconds. Damage is 1d-2 imp per every 4 points of energy for 3 turns, finishing with an explosive cutting attack times number of people within the area. Spell Note: This is another shameless Beta spell.
SCORCH
Without actually setting fire to anything, the caster creates the effect of a bad burn. On items, this will resemble the effect of holding i torch to it for a few seconds (except that it will NOT ignite), while on flesh, it will be a nasty burn injury, doing 1d+3 damage and leaving burn blisters and very painful skin. The target must be visible, and distance penalties apply. Cost to cast: 2 Time to cast: 1 second Prerequisites: Create Fire
ATTRACT FIRE
The target will, for the duration of the spell, be as a magnet to flames; candles will flicker in the target's direction, a torch carried will burn rapidly towards the hand, and if caught in even a minor fire, it will take less than a second for the flames to find the target. It is not based on flames 'seeing' the target, or in any other way seeking it out; the attraction is instant and direct. If the caster chooses, an extra 5 energy points can be spent. This will make the spell powerful enough that for example forest fires nearby (within a mile) will turn and begin to burn, at normal pace, towards the target, and anyone using fire combat spells (or flame throwers) will find their weapons going for the target instead. If two or more targets like this exist, roll a Contest of Skills for the casters' spell level to see who will be sought out (roll for each major use of fire). Cost to cast: 3 Cost to Maintain: 2 (+4 for the extreme version) Time to cast: 3 seconds Duration: 1 hour Prerequisites: Shape Fire, Magery 2
BALEFIRE (VH)
REGULAR
Lets caster produce a blast of black colored balefire from one fist, as per Flame Jet (MAp.34). Balefire is the essence of fire's ability to consume, and will cause damage to materials not normally affected by fire, such as steel and water. Balefire radiates no heat and must touch an object in order to cause damage. Balefire will not start secondary fires. It can only be extinguished by Dispel Magic or a Counterspell. Non living material hit by Balefire loses HT directly, ignoring DR. Armor hit by Balefire loses 1 DR for every 2 damage points, leaving behind a weakened or useless armor position. Living things take normal damage, but only after the Balefire has burned through clothes, armor, etc. Balefire does full damage on the first turn. It will adhere to a target and continue to do 1/2 damage, round down, each turn until it has exhausted itself. PD does not protect, but armor DR and Toughness does (until the Balefire burns through). Duration: 1 second; burning may continue. Cost: 1-3 points. Does 1d-1 damage for each point put into it. The Balefire's range in hexes is equal to the number of dice. Cannot be maintained. Prerequisites: Magery 2, Essential Flame, Shape Fire Designer: D. Barrett
BLOODFIRE
REGULAR
Covers the subject in a white fire that heals damage caused by any sort of fire. The subject must make a Will roll for each hit restored, as the tissue regeneration is very painful. A failed Will roll indicates that the subject has passed out for 1d turns, regaining the hit for that roll, but no more. High
DARK FIRE
Cast on a fire, this spell will take away the light cast by the fire, making it impossible to detect except by looking straight at it, hearing
it, or feeling its heat. A fire like this is also completely useless as a source of light. The fire itself will look more like a swirl of red, orange and yellow dust than flames. Very good for preventing a town from noticing their church is burning during the night! Smoke will be visible, though, assuming there would normally be smoke from the sort of fire. The spell must be cast on the ENTIRE fire, but after that, as the fire spreads, it continues to be a 'dark' fire; even if it ends up engulfing an entire forest, it is a DARK fire, and will appear as described, until the spell ends. Cost to Cast: 3 per hex of the original fire Cost to Maintain: 5, independent of fire size! Duration: 15 minutes Prerequisites: Magery 2, Shape Fire, and either Simple Illusion, Darkness, or Shape Light.
COLD FIRE
Cast on a fire, no one struck by the fire will feel any heat, or any 'burn pain'. Only when injuries begin to appear (burned skin, for example) will the pain become apparent. The entire original fire must be targeted, and the effect spreads with the fire. Cost to Cast and Maintain: As per Dark Fire Duration: 15 minutes. Prerequisites: Magery 2, Shape Fire, and Cold
questions. This ability can NOT be used to convince a fire to change its path, intensity or the like; it is only useful for obtaining information! The fire talker can learn roughly when the fire started, how big it is, whether something has been burned down or is caught inside the fire (truly INSIDE, not on the OTHER side; the fire only 'knows' what is inside of it). No fire knows how long it will last, or where it will spread (though it can tell where it is burning stronger than elsewhere), nor can it tell anything about anyone passing by it. A fire does not have emotions, either, and cannot distinguish between 'good' and 'bad' people, or their intentions with deeds done inside the fire. Note that this spell is not tied to a specific fire; for the duration of the spell, ANY fire can be asked questions about itself. Also, no observer will hear what the fire 'says', though they may hear the low mumbled words of the person speaking to it. Cost to Cast: 4 Cost to Maintain: 2 Duration: 1 hour Prerequisites: Seek Fire, Magery 2
TRACK FIRE
The caster will immediately know the path a fire took, provided he can see where it is or was. This includes both burning and burned areas, including those put out deliberately, and if the point of origin of the fire is visible to the caster, he will know where it is. In any case, he will also know how the fire spread, and whether he is looking at one or more fires (if more fires, only the fire the spell is cast on will reveal itself). Cost to Cast: 3 Prerequisite: Seek Fire
HIDDEN FIRE
This spell will make any fire deadly beyond imagination: The target fire cannot be seen, heard, smelled, or felt, and smoke will be visible only as a thin fog. The only way to detect the fire is to witness its effects, like trees and wood turning to blackened lumbs and flesh boiling away. Even then, it is impossible to see WHERE the fire is, unless magic is used to detect it, like See Invisible or Seek Fire (yes, this little spell suddenly becomes a life-saver). The spell is cast on the entire original fire, and spreads with it. Cost to Cast: 8 per hex of original fire Cost to Maintain: 15, regardless of current size of fire. Time to Cast: 3 seconds Duration: 15 minutes Prerequisites: Magery 3, Dark Fire, Cold Fire, Purify Air, Silence
PREDICT FIRE
In a way, this is the opposite of Track Fire, in that this spell tells where any fire that might be set is likely to go. The caster will see his surroundings for how flammable they are, and know how a fire set anywhere would burn and spread. Good for planning a fire, but also for evaluating fire hazards. Cost to Cast: 4 Prerequisites: Track Fire, Magery 1
CONDUIT
The caster chooses an item (for maximum effect, a long item. No rawdy jokes, please!) to cast the spell on. For the duration of the spell, this item will channel any fire that
FIRE TALKER
The caster (or a selected target) gains the ability to 'talk' to fires, asking them simple
touches it, becoming the temperature of that flame (without melting, if that is an issue!). While flames will not appear around it automatically, anything touching the item will be affected as if touched by the flames themselves; paper will ignite, as will fuel vapors, some items may melt, etc. Anyone trying to hold the item or push it will feel as if body parts touching it are caught in the fire for the duration. Cast on a very long object inside a building or the like, this allows a lot of fires to be set using just one intense fire (natural or artificial, like a welding torch!). It also allows someone to use the heat of a fire far away, if it can be reached with the item, like using a walking stick to channel the heat of a bonfire and melt a lock. Note that living things can be used as conduits, in which case they take no injury from the channelled fire, but only if the caster knows Fireproof, and it will not protect clothes; the subject might well end up naked and with metal possessions completely deformed by the heat of the skin! At the GMs discretion, someone very close to the item may feel an odd heat eminating from it, as if it is hot, even if not directly touching it. Cost to Cast: 1 per pound of matter (lightweight items allow for better reach at lower cost) Cost to Maintain: Half casting cost. Duration: 10 minutes Time to Cast: 5 seconds. Prerequisites: Shape Fire, Magery This is for 3rd ed. Some parts should be updated (Ice armour has PD, for example). One of the reasons for them is that I find the Essential spells to be very interesting, and that there should be spells that either require the essential spells to be known, or benefit from knowing the essential spells.
What can be carried works as with Body of Flames. Because Pyroportation involves moving through fire as part of it, the GM is free to add casting cost or time for reappearance if there are 'obstructions' in the fire, such as having to pass through slow-burning areas. 'Jumping' fires (fires that are connected by sparks rather than flames) are another example. Dark Fires, Hidden Fires, and similar fires are completely normal fires for the purpose of pyroporting. Anything with the spell Conduit cast on it is also considered a part of whatever fire it touches, so the caster can Pyroport through a Conduit with no problem. Caster must be placed right next to, or inside, the fire in question. Cost to Cast: 6 Time to Cast: 2 seconds Prerequisites: Body of Flames and Magery 2.
PYROPORT OTHER
The caster allows someone else to pyroport, as above. May be resisted by a Will check. Cost to Cast: 8 Time to Cast: 3 seconds Prerequisite: Pyroportation
FIREFORM
This spell merges the casters body with a fire. Carried clothes etc. are handled as per Body of Flames. The character can perform only mental actions (senses are fully functional as if standing anywhere in the fire, but speech is impossible). Spells not requiring physical movement or components (or speech) can be cast. During the fireform, the caster has no physical body to harm or capture, but fatigue and hit points will not heal naturally, and spells meant for healing bodies will have no effect. Create Fire can be cast on the fireformed character by anyone who is in some sort of mental contact with him or her (for example by Mind spells) or has cast Seek Fire to 'find' the fireformed character in the fire. This will work as the Minor Healing spell. Essential Fire will work as Major Healing, with the same requirements. Weakening the fire will not harm anyone fireformed into it, but putting it out completely will cause them to reappear in the spot it was put out (in a pile, if there are many) with 0 fatigue and with (additional) 1d damage. The fireformed character has no specific location in the fire, and thus the entire fire must be put out.
PYROPORTATION
The caster can move from place to place near-instantly. On the surface, this mimics Teleportation, but there are some minor differences, and one big difference: The caster has to move through a single, connected fire! This means that in a house entirely on fire, or a roaring forest fire, the caster can pyroport almost anywhere, emerging from the flames as if teleported. But if there are two seperate fires, the caster cannot pyroport from one fire to the other. The reason is that the caster is not teleporting, but merging with the fire and immediately re-emerging elsewhere in it.
When the fireformed character decides to, he or she can reappear anywhere within or on the edge of the fire. This drains as much Fatigue as casting the spell; if Fatigue goes 'negative', the remainder is drawn from hit points! Reappearing requires no skill check of any kind, though. One interesting fact: During a Fireform, the character does not age, either. This means that a long-burning fire and a stable source of energy points allows a character to stay in a fire for centuries, until reappearing as the same age as when the spell was cast! The caster can drain energy from any Powerstone engulfed in the flames; someone serving the caster could theoretically just throw new stones into the fire (and maybe get the old ones out for recharging). Cost to Cast: 5 Time to Cast: 3 seconds Duration: 10 minutes Cost to Maintain: 3 Prerequisite: Body of Flames and Magery 2
casting it, every roll of 6 is added and then rolled again, if a 6 is rolled again add 6 and keep rolling again until their are no more 6s. This represents the wild magical energy from the faery realm. Time to cast: 1 to 3 seconds Prerequisite: Fireball Item: Staff or wand-bolt is fired from end of item. Energy cost to create: 2000, must include a ruby worth $1000, Usable only by a mage.
FIREFORM OTHER
As per Fireform, but the caster can choose someone else to do it. May be resisted by a Will check. Cost to Cast: 7 Time to Cast: 4 seconds Duration: 10 minutes Cost to Maintain: 4 Prerequisite: Fireform
FIRE DART
IQ/H Fire College Shoot a dart of fire from one hand. This has 1/2d 50, Max 100, Acc 1. When it strikes something, it vanishes in a puff of flame. This spell is likely to ignite flammable targets. Unlike other missle spells, this spell circumvents the second to charge the missle. Instead, the dart shoots instantly from the caster's hand on the turn it is invoked. This however, prevents you from holding, or enlarging the spell further. If this spell is caught using Catch Spell, treat it as if the subject has caught fireball. This spell still requires an innate attack roll and is a missle spell in every other respect. Cost: 1. The Fire Dart does 1d burning damage. Time to Cast: 1 second Prerequisites: Magery 1, Fireball
CAUTERIZE WOUND
Regular This spell causes wounds to cauterize and stops bleeding but it inflicts 1 pt of burning damage and does not heal any lost HP. Duration: instant Cost: 1 to cast per 5 pts of injury Prerequisite: Create Fire I'd like to take internal bleeding and vien/artery damage into account as either should be marder for this to heal but I haven't though of anything simple. Should a Physcian or Esoteric Medicine roll be required or give any benefit?
FAERY FIREBALL:
This spell is the same as a regular fireball spell. Lets caster throw a ball of fire from his hand. It vanishes in a puff of flame which may ignite flamable objects. It has SS 13, Acc +1, 1/2D 25, Max 50 Cost. From 2 to 6, the fire ball does 1 die of damage for each 2 energy points put into
BURST FIRE
IQ/H Fire College - Hard As per Fire Dart except it has 1/2d 5, Max 10, Acc 1, Rcl 1. Like Fire Dart, it has an
instant casting time but fires several darts instead of 1. If this spell is caught using Catch Spell, treat it as if the subject has caught fireball. The defending mage can catch up to as many darts as he has hands. Use Rapid Fire rules to determine hit ratio. If this spell is charged for more than a second, treat it as a normal missle spell. Cost: Any Amount up to Magery level per second up to 3 seconds. Each Fire Dart does 1d-1 burning damage. Time to Cast: 1-3 seconds Prerequisite: Fire Dart
Cost: 1 Per yard of range. Damage is 1d per point of energy. Time to Cast. 1 second per point of energy. Prerequisite: Burning Touch. Spell Note: Pure and simple, it's a wave of fire, originally envisioned for burning crops in a more time and mana friendly fashion.
BLAST (FIRE)
Creates an explosive fire surge centering in the casters hex. Anyone in that hex takes full damage (like someone trying to kill the caster with touch or knife), and the damage then drops 2 per hex away from the center, until it is reduced to nothing. For example, someone standing 5 hexes away from a Blast doing 14 points of damage would take 4 points of damage. Anyone directly behind a full cover (man-sized shield or wall) is protected by the cover's DR, but being just one hex away from the cover nullifies the effect entirely. Can be combined with Throw Spell for terrifying results! The caster is unharmed in the center, unless Throw Spell is used; in that case, the caster will suffer like anyone else if he is in the blast radius. Time to cast: 1 second per die of damage. Cost to cast: 3 per die of damage. Maximum dice of damage are the casters Magery (i.e. Magery 4 allows up to 4 dice of damage). Item: Fist-sized rock from a lava lake. Activated by consciously willing it while holding the rock; the activating person counts as caster (and is safe in the center of the blast). 250 X the cost to cast the Blast normally, if reusable. 10 X normal cost if oneshot. will 'detonate' at full power only; no "I only want half the effect"! Prerequisites: Magery 4, Explosive Fireball, Resist Fire.
IMBUE FIRE (REGULAR) (REPLACES BOTH FLAME WEAPON AND FLAME MISSILE)
Fire College Causes any weapon to burst into flame, which does not harm the user but lets the weapon do +1 burning damage to foes or flammable objects (after penetrating armor and figuring other bonuses). The weapon itself has a shimmering, fiery appearance and gives off light like a torch. Metal weapons are not damaged; wooden weapons turn to ash as soon as the spell ends. If cast on a missile weapon, any Missile it fires will burst into flames, burning to ashes after hitting its target or after 10 seconds, unless the projectile is made out of stone or metal. Duration: 1 minute. Cost: Any amount up to double your magery. Half that to maintain (minimum 1). +1 damage per point of energy. Time to cast: 1 second per energy point.
Cost: 6 to cast, 3 to maintain Time to Cast: 3 seconds Prerequisites: Magery 4 and Flaming Missiles Spell Note: I was pretty pleased with this idea. Excellent for use on a whole group if you know you're about to go up against something weak to a particular element type (I made other versions for lightning and ice that are essentially the same).
ESSENTIAL ICE
Creates the essence of ice, cooler and harder than normal ice. As per create Ice this spell can create ice in any of its shapes (ice, snow, ice shavings, etc). Essential ice does not melt normally, and covering a fire with essential snow will extinguish it, but the ice will melt. Once melted, Essential Ice turns
goes unconscious or sleeps, roll against the skill of the caster to see if the spell does not spontaneously dissipate. Cost: 10 (This includes the cost to create the Ice Mirror. Essential Ice Mirrors are permanent, but to attune one still costs energy, so the cost is unchanged) Time to cast: 1 hour Prerequisites: History and 10 water spells, which must include Create Ice and Ice Vision
but this is costly and the ice can still be destroyed with normal means. Cost to Cast: 3 per inch/second and 1d+2 minutes to melt. Duration: 30 minutes Cost to Maintain: Half casting cost Prerequisites: Create ice, Magery 2.
ICE ARMOUR
Covers the subject with a hard coat of essential ice, that will deflect and absorbs any blows directed to the caster. The caster gains +1 to PD and +2 to DR. Duration: 10 minutes Cost: 6, 3 to maintain Time to cast: 5 Prerequisites: Magery 2, Essential Ice and Resist Cold
CRAWLING FREEZE
This spell creates a pin-size point of ice on any surface in normal or better humidity. From that point, a freeze will spread at 1 inch per second per 3 points of energy put into the spell. It will continue to spread until it is 'put out' by heat; any frozen surface will melt at normal rate, as well (the layer is relatively thin, and at normal temperature will melt in 1d+2 minutes per 3 points of energy used to cast the spell). The ice will not spread through the air, no matter how humid it is (rain passing 1 inch from the ice will turn snow, though, and water touching the ice will freeze, at the same speed). The ice will continue to spread for the duration of the spell, after which it will just become normal ice. If maintained a very long time, it could theoretically freeze continents,
ENCHANTMENT COLLEGE
ARROW FISSION AREA
When Arrow Fission is cast on an arrow already in flight, the arrow becomes a swarm of arrows. The central arrow is still aimed at it's original target, while the arrows around it fly at the hexes around this target, one landing in each hex around the original target. These arrows will hit whatever is in that hex on a 9 or less unless blocked or dodged. They will be flying with the velocity of the original arrow and will do as much damage (e.g. 1d). If they hit, roll randomly for where they strike. Base Cost: 2, Minimum 4. Prerequisites: Create Object, Repair Arrow, Enchant.
TRUE CORNUCOPIA
(Enchantment College) Enchantment Energy Cost: 10 per 1 lb. of food per day Prerequisites: Magery 3, Cornucopia, Greater Create Food Allows any container to produce a vast amount of food. The enchanter sets the maximum poundage of food possible to be created when he enchants a True Cornucopia, as well as the type and assortment of food items. The food produced is real and permanent, i.e. the food will not
disappear after one minute like ammunition from the "standard" GURPS Cornucopia spell. Only food items may be created through use of this spell. --
ESSENTIAL POWERSTONE
(Enchantment College) Enchantment Energy Cost for each casting: 50 Prerequisites: Magery 3, Powerstone, Charge Powerstone, Recover Strength In general like Powerstone, except the powerstone is nearly the magical essence of magic itself. It is more efficient than a normal powerstone, effectively a nonexclusive "exclusive" powerstone, if you can dig that. A 1 point Essential Powerstone provides 3 points of energy for spell casting. (A "dedicated" 1 pt. Essential Powerstone would provide 6 pts.; and an "exclusive" 1 pt. Essential Powerstone would provide a whopping 9 pts.) Recharge times, warps, and quirks are all as for standard powerstones, except for the following: not only does a critical failure destroy an Essential Powerstone, but also something very, very bad happens. (GM's choice-- use the Backfire table as a guide, but the effect should be something seriously disturbing). Example: Bob has a 4 point Essential Powerstone. He can tap it for 12 points when spell casting. If fully depleted, the stone will take 4 days to fully recharge.
ENCHANTMENT - SPELLBLADE
Enchants a melee weapon so that it can perform the same functions as a Staff. Amongst other things, this allows a spellcaster to carry Melee spells through the blade. Do note that in spite of the spell's name, this enchantment can be cast on any melee weapon, from daggers to longspears. Energy Cost: 100. Prerequisite: Staff. Spellblade was designed to allow for combat-capable spellcasters wielding weapons other then Staves in battle, like elven sword-dancers or scythe-wielding necromancers.
Cost to cast: 1/5 of the cost of the enchantments snatched. If Analyze Magic is not cast, the cost is not revealed until the spell has been cast! This can be lethal. A single casting of Analyze Magic can tell the total cost to snatch all enchantments on an item; further castings of A.M. will work as described in Gurps Magic, and will tell the costs of each individual enchantment. Time to cast: 1 minute per point of cost to cast. Prerequisites: Magery 4, Suspend Enchantment, Remove Enchantment Item: A small iron ball, which can snatch and store enchantments. Energy cost: 50 X the maximum Cost to cast it can provide (e.g. if it can cast the spell equal to 200 points, it takes 10,000 points to make).
Slow and Sure to allow for breaks in the regular schedule of creation. An item can be serial enchanted for 115% of the normal cost for an item of that type. Because of the extra energy expended overall, the caster may stop in the middle of the enchanting processessentially tie off the spell in progresswithout detriment to the final enchantment as many times as necessary. The Serial Enchant spell is used in place of the Enchant spell. An item may be enchanted with a mixture of Serial and normal enchanted spells on it, but not Temporary ones. A Serial enchantment must be begun using the Serial spell and cannot be changed later to normal Enchant, nor can a normal Enchant be begun then switched to Serial partway in. Duration: Magic items are permanent until destroyed. Cost and Time: See Enchanting, p. M16. Time to cast: Variable. Equal to cost in minutes. Prerequisites: Magery 4, Temporary Enchantment, Suspend Enchantment Spell Note: I developed this spell out of dissatisfaction regarding the default enchantment rules when one of my players decided to play an enchanter--we wanted a way for him to enchant things while adventuring, and this seemed like a good compromise. It still takes a while for anything big, and costs extra, but allows for the doing of other things without quitting enchantment altogether. It isn't particularly unbalancing if you don't make external power sources too readily available, but can quickly get very badly broken if big powerstones are a dime a dozen.
partial removal. Fatigue damage is treated normally, i.e. if you take more than you have in FP, you begin to incur HP injury! Example: Michael drains a 1,000 point enchantment and has a 15 skill in Drain Enchantment. Therefore, he gets 150 mana to spend on spells or enchantments. He has a 10 Health, 15 FP and 5 Magery, so he takes 1,000 / 750 = 1.33 (rounded up to 2) fatigue damage. However, if he was draining a 10,000 point enchantment, he would gain 1,500 mana to spend and incur 14 fatigue damage, leaving him completely exhausted. If Michael were to attempt to drain any larger enchantment than this, he would risk unconsciousness and thus completely wasting the energy drained. If he were to attempt to drain an enchantment worth about 23,500 or more, he would be certain to fall unconscious and waste it, in addition to incurring at least 15 HP worth of physical damage. Use of this effect is visible to mages and magic creatures by the bright mage-light which is proportional to the leakage amount. Critical success doubles the yield and halves the fatigue damage; Failure does the fatigue damage but yields no mana (causing all of it to bleed off); Critical failure risks destruction of the item being drained (explosively) and doubles the fatigue damage. The GM rolls 3D6, and if the roll is 15 or more, the item being drained blows up, doing 1d of damage per 2000 points of energy bound in the item (from ANY enchantment, not just the one being drained!--rounding up) to everything within a 1 yard radius, anything farther away divide damage by 3x their distance in yards, rounded down. Doubled fatigue damage is incurred regardless of what happens to the item. The energy drained with this spell MUST be spent immediately on some kind of spell, it CANNOT be stored in a powerstone or similar storage device (though it can be used to CREATE one, if a suitable unenchanted item is available) or kept in the caster's body for more than one round (unless the spell being cast with this energy requires multiple rounds to cast). Drain Enchantment counts as a spell on for purposes of casting any other spell using this energy (including another enchantment spell). Failure to release the energy into some form of spell causes it to be released automatically in a blinding light. All people within view of the caster, including the caster (caster may make an IQ check to see if s/he thinks to close his/her eyes in time), must make a HT save as against the Flash
spell. If the energy is released in this fashion, the caster also takes an additional point of fatigue damage over and above whatever was incurred drawing the energy off. If the caster is interrupted (see Distraction and Injury, M7) during either the draining or reuse of such energy, the energy is released as above, and the caster can make no save against the Flash effect. Cost: Variable. Cost to cast depends on strength of enchantment being drained. Time to cast: Variable. Equal to cost in minutes. Prerequisites: Magery 5, Remove Enchantment. Spell Note: the above player and I developed this spell together. I'm actually pretty proud of it--it seems to be fairly well balanced, and over-use is rather dangerous, considering the potential power involved. However, it is recommended that there be some sort of universal cap on how much energy can be poured into non-combat, nonenchantment spells, or this can be used to do some pretty unbalancing things, nevertheless, like using Enlarge Object to make a cityleveling plate, or something. Particularly if your setting isn't designed to handle huge point-value castings outside of enchantment (i.e. you have restricted access to external power sources of great size).
the subject 0.5 CP (rounded up). Even an unenchanted item costs the subject 1 CP for the initial casting of Soulbind (in addition to the cost for pre-existing enchantments). If the subject does not have enough spare CP at the time of casting, it creates a deficit they must buy off over time with XP (no XP may be spent on other traits until this deficit is removed). The subject must be present for the entire duration of the casting of Soulbind. The subject must be either willing (and conscious) or remain unconscious for the entire period. If willing, and the subject falls asleep, or unwilling and wakes up, the spell automatically fails. If the subject was willing, then both caster and subject pay the full cost of the spell without effect (i.e. the caster expends fatigue and the subject CP). If the subject was unwilling, then the caster pays both the energy and CP costs! Normal failure has a similar result. Critical failure doubles the cost in both fatigue and CP to all involved and has a chance to destroy the item. The GM rolls 3D6, and on a 15 or greater, the item blows up, launching fragments in all directions. If the item was of any sort of hard substance (wood, metal, crystal, etc) then all in the area take Fragmentation Damage equal to 1D/pound of the items weight (so a 3 lb
sword blowing up would do 3D of damage to a 15 yard areasee B414-415 for details). The caster and the subject would both be at zero range, and so are guaranteed to take full damage. Any assistants would be no more than 10 yards away, depending on how many there are. If the explosion is powerful enough, it may hit people completely uninvolved in the spell! If the subject of a soulbinding dies with the item still intact, it becomes a normal item, but retains any enchantments placed on it by the subject. Any subject-specific spells such as Loyal will bond to the next person to pick up the item. Base Cost: 500 and 1CP from the subject. Prerequisite: Magery 3, Ensorcel, Limit, and Staff. Spell Note: Not a terribly original concept, but since there's no such spell in the book, and I wanted this mechanic available in my game, I eventually developed a spell to fulfill it, even though soulbound items were in the game long before I wrote this--I just allowed players to start with them if they chose. I never had a chance to test this in action, as a result, but I think it's probably fine.
FOOD COLLEGE
BLOOD BANK REGULAR
The mage may drink human blood and retain it. When the mage casts the spell, no more than 5 minutes prior to drinking, they will be able to drink one HT worth of blood for every point by which they made the roll by over three. That is, if the roll is made by 0-3, then no blood can be usefully drunk. The mage may consume and retain up to their own HT in blood. At any time, the mage may use up a HT of blood in order to replace a meal and/or a drink. In any case, the mage will lose a HT worth of blood a day. Animal blood is not as nourishing as human blood. If animal blood is drunk, 2 HT worth of it must be spent in order to replace a meal and/or a drink and 2 HT worth will be lost every day. The spell does not provide the mage with fangs or any other way of getting the blood - it just allows them to drink, retain and consume it. Duration: Special. Cost: 1 per 2 HT of blood drunk. Time to Cast: 10 Seconds. Prerequisites: Preserve Food, Sterilize, Steal Health. per HT of human blood, and one point per 2 HT of animal blood. This destroys any blood so used. This spell is cast at the same time as the spell it is to power, although the mage will not know for sure how much power will be available at the time of the casting. The amount of fatigue available will be one point for every point by which the roll is made above 3. Thus, if the roll is made by 0-3, then no blood may be used, whereas if the roll is made by 5, then two points may be used. The mage does not have to use all the blood that is available. The procedure for using Blood Burn is as follows. The mage states what spell is to be powered with help from Blood Burn and also states how much blood they intend to burn to help power it. The mage rolls against their skill with the spell to be cast. If the skill roll is successful, they roll in the same turn against their skill with Blood Burn.4. If the mage does not get all the power from Blood Burn that they were banking on, they may still decide to make up the difference using their own fatigue or HT. If they are not willing to make up the difference, then the blood they were to use from Blood Burn is still destroyed. Duration: None. Simultaneous with another spell. Cost: None. Time to Cast: None. Simultaneous with another spell. Prerequisites: Magery, Decay, Blood Bank.
Casting Time: 10 seconds Prerequisites: Season and No-Smell Item: A slotted spoon, which when stirred through food, will remove all flavor from it. Energy cost to make: 150. This spell removes all flavor from a single container of food. This is the antithesis of the Season spell. Targeted food held by another creature resists with that creature's IQ. --
AREA
As either Food Poisoning, Lethal Food Poisoning, or Gradual Lethal Food Poisoning, but as an area spell. The caster may poison and refrain from poisoning any meals he wishes within that area. Cost: Base cost 1 for Poison Food, 2 for Lethal Food Poisoning and 3 for Gradual Lethal Food poisoning, minimum cost 6, 8, and 9 respectively. Time to Cast: 5 Minutes. Prerequisites: Magery 3, 15 Food Spells including Gradual Lethal Food Poisoning.
SWEET LOTUS
(Food College) Special Duration: 1 day Cost: 6 per meal Prerequisites: Magery 3, Banquet, Ecstasy, Lure, Loyalty This spell imbues the target food with the essence of the legendary lotus. Any being (save the caster) who sees the ensorcelled food feels compelled to eat it. (The GM should roll vs. creature's resistance in secret, then tell the unlucky victim that he "feels curious about how the [food] tastes," or "you feel very hungry/thirsty" or other subtle hints.) If the subject eats the Sweet Lotused food, it will taste utterly delicious. The subject must then roll resistance vs. IQ-2 or Will-2, whichever is worse. If he fails, he will suffer from the effects of both Ecstasy (p. G76) and Loyalty (p. M68) to the caster of the Sweet Lotus. Duration of the Ecstasy is as in Grimoire, but the Loyalty will last 6 hours.
SHAPE FOOD
(Food College) Regular Duration: 10 minutes Cost: 1 per 20 lbs.; 1 (for whole shaping) to maintain. Casting Time: 3 seconds Prerequisites: Shape Earth, Shape Water, Preserve Food Item: (a) Copper spoon. Energy cost to make: 200. (b) Any Shaped Food can be made to hold that shape permanently (until eaten, of course) for 10 times casting cost. Allows the creation of food-sculptures, wine fountains, or wedding cakes that defy the usual laws of physics. Through use of this spell, food could theoretically be shaped into some form of shield or wall; GMs please note that only rarely would food have more than DR 1 or 2. --
PIE
(Food College) Missile Cost: 1 Prerequisites: Greater Create Food and Shape Food Item: Glove. Energy cost to create: 500. Lets caster create a pie from thin air and hit someone in the face with it (use Spell Throwing: Pie). This is a permanent, edible, tasty item of food. The mage need not
FLAVORLESS
(Food College) Regular; Special Resistance Duration: Permanent Cost: 2 per meal
throw it. The pie has SS 13, Acc +1, 1/2D 25, MAX 50. If they hit a target, pies do a maximum of 1 point of damage, if the target fails a HT roll. Additionally, the target must make a DX roll or be blinded for 1 second, then be at -3 DX for 1d seconds. If the target critically fails, he will be fully blind for 1d seconds. On a DX success, the pie mostly misses the eyes, and the victim is at -3 DX for only 1 second. On a critical success, the target is unaffected by the pie at all; if the target initially took a point of damage from the pie, he'll get it back. Rumors persist about variants of this spell that either do a sizable amount more damage (like Acid Pies or Flaming Pies) or have special effects (like Sleep Pies or Curse Pies). Variants like these would certainly have appropriate extra prerequisites. --
Those within the area effected may suffer bad footing as per the Grease spell. As well, extra "dice of damage" spreads out the pooling liquid as if someone had cast it as a larger area spell for 1d. (Example: Instead of a 1 yard 8d puddle of oil, you have an 8 yard 1d puddle.) Unlike the Grease spell, crampon boots do aid poor footing, and the Grease and Glue spells do not interact with this spell in anyway, taking presidence in footing situations should they be cast in the same area. Smooth handled weapons without handguards can only do damage on a successful ST roll to overcome the oil, else the weapon slips down the character's grip when it makes contact. On a failed roll, reduce striking strength by the margin of failure to calculate damage. A failure of more than 5 indicates that your weapon has done zero damage. Any failure also unreadies the weapon. A critical failure always means that your weapon has slipped out of your hand ontop of the other effects for a critical failure. Grappling is very difficult (-4 to -5) while covered in oil while escape rolls may recieve a bonus. Oil that gets in the eye stings badly, make an HT roll to avoid vision penalties equal to margin of failure per turn while under the area of effect unless you have suitable protection. A helmet, or wide brim hat may provide a bonus to this roll, while umbrellas and other objects may automatically succeed in protecting your vision. On a critical failure, you are temporarily blinded. Oil that seeps into wounds sting badly as well. Any injuries recieved on an area of the body covered in oil doubles shock penalties (High Pain Threshold aids as usual against shock penalties). If lit on fire, Rain of Oil acts as a 1d create fire spell that quickly catches on fire at a move of 10 in all directions. Anyone within the area will suffer damage, anyone drenched in oil who catches on fire will be lit entirely on fire, take damage as if fully immersed, as well as being forced to make an HT roll to avoid damage to their eyes. Dousing the fire requires smothering, an appropriate spell, or full immersion in water. Distill will double the damaging potential of this spell (should it be lit) but cut its area of effect in half as well as making it easier to light. This also increases its potency as a fuel. Purify Water will turn oil into a harmless slippery liquid that will not catch on fire (good for greasin' engines, hyuk.), another casting will turn it into regular water. Other spells may also work, such as Freeze. Oil is VERY difficult to clean off with just water. (-4 to -5 to whatever skill you'd
roll against hardcore bathing.) Creative mages might cast Flame Armor or Body of Fire where it is safe and won't likely cause others harm. Duration: 10 seconds Base cost: 2 to cast. Same cost to maintain. Time to cast: 5 seconds. Prerequisites: Create Food, Water to Wine and Rain.
Prerequisites: Create Food and Water to Wine Spell Note: Cooking oil is difficult to ignite, requiring 600+ degrees fairenheit. I believe this is somewhere along the lines of 3-4 FP in the Ignite Fire spell. The oil becomes easier to ignite if it is vaporized into a mist (candle flame would be sufficient.) It also acts as a cheap fuel for creative or bored mages.
OIL MIST(AREA)
Food College Creates a cloud of cooking grade oil in mist form 6 feet above the ground which gently falls at a rate of 1 foot per second. This can and will incur vision penalties to anyone without protected vision. Hats won't protect you this time. Oil in the eye stings, badly. Roll HT at a penalty equal to the FP supplied to this spell to avoid going blind. Oil collects and dews on everything within the cloud, treat interaction with people, armor and objects as per Rain of Oil spell. Combat penalties are at an identical penalty to that of the HT roll to avoid temporary blindness. Smooth handled weapons without handguards can only do damage on a successful strength roll to overcome the oil at the same penalty, else the weapon slips down the character's grip when it makes contact. This also unreadies the weapon. Damage is altered as per Rain of Oil. If lit on fire, Rain of Oil acts as a Fire Cloud spell of the same casting cost ontop of Oil Mist's own effects. If the Oil Mist is cast in a wide area, it catches on fire at a move of 10 in all directions. Anyone within the area will suffer damage, anyone drenched in oil who catches on fire will be lit entirely on fire, take damage as if fully immersed, as well as being forced to make an HT roll to avoid damage to their eyes. When lit, this also messes with other senses, especially those for taste and smell. Dousing the fire requires cutting off the air supply, an appropriate spell, or full immersion in water. People don't normally breathe in misted oil, so roll HT at an identical penalty against HT to avoid a coughing affliction. Duration: 10 seconds Base cost: 1-5; the cloud inflicts 1 point of basic damage if lit on fire, a -1 penalty to HT to avoid temporary blindness per second, and -1 to DX rolls for grasping things (including weapons and grappling) for every energy point put into the base cost. Same cost to maintain. Time to cast: 1-5 seconds depending on base cost.
RAIN OF PANCAKES
Food College. Rains hot pancakes on the area. Not enough to burn people but enough to make for a delicoius pancake. Duration: 1 minute Cost: 1 to cast. Same cost to maintain. For double base cost, Rain of Pancakes comes
with 1 topping of your choice (usually butter, maple syrup, powdered sugar), triple for 2 toppings and so on. Pancakes fall at a rate of 10 pancakes every second. Sadly the pancakes disappear after an hour if not eaten. 3-5 pancakes and a drink of some sort constitutes as one meal. Time to cast: One minute. Prerequisites: Create Food.
GATE COLLEGE
IMPLODE REGULAR; RESISTED BY HT
Implode creates a small spatial distortion within a subject's body. The distortion creates extra space inside their body, so that everything moves inwards. This is very bad for the subject's health. Golems, elementals and insubstantial creatures are not affected. Undead take 1/2 damage, since they are probably using some but not all of their internal organs. This spell cannot be blocked or dodged and armor offers no protection. Cost: 1 for 1d cr. damage, 2 for 2d cr., 3 for 3d cr. Time to Cast: 1 second per die of damage. Prerequisites: 1 Spell from each of 10 different colleges.
STAGGER TELEPORT
SPECIAL
SNIPER'S ALLEY
SPECIAL
Sniper's Alley shortens the distance between any two points in a corridor one hex wide. This corridor is standardly used to shoot down. The caster will open the corridor running from their own side to some target, and an archer (gunman, axe-hurler, fireball thrower) will release a missile down it's length. Standardly, the corridor does not quite extend to the target, so that it is not as easy for the target to notice. The "power" of the Sniper's Alley spell is measured in levels. First level achieves nothing. Second level halves the distance between archer and target. Third level divides the distance by three, fourth level divides it by four, and so on. If the corridor extends all the way to the target, and the target is facing in that direction, then the target may make an IQ-1 roll each turn to notice the spatial distortion. A quick-thinking target might even shoot back down the alley and slay the archer or the mage! If the corridor does not extend all the way, the shot is at -2, but the alley will only be noticed on a critical success by the target, or on an IQ roll if the target is expecting it. The alley can be dispelled any time the mage so wishes, but cannot be moved. If the target moves, tough luck. Anything living that enters a Sniper's Alley from either end automatically falls unconscious. The Sniper's Alley cannot be entered from the sides - indeed, from the sides, it seems not to exist, although any missile thrown down it is still visible and may be intercepted from the side. Duration: 10 Seconds. Cost: 1 point per level of power, minimum 2. Time to Cast: 4 seconds. Prerequisites: 1 Spell from each of 10 different colleges.
The purpose of Stagger Teleport is to avoid pursuers using the Trace Teleport Spell. The Stagger Teleport spell is cast at the same time as a Teleport spell, and indeed, is cast on it. For each full three points by which the Stagger Teleport spell is successfully made, the subject of the Teleport spell will stop for one second only at a random but safe place between the point of origin and the final destination. Any casting of Trace Teleport will show only the next stop, and not the final destination. Of course, if the pursuer realizes that the quarry has teleported out again, he can still follow the staggered teleporter by fresh castings of Trace Teleport and Teleport at each new stop. However, the risk of failure, not to say the cost in fatigue points, is liable to be so high that the erstwhile pursuer will give up the chase. Duration: 1 second per stop. Cost: Half your Teleport cost, rounded down, minimum 3. Prerequisites: Trace Teleport, Rapid Journey.
ALFWALK
SPECIAL
There are actually two separate Alfwalk spells, although almost no-one would know one and not the other, so they are usually referred to by the same name. One of these will take a person from Creation to Alfheim. The other will take a person from Alfheim to Creation. Both spells involve being in an area which would pass, by sight, as both part of Creation and part of Alfheim - a thick forest for instance. The caster must then travel aimlessly through this area for a matter of days until s/he makes the crossing at some undefined point. Even when the crossing has been made, the caster will not know it without some outside evidence. Because the casting takes so long, there is no fatigue cost. The spell is only broken, while it is being cast, if one loses ones intention to get to Alfheim / Creation, or if one becomes well oriented, say by stumbling across a city that you know of. When wandering aimlessly, it is alright to attempt to avoid such known areas by striking out in a roughly opposite direction. Cost: 0 Time to Cast: 3d6 days, - skill, + number of people being transported. Minimum 1 day. Prerequisites: Being from Alfheim, or Animal Empathy, or 10 Animal Spells, or Gate, or 10 Meta-Magic spells including Dispel Magic.
HEALING
REVERSE PUTRESCENCE REGULAR
Dead? Have friends or minions who are dead? Miss that lifelike look, feel and smell? You need Reverse Putrescence. Reverse Putrescence will reverse a month of rotting for each casting. Can only be cast once a day. Subject may have a maximum of 30 days grace before rotting sets in once again, although the subject will always look rather pallid unless made up, and the flesh tends to feel unusually cold. This spell will not restore mental capabilities - your Zombie will still be very stupid, but should pass for a very stupid living person, unless a cursory medical examination is made... Cost: 8 per hex of creature. Time to Cast: 1 Minute. Prerequisites: Preserve Food, Turn Zombie, Cure Disease. Duration: Until killed again. Cost: 600 Time to Cast: 4 Hours. Prerequisites: Magery 3, Planar Summons, 2 Spells from 10 colleges.
CREATE ARMY
AREA
CREATE WORK-HORSE
AREA
Creates Servants as per Create Servant, but creates one in each hex within a given area. Duration: 1 Minute.
Creates Warriors as per Create Warrior, but creates one in each hex within a given area. Duration: 1 Minute. Cost: 8 to cast, 8 to maintain. For Brute Warrior, 12 to cast, 12 to maintain. Minimum Area = 2. Time to Cast: 8 Seconds.
MIRROR IMAGE
REGULAR
College: Illusion The spell causes exact duplicates of the subject to appear in adjacent hexes that mimic the subjects actions. There is also a distortion and blurring such that it is impossible to locate the real person among the illusions. If an image is struck for more than 1 point of damage it vanishes and the spell must be recast to get that image back. duration: 1 min cost: 3/image 5 max time: 2 sec prereq: Complex Illusion, Blur, Hide item: jewelry that causes the wearer to able to cast the spell. energy: 500. author: Rick Hunt (converted from AD&D)
Prerequistes: Telecast and Create Servant OR Create Warrior Cost: 3 plus the underlying cost and maintenence for the servant or warrior spell. Time to cast: 5 seconds plus the time to cast the underlying spell. The Caster's mind is not quite transfered to a Created Servant (or Warrior) but is imposed. It requires full concentration to 'operate' the servant this way. What the servant sees and hears etc is sent back to the caster's body and this tends to cut the caster off from the immediate surroundings. Will -3 to notice any activity going around his own body (subject to circumstial modifiers of course). The servant's mind is not shut off, it simply knows it's job is to 'carry' it's master's mind. If the caster stops concentration the Servant either stops or follows preset commands for such a contingency Independence and Initiative are RESISTED by Avatar. You either have an avatar or an independent servant, not both. The Avatar functions in place of a wizard eye for the telecast spell. Costs are figured normally. The servant doesn't do anything while telecast is being worked unless it was programmed to gesture and speak to make it look like it's casting a spell. This will only be a cursory disguise for the fact the servant isn't casting a spell. The servant doesn't know spells and a wizard probably could notice it was doing the casting wrong. The Created Servant version of an Avatar is easier to maintain, but undeneath the wizard's mind, it's a Created Servant, and subject to vanishing if attacked, confused or subjected to anger. A wizard with a bad temper has a good chance of destroying the servant just by getting too angry while in it's mind! The Created Warrior version can take a lot more grief, but of course costs more fatigue. Control spells are resisted by the Will of the Caster at -3 because of the connection to the Servant. If the control is taken from the Avatar, the wizard's mind returns to the wizard's body (actually it never left) and the Servant or Warrior is Controled by the winner of the contest. It's not uncommon for vampire wizards to learn this spell, and send copies of themselves out and about in broad daylight.
AVATAR
Regular V/H
combination of any two Basic Illusion spells. The same rules apply to the combination as applied to the individual spells. Duration: 1 minute. Base Cost: 2 to cast; half that to maintain. Prerequisite: caster must have both senses being effected, the two Basic Illusion spells being combined, and have IQ 12 or better.
senses being effected, Magery, Three Sense Illusion, the four Basic Illusion spells being combined, and have IQ 14 or better.
ADDITIONAL SPELLS
The following spells were also kept in very slightly modified forms. The modifications were slight enough that I fear treading on copyrights to post them. Fill in the details as you like. :) Illusion Shell Illusion Disguise Control Illusion Dispel Illusion Know Illusion Independence
KNOWLEDGE
PSI SNIFFER AREA
This spell is not particularly well-known on Creation, in which mages and psionics do not tend to (knowingly) have much to do with one another, but it is around. The mage can detect whether any person they can see is psionic or not. It won't work on someone they cannot see because the mage is looking for a lack of the normal human magical aura, and if they don't know that such an aura ought to be in a given place, they won't notice it's absence. In any world in which a magician may also be psionic, such details about how it works may need to be changed. Note, on this model, Aura should also show up psi's, if not as easily. Time to Cast: 5 Seconds. Duration: 10 Seconds. Cost: 3 to cast, 1 to maintain. Prerequisites: Truthsayer or Seek Magic investigating caster prior to casting, and that spell must also be known by the caster. On a successful casting, the caster learns the name of the original caster. A critical success also provides an image of the persons face at the time of the original casting. A failure simply does not identify the original caster. A critical failure gives the wrong name! If this spell is being cast on an item with multiple enchantments, then this only positively identifies the primary caster of the specifically identified spellit does not give the names of supporting casters, if any (though a critical success will also identify the fact that there were such) or those responsible for any other spells on the item, if different from the first. This spell cannot be used to determine how long ago the spells were cast. All spells will resist identification normally. Cost: 4. Time to cast: 5 minutes. Prerequisites: Magery 3, Reconstruct Spell
Came up with this spell mostly as a way to provide some information to my players at a
critical juncture. Amusingly, they haven't used it since, despite its obvious utility.
REGULAR
Mage bends light so that subject gains the 360 degree vision advantage. Duration: 30 min. Cost: 4 to cast, 2 to maintain. Prerequisites: 2 Body Control spells, 5 Light and Darkness Spells including Peripheral Vision.
FLASHCONE
Flashcone works exactly as does Flash, save that the caster may limit the directions in which the flash operates, as long as the flash forms one single "mass" - i.e. you can't fill 360 degrees except for one hex on either side of you. You may cover as little as one line of hexes to as much as all but one line of hexes. Cost: 4 Time to Cast: 2 Seconds. Prerequisites: Magery, Flash, and 5 other Light and Darkness Spells.
GLITTERDUST
AREA
DARKLIGHT AREA
Covers one or more hexes in pitch darkness as per Darkness. The caster is granted Dark Vision in the area of the spell only. Duration: 1 minute. Base Cost: 5 to cast; 2 to maintain. Prerequisites: Dark Vision (MAp.50), Darkness. Designer: D. Barrett -
College: Light & Darkness This spell fills the area with sparkling golden particles that stick to everything. The particles can be carried beyond the original area. The dust will reveal invisible creatures but gives no other bonuses to hit. dur: 10 sec cost: 1 (area) time: 2sec prereq: colors, create earth item: ground, floor or rug can be permanently enchanted to have a cloud of glitterdust above it at all times. energy cost: 200/hex. author: Rick Hunt (converted from AD&D)
LASER
MISSLE
DAZZLE MISSILE
Shoots a brilliant bolt of light at the subject. As per Flash, but only affects the subject. Does not have to be aimed at the head, but a successful hit to the head allows the victim no HT roll. Dazzle has SS 13, Acc 0, Max 40 Cost: 1. Prerequisites: Flash. Designer: D. Barrett
College: Light & Darkness This spell shoots a highly concentrated beam of light, or laser, at the target. All normal info about lasers as per GURPS space applies. The spell has the following ranged attack numbers: SS: 9 Acc 7 1/2D 200 Max 500 The spell can be maintained on the target as per a jet spell, and the skill to 'throw' it defaults to beam-weapons -2 instead of throwing. duration: instant cost: 1-3 1d impaling damage per energy point. Time to Cast: 1-3 , 1 per energy point. Prerequisites: Light Jet, magery, Flash Item: often a wand, or 'gun' in society's that have them, such as a flintlock in a renaissance society like that of my campaign, energy cost to create is 600.
REGULAR
The subject is Invisible as long as he remains in darkness or shadow. If the subject enters a lighted area or is touched by light he will remain visible until he enters darkness again. See Invisible would still requires a normal vision roll if the subject is in a dimly lit area. The Great Hall with a single guttering torch would have many shadows. So would a forest at twilight. Remember, the GM decides if it is dark enough to Meld with Shadows. Duration 1 minute. Cost: 3, 1 to maintain. Time to cast: 2 seconds. Prerequisite: Blur. Designer: D. Barrett
to block the light, but it may take damage. This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upwards, but this unreadies the shield from its normal protective functions. Increase DB against this spell by 50%, rounding down, if it is highly polished. Inanimate objects such as buildings protect with their DR. Any mirror can deflect Rain of Light. Any damage blocked by the mirror's DRx3 is reflected in a new direciton. Otherwise, Rain of Light burns through the mirror. Deliberately reflected shots are at a -2 for each "bounce" off of a mirror. A character may wish to reflect Rain of Light at an enemy. Treat this as a Block defense at a -2 penalty. Also apply the normal range penalties from the attacker to the target. Rain of Light gives a vision penalty of -1 per yard of light for those trying to aim into or through the selected hexes. Duration: 1 minute. Base cost 1 (minimum 2). For double base cost, the Rain of Light can be focused into a single, one second blast of energy for 60 times the damage. Time to cast: 1 minute. Prerequisites: Magery 2, Sunbolt.
LIGHTMEASURE
Similar to Measurement, but works by bouncing light off the subject. The option to detect weight is not available, but the composition of the surface material is an alternative possibility. Prerequisites: Light Jet.
CAUTERISE
Like Stop Bleeding, but with potentially nasty side effects. Subtract the amount by which the caster made the roll from the number of points of damage inflicted on the subject by the injury or injuries causing the bleeding. If the result is positive, the subject takes this many points of damage in burn injuries! The wound must be uncovered for this spell to work. Prerequisites: Burning Light.
HUE
Same as Dye. Prerequisites: Light Illusion
GLOBAL VISION
Rear Vision. Prerequisites: Shape Light.
SPECTRAL VISION
Functions as the Spectrum Vision advantage. Duration: 1 minute. Cost: 4 to cast, 2 to maintain. Prerequisites: Dark Vision and Infravision.
BOOST MACHINE
Regular This is a Technological (Machine) College spell. This spell allows a mage to channel magical energy into a device, providing the energy and structural improvement nessecary to enhance the device's performance. The spell boosts a device's primary function (cars drive faster, weapons do more damage, computers gain Complexity, etc.), but not its secondary functions (cars do not become more manuverable, weapons do not gain Accuracy bonuses, and computers do not acquire new peripheral devices). The GM has the final authority as to what constitutes a device's "primary function". A device's performance can be improved by a certain percentage, based on how much energy the caster spends. The maximum performance increased is equal to (Boost Machine skill -10) *10%, minimum 10%. A boosted device is automatically granted both
the energy or fuel needed to perform its improved function, and the durability required to withstand the increased stresses. Duration: One minute. Cost: Varies, depending on the level of performance enhancement: 10%: 3 energy 20%: 5 energy 30%: 7 energy
40%: 10 energy 50%: 15 energy 60%: 20 energy Multiply cost by 10 for each additional 60% improvement. Half cost to maintain. Time to cast: 5 seconds. Prerequisites: Conduct Power, Essential Fuel, any 5 Machine spells
META-MAGIC
CONTROL RANDOMNESS REGULAR.
In any case in which a random outcome is deliberately being generated, the mage can control this outcome. Such deliberate randomization includes the shuffling of a pack of cards, the casting of lots, or the roll of dice. If the randomizer in question occupies more than one hex (!), the mage must pay the casting cost for each hex in the radius. Time to Cast: 2 Seconds. Duration: Until one outcome is produced. Cost: 2, cannot be maintained. Prerequisites: Enchant, Find Weakness. having "fortune" cast again. Fortune's cannot be stacked, nor can they be combined with Blessings. Yes, the mage CAN cast fortune on themself. Time to Cast: 1 hour. Duration: Until used. Cost: 10. Can be cast for 5 if 2 hours are taken. Prerequisites: 2 Spells from 10 different colleges, including Meta-Magic. Good status is not required.
OUTRAGEOUS FORTUNE
REGULAR
FORM LOCK
BLOCKING.
This spell will prevent Shapeshifting. It will do so even if the subject is Shapeshifting back to their original form because a previous Shapeshift spell is no longer being maintained! The spell is resisted by the Shapeshifting spell cast on the subject. If the subject is willing to be Form Locked, the Form Lock spell is at +2 in this contest. If the subject is not willing to be Form Locked, but is Form Locked all the same, then the original Shapeshift spell will resist the Form Lock spell again each hour at a cumulative -1 to the Shapeshift. Duration: 1 Hour. Cost: As for the original Shapeshifting spell. Prerequisites: Dispel Magic, Shapeshifting.
FORTUNE
REGULAR
When a mage casts Fortune, the mage determines how the subject may maximize their luck. The GM will inform the mage of the requisite act. This will usually be reasonably easy (visit the temple of Vharan in this town, or give a gold coin to an old beggar-man, or draw a prick of blood from each of your wrists). The GM may wish to roll to see if it is more difficult, perhaps rolling on the reaction tables without modifiers and taking a bad reaction as requiring a more difficult act. Occasionally, in folk-lore, some very difficult acts have been requested. A character who has a Fortune spell upon them may carry it until they need a bit of extra luck (player's choice as to when). They may at any time choose to use up the spell in return for taking back a die roll that has already been made, making two more in it's place, and choosing the one out of the three that they like best. Fortune may only be cast once per day, but does not count as a spell "on". If a difficult act is required, but is not performed, the subject must wait for at least a week before
Outrageous Fortune works like fortune save that: a) The tasks required are usually harder. They are still not standardly Herculean though. Examples might be 'stay inside all day tomorrow' or 'kill a dog' or 'on your journey to Hesherket, ensure that you do obescience at every shrine that you pass'. Truly difficult conditions are still the exception, but more likely now than was the case with Fortune. b) If a character performs the required task, give them 4 Luck Points. A Luck Point may be spent at any time on either a new die-roll, or a bonus to all die rolls in which the Luck Points are being used. For example, one might add 1 to four different die rolls, or one might re-roll four different rolls, or re-roll one roll four times, or reroll three rolls with a +1 bonus on each rerolling, or reroll two rolls with a +2 bonus on each rerolling, or reroll one roll with a +3 bonus, or just add +4 to any one die roll. Obviously, this means that the subject will frequently have to decide ahead of time just what form their luck will take. After all, if they spend a luck point on gaining a +1, then they will get that +1 afresh each time they spend any of their 3 remaining luck points. It is thus vital to keep track, not only of remaining luck points, but on what previous luck points have been spent! Time to Cast: 2 hours. Duration: Until used. Cost: 20. Can be cast for 10 if 8 hours are taken. Prerequisites: 3 Spells from 10 different colleges, including Meta-Magic.
BACKCAST (VH)
REGULAR
Backcast involves some major and dangerous messing about with time. The spell allows the mage to produce the effect of a spell instantly and then perform the casting in reverse. Backcast is cast at the same time as the spell it effects. The mage may take a fatigue-reduction for the spell that is cast backwards if they would normally be able to do so, but may not take a time-reduction for it and must go
through the full casting ritual for it as if they knew the spell at level 12. If the mage successfully casts the spell, but then fails to immediately perform the casting-ritual backwards, they will weaken reality in their immediate vicinity. Roll three dice. Never modify this roll, nor reroll it for any reason luck and magic are equally helpless here. On 6-15, the mage takes 4d of damage which can not be magically healed. This is caused by the havoc wrecked on the mage's internal system by a local altering of the laws of physics. On a 16-18, something awful happens. Be creative without killing the character outright. Transport to another, worse, dimension would be a possibility, as would be the conferral of undead status on the mage or the attraction of some powerful malign being. On a 3-5, something strange but wonderful happens. Again, be creative without conferring godhood on the magician. An extra level of magical aptitude might be gained, or the ability to regenerate a point of damage every hour, or a capacity to understand the language of the birds. The mage must complete the post-casting in a place that the casting could have taken place. Hence, Backcast does not go very well with many Movement and Gate spells. For example, the mage may backcast Teleport to instantly escape from a dragon, but because they are not now able to perform the spell ritual in the place that the spell originated from, they would suffer backlash for it. There are also several attack spells that Backcast does not go well with. For example, a mage may be able to instantly summon a three dice Fireball, but is the mage going to spend the next second throwing it, and thus suffer from the backlash, or will the mage spend the next three seconds performing the Fireball ritual, in which case they have gained no time at all? Cost: 3. Prerequisites: Magery 3, Great Haste, Create Gate, and 2 spells from each of 10 different colleges.
just as they interfere with one another. On a critical success, twice the amount of energy may be stored until used. On a critical failure, the mage loses 1d of fatigue that can only be recovered by powerstone-style recharging. Time to Cast: One Minute. Duration: Until recharged. Cost: 1 per point to be eventually recovered. High skill does not reduce this cost. Prerequisites: Magery 2, Alter Self, Create Earth, Purify Earth, Powerstone.
MAGEBOLT
MISSILE
The caster can hurl up to 3 glowing bolts of pure mana. The damage dice may be allocated to each bolt however the mage wishes. Example: For 3 points a mage could throw a 2d-2 and a 1d-1 missle, 3 1d-1 missles, or 1 3d-3 missle. The caster may aim at multiple targets in his field of vision simultaneously, receiving the +3 acc bonus to all missles. The bolts have SS 13, Acc +3, 1/2D 30, Max 80. Cost: 1-3; All bolts combined do 1d-1 per point invested. Prerequisites: Drain Mana Designer: D. Barrett.
MAGIC MISSLE
MISSLE
SIMULCAST (VH)
REGULAR
Simulcast allows the mage to twist time in such a way that they may simultaneously cast two spells which would normally have to be cast alone. In fact, the mage simultaneously casts three spells at once - Simulcast, and the two others that Simulcast targets. Any fatigue reduction that the mage would be entitled to for high skill with the target spells is halved, round down.This spell does not allow two spells to co-exist easily in space. For instance, you can produce two Fireballs at once, but you will need to put them in different hands, and if you are no good throwing with your left, then tough luck. For another instance, you can produce two simultaneous Steam Breaths, but if you have two Steam Breaths in your mouth at the same time, the GM is absolutely entitled to let one of them do you damage. Cost: 3. Prerequisites: Magery 3, Create Gate, 6 Meta-Magic spells, and 3 spells from each of 10 other colleges.
This spell produces a magical 'missle' which is then thrown at a chosen target, multiple castings can be done to hold more than one missle at a time, but these are subject to the rules on maintaining multiple spells. The missle may be blocked or dodged, but not parried. Armor, even toughness and other defences, offer no protection from the missles damage. It's ranged attack modifiers are as follows: SS: 13, Acc +20, 1/2D: N/A Max: 50. Duration: instant Cost: 1-3 , does Cost*2 damage. Time to Cast: 1-3 seconds (1 per point of energy) Prerequisite: Magery 2 Item: ussually a wand or staff, Energy cost to create is 400.
POWERSTONE SELF
REGULAR
For every 3 levels above 10 of Powerstone Self a mage has, they may store one point of mana energy within themself exactly as if they were a powerstone. One must roll successfully against one's skill with Powerstone Self prior to the collection of any power by this method. One's presence interferes with the recharging of powerstones and vice versa
CREATE INCONVENIENCE
Meta-Spell Cost: 5 Time to Cast: 1 Second
Prerequisites: 1 spell from 5 different colleges The very nature of this spell is as the name says. To create an inconvenience in somebody's life. It doesn't always happen right when the spell is caste, but can go off hours, days, or even months later. The exact inconvenience is never fatal, totally unpredictable, and always noticeable. For example, a team of adventurers (One who had create inconvenience placed on him a day ago) approach a city. They are let in but the one who is afflicted with the spell is detained because he just so happens to look like a thief that mugged the guards' brotherin-law the other day. The group no matter how hard they try, talk, or show evidence will be unable to get him out. He will, however, be released several hours later when the city guard actually catches the real mugger and realizes their mistake. Note: This spell also works as a prerequisite for curse as it is effectively a less mean one shot curse
TAINT MANA
(COLLEGE)
(VH)
Area Casting this spell will aspect the mana in the area to a particular college. When cast this spell will give a +1/-1 aspect to that college and a -1 aspect to all other colleges. A critical failure when tainting an area will result in the caster losing one level of Magery in that college. Duration: Permanent Base Cost: 10
Time to Cast: 30 minutes Prerequisites: Drain Mana, Magery 2 and 12 spells in each college representing the taint desired.
they interact in some way. Create Fire and Shape fire, for instance. Create Warrior and Independence, though the caster will have to be able to communicate with the Warrior over the distance thrown to let it know what to do.
MIND CONTROL
CONSCIENCE TAP REGULAR
Conscience tap forces the subject to have their beliefs about what is right come to the forefront of their mind. It doesn't make them do anything. It doesn't even make them think about what is right - just about what they think is right. At GMs discretion, it may, in the right circumstance, cause the subject to gain a one-time bonus to will roll, up to the amount that the spell was made by but not to exceed +4. It can backfire, in that someone acting in accordance with their moral code may make them treat you worse than they otherwise would. For example, you are held up by a highwayman. You cast Conscience Tap in order to convince him to let you go. Unfortunately, he turns out to be a lapsed thugee, and deep down feels that, rather than rob you, he ought to kill you for the glory of his Goddess. This spell requires a lot of GM winging, because she will have to decide on the spot what sort of code the target has deep down, and how they will react to having it suddenly surface. As a default, have the subject resist the spell with their Will. If the mage wins, adjust the subjects actions in order to make them accord more closely, if possible, to their underlying moral beliefs. The amount of shift should depend on the amount the roll was made by. If need be, the GM can use the shifts in attitude represented on the reaction tables to model the degree of shift in behavior caused by this spell. However, it is important to remember that people will not go beyond what they consider exemplary behavior. If the subject believes deep down that generosity to beggars is good, but that morality does not require giving all one's money away to beggars, then no-matter what the roll is made by, they won't give all their money away to beggars. The only exception to this rule is a critical success on the caster's part or a critical failure on the part of the subject. In such cases, the subjects morality will become more extreme, perhaps permanently if the GM would find that interesting. After one failed casting, repeated castings on a given subject will have no more effect until there is some significant and ethically-relevant change in the circumstances. Duration: Until it is time for a new moral decision, or new circumstances prompt a rethink of the old one. Cost: 1. Prerequisites: None.
RESISTED
Demons of the deep takes some aspect of the subjects personality and magnifies it out of all proportion. A coward might be frightened of everything, a Sadist might immediately hurt whoever is closest, one who loves chess may be forced to seek out a chess game, losing sight of all other concerns in his attempt.
Any psychological advantage or disadvantage, of any point value, including quirks, may be affected. The caster may specify the trait to be affected, or the trait may be determined randomly, with all having an equal chance, regardless of their point value. If the caster specifies a trait which the subject does not have, the spell will have no effect. If the subject cannot reasonably act on the trait, then the spell will have no effect either - for example, if one always prays before meals, but it is not time for a meal, being obsessed over praying before meals will have no effect. If a psychological trait, other than the one which is effected, would require a different course of action than the effected trade requires, then one may add a bonus to one's resistance roll. If the non-affected trait is 4 or more points higher, +1 may be added to the roll. If the non-affected trait is 9 or more points higher, them +3 may be added to the roll. If the non-affected trait is 14 points or more higher, +6 may be added to the roll. If the non-affected trait is 19 points or more higher, the spell is automatically dispelled. For example, as a quirk one loves onions, but as a disadvantage, one had a 15 point Chivalric Code of Honor. One's love of onions is exacerbated by a casting of Demons From the Deep. There are onions present, but near them is a knight who has just offended your liege. You would get +6 on your roll to go for the knight rather than the vegetables. A new resistance roll is allowed each time the situation changes is a significant way. For example, were one eating the onions, and one's horse began to wander off, a new resistance roll might let one shake of the spell and recapture it. Each time one's HT goes down counts as a significant change in the situation - being attacked is a good way to be put off one's dinner. Duration: 1 Hour. Base Cost: 3 to cast, 2 to maintain. Time to Cast: 4 seconds Prerequisites: Any 3 Mind Control Spells.
disadvantage (or loses the High Pain Threshold advantage, but this is only the start of their troubles. If the subject is allowed to remain stationary or move slowly in a dark, quiet environment, there will be no effect. Every round spent in a normal environment requires them to make an uncontested against IQ or be stunned that round due to the masses of sensory input they are receiving. If they are subject to loud noises in reasonably close proximity (shouting would do), or have bright lights shone in their face, or suffer any damage, then, on top of the distractions caused by their Low Pain Threshold, they must resist the spell with their IQ. or be stunned that round due to the masses of sensory input. Every subsequent round they must roll again vs the spell or remain stunned. If the bright light etc. stops, then they get a cumulative +1 each round to get their senses back. A critical success dispels the spell. A critical failure will bring unconsciousness for ten to sixty minutes. Prolonged exposure to this spell will drive someone crazy as a loon. Duration: 30 Seconds. Base Cost: 4 to cast, 2 to maintain. Time to Cast: 10 Seconds. Prerequisites: Magery 3, 2 Body Control Spells, Alertness.
AROUSE
REGULAR, RESISTED BY IQ
MASS LOYALTY
As loyalty, but for multiple targets. Duration: 1 Hour. Base Cost: 2 to cast, 2 to maintain. Minimum 4. Time to Cast: 1 Second per 5 energy points. Prerequisite: Loyalty.
AREA
MASS CHARM
As Charm, but for multiple targets. Duration: 1 Minute. Base Cost: 6 to cast, 2 to maintain. Minimum 12. Time to Cast: 1 second per 3 energy points. Prerequisites: Charm.
AREA
Mind and Body Control This spell causes the victim to become sexually aroused. This gives anyone (of a sex the victim is attracted to) with Sex Appeal a +1 for every two fatigue put into the spell. Those with Lecherousness will be at -1/Fatigue to resist. If the target makes his resistance roll, he will realize the reaction was not normal and can make another reaction roll modified by the amount the made the resistance roll by and the reverse of the spell's desired effect. Example: A nymph casts Arouse on Jandor, using four points of Fatigue. Jandor makes his resistance roll by 5, so he can make another reaction check against the nymph at (5+2), or -7! Duration: 1 minute if resisted; unknown otherwise Time to Cast: 1 second Cost: 2/ +1 desired Prerequisites: Emotion Control or Pain Item: Ring, clothing, or necklace, 400. Can also effect wearer. Designer: Racially innate spell for nymphs/ by Robert Crawford.
REGULAR
This spell causes a willing subject to be placed in a cataleptic sleep that is impossible to distinguish from death. The subject can smell and hear, but not see and feel. Wounding is not felt and bleeding is stopped. Poison has no effect until the spell wears off. dur: 1 hour cost: 4/2 time: 5 sec prereq: peaceful sleep item: (a) wand, staff or jewelry. energy cost: 1200 (mage only). (b) any item. When worn by a willing subject it will allow him to decide when to awaken. energy cost 1100.
REGULAR;
All sensory input is severed. The subject immediately falls, and can take no action at all. Perfect Timing and Absolute Direction are negated, and the subject will feel that time is passing 4 times slower than it really is. The subject can still think, so a mage could cast a spell that required no ritual as long as an additional will roll is made. At the end of the spell, the subject makes a fright check at -1 per minute spent under the veil. Duration: 1 minute. Cost: 7. Time to cast: 3 seconds. Prerequisite: Magery 2; at least 10 Mind Control spells. Designer: D. Barrett (adapted from Sensory Deprivation on GURPS BBS)
GATHERING (MIND)
This is cast on a landmark or other significant part of an area, or alternately, on a large mobile object like a wagon. People who see the mark it makes, or even sense its presence (non-visual reaction is limited to 5 yards), must roll vs. Will to refuse its call. Its 'call' can be any of a number of things, but they all beckon people to assemble for some purpose around the mark. Once under this call, visual contact is no longer needed, and someone getting lost from the mark will try almost obsessively to find it again (this means obsessively in that persons own way. a
non-violent person will not use violence to get to it, for example). Common examples involve people gathering to build monuments, or even towns, or to fight each other, or make sacrifices of some kind (casting this spell to make people surrender their belongings is a quick way to riches, but also a quick way to trouble from local lords). The nature of the call must be clearly defined at the casting, and must be somewhat logical (people may come to fight each other with no great reason at the gathering point, but not to commit irrational suicide). Duration: 1 hour or 1 day. Cost to cast: 0.2 per yard of visibility if cast for hourly effect, 1 per yard for full-day effect. Half to maintain. Note: In settings with broadcasting or similar technologies, the caster can pay double cost to have the effect work through broadcasting, at 1/20 effect. That means that a Gathering cast to work at 100 yards will also work within 5 yards of a TV set transmitting the source of the Gathering (the thing it was cast on), for just twice the casting cost. People will try to get to the source of the spell, though, not to the TV set... Item: Big sign, made from solid rock or metal. energy cost is 50 times the cost to cast the appropriate day-version of the spell, but it is permanent, and people will flock to the sign to carry out its calling. Prerequisite: Magery 5, Mass Suggestion, Mystic Mark, Lure.
MOVEMENT
MULE REGULAR UNSEEN SERVANT REGULAR
Mule operates much like Air-Golem save that the Mule is less intelligent, but considerably stronger. The Mule can only obey very simple commands, and if a repetitive task is required, the caster will have to stand there constantly repeating instructions. The Strength of the Mule will be the skill at which the mage cast the spell multiplied by three. Thus, if Mule is known at 12, the Mule with be ST 36, whereas if Mule is known at 20, the Mule will be ST 60. As the name suggests, the Mule is most commonly used as a porter. The Mule will not attempt to move a resisting lifeform. Indeed, it will not attempt to resist a life-form in any way, such as holding a door shut. The life-form's will simply drives the Mule back. Duration: 1 Hour. Cost: 4 to cast, 2 to maintain. Time to Cast: 10 Seconds. Prerequisites: Magery 2, Apportation. Unseen Servant operates much like Air-Golem, with three important differences. The first is that the Unseen Servant's strength is 10 instead of 12. The second is that the Unseen Servant can change it's task as commanded. The third is that the Unseen Servant is slightly more intelligent than the AirGolem and can be set any one program of slight complexity at any time. For example, the Unseen Servant could play a small number of tunes on a harp, or draw copies of a certain picture, or clean, fold and put away the mage's clothes. The Air-Golem can not perform any task that the caster lacks the skill to perform. Just as the caster may change the Unseen Servant's tasks at will, they may also change it's program. Duration: 1 Hour. Cost: 4 to cast, 2 to maintain. Time to Cast: 10 seconds to cast, 3 to "program". Prerequisites: 1 Mind-Control Spell, Air Golem.
Note: This spell is based on another spell in some other game somewhere.
GREAT LEAP
REGULAR
For every 3 full points by which the mage makes this roll, increase the distance of a single immediate jump by the mage's original jumping distance. For example, if the mage could normally long-jump 6 feet, and makes the spell roll by 7 points, the mage would jump 18 feet. If the GM and players are willing to do the book-keeping, then by all means replace the "3 point per jump range" above for a smoother "1 point per third of jump range" system. Cost: 2. Prerequisites: Jumping, 3 Body Control Spells.
normally -1, reduces move by 20. Subject can move and fight as normal and has a combat advantage if above his foes (see B123). Duration: 1 Minute. Base Cost: 11 to cast, 5 to maintain. Time to Cast: 4 Seconds. Prerequisites: Magery 3, Hawk Flight.
STAGGER TELEPORT
DEATH HASTE
HERO'S LEAP
REGULAR
Effects are as for Great Leap above, but multiple jumps may be made without recasting. Duration: 1 Minute. Cost: 4 to cast, 2 to maintain. Prerequisites: Great Leap, 6 Body Control Spells.
Speeds subject's metabolism to the point where they risk death from exhaustion/heart attack/etc... Armor offors no protection, nor does toughness and like, but in a SUPERS game, having a negative level of altered time rate cuts the effects of this spell in half. Duration: instant Cost: 1-3 1d per point. spell also does 2 fatigue per energy pt to victim. Time to Cast: 1 second Prerequisites: Great Haste, spasm, Fatigue, at least 4 move and/or Body cont spells Item: Various Item, items of this spell tend to be of the cursed variety, where anyone putting them on suffers the effects of the spell every turn until the item is removed. Common items include shoes, little lightning streak buttons, sneakers :-) ... etc... Energy cost to create is 1000.
handgun. If he takes a round to aim before doing this, he would get an accuracy bonus of 3. (b) Sharon, being a superb movement mage has an effective skill of 25 with a Magery of 4. With the same amount of energy (4 modified down to 1 due to high skill), she would have a range of 350 yards and a damage of 11d-22 (modified to 5d-1); effectively throwing as if she were shooting a 5.56mm Assault Carbine (single shot). If she takes a round to aim before doing this, she would get an accuracy bonus of 4. Cost: Any amount up to the weight of the object (round up) times your magery level per second for 3 seconds. Each multiple of the weight, multiplies the effective ST used to determine range and damage of the projectile. Time to cast: 1 to 3 seconds Prerequisites: Magery 2, Winged Knife I came up with the basic idea of this one, but one of my players developed the rules, and I tweaked them slightly. Basically, because for the college that mimics telekinesis, Movement was kinda pathetic in terms of its usefulness for direct damage. It's got some great support spells, but Winged Knife just wasn't cutting it for me--why not just throw the thing, if it isn't going to give any significant boost to the speed of the thrown item? So we came up with this. It's great drawback is it's really complex, but it's primary utility is hand-throwing bullets (sling bullets in a fantasy campaign, though you could use real ones in an urban fantasy setting) at gun-firing speeds, so if the character just carries around a pouch of small, similarly sized items (or gets a cornucopia pouch of them), the calculations can be made in advance and written down.
no ejection port, the ammunition goes wherever normal unloading would put itnot a good thing in a crowded turret. It is very useful for unloading a muzzleloader without firing it, and may be cast on a loaded gun for just this purpose.) Cost: 1 per inch of bore size, minimum 3 Time to cast: 1 Second. Prerequisites: At least one Guns or Gunner skill (IQ based) 12+ Repair Or Armory 12+ Apportation Magery 1
DISPLACEMENT
Movement College Prerequisites: Hinder & Great haste Time to cast 1 turn Cost to Cast 1 per 3 hexes of movment transfered. Special Resistance. This spell uses the missile spell range table, although it is not a missile spell. It has two subjects, one of which can be the caster. The first subject of the spell will lose movement if a HT based resistance is failed. The second will acquire that speed and direction. Size modifiers adjust. A pixie flying at 20 yds a second east will not do a great job of slowing down a charging elephant heading west. OTOH, the pixie may well see the next county over if the subjects order is reversed. If Physics must be invoked, presume that Conservation of Momentum is King here and weight = mass. 1st subjects reduced speed x weight/2nd subject's weight = adjusted speed of 2nd subject. Assume an discrepancies in kinetic energy are dealt with through interaction with mana. A motionless first subject makes the spell useless but the effort to cast does not result in lost fatigue as per a failed casting.
CLEAR JAM
Clears any misfire or stoppage of a firearm. In the event of a misfire, it ejects the dud round, in the event of a stoppage, it clears the jam. On a critical success, it MAY (GMs discretion) repair a malfunction. The spell is cast at the lower of the casters armory or IQ based skill with the gun in question, or her skill with the spell. It is not a TL spell, but TL and familiarity penalties with any given weapon DO apply. You can use this spell with a default guns or gunner skill, but you must have points in at least one guns or gunner skill. (Note: This spell may be used to unload a round from the chamber, but if the gun has
The range penalty is calculated by adding the range penalty of each subject together. Items: Wand, Staff, statuette, usually representative of moving and a movement stopper (charging horse & brick wall f'rex). Cost to make 400
is a 4th closing on him from behind one of them. Each of his attackers weighs 200 lbs., with gear, and has 10 HP. He casts this spell on himself at minimum power and area (2 hexes, 20 ST, for 5 energy). Each of his attackers, if they fail their ST checks, is thrown back 5 yards. The one still closing on Joseph must avoid his hurtling companion or be hit by him, causing each to take 2d-3 damage from a 200 lb. object being thrown at ST 20. The other 2 merely take falling damage from 1 yard, or 1d-2, if they fail their Acrobatics checks. Duration: Instant. Cost: 2.5 (minimum 2 hexes, round cost up) for a force of ST 20. Double cost for ST 40, 4 times cost for ST 60, etc., up to a max of ST 100 for 8 times cost. Cannot be maintained. Time to cast: 1 second Prerequisites: Magery 3, Repel Spell Note: I was rather pleased with this concept when I developed it, but I'm not entirely sure it doesn't need some additional tweaking. If only because it's a pain calculating the distance a person gets thrown by the spell, and how much damage they take when they hit, or inflict when they run into someone else. I don't like having to do much math at the table--it's too easy to destroy the flow of combat if calculations take too long.
NECROMANCY
NECROSCULPT REGULAR
Necrosculpt allows the caster to create designer Zombies by mixing and matching parts. The necromancer simply affixes all the pieces where he wants them, and hey presto instant abomination. Anything goes - four armed Zombie's, Zombie-Centaurs made of human and animal corpses, winged Zombie's - the sky, so to speak, is the limit. Although the parts must be initially affixed physically (sewn on, glued together, whatever), once the creature is animate, the pieces are held together by magic and do not rely on the weak bonds of stitches to keep them in place. Necrosculpt does not, itself, animate the hodge-podge the mage produces - it simply allows such a construct to be subject to the Zombie spell. On a regular failure, part or all of the Zombie will not be able to be brought under the caster's control and is liable to go berserk. On a critical failure, some sinister spirit likes the mage's handiwork so much that it has decided to take up residence therein - let the GM do with that what he will. Frequently, when using this spell, it will not be clear what the exact game-effect of certain combinations should be - if you attach a hundred sparrow wings to a human zombie's back, can it fly? The GM must decide for themself, but I heartily recommend erring on the side of the interesting. Duration: Permanent. Time to Cast: 1 minute, multiplied by the number of corpses from which parts were taken to build the horror. Each hex worth of small creatures counts as one corpse. Cost: 4 per hex of the thing standing upright, multiplied by the number of corpses from which parts were taken to build the thing. Prerequisites: 3 Body Control Spells, Enchant, Zombie.
NIGHT WATCHMAN
The Necromancer must bury one or more corpses at a given site when casting this spell. From the next night on, the area will be haunted by the ghost of the deceased. The ghost will attempt to frighten away anyone who comes near, even if the deceased would have had no wish to help the caster. After a very long time (or shorter in some cases, strong will seems to help), quite a number of these ghosts stray from their mission and start to try to get people to free
them. This involves either the removal or destruction of whatever they were guarding, or the removal and decent dealing with of their own remains. Unfortunately, the spirits may not speak coherently, and have such a distressing appearance and drugged manner that an attempt to attract someone's attention is liable only to frighten them away. The very knowledge that an area is haunted is usually enough to keep people away in the daytime as well. If an area is dark during the day, the Night Watchman will be as visible and audible as at night. By the way, if the remains of the Night Watchman are within whatever is being guarded, then removal involves removing one from another, not just moving them both to some new location. The Night Watchman does no actual damage. The distance it can move from it's body is the skill of the spell in feet.Some particularly nasty Necromancers will cast Night Watchman on a corpse purely as an act of revenge. "So, you thought you would steal from me? Why don't you guard this stone in the middle of the desert for the next eternity? Bye". Time to Cast: 30 min per body. Cost: 10 per body or 15 for a body part as small as a hand or 20 for a body part as small as a tooth. Prerequisites: Magery 1, Summon Spirit.
SPECIAL
Touch of Decay requires the caster to touch the subject armor and clothing do not protect. The subject gets two chances to escape the effect of the spell. The first is a quick contest between the mage's skill with the spell and the subjects HT. If the subject wins, then they come to no harm. If the subject looses, they must roll again against their HT, -1 for each 4 levels over 10 at which the mage knows the spell. If the subject succeeds, they are merely physically stunned. If the subject fails, they die then and there. Only they don't know it, because they have also been raised as undead at the same time. Rot won't set in for HT days, but set in it will - and it will probably be quite a shock to the unfortunate victim. Duration: Permanent. Time to Cast: 4 Seconds. Cost: 10. Prerequisites: Death Touch, Reverse Putrefaction.
PLAGUE (VH)
RESISTED BY HT OR IQ.
SENTINEL
As Night Watchman, save that the ghost becomes a Skull Spirit and thus can inflict damage. Time to Cast: 1 Hour per body. Cost: 50 per body or 60 for body part as small as a hand or 70 for a body part as small as a tooth. Prerequisites: Magery 2, Night Watchman, Skull Spirit.
This spell inflicts the subject with a disease, as does Pestilence, but the victim is immediately chronically ill with the disease. That is, immediate boils, open sores, nausea, blindness, whatever is appropriate for an advanced case of the disease in question (GMs decision, although the subject should not be so sick that they will immediately die, and it should be noted that contrary to popular belief, leprosy does not immediately make one's limbs drop off). This is a great spell for intimidating the hell out of people. Time to Cast: 30 Seconds Duration: Permanent until cured or death. Cost: 8 Prerequisites: Magery 3, 1 Spell from 10 Colleges other than Necromancy, Pestilence.
UNHOLY JET
Regular This spell sends out a jet of pure unholy energy that causes damage to person it is cast upon. Characters struck by this spell will be unable to heal until dispel magic or Counterspell is cast upon them. The curse is
the level of the casters skill with unholy jet spell. Duration: 1 second Cost: 2 per 1d damage. The range is 10 yards. Prerequisites: Summon Demon
Duration: Permanant Cost: 1 per 5 character points used to build the demon ( minimum cost 40 ) Time to cast: 5 minutes Prerequisites: Summon demon
DEMON DAGGER
Special This spell creates a direct connection between a demon and a sacrificial knife ( or any other item used to sacrifice beings to a demon ). For every HT point taken of a sacrificial victim, the demon gains 1 point of energy for fatigue. This allows the demon to use the gate spell to come to the sacrificers realm instead of having to have a mage use a summon demon spell. It can also be used to give favor to a demon as well. Duration: Permanent Cost: 10 Time to cast: 1 day, needs a long ritual to enact. Prerequisite: Summon demon
DEMON MELD
Special This spell binds a demon to the caster. The caster gains all the powers of the demon that is bound to him; strength, magic, armor ect. This demon only cooperates when doing things that are not good. If the caster tries to do something good, the demon and the caster must make a quick contest of wills, if the caster loses then the demon possesses the caster. For this reason casters usually meld with less intelligent demons. If the caster succeeds then the caster can do the task without the demonic advantages. Duration: 1 hour Cost: 1 point per 5 character points used to build the demon. Minimum cost is 40 Time to cast: 5 minute Prerequisites: Summon Demon
DEMON GUARDIAN
Special This spell enables the caster to command a demon to guard a particular area, item or person. They spell lasts until the demon's physical form is destroyed and then it is sent back to its origional plane. This is often used by certain dungeon building mage types in order to guard their treasure or block access to it. If characters attempt to banish the demon, use the demon guardian caster's spell skill in place of the demon's will.
enough. The aura around the caster is not visible to those without magery, however they can see the environmental affects. Streams turn glossy black, the sky becomes dark and clouded, streaks of harmless but loud and bright blue and red lightning strike about the caster and subject, or anything else the GM can use to describe the splitting of realities in a small pocket dimension as souls are ripped from their corporeal vessels. A critical failure with this spell reverses the flow of energy for that one turn, you instantly take damage for any energy above your threshold, and at the GM's choosing, you may gain a disadvantage that the target of the spell owns equal to or greater than the amount you failed by in points for as many days, if you used a powerstone to cast this spell, you may choose to have the powerstone lose an amount of power equal to the energy gained above the caster's threshold, as well as gaining a permenant magical quirk as appropriate. Duration: 1 seconds Cost: 10, 0 to maintain. Time: 10 seconds Prerequisites: Soul Bomb, Major Healing, and Recover Energy at or above level 20. Spell Note: I cannot go into length about how "UN-TESTED" or how very little time was spent on making sure this spell was balanced. Use at your own broken disgretion. This is what my spells look like before I cut and trim them into the neat little packages you usually see from me like 'Fire Dart'. This is the beta spell.
first breaking the Soul Beacon spell, they must roll against both the spirit and the beacon to control the spirit. This includes the original caster of the beacon. This spell does not protect the caster from spirits he calls, nor can he control them, save for those already under his command. Should this spell be cast on a person, he has no control over the spirits eitehr, but they will not harm him physically (mentally is an entirely different story, and may instigate a fright check at -1 per spirit present). This spell can be removed with remove curse or other appropriate spells. This spell is perhaps very new, or contrary, very old. Whatever the case, it is not widely known even in worlds where magic is very common. Several knowledge spells or other methods may be required to determine the origon of the spiritual infestation before it can be properly dealt with. Should the spell collapse at the caster's will or otherwise, the spirits may return from whence they came if so compelled, but otherwise, they do not have to leave! Should someone die within a Soul Beacon's reach, they are spiritually bound to the spot of their deaths with up to 25 yards of movement away from the center. At the GM's discretion this spell may also effect demons and zombies, or simply label them as entirely seperate spells. Duration: 24 Hours Cost: 5FP, 25 yard range, spirits resist at will -1 for every 5 yards they are close to the center. 10FP, 50 yard range, spirits resist at will -1 for every 10 yards toward the center. 20FP, 100 yard range, spirits resist at will -1 for every 20 yards toward the center. Double(?) cost to cast permenantly. Double cost if you wish for spirits to protect the beacon and not just simply be drawn to it.Spirit. Control Spirit. Anything else you can think of. No extra cost for casting on an object or person. The object can be moved, but likewise it can be destroyed, this will break the Soul Beacon spell. There is no upper limit for energy put into this spell, but the consequences may be great, possibly attracting the attention of world powers, cults, even gods. Beware the use of this spell, for 60 points, every spirit within 100 yards will be drawn to one person, at a -10 to resist the call, that will protect the beacon from being destroyed. Creative wizards can find other uses, like keeping
malevolent spirits in graveyards, harvesting souls for energy. Time to Cast: 30 Minutes. Prerequisites: Summon
or
Much like the Beacon Spell, it softens up an area. But instead of for warps, it softens up the area for the intrusion of spirits. Usually the mindless wailing or the silent poltergiest kind. It doesn't make spirits, and the availability of spirits in the area makes it difficult to gauge it's usefulness at any one particular place. The spell is permenant until a mage or cleric or appropriate diety dispels it through normal magical means (no funky tricks but since it's an entirely unique spell no one might not even KNOW it's a spell until one brainy newb gets the idea to cast a knowledge spell). All spirits are drawn to the call of the soul beacon, how far away these souls may travel depends on how much energy is put into the spell and what (if any) orders the spirits are currently following. So the soul beacon has to make contests with other spells to vi control over the spirits For 5 FP, the range of the beacon is 25 yards. Spirits resist at Will-5 at the center of the spell, +1 for every 5 yards away from the
center. For double the cost this extends the range to 50 yards and spirits resist at Will-5 but at +1 for every 10 yards away from center, triple the cost for a range of 100 at Will-10 to resist at center. Double the cost for casting this on a person instead of a place. Double the cost again to make this spell permenant. And double this spell AGAIN if you wish for the spirits to protect the beacon and not just simply be drawn to it. Half this final cost to make the affects Appear only annually for one week. There is no upper limit for energy put into this spell, but the consequences may be great, possibly attracting the attention of world powers, cults, even gods. Beware the use of this spell, for 120 points, every spirit within 100 yards will be drawn to one person, at a -10 to resist the call. Spell Note: This is another beta spell. And I mean seriously beta. Notice the length I go into expressing what this spell does. It's no great leap for anyone to find a shorter more consistantly stable way to write this. As such feel free to take the idea and not the mechanics. I post this shamelessly in hopes that people will ignore it.
PLANT COLLEGE
Prerequisites: Magery 2, Crop Poisoning.
PHOTOSYNTHESIS
This spell allows the mage to take sustenance directly from sunlight. 1 hour in bright sunlight is equal to a meal. If the sky is well-overcast, two hours are required. If the sky is darkly overcast, four hours or more might be required. If the mage also knows Plant Form other, the spell may be cast on another. Time to Cast: 30 Seconds. Duration: 1 Hour. Cost: 3. Prerequisites: Plant Form, Darkness or Shade.
at -5 (or worse if appropriate). The caster cannot effect hands without effecting feet. 3. For a basic cost of 8, the caster may cause the feet to take root, and let this effect last until they decide to turn it off (if they ever do). If the caster wishes, the subject may survive on the sustenance gained by the roots.
4. For a basic cost of 10, both hands and feet are transformed until the caster decides to turn it off (if they ever do). If the caster wishes, the subject may survive on the sustenance gained by the roots. Prerequisites: Magery 2, Alter Body, Plantform Other.
AREA
Creates a rolling green fog, slightly heavier than air that will obscure figures seperated by more than 2 hexes unless Mage Sight is used. Targets in the area also take 1d-3 hits each round. Those who were within the mist when it was cast are immune to its effects. Duration: 1 minute. Base Cost: 3. Time to Cast: 4 seconds. Prerequisites: Magery 2, Mystic Mist. -------------------
STOUTLOCK
REGULAR
ABSORB ATTACK
BLOCKING
The mage uses this spell to absorb some of the energy from an attack and use it as fatigue. This spell does not protect the mage from damage. The attack must strike the mage in order for this spell to be useful. Much less energy can be absorbed if the attack does no damage to the mage. If the attack, such as a mace-blow or a Stone Missile spell, then the mage may regain fatigue equal to half the damage he takes, rounded down. If the attack is a kinetic cutting or impaling attack, then calculate the fatigue that can be regained as if there were no cutting or impaling bonus.If the attack is a fire attack, then fatigue regained will be equal to the full amount of damage received. If the attack is an electrical attack, Sun Bolt, or generic "energy" attack, the fatigue regained will be equal to the full amount of damage received plus one for every three full points taken. If an attack hits the mage, but does not damage for whatever reason (DR, Protection spell), then some fatigue may still be regained. A kinetic attack will give 1 point of fatigue per three dice of damage or parts thereof. A fire attack will give 1 point of fatigue per two dice of damage or parts thereof. An electrical, Sun Bolt, or generic "energy" attack will give 1 point of fatigue per dice of damage of part thereof. At the
Magically locks and fortifies any door. The door and lintel double HT and DR. The door will not open unless the spell is removed or the door is destroyed. Lockmaster will not counter this spell. Duration: 1 hour. Cost: 5 to cast; 3 to maintain. Time to Cast: 4 seconds. Prerequisites: Armor and Magelock. Designer: D. Barrett
hours for Suspended Animation. Once the spell is cast, the victim must save vs. HT+2. If he fails the save, he will not revive. Repeated attempts are allowed, with an increasing +1 FT cost and -1 to the save for each repeated attempt. After three failed attempts (per death), the victim can not be revived. This spell combines the effects of modern CPR and difibrillation with some good ole magic. Anyone touching the subject (other than the caster) when the spell goes off will be thrown back 1 hex and take 1d6-3 points of electrical
damage. The subject takes 1d6-3 (??) point of damage as well, but remains in place. Casting Time: 1 second Duration: Permanent until subject dies again Prerequisites: Major Healing and Awaken (or Shocking Touch?) Items: {can't resist this one} Two metal plates with rubber handles, must be placed on subjects bare chest. Activated with the command word "clear". 250 energy points.
SOUND
SONAR INVISIBILITY
This spell is tailor made for those times when you don't want sonar users to know that you are there. Sure you can blast them with noise, or hide in silence, but either of those give the game away - they know you are somewhere around here. This one is more subtle. Duration: 1 Minute. Time to Cast: 3 Seconds. Cost: 2 to cast, 1 to maintain. Prerequisites: Sound Vision and Silence.
Other Spells
Kromm Spells
Copyright 1997 by Sean M. Punch
ANNIHILATION (VH)
This spell instantly and irrevocably disintegrates a living being! Ifthe spell isn't resisted successfully, the caster rolls 1 to 4 dice(depending on the energy in the spell) and compares the total to thelarger of the victim's HT or hit points. If it is equal to or greaterthan the victim's HT, the victim is annihilated! If not, the victimtakes this amount of damage. All possessions of an annihilated victimfall to the ground. A critical failure with this spell costs thecaster 1 HT permanently! Duration: Annihilation is permanent. Cost: 4, plus 2 per die of effect, to a maximum of four dice (12 fatigue). Time to Cast: 3 seconds. Prerequisites: Magery 3; Disintegrate, Deathtouch and Steal HT.
half up), where r is the radius of the spell. This may vary, depending where the spell is cast. It would not be unreasonable to halve this number in an upper-class cemetery with crypts and expansive family burial plots, while one should probably double this number for a Napoleonic battlefield. Duration: The Zombies remain animated until destroyed. Base Cost: 7. Minimum radius 2 hexes. Time to Cast: 1 minute per hex of radius. Prerequisite: Zombie, and two or more levels of either Charisma or Strong Will.
AREA
This spell is identical to the Zombie spell in almost every respect, except that it reanimates all corpses in the area of effect. As per the Zombie spell, only relatively complete dead bodies are affected; and just as per Zombie, this spell may produce Mummies, Skeletons or Zombies, depending on the age and condition of the corpses. A single casting of this spell can produce a mixture of these three types of undead. Unlike the Zombie spell, however, the subject corpses must be lying in their place of rest (upon a battlefield, in a grave, et cetera) for the spell to work, and cannot be moved into a smaller area to facilitate the casting. Corpses in graves up to 4 yards deep are affected by this spell, and Zombies in graves will claw their way to the surface to join their master! Corpses animated by this spell become the undead servants of the caster, but orders given to the undead raised by this spell must be of the kind that would be given by a leader to a group of followers, such as a by a rabble-rouser to a mob, or by an officer to a military unit. Individual members of the undead horde cannot be singled out for specific tasks. Due to the energy costs involved, this spell is often cast ceremonially. In such an instance, the leader of the circle becomes the master of the Zombies, while all other mages involved are viewed by the Zombies as being the master's lieutenants. An order from any of the mages involved will be obeyed, but the master's orders will always take precedence. The undead horde can be divided up into smaller units which can each then be put under the command of a different individual who was involved in the casting. For the purpose of this spell, assume that a typical graveyard in civilized parts will contain on the order of [3r(r - 1) + 1]/4 corpses (round fractions over one-
Description: A huge, jet-black horse with flaming eyes and hooves, curls of smoke and tongues of flame leaping from its nostrils and mouth.
armor (usu. head armor) in (DR/2) turns. After that, does 2 points cutting damage each turn, ignoring DR! Special Abilities: Constriction Attack (with tentacles), Extra Flexibility (all limbs), Full Coordination/2, High Pain Threshold, Immunity to Disease, Immunity to Poison, Injury Tolerance (No Brain, Cutting/Impaling Bonus, Neck or Vitals), Magic Resistance 10, 360-Degree Vision Special Weaknesses: Dies at HT -1. Description: A solid sphere, from 28" to 32" in diameter, ringed with eyes just above its equator. A 3' long armored, crab-like arm projects from either side, ending in a vicious pincer. Sports eight octopoid tentacles -- 4 on top, 4 beneath -- which ring squid-like beaks below and above. Putrid brown-green in colour. Moves at Move 14 by levitation.
Dueling Spells
Copyright (c) 1996 by berrys@puzzler.nichols.com (Stan Berry) Since it is "apparent" that a truly "Chivalric" duel cannot take place with unequal weapons between the two opponents, and since a pair of Mages, left to themselves, will seldom decide to learn identical combat spells, I decided that the Mages Guild(s) might develop an easily-to-learn spell (or two) that lend themselves to Mage's duels. If GM's want all Mages to have access to these spells, he could declare that it is available in every college. On the other hand, this spell might beef up the combat skills of a 1college-only Knowledge mage. I tried to make sure that these spells would be less combat effective than the existing combat spells. hit points, returning in 1d+1 minutes. If the victim fails a consciousness roll, he will collapse and be stunned. This is the end of a normal Mage's duel. Consciousness rolls do not resume until the victim becomes unstunned, and attempts some sort of strenuous action such as standing or casting a spell. If the victim fails a "survival" roll, he will fall into a coma for 1d+1 hours. The Mage must use a Magic Jet skill (or default) to attack with this spell.
Prerequisites: Shatter.
ANIMATION SPELLS
(NB - I have organized some 40 spells into an 'Animation' college)
ANTI-SHADOW
Regular, cost 2+1, duration 1 h The shadows of the target are removed.
Creates a volume of barely visible, magical, "plastic" putty. The caster (and any designee with an additional cost of 1 pt per designee) may mold it freely into any desired shape. The caster may cause the substance to harden at will into a material of high tensile strength; hardened PlyableMagic cannot revert to a pliant form. The hardened material has a DR of 1 per quarter inch thickness. Prerequisite: 4 Animation spells
BEND
Regular, duration perm, cost 1/2 pt/HT of substance, Time to cast: 3 rounds This spell causes an object to bend in the middle. It is most efficient if the object is thin and narrow; it requires much strength to bend, say, a thick oaken door. The object, regardless of its natural tensile qualities, will bend and not break. If the object is stronger than the spell's power, roll a Contest between the spell and the item's HT; if the spell wins, the object warps in some minor fashion.
REMOTE TOUCH
Regular, cost 1 The target receives an invisible light touch, similar to being tapped on the shoulder. The touch can be easily felt even through armor, but has no other effect.
SHARPEN
Regular, Time to cast: 3 seconds, cost 2/5 lb The edge of a metal, glass, or wooden blade receives as sharp and durable an edge as the material will hold.
HOUSEKEEPING
Area, duration 10 m, base cost 1/5 This spell cleans up dust, debris, garbage, and assorted junk from an area, tidying up larger items into piles. Alchemists and collectors should be wary of the spell's interpretation of 'debris;' many alchemical ingredients could easily be regarded as loose dust.Prerequisite: 3 Animation spells
SPECTRAL GLUE
Regular, cost 1/oz, permanent Creates a quantity of fluid magical "epoxy." The glue has a very high tensile strength, equivalent to the best of 20th century super-glues. It is viscous (but not sticky) in the fluid form, and can be spread easily. It hardens within one second at the caster's will. Spectral Glue is soluble in rubbing alcohol. Prerequisite: 3 Animation spells
LAUNDER CLOTHING
Regular, cost 2 Any clothing that the caster is wearing is instantly cleaned, and impregnated with the scent of pine, lilac, lavender, rose, or cedar, at the caster's discretion.
TIE KNOT
Regular, cost 1 The caster may tie any knot with which he is familiar into ropes, cords, or strings of any thickness. The ropes magically tie themselves at the rate that a human might be expected to tie with his hands.
PLYABLE MAGIC
Regular, cost 1/lb, 1 to maintain, duration 10m
AROUSAL
Regular, resisted by HT, cost 2+1, Time to cast: 2 sec, duration 10 m If the resistance roll is failed, the subject is somewhat aroused. This is mainly a physical reaction, and in no way
BIRTH CONTROL
Regular, cost 2+1, duration 1 hour Prevents the target from conceiving if female (egg blockage) and from producing viable sperm if male
(spermicide). The spell will have no effect if cast on a pregnant female; if the roll is 5 under spell level a pregnancy will be detected.
may not work on other races - the caster is at -5 to the roll for using the spell on a racial type other than his own. The racial variations may be learned as seperate spells. Prerequisites: 2 Body Control
CLEANSE BODY
Regular, cost 2 The target is instantly cleaned of all dirt and odors.
NOSEPLUG
Regular, cost 1+1, duration 10 m The nostrils become impermeable to water. Normal air breathing is not impeded, but no oxygen is extracted from "breathing" in water. Holding one's breath is still recommended; the spell costs 1 extra ST for each deep breath taken underwater.
DIAGNOSIS
Information, cost 3, Time to cast: 5 seconds The presence of major internal injuries, severed major vessels, broken or cracked bones, oversized tumors, and foreign objects in a single target is detected. More subtle injuries, diseases, or disorders do not register. Since the intent of the spell is to locate all abnormalities in the body, it
COMMUNICATION SPELLS
MASK AURA
Regular, duration 1 m, cost 1/+4 penalty, 1 to maintain Adds a bonus to resist Detect Aura or to avoid detection through Magical Aptitude, Sense Life, or Sense Emotion. Other detection spells are not affected. damage for every 2 fatigue invested (up to 5 dice of damage). When judging violation of the oath, the determining factor is whether the caster's perception of the terms of the was broken or not. It does not matter if the oath is taken under duress. However, each party must verbally avow that the oath is being sworn willingly. Casting time equals the time required to swear the oath (and is simultaneous with the oathtaking), duration is until the oath is fulfilled, broken, or until the death of one of the principals or parties. The death of the caster does not negate the spell. If the strictures of the vow are not fully understood by the caster (as in the case of a complex contract), he is at -5 to cast the spell. Further, if the spell fails by 1-5, neither the principals nor the caster are made aware of the spell's failure.
OATHBINDING
Regular, cost 2 to 10 A spell that seals and magically enforces an oath. Two or more parties swear to a pact, which can be of any length and contain any mutually agreeable conditions. These conditions may be so complicated as to comprise full-scale legal contracts, but the entire set of terms must be spoken aloud before the caster. Any party breaking the oath takes 1-1
CREATION SPELLS
COINS OF CHANGE
Regular, cost 2, Time to cast: 2 A coin of the caster's choice disappears, to be replaced by the monetary equivalent in the next lower denomination. However, one coin of the lower denomination is missing (as a magical "tip," if you will). The new coins will be of the proper bullion, weight, and minting, and would be indistinguishable from other coins of that denomination were it not for the newness and lack of wear. Cast on an [piece of the lowest denomination], the coin disappears to be replaced by something peculiar and/or worthless, at the GM's whim.
GOSSAMER
Area, base cost 1/3 (min 1) A fine rain of gossamer web floats down into the area. While it is easily visible, it neither impedes vision nor movement.
JACUZZI
Area, duration 1 h, base cost 3, same to maintain, Time to cast: 3 Creates a magical hot tub. It will comfortably seat one person per two hexes of area. The temperature may be set between 95 and 120 degrees F.
CREATE BAIT
Regular, cost 1+1, duration 2 hours Creates one pt's worth of various live fish bait. Fish will find them quite tasty, and a bonus of +3 is added to Fishing rolls.
MAGIC TOOL
Regular, duration 10 m, cost 3+1 Summons one of the following tools: chisel, axe, crowbar, plane, adze, hammer, pick, shovel, handsaw, crosscut saw, file, or awl. Unlike a created object, the tools need not be in continual contact with a living person. They hold a perpetual edge.
SHOW BUSINESS
Area, cost 2+1, duration 10 m Creates a series of special effects to use as a prop for a stage show. Each sequence requires a seperate spell. Among the possible effects are sound effects, flashing lights, minifireworks, loud spectral applause, background Muzak, fog, and other effects that the mage is mentally diseased enough to invent.
keeps out rain and sunlight (though it blocks nothing else), and travels centered on the target. It floats in mid-air.
XEROX
Regular, duration 1d6 months, Time to cast: 5, cost 3 The spell copies documents accurately, in black-and-white reproduction. For double cost and 30 seconds casting time, the copy is made in full color. The spell creates a slightly faded copy, so that someone familiar with the original could tell them apart. However, in every other detail the copy will be a faithful duplicate. The spell will only copy one side of one page. At three times the base cost, double-sided copies may be made. Prerequisite: Create Object
UMBRELLA
Regular, cost 2+1, duration 1 hour A magical umbrella appears over the target. It looks like a translucent grey dome and covers one hex. The umbrella
ELEMENTAL/AIR SPELLS
PUFF OF BREATH
Regular, cost 1 The target feels a light puff of breath; it will blow out candles, and be noticeable, but not much else.
WERELIGHT
Regular, cost 1+1, duration 1 hour Creates a pale green ball of light in the caster's hand. It is not bright enough to illuminate beyond six inches, but can be seen for up to 10 hexes. Closing the hand will turn the werelight "on" and "off," as with the Searchlight spell.
HEALING SPELLS
CONTROL BLEEDING
Regular, cost 1 Cast on a bleeding target, the wounds clot immediately. The spell will only work on relatively minor wounds, and will not halt bleeding due to dismemberment. No actual HT damage is healed, but further HT damage under the Bleeding rules is prevented. Prerequisite: Lend Health
KNOWLEDGE SPELLS
ASSAY COMPOUND
Information spell, cost 2, touch only The caster can determine the material components of any liquid or solid compound. If necessary, chemical names are learned. However, the caster does not necessarily know the individual properties of the components, nor does he necessarily know what the compound does. Prerequisite: Trace
DETECT ALTITUDE
Information, cost 1, duration 1 m Detects altitude of a location or target on which the caster concentrates in the caster's LOS.
DETECT OBSERVATION
Regular spell, cost 1
HERO POINTER
Area, duration 1 m, base cost 1/4 The figure with the highest character point total is limned with a visible ruddy glow. Prerequisite: 3 Knowledge
DETECT POSSESSION
Regular spell, cost 2 Detects whether the subject is possessed, under the effects of Exchange Bodies, or any similar enchantment.
MEASUREMENT
Area, ct:2 sec, base cost 1/2 Measures exact (to desired decimal point) volume, weight, and numbers of any discrete substance or item in the area.
FIND DISTANCE
Information spell, cost 1 Gives caster the distance in feet to an object within LOS.
MOVEMENT SPELLS
FLAMBOYANT TELEPORT
As for Teleport stats and cost, +1 ST The caster may choose to accompany a teleport with a flash of light, a pillar of smoke, crackling of electricity, a burst of flame, a crack of thunder, or any of the above in combination. In all other respects the spell is the same as Teleport. Prerequisite: Teleport
PLANT SPELLS
WEED KILLER
Area, base cost 1/2 All weeds in the area are killed, decaying into compost within the day. No other plants are affected.
WOODLIGHT
Regular, duration 1 hour The subject (which must be made of wood) glows with soft golden light. At a cost of 1, it illuminates a megahex; at a cost of 2 it illuminates as a torch. The cost is the same to maintain.
SENSE SPELLS
DYSLEXIA
Regular, Time to cast: 2 sec, duration 1 hour, cost 3+2 The subject loses the ability to read. Prerequisites: Magery, 4 Sense spells at casting. Upon recitation of the command word, the object will play back whatever was recorded. A number of playbacks equal to the fatigue cost squared is provided. At a cost of 20, the recording is permanent. At a cost of half again the expended fatigue, an additional 30 minutes of playtime is gained. Prerequisite: Voices
RECORDING
Regular, Time to cast: 2 seconds plus recording time, dur 30 m Cast on a small item (less than five pounds), any sound generated or heard for up to 30 minutes within a 10 hex radius of the item will be "recorded". The sound pickup and quality is as faithful as a modern boom mike and tape player would reproduce. A command word or phrase is designated
SUNGLASSES
Regular, duration 10 m, cost 1+1 The subject has some visual protection against strong light. However, it provides no protection against light attacks such as Flash.
SUMMONING SPELLS
SUMMON BARTENDER
Regular, duration 1 m, cost 3 +1, Time to cast: 2 The spell summons an ebony circular bar with six barstools. Behind it is a balrog barkeep, who will produce and serve any drink that the caster can name. Only the caster can name drinks, and the drink takes as much time to make as it would in real life. The bar is well-stocked, though no one can see the actual ingredients. Further, the bar is liberally stocked with pretzels. It is advisable to tip the barkeep well, though what constitutes a good tip is up to the GM's whim. Prerequisites: Magery, 3 Summoning spells
SUMMON MARBLES
Regular, duration 1 m, cost 2+1 Summons 1d100 marbles which appear in a open container in the caster's hand. The marbles are "standard" modern glass marbles, but are far more resistant to breakage.
SUMMON TEAPOT
Regular, cost 1, duration 5 m A silvery-violet teapot will appear (and float) in midair. The caster may choose to put any kind of tea and sweetener inside the pot; it requires no water. When this is done, the pot will brew away, producing 1 quart of the tea, appropriately sweetened. If no tea is placed into the pot, it will brew a basic pekoe blend. The pot will pour itself, continuing to levitate as it does so, at the caster's command.
UNSEEN ACCOUNTANT
Regular, duration 1 hour, cost 2+2, Time to cast: 3 Summons a demon accountant from the Celestial Auditing division of the IRS. It possesses the Economic, Accounting, and Mathematics skills at level 15, and the Merchant skill at 12, along with a 13 IQ. It has no other stats. Within the boundaries of finance and bookkeeping, it will do the caster's bidding. Prerequisite: Magery 2