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Haven
Type: AreaCollege: 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: BlockingCollege: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: Mind ControlResisted 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: RegularCollege: Mind ControlResisted 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: NecromanticResisted 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: RegularCollege: 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: InformationCollege: 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: AreaCollege: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: 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: AreaCollege: 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: InformationCollege: 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: InformationCollege: 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: InformationCollege: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: 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: AreaColleges: 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: RegularCollege: 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: RegularCollege: 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: RegularCollege: 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
Type: AreaCollege: 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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