Haven
| Type: Area | College: Protection and Warning |
With this spell, the caster can sense the safest nearby place. After a successful roll, he gets a quick visual image of a spot within the range of the spell that is suitable for hiding or protecting himself from an incoming attack. He knows how far it is and the direction to it.
The Game Master picks the place. He can't pick a place that is inaccessible to the caster.
This spell can be used to locate hidden rooms and passages.
Duration: Instant. The haven is guaranteed to be the safest place in the
area of the casting for the next 24 hours.
Cost: One-tenth of an energy point per yard radius (minimum of 1
energy). Cannot be maintained.
Time to Cast: 30 seconds.
Prerequisites: Magery 1 and Sense Danger.
Item: Wand, staff, compass, or ring. 10 energy per hex of radius.
Fleshgap
| Type: Blocking | College: Protection and Warning |
This spell causes the subject's flesh to grow
holes for a fraction of a second during combat, allowing arrows, crossbow bolts,
bullets, and even thrusting swords to pass through him without
injury. The holes do not harm the subject and will not close until
the missle or weapon has passed through. This "swiss cheese"
effect can be very unsettling for foes and friends alike
anyone who sees it for the first time will be mentally stunned.
Duration: Instant.
Cost: 1 energy point
Time to Cast: as any Blocking spell
Prerequisites: Magery 2 and Missle Shield
Item: None
Fortitude
| Type: Regular | College: Body Control, Healing |
When the subject has less than 0 hits and has to make a survival roll (p.
B126), he adds +1 for every 2 energy spent.
Duration: 1d+1 hours
Cost: As above, cannot be maintained
Time to Cast: 1 second
Prerequisites: Magery 3 and Resist Pain
Item: None
Defecate
| Type: Regular | College: Body Control |
The subject of this spell defecates until the duration ends. If maintained long
enough, it will become obvious that more is coming out than any human could
possibly hold.
Duration: 10 seconds.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Retch.
Item: A necklace or ring, requiring 500 energy to create. It cannot be
removed without Remove Curse.
Increase Weight
| Type: Regular | College: Body Control |
This is like the Increase Burden spell, but it increases the weight of a
character or creature. The subject's appearance does not change. Additional
weight is counted as encumbrance.
Duration: One minute
Cost: 1 for every 25 lbs, half to maintain
Time to Cast: 1 second
Prerequisites: Magery and any five Body Control spells
Item: None

Boost Physical Skill
| Type: Regular | College: Body Control |
One of the subject's physical skills is raised by one level for every 5 energy
spent (maximum of 5 levels, or 25 energy).
Duration: One hour
Cost: 5 or more, half to maintain (round up)
Time to Cast: One minute for every 5 energy
Prerequisites: Might, Dexterity, Wisdom, and Vigor
Item: A garment of some kind, usually a belt, tunic, cape, or pair or
bracelets. 1,000 energy to create or, if the item raises only one specific
physical skill, 100 energy to create
Variant: Lower the cost to 2 per level (maximum of ten levels) and lower the duration to five minutes.
Clothing to Flesh
| Type: Regular | College: Body Control |
The clothing the subject is wearing becomes his skin. Only clothing made of
natural, non-mineral materials will work. Unless the spell is maintained for
over a day, the clothing looks and feels the same. (After a day, a close
examination reveals a pulse, tiny veins on the surface, a few hairs, etc.) If
the clothing had DR or PD, the subject retains that protection as natural
Toughness.
As flesh, the clothing can be injured. It heals at the subject's normal rate.
Teleportation is easier backpacks and leather armor no longer count as
encumbrance. Unfortunately, the subject cannot undress. Urination may be
possible, but the subject will not be able to defecate without minor surgery.
The clothing also sweats, forcing the subject to bathe without disrobing.
Duration: One hour
Cost: 5 to cast, 3 to maintain
Time to Cast: 30 seconds
Prerequisites: Magery 3 and Alter Body
Item: None
Marathon
| Type: Regular | College: Movement |
The subject of this spell ignores all Fatigue costs for running.
Duration: One hour
Cost: 5 to cast, 2 to maintain
Time to Cast: 1 second
Prerequisites: Quick March
Item: A small talisman or ring. 600 energy to create.
Reverse Beliefs
| Type: Regular | College: Mind Control | Resisted by IQ |
The subject's personal convictions about religion, politics, sex, and other
major issues are inverted. The Communist becomes a Capitalist, the Christian
becomes a Satanist, and the promiscuous bisexual discovers celibacy. The level
of fanaticism is maintained; if the subject was open-minded and humble in his
opinions before, he remains so with his new beliefs.
On a critical success, this spell is permanent.
Duration: One hour
Cost: 3 to cast, same to maintain
Time to Cast: Five minutes
Prerequisites: Suggestion
Item: Wand, staff or jewelry. 400 to create.
Fanatic
| Type: Regular | College: Mind Control | Resisted by IQ |
The subject's personal beliefs become his sole reason for living; he acquires
the Fanaticism disadvantage. He is obsessed with proselytizing, spreading the
Truth to the rest of the world. People with diametrically-opposed beliefs
become sworn foes. If he is already a Fanatic, he becomes insane with devotion
he will hatch grand schemes to force the world to see things his way and
will stop at nothing to wipe out his enemies.
This spell can be cancelled by Dispel Magic, Remove Curse, and Foolishness.
Duration: One day
Cost: 2 to cast, 10 to maintain
Time to Cast: 10 seconds
Prerequisites: Magery 2 and Suggestion
Item: A wand or potion. 400 energy to create
Phobia (VH)
| Type: Regular | College: Mind Control |
The subject is plagued with a phobia of the caster's choice. See pp. B35-36. It
is severe, causing the character to avoid any possibility of encountering the
phobic situation. If he is forced to confront his phobia, he makes a Fright
Check, rolling against his Will at -4. If he fails, he is at -3 to DX and IQ as
long as the phobic situation persists, rolling against Will-4 every 10 minutes.
Duration: 30 minutes
Cost: 20% of the value of the phobia (the severe version) as listed in
the Basic Set. The cost to maintain is 2 every 30 minutes.
Time to Cast: One minute
Prerequisites: Magery 3 and Terror
Item: (a) Any item; always on. 300 energy to create. (b) A staff or wand,
usable only by a mage. 500 energy to create.
Sober
| Type: Regular | College: Mind Control, Healing |
This spell makes a drunk subject sober. The subject can be naturally drunk or
under the effects of the Drunkenness spell. Will it work for drugs other than
alcohol? That's up to the GM.
Duration: Special. Ends drunken condition, but the subject can get drunk
again immediately afterward if he chooses.
Cost: 2 points
Time to Cast: 1 second
Prerequisites: Drunkenness
Item: A wand or staff. 100 energy to create.
Clear Mind (VH)
| Type: Regular | College: Mind Control |
All Mind Control spells currently effecting the subject are cancelled.
Duration: Instant
Cost: 5 to cast; cannot be maintained
Time to Cast: 30 seconds
Prerequisites: Counterspell or 10 Mind Control spells
Item: None
Horton's Charm
| Type: Regular | College: Mind Control |
Everything the subject says is incredibly funny. Anyone who hears him
utter a single phrase must make a HT-6 roll to resist laughing. The laughter
continues as long as the subject keeps talking. Physical comedy has no effect.
Anyone who laughs for five minutes straight will try to escape as their muscles
start to cramp and they have trouble breathing.
This is a good spell for comedians, but the audience will realize the
performance wasn't truly funny when they repeat the "jokes" to their friends
"Then he said 'Boy, it's chilly today.' I thought I was gonna bust a
gut!" If the subject wants to be taken seriously, this is a curse.
(This spell is based on a Monty Python sketch.)
Duration: One minute
Cost: 3 to cast, 3 to maintain
Time to Cast: One second
Prerequisites: Charm
Item: None
Steal Limb
| Type: Regular | College: Necromantic | Resisted by HT |
This spell allows the caster to temporarily remove a piece of the subject's
body and keep it until the duration ends. The stump left behind on the
subject's body is clean and healthy, looking as if the limb was amputated or he was born without it. If the spell is maintained for one full day, the
stolen limb withers and dies. (If the subject can find a mage to cast
Regeneration on him, he can regain the limb that way.)
While separated from the body, the subject can make his limb twitch but he
cannot operate it. A stolen hand could curl its fingers, but it could not write a note or choke someone.
Anyone who touches the stolen limb can tell it is alive. Injuries to it will
cause it to break or bleed, but the subject does not feel pain from these
attacks. The subject of the spell can sense the stolen limb when he is within
ten yards of it.
If the duration ends within 24 hours of the casting and the limb is still
intact, the limb instantly disappears from its current location and reappears
on the subject's body in the proper place.
The energy cost to cast the spell is 2 for a finger, thumb, penis, nose,
tongue, or ear. The cost is 3 for a foot or hand. The cost is 4 for a leg or
arm. This spell cannot be cast on a pelvis, torso, eye, or head.
The caster has to touch the limb during the casting of the spell and pull it off.
Duration: Two minutes
Cost: As above; same to maintain
Time to Cast: 10 seconds pr point of energy spent
Prerequisites: Magery 2 and Wither Limb
Item: None
Open Tomb (VH)
| Type: Regular | College: Necromantic |
This spell opens the door to a sealed tomb of any kind.
Duration: Instant
Cost: 4
Time to Cast: 10 seconds
Prerequisites: Magery 2
Item: A wand made of bone or mummified hand, usable only by a mage. 200
energy to create.

Identify Corpse
| Type: Information | College: Necromantic |
When cast on a dead body, the caster learns the name of the deceased and a
little bit about him. On a particularly good roll, he knows how the person died
and a few secrets about his final days.
Duration: Instant.
Cost: 3 energy points
Time to Cast: 2 minutes
Prerequisites: Death Vision
Item: A wand made from bone. 100 energy.
Spooky
| Type: Area | College: Necromantic |
The area effected by this spell becomes creepy, scary, and full of dread. The
actual change in appearance is up to the GM the area could become
remarkably different, or a multitude of subtle changes could create a general
sense of gloom. All Fright Checks in the area are at -2. Evil creatures will be
attracted to it if it lasts long enough.
If the spell roll is a critical success (or if it is maintained for one month),
the effects are permanent.
Duration: One hour
Cost: One-tenth of a point per hex radius. Half that to maintain
Time to Cast: 10 minutes per hex radius
Prerequisites: Gloom and Fear
Mortal Coil
| Type: Regular | College: Necromantic |
This spell prevents the subject from dying. It does
not prevent him from bleeding, feeling pain, starving, aging, or
suffering from disease. He can reach the point of death, but he
will not expire (unless he takes his own life). Depending on the
circumstances, it is a blessing or a curse. The caster cannot cast this spell on himself.
The cost is one point of IQ from the caster until the spell ends. The spell ends when either the subject or the caster dies. If the GM allows it, the caster can lose a level of Magery instead of a point of IQ.
Duration: See description
Cost: 1 point of IQ
Time to Cast: One hour
Prerequisites: Soul Jar, Instant Regeneration,
Magery 3
Second Chance (VH)
| Type: Regular | College: Healing |
This spell is identical to Resurrection, with the following exceptions:
The resurrected character dies again at the end of the duration of the spell
unless he performs a special task. The task is determined by the GM. (The
GM tells the caster, but the caster does not have to tell
the reborn character.) Possible tasks include: drink from a magical well, find a
special object, kill your killer, or save someone.
The task should be significant and, if the character is lucky and resourceful,
possible to complete. If the character fails, he dies again at the end of the
duration. Only the GM knows the duration (but the caster is aware that it is
somewhere between three and eighteen days, probably about ten). If the
character dies again, he cannot be resurrected or reborn in any way he's
gone for good.
Duration: 3d days
Cost: 30 points
Time to Cast: 1 hour
Prerequisites: Instant Regeneration and Summon Spirit
Item: None
Easy Birth
| Type: Regular | College: Healing |
The subject of this spell must be pregnant. While the spell is in effect, the
pregnancy will be free of complications, the infant will be delivered at the
proper time, and the birth will be painless. If cast early in the pregnancy,
this spell will prevent birth defects; if cast late, however, defects already
present will not be cured.
Wizards who know this spell are sought by royalty, especially by those kings
and queens who have very few heirs and a history of miscarriage.
Duration: Until the subject gives birth.
Cost: 20 points
Time to Cast: 1 hour
Prerequisites: Major Healing
Item: A beverage can be enchanted with this spell at a cost of 400 energy
points. If a pregnant character drinks the entire beverage, she becomes the
subject of the spell.
Rank (Attribute)
| Type: Area | College: Knowledge |
There are four versions of this spell, one for each attribute. When cast, all
characters and animals in the area of effect are ranked by the attribute in
question. The Game Master lists them for the player of the caster, showing him
only the rank order, not the actual point values.
In the case of Strength and Health, the caster must specify if he wants to know
the current scores or the base scores.
Although the caster is the only character who can sense the ranking, he can
tell other characters the moment the spell ends.
Duration: Instant
Cost: 1 per hex radius, half that to maintain
Time to Cast: 1 second
Prerequisites: Aura
Item: None
Know Value
| Type: Information | College: Knowledge |
Tells the caster the monetary value of the object on which the spell is cast.
The amount is expressed in the local coinage, based on the current trading
value at the moment of the casting.
Duration: Instant
Cost: 1 point
Time to Cast: 1 second
Prerequisites: None
Item: An eyepiece, glove, or scales. 100 energy
Know Wealth
| Type: Information | College: Knowledge |
This spell tells the caster the subject's net worth as defined by the Wealth
levels on p. B16. The caster does not know the exact dollar value unless
the subject is carrying everything he owns on his person. A rich man may hire a
spellcaster to use this spell on him, just to find out exactly how rich he is.
Duration: Instant
Cost: 6 points, cannot be maintained
Time to Cast: 1 second
Prerequisites: Five Knowledge spells
Item: A helm or eyepiece. 300 energy to create
Detect Law Officer
| Type: Information | College: Knowledge |
This spell identifies every character in sight who has the Legal Enforcement
Powers advantage (p. B21). The characters glow with a blue aura for
one minute, visible only the the caster.
Duration: One minute
Cost: 1 point, cannot be maintained
Time to Cast: 1 second
Prerequisites: None
Item: A ring, usable by non-mages. Each use drains 1 Fatigue. 50 energy to create

Animal Cavity
| Type: Regular | College: Animal |
This spell creates a hollow space inside an animal that it cannot feel. It
works only on large animals with big bodies, from rhinos to whales. The
animal's body continues to operate normally. Anyone who touches the animal and
Concentrates will be magically transported inside unless the cavity is
already full. Characters entering the cavity can bring anything they are
wearing and holding, up to Heavy encumbrance. The moment the spell ends, the
riders are instantly expelled.
The cavity's size is based on the animal. A rhino could hold one midget or
halfling comfortably. A dragon could hold three or four humans. A whale would
have a cavity large enough for seven or eight people. The cavity is not
illuminated but it does have an inexhaustible air supply.
Passengers must remain relatively quiet and inactive to avoid upsetting the
animal. The walls of the cavity are hard (DR 8) but not immune to injury.
Yelling, slashing the walls with a sword, or setting a fire will cause the
beast to panic. Animal spells are more effective when cast from within,
however; they last twice as long, reduce resistance rolls by half, and have
half the normal energy cost.
Duration: One hour
Cost: 1 per hex of animal size; 3 to maintain
Time to Cast: One minute
Prerequisites: Magery 3, Rider and Alter Body
Item: None
Steed Burst
| Type: Regular | College: Animal, Movement |
When cast on a horse, it's Move is doubled for the duration of the
spell. When the spell ends, the horse dies from a massive coronary.
Duration: 10 minutes
Cost: 2 to cast, same to maintain
Time to Cast: One second
Prerequisites: Haste
Item: A saddle or bridle, always on. 350 energy to create
Monolith
| Type: Regular | College: Earth |
This spell causes a huge, cylindrical rock to erupt from the ground. The basic
shape, appearance, and composition are up to the GM. The height depends on the
amount of time the caster Concentrates after the casting, growing one
yard every minute. When the duration ends, the monolith recedes back into the
earth at the same rate.
The size of the base grows with the height, allowing the monolith to stand up
straight. At fifty yards or more, it will begin to develop a conical shape. If
the GM thinks it is getting too big, remember that it is easy to break a
caster's Concentration.
Duration: Until the sun sets (if cast during the day) or until the sun
rises (if cast at night)
Cost: 10 to cast, plus 1 for every two minutes of Concentration during
the ``growth period.'' Note that a spellcaster with Recover ST at level 20 can
simply ignore the growth period cost
Time to Cast: 30 minutes
Prerequisites: Earthquake, Create Earth Elemental
Item: None
Nuclear Explosion
| Type: Area | Colleges: Tech/Radiation |
This powerful spell creates a real fission blast, as if a thermonuclear bomb
exploded at the center of the spell's area of effect. It's deadly, but it
requires a lot of spell energy to be cast.
The radiation is measured in rads per hour. See p. 103 of Grimoire. The
level is one percent of the radius of the area (round up). So, if the area is
one mile across (a radius of 880 yards), the radiation level is 9 rads/hour.
This radiation level is the constant fallout one day after the blast. In the
first 24 hours after the explosion, the radiation is much worse 40 times
as much after the first hour, 20 times as much after the second hour, and 5
times as much after the fifth hour. Anyone caught in the blast area in the
first hour after the blast will die before he has time to count rads.
The concussion, heat, and light of the blast are covered on page 30 of
GURPS High-Tech, Second Edition. A competent GM does not need that
information, however. The immediate structural damage, injury, and social
devastation are beyond the scope of game mechanics and can only be "played
out" as part of the ongoing campaign.
Duration: The blast is instant, but the radiation lasts a long time.
Cost: One point per yard, with a minimum of one thousand yards.
Time to Cast: Use the "slow and sure" enchantment rules.
Prerequisites: Magery 3, Irradiate, Explode, Powerstone.
Item: A metal or stone object, often bullet- or missle-shaped. It is
created using "slow and sure" enchantment, with the creators choosing the
energy level before the process begins. Once complete, the "bomb" can be
triggered with a successful roll against the Nuclear Explosion spell by a mage
who is touching the item.
Boost Mental Skill
| Type: Regular | College: Communication and Empathy |
One of the subject's mental skills is raised by one level for every 5 energy
spent (maximum of 5 levels, or 25 energy).
Duration: One hour
Cost: 5 or more, half to maintain (round up)
Time to Cast: One minute for every 5 energy
Prerequisites: Might, Dexterity, Wisdom, and Vigor
Item: A helm, crown, or hat. 1,000 energy to create or, if the item
raises only one specific mental skill, 100 energy to create.
Variant: Lower the cost to 2 per level (maximum of ten levels) and lower the duration to five minutes.
Lillypad
| Type: Regular | College: Plant |
This spell is cast on a character, enabling him to walk across lillypads as if
they were solid, unmovable stone. The effect is lost for other parts of the
body; the character could not, for example, sit down on a lillypad and stay
above the surface of the water. If the GM allows, the spell can work for any
kind of vegetable mater over any liquid surface.
Although the spell works in rapids and high waves, the character will have
trouble staying on his feet. Each turn spent walking in such conditions
requires a successful DX roll to avoid falling, with penalties to the roll
based on the turbulence of the water (and the size of the lillypads).
Duration: One minute
Cost: 2 to cast, 1 to maintain
Time to Cast: 1 second
Prerequisites: Seek Plant and Seek Water
Item: Boots that convey the spell effects as long as they are worn;
usable by non-mages. 100 energy to create
Sort
| Type: Regular | College: Making and Breaking, Tech |
When cast on a group of similar but disorganized objects, this spell
magically sorts them out. This takes 1d minutes.
This spell is typically used to organize paperwork, mechanical parts, and other
small, light, mundane objects. If it is used on a lot of objects, the spell
will have to be cast more than once. If it is cast on heavy or unusual objects, the
GM can require an increased cost or spell roll penalty.
If your campaign includes the Technology College, this spell requires a TL
designation. In this case, any object that defies TL categorization (such as
paperwork) can be sorted regardless of the spell's TL. If the objects can be
categorized by TL, the spell's TL must match the objects. (Or, you could penalize the spell roll by the difference in Tech Levels.)
Duration: Indefinite
Cost: 2 points
Time to Cast: 5 seconds
Prerequisites: Magery
Item: A wand, staff, or small bell. Can only be used by a mage. 100
energy to create
Trap Air
This spell is like Purify Air except that, instead of eliminating impurities,
it traps them in a floating bubble. The bubble lasts as long as the duration of
the spell. It will first appear at the top of the center hex of the spell's
area, but the caster can move it by Concentrating. It moves at a speed of four
hexes per turn.
The size and visibility of the bubble depends on the amount and type of
impurity in the area effected by the spell. Trapped gas fumes gathered from a
wide area, for example, will result in a fist-sized, barely-visible bubble. If
the caster traps the smoke from a fire, however, he will create a nearly-opaque
bubble at least the size of a basketball.
The caster can, if he chooses, move the bubble to a particular location just
before it bursts. If he gets the timing right, he could saturate that spot with
a concentrated dose of the trapped gasses.
Duration: One minute for every energy point spent
Cost: 1 or more; cannot be maintained
Time to Cast: 1 second
Prerequisites: Purify Air
Item: Staff, wand, or jewelry. 100 energy to create
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