Elemental College of Air

General Note: Spells that do damage by exploiting a human weakness (e.g., Destroy Air, Frostbite) have no effect on creatures on undead or unliving entities, unless the creature in question is specifically vulnerable to them. Some creatures might be more vulnerable to air spells than normal. For example, the Rain spell might short out a robot!

Changes to Spells from GURPS Magic

Air Jet - Any Jet spell will do 1d-1 points of damage to disperse a swarm.

Predict Weather - This spell will also tell the mage when local sunrise, sunset, moonrise, high tide, etc. will occur. Any predictable astronomical, oceanographic, or meteorological phenomenon which the mage is familiar with and which the GM will allow can be forecast using this spell.

Purify Air - New Magic Item: Source: David Pulver (GURPS Technomancer)

Rain - Each multiple of energy cost allows the mage to create or prevent an additional inch of rain. i.e., triple cost allows the mage to create three inches of rain.

Shape Air - This spell can be used to maintain a 1-hex radius sphere of air around a moving object for as long as the cast maintains the spell. Shape Air cannot be used to clear impurities from the air by itself, but can be used in combination with Purify Air or Create Air to clear and maintain an area of pure air. Source: Jeff Wilson

Stench - Characters who are wearing sealed armor or gas masks, who are holding their breath, or who are protected by spells are immune to the effects of this spell. For half cost this spell does no damage but produces a foul smell that requires anyone in the area to make a Will roll each turn to avoid leaving the area. Characters with No Sense of Smell/Taste are immune, as are characters in sealed armor or who are wearing gas masks.
This spell is extremely powerful for its cost and is very easy to acquire due to the limited number of prerequisite spells needed. GM's who feel that this spell is abusive can change the cost of the spell to a per hex basis and/or increase the number of prerequisite spells needed.

Whirlwind - A fully developed whirlwind does 1 HP of damage per turn to all but the most solidly built structures. People within the whirlwind take 1d-2 points of damage per minute from buffeting and from blown objects. Depending on the situation, the GM can modify this damage up or down. A whirlwind in a junkyard is going to do more damage than the same spell cast in the middle of a cleanly swept plaza. Movement within the whirlwind is at 1 hex per turn on the ground. Flying creatures must make a roll vs. Flight-10 or be helplessly swept along with the wind, taking normal damage.
Missiles, except for bullets, cannot be fired. Guns cannot be aimed and even unaimed shots are at -4 to hit before range and visibility modifiers are factored in. Each hex blocks visibility like a Fog hex once the whirlwind picks up any wind or water. Rigid melee weapons can be used, but are at -4 to hit. Flexible melee weapons like flails or whips can't be used at all. Anyone using a weapon (or carrying any item) longer than a dagger or a pistol must roll vs. ST -2 per each hex of reach of the weapon or have it ripped from his hand. Shields give their normal PD, but cannot be used to block since the wind blows them about.

Changes to Spells from GURPS Grimoire

Seek Air - This spell can also be used to seek other types of gas. The mage can exclude known sources of air or gas if he specifies them before casting.

Devitalize Air - This spell can also be cast on water to remove the oxygen from it. Creatures in the area of effect who aren't able to escape will begin to suffocate. In open areas where oxygenated water or air can circulate freely, this spell will have no effect beyond making the air or water seem "stale" and causing 1 point of Fatigue to those in the area of effect.

Essential Air - Unlike pure oxygen essential air is not explosively flammable nor will it cause health problems for creatures that breathe it. If a high-tech mage uses Essential Air to fill SCUBA tanks, divers who use it are not prone to the Bends or Nitrogen Narcosis from deep diving.
Essential Air (like all "Essential" elements) is a magical substance. It can be detected by Mage Sight, Detect Magic and similar spells. If it passes through a No Mana Zone, it reverts to normal air.


Spells from GURPS Magic

Air Jet
Body of Air
Breathe Air
Create Air
Destroy Air
Earth to Air
Lightning
No-Smell
Odor
Predict Weather
Purify Air
Rain
Shape Air
Stench
Walk on Air
Whirlwind
Windstorm

Air Spells From GURPS Grimoire

Air Vision
Air Vortex
Body of Wind
Concussion
Devitalize Air
Essential Air
Sandstorm
Seek Air
Wall of Wind

Air Spells from the Codex Arcanum

Air Hearing - Water
Air Senses - Water
Air Smelling - Water
Air Talking - Water
Animal Attraction - Animal
Bends - Water
Buoyancy - Water
Carbonation - Water
Conduction - Fire
Delicious Scent - Food
Detect Altitude - Knowledge
Diverís Aid - Water
Fog Vision - Water
Foulbreath - Body Control
Freshen - Making and Breaking
Glide - Movement
Grave Stench- Necromantic
Halitosis - Body Control
Insulation - Fire
Planetarium - Light and Darkness
Protection From Vacuum - Protection and Warning
Rapture of the Deep - Water
Reduce Chill - Healing
Reduce Fever - Healing
Roofrunner - Movement
Shape Smoke - Fire
Skyhook - Force
Smoke Rings - Fire
Unseen Servant - Movement
Water Hearing - Water
Water Senses - Water
Water Smelling - Water
Water Talking - Water


Aerial Servant Special

This spell summons an Aerial Servant, a free-willed being from the plane of air which will do the caster's bidding. The Servant will perform one service for the caster as if under the Lesser Geas spell, as long as that task takes no more than a day. Beyond this point, the caster and the Servant must vie for control. In other respects, this spell is like the Unseen Servant spell.

Aerial Servant

ST: 50-60

Move/Dodge: 12/8#

Size: 1

DX: 13

PD/DR: 2/5

Weight: Special

IQ: 7

Damage: 3d Cr

Origin: F (AD&D)

HT: 15/40

Reach: C

Habitat: Astral and Ethereal planes, Plane of Air

Fright Check: -1


Advantages: Infravision, Insubstantiality, Invisibility, Invulnerability (Non-Magical Weapons), Does Not Bleed, No Vitals, No Neck, Silence (2 Levels), Speed (1 Level), World Jumper (Planes of Existence only, Self-Only). Body of Air (Reversible)

Disadvantages: Pre-Sentient, Berserk (Special), Duty (Summoner, Rare, Hazardous, Involuntary)

Aerial servants are semi-sentient creatures from the elemental plane of air, which are occasionally found on the Astral, and Ethereal planes. They are solitary and seem to wander aimlessly unless they are on a mission.
They are invisible on earth or the elemental plane of air, but if encountered in the Astral or Ethereal plane, they appear as huge, vaguely humanoid, slightly shimmering areas of force. The are only summoned to earth by spells. If successfully summoned, they are bound to complete one task set for them by the summoner before they can return to their home dimension. Typically, Aerial Servants are used as messengers, thieves, and kidnappers by powerful holy men and mages.
Aerial servants are very fast and very strong. Their one attack consists of a grappling attack with both arms immediately followed by a constriction attack. They have an effective Wrestling skill of 16 for this attack only, and once a victim is grappled, it is assumed that the Servant can automatically do constriction damage each turn. If a victim can break free of the Servant, they don't take damage. Treat this as contest of ST (or Wrestling skills modified by the difference in ST) between the stalker and the victim. Assume that a Servant has a weight of 350 lbs. for purposes of slam attacks and so forth, otherwise they are weightless.
They do not fight if it is at all possible, especially when they are on a mission. Their Invisibility, plus their natural Silence allow them to avoid most encounters or surprise any potential foe. If they are involved in combat, they are immune to the attacks of normal weapons. However, magical attacks and magic weapons will still affect them, even if they are Insubstantial. Attempts to grapple a Servant will cause it to become Insubstantial, slipping out of the grappler's grasp.
An oddity of Servant psychology (such as it is) is that if they are unable to complete a mission, they go Berserk. They immediately attempt to seek out the person who summoned them and will attempt to kill him. A berserk Servant has double ST, does double damage, and doesn't need to check for death until it's HP are at -HP x 2.

Duration: 1 hour
Cost: 25, 10 to maintain (and a contest of Wills between the Servant and the caster is required).
Time to Cast: 10 minutes
Prerequisite: Magery, Summon Air Elemental, Lesser Geas.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a mage.

Air Missile Regular

Causes missiles made of stone, wood, or metal to turn into air just before they hit their target canceling some or all of the damage they might do. This spell will last for 10 seconds or until it successfully vaporize one or more missiles fired at the subject in a given round.
Then the magic is dispelled (excess energy put into the spell is lost) and the spell must be maintained or recast. Energy missiles, including magic such as fireballs and lightning bolts or high-tech weapons such as lasers are not affected by this spell.

Duration: 10 seconds or until one or more dice of missile damage is dispelled.
Cost: 3, plus 1 per 3 dice of basic damage to be dispelled. Same to maintain.
Prerequisite: Purify Air
Item: Staff, Wand, Jewelry or Shield. Energy Cost to Create: 500 plus 150 per die of damage that can be dispelled.

Airtight Regular

Causes a reasonably well sealed container (such as a bottle, box or jar) to become airtight. This slows the decay of some materials and prevents dust and other airborne pollutants from getting into the container.
This spell can't be used to pasteurize perishable materials unless the container and the material are rendered sterile (either by heating or by magic) after this spell has been cast.

Duration: 1 week
Cost: 1: 1 cu. foot container, 2: 1 cu. yard, 3: 3 cu. yards. This spell can be made permanent for 10 times the base cost.
Prerequisite: Destroy Air
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Airy Tomb Regular, Resisted by HT

The subject magically swept up by a powerful wind that elevates him into a small, permanent cloud about half a mile above the earth. The victim is then put into stasis, though the cloud will float with the prevailing winds. A mage who does this to himself may elect to stay awake. When the spell is canceled or reversed, the subject floats or falls back to earth as the mage desires.

Duration: Permanent
Cost: 10, 6 to reverse the enchantment
Prerequisite: Magery 2, 5 Air spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. Usable only by a mage.

Analyze Air Information

The caster learns everything he wants to know about a sample of air or other gas. Unless the mage has skill in high-tech Chemistry, Meteorology, or a similar skill the amount of information he will get is minimal. Untrained use of this spell will allow the caster to detect the presence of readily identifiable scents (smoke, perfume) and particulate matter (fog, dust). It will also allow him to determine the basic safety and breathability of the air in a simple summary (e.g. "pure and clean", "stale", "dangerously polluted", "explosive gas"). The GM might allow the mage to determine other simple facts about the air such as temperature, wind speed or how much it varies from "normal" air.
To a mage with scientific training, this spell is much more powerful, since it can substitute for a whole host of air quality monitoring tools. It can give a rough chemical breakdown of all the chemicals in a given sample of gas in parts per million, barometric pressure, temperature, exact wind speed and direction, humidity, particulate levels, toxicity, specific gravity, radiation levels and so on. However, each specific scientific test requires a separate casting of this spell.
Cost: 1, can't be maintained
Time to Cast: 5 seconds.
Prerequisite: Seek Air, 3 Knowledge spells
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Small box which, when opened, and then closed, analyze any gas sample "trapped" inside it. Energy Cost to Create: 500 points.

Asphyxiation Regular, resisted by HT

This spell prevents air from entering the victim's lungs. Eventually, the victim will Suffocate, turning purple and clutching at his throat.
To others, it might appear that the victim is choking or has been poisoned rather than the victim of a magic spell. CPR attempts will automatically fail unless this spell is dispelled first.
When this spell the subject must roll vs. HT to resist the spell. If he fails to resist, he must roll vs. IQ-4 to figure out what is going on. (He gets +4 to IQ if he has seen this spell before, and gets +6 if he has been the victim of this spell before). If the victim realizes what's going on, he can try to hold his breath, gesture for help or try to take some other action.
If the IQ roll is a critical failure, the subject doesn't realize that he's suffocating at all until he collapses or he panics and expends his air at double the normal rate by shouting and struggling. On a critical failure of the HT roll, the subject's lungs stop working and he goes into cardiac arrest. He will die unless he is rescued with CPR.
Once the victim runs out of air he begins to Suffocate and must roll vs. HT to avoid going unconscious and taking damage.
Note that it a victim speaks while this spell is in effect he has enough air for a short sentence. After that, he can't speak. Note that if the victim speaks he can't hold his breath.

Duration: 1 minute
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery, Destroy Air, Shape Air, 3 other Air spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points (b) Clothing or Jewelry. Casts spell on wearer. Always On. Energy Cost to Create: 350 points

Body of Wind Regular; Resisted by HT

Author: S. John Ross (GURPS Russia)

Breeze Area

This spell creates a breeze up to 10 mph in speed. It blows in the direction specified by the caster for the duration of the spell. It has many uses, the most obvious of which is airing out closed areas. Weapon use is unaffected by this spell and only the smallest and lightest items will be picked up.

Duration: 10 minutes
Base Cost:
2, 1 to maintain
Prerequisite: Create Air
Item: Staff, Wand, Jewelry or Hand Fan. Energy Cost to Create: 150 points.

Bubble of Vacuum Area

Creates an area of vacuum. Anyone inside it is affected as if they were in vacuum unless they can escape.

Duration: 1 minute
Base Cost: 3 points, 2 to maintain. This spell can be made permanent for 50 times the base cost.
Time to Cast: 3 seconds
Prerequisite: Magery, Destroy Air, Shape Air, 3 other Air spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Bubble Screen Area

This spell fills an area with large bubbles that hover in the area and obscure vision. Anyone within the area of effect is at -1 to see or be seen and is at -1 to hit or be hit with a missile weapon per hex of bubbles between them and the target. Melee weapon attacks are at -1 to hit no matter how many hexes of bubbles they pass through. The bubbles can be dispersed or destroyed by virtually any attack that involves fast moving particles, wind, or flame.
When this spell is cast underwater, Vision and to hit penalties are doubled (-2 per hex) and the bubbles cannot be dispersed. Furthermore, sonar, which isn't affected by Darkness or ink clouds is affected by the bubbles just as if it were normal vision.

Duration: 1 minute
Base Cost: 1, same to maintain
Prerequisite: Shape Air
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Change Air Area

Causes the air in an area to be turned into another gas or turns other gasses into breathable air.
In order to change air into some other gas, the mage must be familiar with the new gas. Attempts to change air into a rare or very reactive gas (like a radioactive poison gas) is at a minus or is impossible, at the GM's option. Turning a reactive gas to pure air isn't penalized unless the mage is trying to cancel another mage's Stench, Cloudkill or Acid Fog spell. Then treat it as a contest of spell skills.

Duration: Permanent
Base Cost: 3 points.
Prerequisite: Magery, Create Air
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points. Usable only by a mage.

Change Atmosphere Area

This spell changes the air in the affected area to any gas or combination of gases that the caster is familiar with. It is only really useful in enclosed areas, as the air will then mix with the surrounding atmosphere and dissipate at a rate depending on wind conditions, relative densities of the gases involved, etc. The temperatures of the gases created are the same as the surrounding air.

Duration: Permanent, but see above (and consumed air stays gone).
Base Cost: 2 (greater for some gases, at the GM's discretion).
Time to Cast: 40 seconds.
Prerequisites: Destroy Air, and Chemistry and Alchemy skills at 12+.
Item: Staff, wand, or jewelry. Energy cost to create: 200 points.
Author: S. John Ross (White Wolf Magazine #34)

Cloud Ladder Regular

The caster can mold and shape ordinary smoke or fog into a misty ladder. This requires a quantity of smoke from some source. Reaching into the smoke, the caster casts the spell while shaping the ladder. The ladder weighs virtually nothing, and one person can easily handle a cloud ladder of any length. The ladder is always steady and rigid; it need not be supported or leaned against an object. The caster simply places it in the desired position and climbs. The ladder can only be used by the caster and those e he designates by spending 2 energy on (reduced normally by skill). The ladder remains in place until the duration ends or the caster wills it to vanish.

Duration: 5 minutes
Cost: 1 for every 5 feet of height, half to maintain. Additional subjects can use the ladder for 2 energy points each.
Time to Cast: 3 seconds for every 5 feet of height.
Prerequisite: Shape Air
Item: A miniature ladder that will cast this spell. Energy Cost to Create: 350 points.
Author: Web

Cloud Walking Regular

A powerful transportation spell, when the mage casts this spell, she slowly rises into the clouds. Once on the top of the clouds, she designates a destination, and starts walking. Travel time with this spell seems completely random. Sometimes, the trip only takes a few minutes. Other times, it can take a week or more. The exact duration is up to the GM's whim, or he can roll randomly or have the mage roll against skill to determine how fast she travels.
This is also a Movement spell.

Duration: The time required for one journey (see above).
Cost: 8 points, can't be maintained.
Time to Cast: 1 minute
Prerequisites: Magery 2, Cloud Vaulting, Flight
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from J.C. Connors (GURPS Mummy)

Cloudkill Area; Resisted by HT

Creates a billowing cloud of ghastly, yellowish-green, toxic vapors. For each turn that a subject remains in the target, they must roll vs. HT. On a successful roll they merely feel sick and lose 2 hit points but can act normally. On a failed roll, they are overcome by the gas. They take 1d+1 hits immediately and are at -3 to all skills and abilities for as long as they remain in the cloud. Damage is cumulative, penalties to skills are not.
The gas has the effect of obscuring vision within and through the cloud. For every 3 hexes of distance through the cloud, Vision and Ranged Weapon attacks are reduced by -1. Melee weapon attacks are not penalized.
The cloud is much more cohesive than a normal gas. In "normal" outdoor conditions with wind up to 20 mph, the gas will not disperse for at least a minute. Indoors or underground, the gas might persist for up to an hour, though 20 minutes is much more likely. Only in gusty winds (over 20 mph) will the gas rapidly disperse, but even then, it will last at least 10 seconds. The gas will travel in the direction of the wind at the wind's speed. In other respects, the Cloudkill spell is like the Stench spell.

Duration: Variable (up to 1 hour indoors, about 10 minutes outdoors, 10 seconds in high winds).
Base Cost: 4 to cast, 1 to maintain
Prerequisites: Magery, Stench, Fog
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 750 points. Usable only by a mage.
Author: Adapted from Keith Bisset (Revenant)

Cold Wave Area, resisted by HT

This spell allows the mage to create a 10' high "wave" of cold which flows away from him at a speed of up to Move 5. Like the other "wave" spells, the hexes occupied by the spell must be contiguous and must move remain more or less parallel (no more than 1 hex ahead or behind the main body of the wave) as they move away from the mage. Also, though the mage can slow the wave (to a minimum Move of 1) he can not stop it, turn it more than 30 degrees from the direction in which the spell was originally cast, or reverse its motion.
However, like any other spell, the mage can choose which targets are affected by the spell.
The mage can also "extend" the wave by paying for extra hexes of effect. No skill roll is needed to enlarge the wave in this manner. Likewise, the wave can be temporarily contracted to fit through small openings. There is no point cost either way to temporarily contract the wave. The mage can permanently contract the wave by willing some of the hexes of effect to vanish. This has no effect on base cost, but reduces subsequent maintenance costs.
Any subject caught in the wave takes 1d per turn. Armor and cold weather clothing protect normally and subjects can make a resistance roll vs. HT to take half damage.

Duration: 5 seconds
Base Cost: 3, same to maintain. For double cost, the wave can do 2d per turn.
Prerequisite: Cold Jet
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Control Odor Area

This spell intensifies or reduces an existing odor. The spell will never allow the odor to reach harmful levels or entirely disappear. If cast on a faint, unknown odor to make it more intense, this spell will give +4 to Smell rolls to identify the smell. If used to intensify the odor of a scent trail this spell gives similar bonuses to creatures that track by scent. Likewise, if used to reduce a scent trail, it gives -4 to tracking rolls.
If used to intensify an already pungent spell (like skunk musk or rotting garbage) then the GM might rule that anyone who smells the intensified smell must roll vs. HT or become nauseous. Nauseated characters are incapacitated for 10 seconds while they retch.
Like most smells, the intensity of the smell depends on the wind and the area. In an open area with high winds or lots of moisture, most of the intensifying effects of this spell will be lost and the smell reducing effects will be slightly enhanced. In an enclosed, still area the effects of an intensified spell will be at their most intense.

Duration: 1 hour
Base Cost: 1, same to maintain.
Prerequisite: Shape Air
Item: (a) Staff, Wand, Jewelry or Hand Fan. Energy Cost to Create: 100 points. (b) Any item (usually an incense burner or sachet) which intensifies or reduces odors in a set area surrounding it. Energy Cost to Create: 150 points to create, plus 25 per hex of radius.

Create Vacuum Area

This spell destroys the air in an area, and blocks the surrounding air from rushing in to fill the void. Living creatures in the area suffer from the effects of Explosive Decompression, fires in the area are extinguished, and liquids begin to boil away, and there is complete silence (since sound doesn't travel in a vacuum). If the spell is maintained, eventually the area will be rendered lifeless.
Characters who move into the area of Vacuum are allowed an IQ roll to detect the vacuum as they enter, and can take appropriate action.
When this spell ends, the surrounding air rushes into the void, creating a strong breeze and producing a loud "pop." Creatures in the area when this occurs must roll vs. HT or be temporarily deafened for 1d turns. Ear protection gives bonuses to this roll.
This spell has no effect on creatures with the Vacuum Support advantage. Creatures with bodies largely made of air or liquid, or magical creatures made of Fire take normal damage. This may or may not include some sorts of creatures with the Unliving disadvantage or the Doesn't Breathe advantage, at the GM's option.

Duration: 1 minute.
Base Cost: 2 points, half to maintain.
Time to Cast: 1 second per hex of radius.
Prerequisites: Magery, Destroy Air, Shape Air.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) An area affected by this spell can be made permanent for 100 times the base cost.
Author: Adapted from Anthony Jackson.

Cutting Wind Area, resisted by ST

When the mage casts this spell, a powerful magical wind springs up which not only buffets those in the area of effect but also magically cuts and tears their bodies.
Anyone within the area of effect must roll vs. ST every 10 seconds or take 1d points of damage. In addition, they must win a Contest of ST vs. the wind's ST of 15 in order to Move against the wind. Those who lose the contest are Knocked Back as if they had been hit by a successful Slam attack.

Duration: 1 minute
Base Cost: 4, same to maintain. For double cost, the mage can double damage.
Time to Cast: 1 second per point of base cost.
Prerequisites: Magery, Gust of Wind.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Deep Breath Regular

This spell doubles the length of time that the mage can hold his breath.

Duration: Variable.
Cost: 1, can't be maintained. Each extra point of energy doubles the length of time the mage can hold his breath.
Prerequisite: Create Air
Item: Clothing or Jewelry. Energy Cost to Create: 250 points.

Doom Cloud Area

Creates a rolling green fog, slightly heavier than air that will obscure figures like the Fog spell unless Mage Sight is used.
Targets in the area also take 1d-3 hits each round. Those who were within the mist (or who are designated by the mage) when the spell is cast are immune to its effects.

Duration: 1 minute.
Base Cost: 4 points, same to maintain
Time to Cast: 4 seconds.
Prerequisites: Magery 2, Mystic Mist.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

Deep Space Area

This spell is like the Bubble of Vacuum but there is no gravity within the area of effect. This makes it harder for people to escape.
This is a also a Force spell and a Motion spell.

Duration: 1 minute
Base Cost: 4 points, 3 to maintain.
Time to Cast: 3 seconds
Prerequisite: Bubble of Vacuum, No Gravity
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points

Elemental Ventilation Regular; Resisted by higher of ST or IQ maintain.

This spell binds an existing Air elemental into a heating, cooling or ventilation system. It will provide fresh, pure air and regulate its temperature from hot to freezing via spoken commands. The strength of the air current can be varied from almost still to the power of an industrial strength blower system.. The elemental loses 1 ST for every 10 cubic yards of air lost (e.g., compressed, drawn off, etc.) as opposed to being recirculated within the system. The elemental will also takes 1 point of Fatigue for every 10 cubic yards of poisonous or irritating dust or gas it must filter. It will recover 1 ST every 10 minutes while not in use.

Duration: 1 hour.
Cost: 1/4 the total of the elemental's four attributes; the same to maintain.
Time to Cast: 2 seconds.
Prerequisite: Control Air Elemental.
Item: An elemental can be permanently bound into a ventilation system for 100 times cost.
Author: Adapted from David Pulver (GURPS Technomancer)

Enchanting Perfume Regular, resisted by Will

This spell makes the subject of the spell emit an enchanting perfume. In a non-combat situation, anyone within 10 hexes (20 hexes downwind or in a closed environment) must make a Smell roll each turn to detect the odor. If one person stops to enjoy the scent, or if he points it out to other members of the group, everyone in the group automatically smells the perfume.
Anyone who makes a successful Smell roll must then make a roll vs. Will to resist going towards the source of the scent. Those who fail the roll suffer effects similar to the Charm spell. They must move at 1 hex towards the subject, doing nothing else. They will not be aware that they are under any kind of control. Once they reach the subject, victims will stand mesmerized and oblivious to their surroundings, doing nothing but deeply inhaling the heavenly scent. If they are attacked while under the effects of the spell, victims must roll vs. IQ each turn to recover from Mental Stun.
If the spell is sustained for a sufficient length of time, subjects will begin to lose Fatigue or even HT, since they won't take time to eat, drink, or sleep. However, every time a victim loses Fatigue or HT due to the effects of this spell, they get another Will roll to break free.
If this spell is cast on a person or mobile object, mesmerized victims will follow the subject as best they can. However, they are allowed another Will roll if the object they are pursuing leads them into a potentially dangerous area.
This is also a Mind Control spell.

Duration: 10 minutes
Cost: 4, 3 to maintain. An object can be permanently enchanted for 50 times the base cost.
Time to Cast: 10 seconds
Prerequisites: Perfume, Charm
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Ether Static/TL Area

Author: David Pulver (GURPS Technomancer)

Filter Air Regular


This spell allows the mage to magically filter a gas by forcing it from one container (or area) to another.
Any property, chemical, or material the mage can name can be removed from the gas as it is transferred. Any gas remaining in the original container can have the filtered material left in it, effectively concentrating the substance that was filtered out.
This spell is commonly used to filter impurities from gasses, but it can also be used to concentrate poison gasses, or to recover trace gasses.

Duration: 1 minute (effects are permanent)
Cost: 3 per hex of air filtered, same to maintain.
Time to Cast: 10 seconds
Prerequisite: Purify Air
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Alchemical Apparatus. Energy Cost to Create: 300 points.

Filter Breath Regular

This spell has will purify air (as the spell) as it enters the subject's respiratory tract removing poisons and particulates, leaving nothing but pure air.
This spell gives the same benefits as if the character were wearing an Ultra Tech filter mask with a rebreather. The spell will also, if necessary, act as a compressor mask or reducing respirator. As long as there is sufficient oxygen that the subject can breathe, he is immune to the effects of inhaled gases. This spell does not protect against gasses that affect or are absorbed through the skin or eyes.
This is also a Protection and Warning (Life Support) spell.

Duration: 10 minutes.
Cost: 2 points, 1 to maintain.
Prerequisite: Purify Air
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing, Helmet or Jewelry. Works for Wearer Only. Energy Cost to Create: 250 points.
Author: Adapted from Anthony Jackson.

Freezing Air Regular

As the Hot Air spell, but the damage done is cold damage.

Duration: 1 second
Cost: 1 to 3; equal to the amount of damage (1 to 3 dice) done. The jet's range in hexes is equal to the number of dice. Cost to maintain is the same.
Prerequisite: Magery, Air Jet, 4 Other Air Spells, 2 Water Spells
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Gusting Winds Area, resisted by ST

This spell creates an area of randomly swirling, powerful winds. Anyone in the area must make a successful roll vs. ST each turn or be pushed 1d-3 hexes in a random direction. Creatures that fail their ST roll by 5 or more points are knocked down.

Duration: 1 minute
Base Cost: 4, same to maintain
Time to Cast: 3 seconds
Prerequisites: Magery, Gust of Wind
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Haze Area

Air in the area of effect becomes muggy, hazy, or shimmers with mirages depending on local conditions. Doubles visibility penalties (minimum of -1) when looking through the area affected by the spell.

Duration: 1 hour.
Base Cost: 1/10, half to maintain (1 minimum), same to maintain.
Prerequisite: Create Air
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Harden Air Area, resisted by IQ

This spell "hardens" air, making it solid enough to walk on. Hardened air can be used to create invisible bridges, walls, and the like. A area of hardened air is at least a foot thick, it has PD 0, DR 2, HT 8; and will hold up to 250 lb. per hex per foot of thickness.
Structures made out of hardened air are inherently stable and provide their own support. They do not need to be anchored to another object. If the mage wishes, the area of hardened air can move with the prevailing winds or keep a steady height and position relative to the earth.
This spell can be used to "trap" creatures in the area of effect or to block passage through an area. Subjects who are "trapped in air" may roll vs. IQ to resist. Creatures who wish the surrounding air (or a section of air) to be gaseous with respect to them (including the mage) must roll vs. IQ to figure out how to pass through it. One IQ roll is allowed per minute.

Duration: 1 minute.
Cost: 1 per hex of area. Can be made stronger by multiplying energy cost by the desired increase in strength.
Time to Cast: 3 seconds.
Prerequisite: Walk On Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points. (c) An area affected by this spell can be made permanent for 100 times the base cost.
Author: Adapted from Anthony Jackson.

Heat Jet Regular

Creates a blast of superheated air that will do burning damage. In other respects, the blast is like the Air Jet spell.

Duration: 1 second
Cost: 1 to 3; equal to the amount of damage (1 to 3 dice) done. The jet's range in hexes is equal to the number of dice. Cost to maintain is the same.
Prerequisite: Magery, Air Jet, 5 Air Spells, 2 Fire Spells
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Heat Wave Area

This spell allows the mage to create a 10' high "wave" of heat which flows away from him at a speed of up to Move 5. Like the other "wave" spells, the hexes occupied by the spell must be contiguous and must move remain more or less parallel (no more than 1 hex ahead or behind the main body of the wave) as they move away from the mage. Also, though the mage can slow the wave (to a minimum Move of 1) he can not stop it, turn it more than 30 degrees from the direction in which the spell was originally cast, or reverse its motion.
However, like any other spell, the mage can choose which targets are affected by the spell.
The mage can also "extend" the wave by paying for extra hexes of effect. No skill roll is needed to enlarge the wave in this manner. Likewise, the wave can be temporarily contracted to fit through small openings. There is no point cost either way to temporarily contract the wave. The mage can permanently contract the wave by willing some of the hexes of effect to vanish. This has no effect on base cost, but reduces subsequent maintenance costs.
Any subject caught in the wave takes 1d per turn. Armor does not protect, unless it is completely sealed. Subjects can make a resistance roll vs. HT to take half damage.

Duration: 5 seconds
Base Cost: 3, same to maintain. For double cost, the wave can do 2d per turn.
Prerequisite: Hot Air
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Hold Breath Regular or Blocking

This spell allows subject to hold his breath for an extended period. It may be cast this spell on himself as a "Blocking" spell to instantly respond to a sudden atmospheric change or he may cast on others as a Regular spell.
Each level of this spell gives the subject one level of the Breath Holding advantage for the duration of the spell.
Note that the mage can't hold spells while he holds his breath unless he can cast the spell without speaking.
This is also a Protection and Warning (Life Support) spell.

Duration: Variable (the duration of one breath).
Cost: 1-5 points. Each point used gives the subject one level of the Breath Holding advantage. Can't be maintained.
Prerequisites: Create Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) Clothing, Helmet or Jewelry. Works for Wearer Only. Energy Cost to Create: 150 points.
Author: Adapted from Anthony Jackson.

Invisible Stalker Special

This spell summons an Invisible Stalker, a free-willed being from the plane of air to do the caster's bidding. The Stalker will perform one service for the caster as if under the Lesser Geas spell, as long as that task takes no more than a day. Beyond this point, the caster and the Stalker must vie for control. In other respects, this spell is like the Unseen Servant spell.


Invisible Stalker

ST: 15

Move/Dodge: 6/6

Size: 1

DX: 12

PD/DR: 2/5

Weight: Special

IQ: 12

Damage: 2d Cr

Origin: F (AD&D)

HT: 15/30-35

Reach: 1

Habitat: Elemental Plane of Air

Fright Check: None


Advantages: Infravision, Invisibility, Silence (5 levels), Body of Air (reversible), Magic Resistance (3 levels), Discriminatory Smell
Disadvantages: Duty (Summoning, 6-, Hazardous), OPH: Literal Minded (-1)
Skills: Stealth 15, Shadowing 15, Tracking 18

Invisible Stalkers are invisible beings from the Elemental Plane of Air who are summoned by mages to do their bidding. They are typically used as scouts, spies, thieves, trackers and kidnappers by high level mages. They are smarter and more flexible than Air Elementals, but they are perverse.
An Invisible Stalker looks vaguely like a 8' tall tornado when it is in combat, otherwise it looks like a large, vaguely humanoid figure whose legs trail away in a wisp of smoke. Since Invisible Stalkers are, by definition, very few people get to see what they really look like though.
An invisible stalker serves only because it is forced to. Simple, uncomplicated tasks don't annoy it that much, but the more the mage asks, the more perverse the stalker will become. Any service beyond a week will tax both the stalker and its master greatly. Roll a contest of IQ's daily between the stalker and the caster. If the caster wins, all goes well. If the stalker wins, he figures out some way to interpret his orders so that they cause inconvenience or danger to the mage. If the service lasts beyond a week, the caster and the stalker must have a contest of Wills each day, with +1 to the stalker's Will for each day beyond seven. If the stalker wins, it is free to leave. If the caster wins, it is forced to stay.
In combat stalkers attack by whipping up a small hurricane that batters and buffets the victim. This does 2d points of crushing damage. Stalkers prefer to attack from ambush. Since they are invisible, insubstantial, and silent, this is very easy to do. They are also excellent trackers. A stalker can follow the trail of an ordinary being by scent even if it is a day old. If stalkers are killed away from the elemental plane of air, they aren't really killed, they're just banished back to their home plane. Stalkers are normally weightless, but if weight would be an advantage, they have a nominal weight of 500 lbs.

Duration: 1 hour
Cost: 25, 10 to maintain (and a contest of Will between the Stalker and the caster is required).
Time to Cast: 10 minutes
Prerequisite: Magery, Summon Air Elemental, Lesser Geas.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a mage.

Life Support Regular

This spell creates a field that protects the subject from hostile atmospheres and the effects of vacuum. For the duration of the spell, the subject is protected as if he were wearing a sealed pressure suit with air tanks.
This is also a Protection and Warning (Life Support) spell.

Duration: 1 minute.
Cost: 5 points, 2 to maintain.
Prerequisites: Sustain Breath, Resist Vacuum.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 450 points.
Author: Adapted from Anthony Jackson.

Life Support Dome Area

This spell is equivalent to the Weather Dome spell, except that this spell will also protect anyone in the area from Vacuum, airborne pollutants, toxic atmospheres, poison gasses and the like. Movement of solid material into, or out of, the dome is not restricted.
If the mage knows the Resist Radiation or Resist Pressure spell, he may combine these spells with the Life Support Dome by adding their costs to the base cost of the Life Support Dome spell. In this case, the Resist Radiation or Resist Pressure spell has the same duration as the Life Support Dome spell, but must be maintained when the Life Support Dome spell is maintained. If he wishes, the mage can end these auxiliary spells without ending the Life Support Dome spell.
This spell only protects from gasses. It will collapse if the external pressure is significantly higher than internal pressure, although the internal pressure can be increased to match the outside pressure if the mage desires.
The main advantage of this spell over the Force Dome is that it does not restrict movement into or out of the dome.
This is also a Protection and Warning (Life Support) spell.

Duration: 1 hour.
Cost: 3 points, 2 to maintain.
Prerequisites: Life Support, Weather Dome.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) This spell can be permanently cast on an area for 100 times the base cost.
Author: Adapted from Anthony Jackson.

Lighter than Air Regular; resisted by HT

This spell allows an object to be made lighter than air, so that it will float away like a helium balloon. The horizontal motion and speed of the object is entirely dependent on the prevailing winds, though the object will rise at approximately 1 foot per turn.
Unwilling subjects resist with HT. Buoyant creatures who can grab onto an object or who can grasp a heavy object after the spell is cast can control their rate of ascent.
At the end of the spell, the subject will gradually become more dense so that he gradually settles back to the ground, falling at a rate of about 1-foot per second. A DX roll is required to keep from falling when the character lands.
A character with this spell on him is immune to falls and gets +6 to effective Climbing skill. His effective weight is 1/10 normal though his mass remains unchanged, giving him penalties to Slam attacks.
Skills that require speed or balance require a DX roll unless the character is firmly braced or is holding onto something solid.
The character moves at the speed and in the same direction as any winds in the area, though if he can pull himself along a wall or through a forest at half his normal Move.
This is also a Motion spell.

Duration: 1 minute
Cost: Cost: 3 for a man-sized creature or 1 point, plus 1 point per 50 lbs. of material to be affected, half to maintain.
Prerequisite: Magery, Create Air, Shape Air or Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. Usable only by a mage. (b) Jewelry or Clothing. Usable only by the wearer. Some versions are hexed and are Always On. Energy Cost to Create: 350 points.

Mask Scent Area

All spells within the area of effect are blocked. No scents can be laid down in the affected area and smells from outside the area can't penetrate the masked area. This spell can be cast on a living creature. In that case, the creature essentially has no sense of smell, but he can't be tracked by smell for the duration of the spell.

Duration: 1 hour
Base Cost: 1, same to maintain (2 to cast on a 1 hex creature, same to maintain).
Prerequisite: Odor
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Usable only by wearer. Energy Cost to Create: 250 points.

Move through Air Regular

Allows the subject to move through air ignoring the effects of high wind. This spell negates the effects of Whirlwind and Windstorm spells, as well as normal high winds. For example, using this spell, a tightrope walker or parachutist could ignore the effect of winds as long as this spell was cast on him. Alternatively, a person would walk through a tornado and ignore the effects of its winds. They would not be immune to damage from objects hurled about by the wind though.

Duration: 1 minute
Cost: 2, 1 to maintain
Prerequisite: Shape Air
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry. Usable for wearer only. Energy Cost to Create: 250 points.

Mountain Breath Regular, resisted by HT

This spell concentrates available air as it enters the subject's body, allowing him to survive and function in thin atmospheres, as if he were wearing an ultra-tech compressor mask.
For the duration of the spell, the subject is immune to the effects of Altitude Sickness, and can operate without penalty in Thin and Very Thin atmospheres. For double cost this spell allows the subject to operate in Trace atmospheres.
Note that this spell will also concentrate any hazardous materials in the air along with the air. The mage is advised to use this spell with the Filter Breath spell (q.v.).
If cast on a character in a Normal or heavier atmosphere, this spell increases the effective pressure by one level. Normal atmosphere becomes Thick, Thick Atmospheres become Very Thick. No increase in concentration beyond Very Thick is possible. Unwilling subjects roll vs. HT to resist.

Duration: 10 minutes.
Cost: 2 points, 1 to maintain. For double cost this spell allows the subject to operate in Trace atmospheres.
Prerequisite: Create Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing, Helmet or Jewelry. Works for Wearer Only. Energy Cost to Create: 250 points.
Author: Adapted from Anthony Jackson.

Phantom Wind Regular

Makes the effects of another Air spell such as Shape Air, Whirlwind, or Updraft undetectable to living creatures. However, the spell will affect non-living objects (including clothing and equipment) normally. This will cause skills which depend on accurate determination of wind speed, like Piloting, Climbing, or missile fire to be at an additional -1 to -3 to penalty depending on how strong the wind is and how sensitive the task is to interference by wind.

Duration: 1 minute or until the other spell ends.
Cost: 2 to cast, 1 to maintain
Prerequisites: Magery, Shape Air
Item: Jewelry. Energy Cost to Create: 350 points. Usable only by a mage.

Poison Breath Regular, resisted by HT

This spell allows the mage to breathe a cloud of poisonous gas. This gas covers a line of 3 hexes from the mage's hex. Anyone in those hexes must roll vs. HT or be affected as if affected by one of the gasses listed in the Vapor of Death spell. The gas cloud will dissipate on the next turn unless it is in a closed room.

Duration: 1 second
Cost: 3, same to maintain
Prerequisites: Magery, Stench
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points

Poke Regular, resisted by DX or ST

The Poke spell creates a little rod of concentrated air, which the mage can use to poke with at a distance. It is mostly used to distract and annoy foes but it also has peaceful applications (like pressing buttons or touching objects from a safe distance).
When determining whether the spell succeeds, use the long-range modifiers for information spells, but otherwise ignore distance - although the caster must be able to see the subject directly. The subject chooses whether to resist with DX or ST. If the resistance is successful, the spell has no effect. If the resistance is unsuccessful, the subject is distracted or his aim with a missile weapon has been spoiled.
In the latter case is the amount by which the subject missed his resistance roll is the penalty applied to his skill roll to hit with a missile weapon and any accumulated Aim bonuses are lost. If the subject's effective skill is reduced below the SS number of the weapon because of the Poke spell, he also must take a -4 Snap Shot penalty if he fires that turn.
Melee weapons can also be poked aside, apply half the amount by which the subject missed his roll (-1 minimum) as a penalty to hit with a melee weapon.
The GM should also allow the caster to produce any reasonable effect that might be achieved by a small poke from a thin rod. A candle could be knocked over, for example, or an elevator button pressed. Tricky applications of the Poke spell require the mage to make a roll vs. spell skill and/or DX.

Duration: 1 second.
Cost: 1, can't be maintained.
Prerequisites: Shape Air.
Author: Adapted from Greg Littmann

Pressure Blast Area

This spell creates air in an area that already has an atmosphere, greatly increasing the air pressure.
The sudden increase in pressure does 1d points of explosive Concussion damage to anyone in the area per 2 Atmospheres of pressure increase. Armor does not protect against this damage unless it is completely sealed.
The damage is doubled against creatures that are vulnerable to high atmospheric pressure or sudden pressure changes. Creatures with Pressure Support take half damage per level of that advantage (e.g., the first level of Pressure Support halves damage, the second level quarters it, and the third level reduces the damage to 1/16th normal). Creatures with Vacuum Support are immune to this spell, as are characters with the Doesn't Breathe advantage.
In an enclosed space, this spell is extremely dangerous, since most buildings will be destroyed by one ATM of increased pressure that completely fills the building's volume. When this spell is cast inside an enclosed area, the structure takes 1d damage per 2 ATM of pressure per hex of radius. Roll vs. the building's HT to halve damage. Halve damage again if the structure is designed to take extreme stresses, is extremely well-ventilated, is designed to withstand sudden pressure changes, and/or is extremely heavily built (i.e., a vehicle, castle, or space station).
Characters standing near doors or windows (or other places where air can escape) must roll vs. ST 10 per 2 levels of ATM or be Knocked back as if they were victims of a Slam attack.
If this spell is cast on a sealed object, the object must roll vs. its HT or HP (whichever is better) or rupture. The blast creates an explosion that does 1d-2 points of Concussion (Crushing) damage and 1d-2 points of Fragmentation (Cutting) damage per 2 ATM of pressure inside the container and dissipates like normal Explosion damage.

Duration: Instantaneous.
Base Cost: 1 point per ATM of pressure increase, can't be maintained.
Time to Cast: 1 second per ATM of pressure increase.
Prerequisites: Magery, Create Air.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.
Author: Adapted from Anthony Jackson.

Pressure Dome Area

This spell creates a dome (or sphere) which protects anyone in the area from the effects of vacuum. In addition, any air within the dome will remain fresh indefinitely as well. Objects other than air may pass through the dome without penalty.
This is also a Protection and Warning (Life Support) spell.

Duration: 3 hours
Base Cost: 3 points, 2 to maintain. This spell may be made permanent for 100 times the base cost.
Time to Cast: 3 seconds
Prerequisites: Resist Vacuum, Create Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.
Author: Adapted from Anthony Jackson

Pressure Wall Regular

This spell creates a barrier that resists pressure differences and prevents air from flowing through the area of effect. Note that unless this spell is "anchored" an impermeable barrier, air can flow over or around the wall. In other respects, this spell is like the Pressure Dome spell, except that air behind the wall is not automatically refreshed.
This spell is mostly useful for creating airlocks.
This is also a Protection and Warning (Life Support) spell.

Duration: 3 hours
Base Cost: 1 per hex; half cost to maintain.
Time to Cast: 10 seconds
Prerequisite: Pressure Dome. This spell may be made permanent for 100 times the base cost.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be permanently cast on an area for 100 times the base cost.
Author: Adapted from Anthony Jackson

Pressure Support Regular

This spell gives the subject the Pressure Support advantage for the duration of the spell.
This is also a Water and Protection and Warning (Life Support) spell.

Duration: 1 hour
Cost: 2 per level (up to 3 levels), half to maintain.
Time to Cast: 10 seconds
Prerequisites: Shape Water or Create Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points.

Pressurize Air Area, resisted by HT

This spell increases or reduces the air pressure in a given area to an amount specified by the mage, down to a minimum of .2 ATM of pressure.
Creatures in low-pressure areas take increased Fatigue (double normal) and might even pass out (if Fatigue goes below 0). Creatures in high-pressure areas will eventually become giddy (Roll vs. HT each minute, failure means temporary loss of 1 IQ). In open areas, this spell will have no effect beyond a slight rush of air into or out of the affected area. See GURPS Space for the effects of High or Low pressures.
If people are pressurized and then suddenly depressurized, they might suffer from The Bends. Likewise, if this spell is cast over a character who is suffering from The Bends or similar illness and the pressure is reduced gradually, this spell gives +2 to First Aid or Physician rolls to treat the patient, or + 4 if the mage is also attending the subject.
This is also a Force spell.

Duration: 1 minute
Base Cost: 1 per .5 ATM of pressure increase or .2 ATM of pressure reduction, half to maintain. An area can be permanently enchanted with this spell for 50 times the base cost.
Time to Cast: 3 seconds.
Prerequisite: Magery, Create Air, Destroy Air, 3 other Air spells.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 250 points.

Prison of Wind Regular, resisted by ST

This spell is similar to the Wind Wall spell except that it is centered around the victim's hex. If the victim steps outside of the hex where he is standing, he is buffeted and battered by ranging winds which swirl around him.
In order to break through the wall, the subject must win a contest of ST vs. ST 20 (the effective force of the winds), otherwise he is trapped in the hex in the center of the storm.
Unless he can make both a ST and a DX roll when he tries to break through, any object he is carrying that is not firmly attached to his body will be blown out of his hands and will swirl around in the winds. Finally, the winds will pick up any loose objects in the adjacent hexes, creating missiles that will hit the subject as he tries to escape. Damage from loose objects will range from 1d-3 for small, relatively soft objects to 3d for heavy or sharp objects. If the victim steps into the wind, he will be hit by flying objects on a roll of 8 or less.
When this spell is first cast, anyone adjacent to the victim will be pushed to the outside of the wall. They must make a roll vs. DX vs. ST as above to avoid having objects ripped from their bodies.
People from the outside can attempt to break through the wall to get to the victim, but they take the same risks as the subject faces and are trapped themselves once they get through the wall.
Missile fire through the prison walls is impossible, except for small, fast-moving projectiles like bullets which are at -2 to hit, or -4 if the wind has picked up objects which could stop or deflect bullets. Energy weapons are unaffected, except that the victim is at -1 to hit due to poor visibility through the wall.
Vision though the wall is at -2, Hearing and other sense rolls are impossible.
If the GM rules that the wall has picked up dust from the surrounding hexes, vision (and missile fire) through the walls is at -4 or more.

Duration: 1 minute
Cost: 6 points, 4 to maintain. For double cost, the ST of the wind can be doubled.
Time to Cast: 3 seconds
Prerequisites: Magery 2, Wall of Wind, Air Vortex
Item: Staff, Wand or Jewelry. Energy Cost to Create: 450 points.

Protection from Wind Regular

For the duration of the spell, the subject is immune to the effects of high winds. He can move normally, doesn't have to make DX rolls (or take penalties to skill rolls) to keep his feet, and any objects he is wearing or carrying are completely unaffected by wind, unless he wishes otherwise. Wind-blown objects automatically miss him unless they were deliberately aimed at him. (e.g., a blown blowgun needle is still dangerous, but splinters of wood blown by a hurricane will automatically miss the character.)
Note that if a character does not maintain contact with an object, it will be affected by high wind. For example, arrows would be affected by high wind immediately after they leave the subject's bow.

Duration: 1 minute
Cost: 3, 2 to maintain.
Prerequisites: Magery, Shape Air
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Puff of Breath Regular

The target feels a light puff of breath; it will blow out candles, and be noticeable, but not much else.

Duration: 1 second
Cost: 1 point.
Item: Jewelry. Energy Cost to Create: 50 points.
Author: Bob Traynor (From "Minor Magics for GURPS")

Purify Signal/TL Regular

Author: David Pulver (GURPS Technomancer)

Repressurize Regular or Blocking

The subject of this spell can instantly adjust to changes in atmospheric pressure. The mage can cast this spell either as a Blocking spell to resist sudden changes in pressure, or as a Regular spell.
The spell will prevent or alleviate the effects of the Bends, although damage already sustained will not be healed. The spell will also protect against Concussion damage as per the Resist Pressure (q.v.) spell. For reference, one atmosphere of pressure is equal to approximately 10 yards of water depth.
This spell may be recast in stages to gradually acclimatize a character to extreme pressure changes.
This is also a Healing spell and a Protection and Warning (Life Support) spell..

Duration: Instant.
Cost: 1 for 10 ATM, 2 for 100 ATM, 3 for 1000 ATM. Can't be maintained.
Prerequisites: Resist Pressure.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 800 points. (b) Clothing, Helmet or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.
Author: Anthony Jackson.

Resist Air Regular

This spell makes the subject immune to the damaging effects of high winds or poison gas. Damage from physical objects blown by high winds is halved.
This is also a Protection and Warning spell.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 250 points. (b) Jewelry or clothing (usually a cloak). Usable only by wearer. Energy Cost to Create: 500 points.

Resist Gas Regular

This spell creates a field that protects the subject from hostile atmospheres.
For the duration of the spell, the character is protected against dangerous gasses of all sorts, whether absorbed through the skin or eyes or through the lungs.
The spell will not create air where none exists, however; and the subject is still vulnerable to the effects of Vacuum, high or low pressure, and Suffocation.
This is also a Protection and Warning (Life Support) spell.

Duration: 10 minutes.
Cost: 3 points, 1 to maintain.
Prerequisites: Filter Breath, Shield.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 800 points. (b) Clothing, Helmet or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson.

Resist Pressure Regular

When this spell is cast, the subject is protected from the effects of high pressure.
For the duration of the spell, the character from nitrogen narcosis and similar effects. If the spell is cast before the subject enters an area of high pressure and is maintained for the entire duration, they are entirely protected from the effects of the Bends.
In addition, this spell protects against overpressure (but not shrapnel) from explosions and sonic weapons. Against explosions, it provides DR 1 per atmosphere resisted. Against sonic attacks, the spell gives DR1 per 10 atmospheres resisted.
This is also a Protection and Warning (Life Support) spell.

Duration: 10 minutes.
Cost: 1 point to protect against up to 10 ATM, 2 for protection against up to 100 ATM, 3 for up to 1000 ATM; half to maintain.
Prerequisite: Shield, Destroy Air, Resist Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 800 points. (b) Clothing, Helmet or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson.

Resist Vacuum Regular

This spell renders the subject immune to the physical effects of low pressure and vacuum.
For the duration of the spell, the subject is immune to the effects of thin atmosphere or Explosive Decompression. The character can still Suffocate or be harmed by poison gas or thick atmospheres.
This is also a Protection and Warning (Life Support) spell.

Duration: 10 minutes.
Cost: 2 points, 1 to maintain.
Prerequisite: Shield.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 800 points. (b) Clothing, Helmet or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson.

Resist Wind Regular

This spell protects the character from the effects of wind, from windblown hair to knockback, or even damage from windblown projectiles. This spell will protect against wind spells, if the mage loses a Contest of Skills against the Resist Wind spell.

Duration: 1 minute.
Cost: 2 to cast, 1 to maintain. Double cost for tornado-force winds, triple cost for supersonic winds.
Prerequisites: Shape Air, Destroy Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points.
Author: Adapted from Anthony Jackson.

Revitalize Air Area

Adds oxygen to an area of air or water, allowing it to support life. If there is already sufficient oxygen in the air, this spell will "super-oxygenate" it, making it seem especially refreshing and making flames burn slightly brighter, allowing creatures in it to live 25% longer, but having no other effect.
If cast in an area where large amounts of deoxygenated air or water can dilute it, this spell will have no effect, or greatly reduced effect.

Duration: Permanent
Base Cost: 2 points
Time to Cast: 10 seconds
Prerequisite: Create Air
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 250 points. (b) Bag, box or other sealed container, which will, when opened, cast this spell on a set area. Energy Cost to Create: 250 to create plus 50 per hex of area.

Ride the Wind Regular, resisted by HT

This spell summons a strong wind that picks up the mage and blows him to his destination. The wind is not particularly gentle and is hard to control (-4 to Flight skill and to combat skills), but the whirling wind makes it harder to hit the subject with missiles (-1/5 of the target's Move to hit).
The subject flies at the speed granted by the spell, plus or minus the speed of any winds he might encounter. This means that if the subject is trying to fly into a headwind, he might not make any headway or he might even be pushed backwards.
The mage may always move slower than his maximum possible speed.
The mage can also rise or fall at a rate of 3 feet per turn. When the spell ends, he doesn't immediately fall to earth, but instead descends at the maximum speed until he reaches the ground. In other respects the spell is exactly like the Lighter Than Air spell.
Unwilling targets resist with HT.

Duration: 1 hour.
Cost: 2 points, plus 1 point for every 5 hexes of Move (Maximum Move is 40) per 200 lbs. affected, half to maintain. (Minimum cost is 3 points, 2 to maintain).
Time to Cast: 3 seconds.
Prerequisite: Lighter Than Air or Walk on Air
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage. (b) Jewelry or Clothing. Usable only by the wearer. Energy Cost to Create: 350 points.
Author: Thomas Barnes, Anthony Jackson.

Seek Emitter/TL Information

Author: David Pulver (GURPS Technomancer)

Smell the Wind Information

Allows caster to "smell" the wind, giving him knowledge of what people, places or things lie up to 12 hours upwind. Range is determined by wind speed, but the farther away a thing is the larger it must be to be detected. Small groups of people or animals and campfires are detectable within 5 miles. Large groups of people or animals, large fires, hamlets, streams or roads are detectable within 20 miles. Cities, armies, rivers and small geographic features are detectable within 50 miles, geographic features only are detectable beyond that.

Cost: 5 points.
Time to Cast: 10 minutes
Prerequisite: Magery, Divination
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 350 points. Usable only by a mage.

Solid Air Area

Fills a space with air which, while normal in all other respects, stays in place. When used in conjunction with spells like Pressurize or Destroy Air this spell allows areas of low or high pressure or even vacuum to be formed in seemingly open areas.

Duration: 1 minute
Base Cost: 3, 1 to maintain. Can be made permanent for 25 times base cost.
Prerequisite: Shape Air
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) A crystal cube which will generate an area of solid air around it, Energy Cost to Create: 200 points, plus 25 points per hex.

Static Charge Regular

Author: David Pulver (GURPS Technomancer)

Still Air Area, resisted by IQ

The Still Air spell stills the air in an area reducing the effects of winds and making it harder to hear. All Hearing rolls are at -4, but the spell resists all Air and Sound attacks, including those from inside the sphere if the mage can win a contest of skills against the attacking spell. If the mage loses the contest, the spell takes effect normally and the effective skill level of the Still Air spell is reduced by 1 point.
Still Air will also reduce winds by the Beaufort Rating of the wind minus the skill of the mage if the mage can win a contest of skills vs. Beaufort rating against the wind every turn. (So, a wind with a Beaufort rating of 15 would be reduced to level 3 while it is in an Still Air area cast by a mage with skill 12. If the mage won a contest of his skill 12 vs. the wind's "skill" 15.) If the Still Air spell loses, its effective skill level is reduced by 1, just as if the mage had lost a contest of skill against a hostile spell.
This spell has no other effect on the weather.

Duration: 1 minute.
Base Cost: 2 to cast, 1 to maintain.
Time to Cast: 2 seconds.
Prerequisites: Shape Air.
Author: Adapted from Greg Littmann

Steal Breath Regular, resisted by HT

This spell steals air from within the subject's lungs. Unless the subject resists with a HT roll, he loses 1 point of Fatigue, is physically Stunned, and will start Suffocating immediately unless he can breathe. Mages who are casting spells or concentrating must roll vs. IQ or lose concentration.
This spell has no effect on targets who are already suffocating, or who do not breathe.

Duration: Instant.
Cost: 3 points, can't be maintained.
Time to Cast: 2 seconds.
Prerequisites: Destroy Air, Spasm.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 400 points.
Author: Adapted from Anthony Jackson.

Stop Breath Regular, resisted by HT

This spell keeps the subject from breathing. Unless the subject resists with a HT roll, he loses 1 point of Fatigue, is physically Stunned, and will begin to Suffocate. Mages who are casting spells or concentrating must roll vs. IQ or lose concentration. Speaking is impossible while this spell is in effect. This might affect spell casting.
Note that this victim is allowed a new HT roll every 10 second to Resist this spell.
This spell has no effect on targets who are already suffocating, or who do not breathe.
Note that this spell is identical to the Body Control spell, Choke, except for the prerequisite changes.

Duration: 10 seconds.
Cost: 4 to cast, same to maintain.
Prerequisites: Magery, Steal Breath.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Affects Wearer Only. Always On. Can't be Removed. Energy Cost to Create: 300 points.
Author: Adapted from Anthony Jackson.

Stunbolt Missile, resisted by HT

The target is struck with sudden blast of intense 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. The missile has SS 13, Acc +2, Max 30.

Cost: 1 per damage die. Maximum of 3 dice. Each extra point of fatigue gives -2 to HT rolls to Stun.
Prerequisites: Magery, Concussion, 3 other Air spells.
Item: Staff, Wand or Jewelry. Cost: 1,000 points.
Author: adapted from. Greg Littmann, Brett Slocum

Suffocate Regular, resisted by HT

This spell removes all the oxygen in the victim's body. The victim immediately take 3 points of Fatigue damage and he can't hold his breath any longer.

Duration: Instant
Cost: 2, can't be maintained
Prerequisite: Destroy Air.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 300 points. (b) Jewelry or Clothing. Affects wearer only. Always on. Can't be removed. The subject must roll vs. HT each minute or lose an additional 3 points of Fatigue. When Fatigue reaches 0, the subject falls unconscious and any subsequent damage is taken as HT damage. Energy Cost to Create: 250 points.

Super Breath Regular

Gives the caster the ability to breathe out a powerful gust of wind. This will do only knockback damage to most creatures, but will damage vaporous beings and will stun or kill members of a swarm of small creatures. Range is Double the number of dice of damage. Each second the mage can target the spell using the Magic Breath skill (defaults to DX-2) and do damage.

Duration: 3 seconds
Cost: 1 to 3, 1/2 the number of dice of damage, same to maintain.
Prerequisite: Air Jet
Item: Jewelry or Clothing. Energy Cost to Create: 300 points.

Survive Vacuum Regular

This spell permits the subject to exist without breathing, and maintains body temperature. The subject may still breathe if air is present. This will help a person in free fall a great deal if he has no air tank or loses power, but the spell does not maintain pressure well. It protects somewhat from fluid loss in explosive decompression, adding 4 to effective HT.
This is also a Water spell.

Duration: 1 minute.
Cost: 4; 2 to maintain
Prerequisite: Breathe Water, Create Water, Create Air.
Item: Clothing or jewelry (vacc suits are common). Energy cost to create: 500.
Author: S. John Ross (White Wolf Magazine #34)

Sustain Atmosphere Regular

This spell will continually create air for the subject, allowing breathing in locations where no air is available. This is also a Protection and Warning spell.

Duration: 1 minute
Cost: 4 points, 2 to maintain
Prerequisites: Magery, Filter Breath, Create Air
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 100 points.
Author: Anthony Jackson

Sustain Breath Regular

This spell creates air within the subject's lungs and body, allowing him to breathe in conditions where there is no breathable air or where the air is too thin (or too thick) to sustain him. This spell does not protect the subject from other effects of the atmosphere, such as vacuum, or poison gas that is absorbed through the skin or eyes.
This is also a Protection and Warning (Life Support) spell.

Duration: 10 minutes.
Cost: 3 points, 2 to maintain.
Prerequisites: Create Air, Mountain Breath.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing, Helmet or Jewelry. Works for Wearer Only. Energy Cost to Create: 350 points.
Author: Adapted from Anthony Jackson.

Trap Air Area

This spell is like the Purify Air spell except that instead of eliminating impurities, it traps and concentrates them in a floating bubble which will last until the spell ends. If additional impurities enter the affected area while the spell is still in effect, they will be added to the bubble.
Initially, the bubble will appear in the center of the area of effect, but the caster can move it by Concentrating at up to 4 hexes per turn. The size and visibility of the bubble depend on the amount and type of impurities removed from the air affected by the spell. For example, traces of a nearly colorless gas would be gathered into a fist-sized, barely visible bubble. However, trapping smoke from a fire, would create large, nearly opaque bubble!
If the mage wishes, he can move the bubble to a particular location and then "burst" it by ending the spell. (The mage can end this spell instantly at any time.) If he gets the timing right, he could conceivably affect a person in the hex with a that spot with a concentrated dose of the trapped gasses. The exact effects of this depend on the type and amount of trapped gas. If used in this way, the subject gets a DX roll to avoid the ball.
More typically, this spell is used to trap gasses in a sealed container.

Duration: 1 minute.
Base Cost: 2, half to maintain.
Prerequisite: Purify Air, Shape Air
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 200 points.
Author: Adapted from the Net

Updraft Area, resisted by ST

Creates the air in an area to rise or blow upward to create an extremely strong area of updraft. The updraft will actually lift objects weighing less than 50 lbs. or flying or gliding creatures who are trying to rise, at the rate of 1 hex per turn. Downward motion of heavier objects is slowed by a like amount. Sufficiently powerful versions of this spell can be used to slow or stop falling objects! The basic version of this spell will lift objects under 50 lbs. and will halve the rate at which heavier objects up to 200 lbs. fall. Increasing the energy doubles the weight of objects, which can be lifted or slowed.
If cast in front of an unsuspecting flying or gliding creature (or a sufficiently small aircraft), this spell forces the victim to make a roll vs. Flight or Piloting skill to avoid rising with the column of air. Light creatures that do not wish to be lifted into the air (or wish to fall rather than rise) can roll vs. DX to avoid the effects of the spell.
Creatures who are standing on the ground are allowed a Resistance roll vs. ST at +2 if they have something solid to grab or +4 if they have several hand- and footholds. The subject gets an additional +1 to his resistance roll for every 150 lbs. of weight beyond 100 lbs. However, if the subject has no solid handholds his ST roll is at -2.
The height of the Updraft is limited by the height of the ceiling indoors, but can be up to 25' high outdoors. If the mage wishes to make a taller column of air, he must increase the area to be affected.
This spell can also be used as an attack spell. The mage can cast the spell on a victim on the ground and then cancel the spell once the subject reaches maximum height. The target of the spell will then fall back into his hex taking normal damage.
The mage can use combination of Shape Air and Rising Wind to create a moving updraft, which can be used to move creatures as if they were levitating or flying. A column of air can be moved at the rate of 1 hex per turn.

Duration: 1 minute
Base Cost: 2, same to maintain. Each doubling of energy doubles the weight, which can be affected.
Prerequisites: Gust of Wind
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry. Usable only by wearer. Energy Cost to Create: 500 to create plus 100 per each doubling of weight.

Vapor of Death Regular

Author: Curtis M. Scott (GURPS Conan)

Vapor of Death (Variant) Area

A visible cloud of poison gas is created 1 yard in front of the caster and moves away from him at 1 yard per second. Neutralize Poison will neutralize the effects of these gasses. Characters can hold their breath to avoid the effects of most of these gasses.
For double cost, the gas can be made so that it is absorbed through the skin. In this case, only completely sealed armor protects.
Blindness Gas - Subjects in the area must roll vs. HT or be blinded. At the end of the spell's duration or if they leave the spell's area of effect, victims are allowed a roll vs. HT every 10 seconds to regain their sight. Holding your breath does not protect against the effects of this gas. Only living creatures with eyes are affected.
Carbon Monoxide Gas - A reddish brown smoke. Death occurs in 30 seconds after a failed HT roll. This gas acts as follows: during the first 10 seconds, the victims feel drowsy and cannot function, unconsciousness occurs in the next 10 seconds, coma occurs during the last 10 seconds, with death following.
Hallucinatory Gas - Subjects in the area must roll vs. HT each turn or experience vivid, confusing hallucinations that render them helpless for the duration of the spell. Characters who attempt to fight while under the influence of the gas must roll vs. IQ to distinguish friend from foe, and are at -4 to all attributes and skills (including IQ, which affects the above roll). At the end of the spell's duration or if they leave the spell's area of effect, victim's are allowed a roll vs. HT every 10 seconds to come back to their senses. Characters can hold their breath to avoid the effects of this gas. Only breathing subjects are affected.
Nerve Gas - A purplish-gray gas; death occurs in 10 seconds after a missed HT roll. A Neutralize Poison spell must be cast immediately to save the victim. Successful Breath Holding protects against the gas. Only breathing beings can be affected.
Neutralize poison and breath holding are effective against this gas. Only breathing beings can be affected.
Sleep Gas - Subject's in the spell's area of effect must roll vs. HT or fall into a deep sleep. At the end of the spell's duration, subjects may roll vs. HT every 10 minutes to recover. Characters can hold their breath to resist the effects of this gas. Only breathing creatures can be affected.
Suffocation Gas - A bluish-black suffocating gas; burns the skin of any living being. Clothing and armor offer no protection, although clothes that are soaking wet (or complete immersion in water) reduces the damage by half. These fumes cause 1d of damage every 5 seconds for 1d x 5 seconds (roll for each victim). Neutralize Poison and breath holding are ineffective. Damage caused by this gas can be healed normally or with magic.

Duration: 1 minute
Base Cost: 2, cannot be maintained. For double cost, the gas can be made so that is absorbed through the skin.
Time to Cast: 4 seconds
Prerequisite: Magery 2, Stench
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points for 1 gas, 250 for each extra gas.
Author: Adapted from Brett Slocum (GURPS Tekumel)

Voices in the Wind Regular

Sends either a message or some desired sound effect over a distance. The caster can prepare the spell to bear a message of up to 25 words or a sound of a similar duration. The whispering wind will then travel to a specific location that is familiar to the caster and deliver the message then dissipates (note that it delivers the message regardless of whether there is anyone there to hear it or not). It will not be able to reach areas that normal air doesn't go (underwater, airproof areas etc.) The range modifiers to this spell are in miles rather than hexes.

Duration: 30 seconds.
Cost: 4, 2 to maintain.
Prerequisites: Voices, Shape Air
Item: Jewelry. Usable by wearer only. Energy Cost to Create: 500 points.
Author: Adapted from Keith Bisset (Revenant)

Whispering Wind Regular, resisted by IQ

The mage can hear any one conversation that is held in the open air. This spell is at -5 if the subjects are indoors or underground in addition to any long distance penalties.
The mage can hear any conversation centered on a specific location or on a specific, named person. If the spell is centered on a person, the subject gets a roll vs. IQ to resist.

Duration: 1 minute
Cost: 4, 3 to maintain
Time to Cast: 5 seconds
Prerequisites: Shape Air, Voices on the Wind
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Wind in the Face Regular, resisted by IQ

This spell creates a brisk wind that moves to blow directly into the subject's face and impedes his motion.
For the duration of the spell, the subject's Move is reduced by 1 (or by 20% if they try to move at faster than a walk).
In addition, dust is blown up and the subject must make Vision rolls to see all but the most obvious objects. If the subject remains stationary there is no wind. The subject is at -4 to resistance rolls to avoid the effects of gasses getting in his eyes.

Duration: 1 minute
Cost: 3 points, 2 to maintain.
Prerequisite: Air Jet
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On, Can't Be Removed, and cast this spell on the wearer. Energy Cost to Create: 300 points

Wind Weapon Regular, resisted by Will

Weapons seem to have normal mass and appearance, but they are actually insubstantial just beyond the hilt or haft so they do no damage to normal creatures. They will however damage insubstantial creatures or creatures who have a Body of Air. If cast upon the weapons of a willing subject, the subject can cancel the spell at any time after it is at least half over (5 seconds).

Duration: 10 seconds
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Shape Air.
Item: Weapon. Energy Cost to Create: 50 points.

Windage Regular

This spell completely cancels the effects of wind on a missile or projectile. For hand-held weapons, this spell cancels any to hit penalties due to high winds. For indirect fire weapons, this spell gives +1 to Forward Observer or Gunner skill if the GM rules that wind, thermal gradients or other atmospheric factors could interfere with the flight of the projectile.

Duration: 1 minute
Cost: 1 per pound of missile (minimum 1), can't be maintained.
Prerequisite: Magery, Shape Air
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. (c) This spell can be permanently cast on a missile for 10 times the base cost. (d) This spell can be permanently cast on a missile weapon such as a bow, rifle or cannon. Energy Cost to Create: 200 points plus 10 points per pound of weapon (minimum 50 points).


Electricity Spells

GURPS Grimoire separates Electricity spells into their own sub-college and gives GM's the option of making Electricity into its own College. This section continues that idea.

Changes to Electricity spells in GURPS Grimoire

Resist Lightning - This spell also protects items vs. lightning strikes, surges, and short circuits.
Electric Weapon - For double cost any weapon can be made conductive.
Electric Missile - For 1 point extra, missiles can be enchanted so that they are not consumed by this spell.

Electricity Spells from GURPS Grimoire

Resist Lightning
Shocking Touch
Electric Weapon
Electric Missiles
Lightning Stare
Lightning Whip
Ball of Lightning
Wall of Lightning
Electric Armor
Body of Lightning (VH)
Spark Cloud
Spark Storm

Electricity Spells from the Codex Arcanum

Demagnetize - Technology (Machine, Power)
Magnetize - Technology (Machine, Power)
Electric Iron Arm - Protection and Warning
Field Sense - Protection and Warning
Black Ice/TL - Technology (Machine)

Arc Regular

Caster creates a jet of extremely high-powered electricity from his finger that creates an arc when it gets close to metal objects.
This phenomenon can be used to set fires, weld, or do other things. Will "short out" ending the spell if the arc gets near a living creature. Flammable items can be set on fire immediately and the mage can arc weld (at IQ-5 if he doesn't have the Welding professional skill) with his bare hands if he has a suitable welding rod available.
This is also a Making and Breaking spell.

Duration: 1 minute
Cost: 4, 2 to maintain
Prerequisite: Lightning
Item: Metal rod that allows the user to cast this spell and acts as a (permanent) welding rod. Energy Cost to Create: 400 points.

Aurora Borealis Regular

In order to cast this spell the mage must be outdoors at night in extremely cold conditions. When the spell is cast, the caster makes the sky light up with the flickering, shifting lights of the aurora borealis, even if they wouldn't naturally occur at that latitude. Aurora Borealis give light approximately equal to bright moonlight for the duration of the spell. High tech mages might find that they interfere with sensitive radio equipment, but other than that they have no other effect other than to look pretty.
This is also a Weather sub-college spell.

Duration: 10 minutes
Cost: 4, 2 to maintain
Prerequisite: Shape Air, Lightning
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 500 points.

Ball Lightning Missile

This spell creates a "ball" of lightning which erupts when it hits its target, affecting the target and anyone in the adjacent hexes. In other respects, it is like the Fireball spell. Its principle virtues are that it can be used underwater and that it affects an area.
The target takes 3d damage, anyone in the adjacent hexes takes 1d damage. Metal armor protects with PD 0, DR1 unless it is insulated against shock. Anyone within 4 hexes must roll vs. HT or be deafened as if the Thunderclap spell had been cast on them.
The bolt has SS 12, Acc 2, 1/2D n/a Max 120 and it targeted using DX-4 or Spell Throwing (Lightning Bolt).

Duration: Instantaneous
Cost: 3 second.
Time to Cast: 6 points
Prerequisite: Magery 2, Lightning Bolt, Shape Air
Item: Staff, Wand or Jewelry. Mage Only. Requires $10,000 worth of platinum embellishments. Energy Cost to Create: 2,500 points.

Call Lightning Regular, resisted by HT

Allows the mage to channel natural lightning. In order to use this spell the mage must be outdoors with a thunderstorm (or at least thunder clouds) overhead. If the sky is clear, the spell automatically fails. If the caster is indoors, the lightning strikes the roof of the building he's in.
When the spell is cast, the GM must first rate the intensity of the storm on a scale from 1 (a few flashes high in the clouds) to 10 ( a freakish, cataclysmic storm with lightning frequently striking the ground). The mage must then concentrate and spend energy to summon and fire the bolt.
The mage can spend up to the Storm's energy rating in fatigue on the bolt he fires. He then rolls vs. DX (or best spell throwing skill -3) to hit his target. Normal ranged combat modifiers apply. The range of the bolt is 1/2d 100, max 250. The bolt has no Snap Shot or Accuracy values. The bolt is summoned from the sky and channeled through the mage to the target.
Ferrous targets are easier to hit. Add +1 to +10 to the mage's effective DX, depending on the amount of metal in the target. Metal armor does no protect well against lightning. PD0 and DR1 against a bolt. On the other hand, targets encased in large metal structures (a metal cage, a modern car, etc.) are unaffected. In this case, the bolt hits the metal and heads straight to the ground.
The bolt does 1d-1 for every point of energy spent. A living target will also be deafened and blinded (-8 to all Hearing and Vision rolls) for 1d hours after being struck by a bolt; on a critical hit, the target acquires either the Deafness or Bad Sight disadvantage.
If the DX roll fails, the target is missed, and the attacker may take electrocution damage for the misfire. Roll against Will; for every point by which the Will roll fails, the wielder takes 2 points of shock damage.
Damage done to inanimate objects by the lightning varies greatly. A well-insulated target (such as one protected by lightning rods) will take 1d-1 points of damage at most. A well-grounded, highly conductive target (like a steel pole) would take a maximum of 10d points of damage. Most reasonably conductive targets (including things like trees, unprotected buildings or people) take a maximum of 5d points of damage. The target can save vs. HT to take half damage, but he can't avoid the lightning. A lightning strike will set flammable materials on fire.

Duration: Instantaneous
Cost: 1 per 1d-1 of damage, up to the Storm Rating maximum. Can't be maintained.
Time to Cast: 10 seconds
Prerequisites: Lightning, Shape Air, 3 other Air, Electricity or Weather spells.
Item: Lightning Staff, GURPS Magic Items 1, p. 68 Energy Cost to Create: 500 points, no platinum embellishments needed.

Chain Lightning Missile

Like the Lightning spell, but the damage done by the spell can be spread out among two or more people. The caster determines the amount of energy put into the spell and then fires the spell at the first target. If the spell hits the first target, the mage announces how many dice of damage (energy points) the lightning will do to the first target. Then, the mage rolls to hit the second target. If the second target is hit, the mage announces how many dice of damage he wishes to do to the second target, and so on until the energy is completely expended.
Targets must be within 5 hexes of each other. If there is no living target, the mage can strike a non-living target so that he can "jump" to another living target. Except that the mage must roll to hit the inanimate target and he must do at least 1 die of damage to it.
If there are no legitimate targets within 5 hexes, or if the lightning hits a target which is well-grounded (either by the spell or by natural means - including the ground), the rest of the damage is lost and the spell is over. Targets hit by chain lightning once can't be hit again in the same turn (unless more than one caster is casting Chain Lightning).
If the mage is the only legitimate target within 5 hexes and he has already struck a legitimate target, he must roll against his spell skill or be hit by his own missile! Fortunately, the mage can limit the amount the damage to 1d by canceling the spell, however, the rest of the potential damage is lost.
Metal armor has PD 1, DR 0 vs. chain lightning and the mage is at +1 to hit targets wearing or carrying large amounts of metal. Targets made completely of metal (iron golems or steel rods for example) are at +2 to hit, but will ground out the spell.

Duration: Instantaneous
Cost: 2 per die of damage, (maximum of 10 points)
Time to Cast: 1 second per die of damage.
Prerequisite: Magery, Lightning
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a mage.
Author: Adapted from Keith Bisset (Revenant)

Change Power Regular, resisted by HT

Caster can change the amperage and voltage of a normal electrical current to make it more or less powerful. Maximum change is plus or minus 50% of initial amperage and/or current.

Duration: 1 minute
Cost: 1 for every 5 lbs. of material (minimum 2), half to maintain
Prerequisite: Change Resistance.
Item: Wand or Jewelry. Usable by wearer only. Energy Cost to Create: 250 points.

Change Resistance Regular, resisted by HT

Caster can change the resistance of an object to make it highly conductive to electricity or highly resistant to electricity. Conductive objects will let electricity flow through them with ease (like a copper wire), resistant objects will block the flow of electricity and might become very hot if a large amount of electricity flows through them.

Duration: 1 minute
Cost: 1 for every 5 lbs. of material (minimum 2), half to maintain.
Prerequisite: Magery, Dampening.
Item: Wand or Jewelry. Usable by wearer only. Energy Cost to Create: 250 points.

Charged Missile Missile

Charged Missile gives a powerful electrical charge to a small metallic object weighing no more than an ounce, such as a lead sling bullet, arrowhead, or ball bearing. This missile can then be thrown or quickly fired from a weapon (after the spell is cast, the magic will last for 20 seconds). The missile does 1d-1 points of electrical damage per energy point put into the spell, up to 3d-3. The missile has the normal characteristics for a missile of its type, and might do normal kinetic damage in addition to the electrical damage. Metal armor has PD 1, DR 0 when defending against electrical energy, and metal shields used to block charged missiles will still transmit the electrical damage to the defender. Metal shields have PD 1, DR 1 vs. electrical attacks.
Some mages who have this skill at a high level can use this spell as an assassination or anti-theft weapon by quietly charging a coin and then tossing it to the unsuspecting victim. If the victim touches the coin before it hits the ground, it will discharge. The missile is undamaged by the electrical discharge.

Duration: 10 seconds (damage is instantaneous).
Cost: 1 per 1d-1 damage.
Time to Cast: 1 second per point of energy.
Prerequisite: Electric Weapon
Item: (a) Jewelry or missile weapon that will cast this spell on any missile fired from it. Energy Cost to Create: 800 points. (b) Jewelry or small metallic item which will generate this charge when thrown. Energy Cost to Create: 100 points.

Cloud Lightning Regular; resisted by HT

This spell creates an area of electrical energy that looks like a small thunderhead that crackles with electrical energy.
The mage can move the cloud around as he wishes. If it contacts a living creature, that character takes 1d-2 points of electrical damage per turn. However, the cloud has a Move of 3 and the caster must roll to hit using his DX score to control the cloud.

Duration: 10 seconds
Cost: 5, 3 to maintain. (Every 2 points added to cost allows the base size of the cloud to be increased by 1 hex, if the cloud is increased in size, cost to maintain the spell increases by 1 per hex.)
Time to Cast: 3 seconds
Prerequisite: Magery, Lightning Bolt
Item: Staff, Wand or Jewelry. Usable only by a mage. Energy Cost to Create: 1,000 points.

Conducting Non-Conductor Regular

Author: Cybermagic Spells

Divine Chain Lightning (VH) Special

Divine Chain Lighting is like Chain Lighting, save that one may choose one's targets, even if this involves going around closer targets. Thus, the mage could spread his lethal web through a confused melee of fighting warriors, attacking only those on the enemy side. Each time the mage forks, she must roll against Vision minus the number of forkings in order to avoid attacking the wrong person. The GM may choose to increase the penalty for particularly bad viewing conditions. Note that this roll is necessary even if the mage can see everyone perfectly - for it's just not that easy to keep track of a lot of people, especially when you are zapping many of them at the time.
Cost: As per Chain Lighting +1 fatigue.
Time to Cast: 3 seconds.
Prerequisites: Chain Lightning, Accuracy, Telecast.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points.
Author: Greg Littmann

Dynamo\TL Regular, resisted by HT

The caster's body or some other object becomes a powerful reservoir of electrical energy, suitable for powering electric-powered devices. Some way must be found to attach the power source to the device to be powered. This power is "grounded" so that it instantly stops if it touches a living creature that isn't a dynamo.

Duration: 1 hour
Cost: 1 for enough energy to power an A Cell or some other small device, like a transistor radio. 2 for enough energy to power a B Cell, or a small appliance like a light or curling iron. 3 for enough energy to power a C Cell, or a largish appliance like a small TV or a microwave. 4 for enough energy to power a D Cell, or to power a large appliance like an air conditioner. 12 to generate 440 volt, 22 kW industrial current. 24 to generate 1000 volt, 100 kW industrial current. Same cost to maintain.
Prerequisite: Magery, Static, Lightning Bolt
Item: Staff, Wand or Jewelry. Usable only by a mage. Energy Cost to Create: 100 x base cost of the spell points.

Electric Message\TL Regular

Allows the caster to tap into any sort of communications network that is within 3 hexes and speak (or appear) on it, as through he had access to the appropriate sort of technology to use it normally. For example, just by getting within 3 hexes of a TV, the mage could make himself appear on any TV channel that TV could receive. A mage within 3 hexes of a telephone line could send messages as if he were talking on the phone. Range is limited to a 20-mile radius for most radio and TV transmissions. If the communications media is broadcast, the mage will talk through or be seen on any communications device set to a given channel. For devices like telephones or computer networks, the caster can specify to whom he will to speak.

Duration: 1 minute
Cost: 3, 2 to maintain
Prerequisite: Haywire
Item: Telephone receiver (or similar item) or Jewelry. Usable only by bearer. Energy Cost to Create: 200 points.

Electric Stun Bolt Missile, resisted by HT-3

This spell allows the mage to fire a bolt of electrical energy that will Stun the target.
Anyone hit by a stun bolt must roll vs. HT-3 (HT if at 12 yards or more) to avoid the effects of the bolt. Every 5 points of DR gives +1 to this roll; this is the only protection that armor offers.
If a limb is hit it is incapacitated for 20-HT minutes; on a head or body hit the victim is unconscious for the same period. A critical failure triples the duration. Victims can't be revived before this, except with the Awaken spell.
The bolt has SS 10, Acc 3, 1/2d 12 Max 20
This is also a Sound spell.

Duration: Instantaneous
Cost: 2 points.
Prerequisite: Lightning Bolt or Sound Jet.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points

Electrocution (VH) Regular; Resisted by HT

When the mage touches the subject of this spell, the victim's body is wrapped in a sheet of powerful electrical energy which will eventually kill him by a series of electrical jolts.
Every turn the spell is in effect, the victim takes 1d points of electrical damage and must roll vs. HT or go into Cardiac Arrest (0 HP). Armor does not protect. The spell ceases after 1 minute or until the victim dies (fails a HT roll to stay alive), whichever is less.

Duration: 1 minute or until victim dies.
Cost: 10 points.
Time to Cast: 10 seconds
Prerequisite: Magery, Lightning Bolt
Item: Wand, Staff or Jewelry. Energy Cost to Create: 1,500
Author: Adapted from Hansen, Peter Brodt

Forked Lightning (VH) Special

Forked Lightning operates just like the Stream Lightning spell, except that each round after a successful hit, the mage may fork the lightning to attack an extra target. However, he can only fork a given arc of the lightning to the object of man-size or larger nearest to its present target. This might be the caster himself, 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 a skill roll with Forked Lighting (including a failed roll to fork) the caster himself will take damage from the backlash equal to the damage a single target would have suffered if the spell had hit.
Cost: 2, same to maintain. For double the cost, damage is 2d-2. The mage can alternate between the higher and lower cost from turn to turn.

Duration: Instantaneous.
Time to Cast: 2 seconds.
Prerequisites: Stream Lightning, and 5 other Electricity spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.
Author: David Pidcock, Greg Littmann

Great Chain Lightning (VH) Special

Chain Lightning functions as Stream Lightning save for the following differences. 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 its present target. This might be the caster himself, 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, 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 himself will take damage from the backlash equal to the damage a single target would have suffered if the spell had hit.

Duration: Instantaneous.
Cost: 1 per round for 1 target, 2 for 2 targets, 3 for 4 targets, 4 for 8 targets, 5 for 16 targets, 6 for 32 targets, 7 for 64 targets, 8 for 128 targets and so forth. For each doubling of fatigue, damage is 2d-2. The mage can alternate between the higher and the lower cost from turn to turn.
Time to Cast: 2 seconds
Prerequisites: Magery 3, Storm, Maintain Spell, and 8 other Lightning Spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points.
Author: Greg Littmann

Haywire Regular, resisted by HT

The caster can cause strong, random fluctuations in an existing electrical current, possibly shorting-out or destroying electrical devices or electronic equipment that isn't internally protected against power fluctuations of this sort. Most "normal" appliances and electronics have a HT of 10 vs. this spell. Simpler or more durable appliances and electronics have HT 12+

Duration: 10 seconds
Cost: 4, 2 to maintain
Prerequisite: Static
Item: Staff, Wand, Jewelry or Magnet. Energy Cost to Create: 300 points.

Lightning Proof Area

Protects an area from being hit by natural lightning strikes. The lightning can strike the area around the protected area, but will not naturally strike the protected area. Electricity-based attack spells are immune to the effects of this spell.

Duration: 1 day
Base Cost: 1/10, half to maintain (1 minimum). This spell can be made permanent for 25 times the base cost.
Prerequisite: Lightning
Item: Weather Vane, Lightning Rod, or Good Luck Symbol that permanently protects the area around it. Energy Cost to Create: 100 per hex of radius.

Lightning Bolt Missile

Functions like the Lightning spell but with a few differences. The spell has a greater maximum damage. Also, the two hexes on the opposite side of the target hex takes 1d less damage than the target hex, the two behind that take 2d less etc.
Cost: 2 to 10, 2 points per 1d-1 damage (up to 5d-5 points of damage).
Prerequisite: Magery, Lightning
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. Usable only by a mage.
Author: Keith Bisset (Revenant)

Lightning Rod Blocking

The subject is immune to electricity long enough to withstand a single lightning attack, or one second of electricity of any strength. For long-term protection, use Resist Lightning.

Cost: 2 points
Prerequisite: Resist Lightning
Author: Hansen, Peter Brodt

Non-Conducting Conductor Regular

Author: Cybermagic Spells

Recharge\TL (VH) Regular

Author: Cybermagic Spells.

Saint Elmo's Fire Regular, resisted by HT

The subject is outlined with a phosphorescent glow caused by an intense charge of (harmless) static electricity. This causes him to stand out clearly in dim light and creates a spooky effect. Any penalties to see or target the subject in darkness or dim light are eliminated. In some cases, the St. Elmo's Fire spell might be a good way to cause a Fright Check.

Duration: 1 minute
Cost: 2, 1 to maintain
Prerequisite: Shape Air
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Jewelry or clothing. Affects wearer only. Some are always on and can't be removed. Energy Cost to Create: 250 points.

Seek Electricity Information, resisted by HT

Allows caster to find any sources of electricity or any electrical devices within 10 hexes and to know their type. Good for finding electronic bugs.

Cost: 3 points.
Time to Cast: 1 minute
Item: Staff, Wand, Jewelry or Hand-held "monitor". Energy Cost to Create: 200 points.

Selective Electronic Message\TL Regular

As the Electronic Message spell above, but the mage can select which communications devices he will speak through (or appear on) as long as he knows the approximate location of a given communication device. (So, a mage could just appear on the television sets of his friends, rather than the TV sets of everyone within 20 miles.)

Duration: 1 minute
Cost: 4, 2 to maintain
Prerequisite: Electric Message
Item: Telephone receiver (or similar item) or Jewelry. Usable only by bearer. Energy Cost to Create: 500 points.

Shocking Weapon Regular

Allows a weapon to do an additional 1d-3 electrical damage on any successful strike. Metal armor has only PD0, DR 1 against this extra electrical damage. Results of less than 1 point are ignored. Furthermore, on a critical failure, the weapon will surge, doing electrical damage to the wielder unless the grip of the weapon is insulated.
It is possible to increase the amount of damage done by this spell to up to 3d-3.

Duration: 1 second
Cost: 1 point per 1d-3 of damage, up to 3d-3 maximum.
Prerequisites: Electric Weapon

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points. (c) Any weapon can be enchanted with this spell for 100 points per pound of weapon. (d) Shocking Mace, GURPS Magic Items 1, p. 99. Energy Cost to Create: 500 points

Sparks Regular

The caster can cause the subject to shoot bright but harmless sparks in all directions. Also, spark globes, Jacob's ladders, and other "weird science" electrical effects can be generated. Provides intense (but wildly flickering) light while it lasts. Might ignite highly flammable gas. Scary if unexpected. Another neat party trick.

Duration: 1 minute
Cost: 2, 1 to maintain (double cost if more than one hex of area is to be affected or if the subject is heavily grounded and/or non-conductive.)
Prerequisite: Static
Item: Staff, Wand or Jewelry. Energy Cost to Create: 100 points.

Static Regular, resisted by HT

The caster can generate a strong charge of static electricity on the subject. This causes the subject to painfully shock himself if he touches a grounded object, his clothes cling, and his hair stands on end. Great fun at parties, might ignite explosive gasses or damage extremely sensitive electronic equipment in the right circumstances.

Duration: 1 minute
Cost: 2, 1 to maintain
Prerequisite: Shape Air
Item: Staff, Wand or Jewelry. Energy Cost to Create: 100 points.

Stream Lightning Special

Once this spell is cast, a stream of electricity emerges from one of the mage's hands that he can sustain for as long as he wishes. However, while the spell lasts, the mage can do nothing with that hand, including casting spells, without redirecting the energy flow in ways that are likely to be dangerous to himself.
The mage must specify a target. His chance to strike it equals his skill with the spell, minus range modifiers. The spell never gets snap shot penalties, but time cannot be taken to aim. Stream Lightning may be dodged but not blocked or parried. The PD of metal armor or shields does not add to the Dodge score. The spell will do 1d-1 damage to one target each round. Each subsequent round, if the mage chooses to maintain the spell, he may continue to damage the subject without making any fresh roll to hit, unless the subject takes cover or the mage's concentration or line of sight is disrupted.
The danger of this spell is that if the mage misses, he will take damage from the backlash equal to the damage the target would have suffered if the spell had hit.
Cost: 2, same to maintain. For double the cost, damage is 2d-2. The mage can alternate between the higher and lower cost from turn to turn.

Duration: 1 second
Time to Cast: 2 seconds.
Prerequisites: Magery 2, Lightning
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: David Pidcock, Greg Littmann

Thunderbolt Enchantment

This spell is cast on a missile weapon just before it is thrown or hurled. If the weapon hits it does normal damage but also does electrical damage, creates a flash of light and creates a loud crackle of thunder. Weapons like axes or hammers aren't consumed by this spell. Small weapons like darts, arrows, or javelins are.
The thundering and the flash of light is just a special effect although they are extremely intense. In some situations, the GM might rule that it causes nearby creatures to roll vs. HT or be temporarily deafened or blinded that unsuspecting creatures must make Fright Checks, but these effects aren't guaranteed to occur.

Duration: 5 seconds or until weapon strikes.
Cost: 1, plus 1 point per die of electrical damage (up to 3), 1 point to maintain. For 1 point, extra small missiles aren't consumed.
Time to Cast: 1 second per die of damage.
Prerequisite: Lightning.
Item: Weapon. Energy Cost to Create: 50 per die of damage if it is a "one shot" item which vanishes when it strikes, or 500 if it is a reusable item.

Travel by Wire Regular, resisted by HT

This spell temporarily turns the subject's body into electricity. he can then flow at nearly the speed of light through wires or similar a similar communications medium (like fiber optics) and then turn back into his normal form on the other end of the line. The only catch is that the caster can only come out where there is a break in the wire or a communications device in use. For example, subject could come out through an empty wall socket, or through a telephone that is in use, but he could not come out through an appliance that is not plugged into a wall, or through a communications device that isn't in use.
Note that if the subject is inside a circuit that is subsequently closed into a loop, he is effectively trapped inside the device!
If the subject is unwilling and fails its HT, the caster determines the location to which it goes. The caster or the subject must be within 3 hexes of an open circuit or an active communications network (a telephone).
This is also a Technology spell.

Duration: 1 minute
Cost: 10 for each hex that the creature occupies or portion thereof.
Prerequisite: Magery 2, Body of Electricity, Haywire
Item: Jewelry or Clothing. Usable only by wearer. Energy Cost to Create: 500 points.


Weather (Air College)

GURPS Grimoire broke some spells from the Elemental Air and Water Colleges into their own sub-college. I have expanded the definition of "weather" to include astronomical phenomenon more tangible than light or darkness.

Changes to Weather Spells from GURPS Grimoire


Wind - For double cost this spell can be cast indoors. Multiple castings allow increased change in the direction and speed of the wind. See also Breeze.
Warm- The maximum temperature is 120 degrees F. The cost to cast is doubled if the temperature desired is "unnatural" for the area.
Cold - The maximum temperature is -60 degrees F. The cost to cast is doubled if the temperature desired is "unnatural" for the area.

Weather Spells (Air) from GURPS Grimoire

Wind
Storm
Warm
Cool
Cloud Walking
Cloud Vaulting

Constellation Information

This spell will automatically allow the subject to remember the name of any star, constellation, or other celestial object in the sky, as well as recalling trivia or symbolism surrounding a given celestial body. If the mage wishes, he can also view the night sky as if it were a celestial map, with lines drawn between the stars to join them into constellations and the names of the major stars written next to their positions.
This spell also allows the mage to view the night sky from the point of view of a sky-watcher from another culture that the mage has heard of. In this case, the mage will see the stars arranged into different constellations and the major stars will have different names. Celestial trivia and symbolism will be very different as well.
For the duration of this spell, the mage has Astronomy 12, but only to identify readily visible celestial objects in the night sky and to recall trivial facts about them. It won't allow the mage to actually perform astronomical observations or discuss astronomy in detail.
This is also a Knowledge spell.

Duration: 1 minute
Cost: 3 points, 1 to maintain.
Time to Cast: 10 seconds
Prerequisite: Predict Weather
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points (b) Constellation Glasses GURPS Magic Items 2, p. 101. Energy Cost to Create: 100 points.

Control Weather (VH) Area

This spell allows the caster to control the weather in his local area over the next 6 hours. The cost of the spell depends on the area to be controlled, and the degree of change in the weather the caster desires. The weather desired "evolves" over a 1 to 3 hour period, achieves its maximum effect in 2-5 hours, and passes off in the last 1-2 hours. Extending the duration extends the "peak" duration of the weather effect. If two or more mages are trying to control the same area of weather, treat this as a contest of Control Weather skills, with the mage who is trying to control the larger area getting a +1 bonus for each 10% difference in size.
If a mage produces a severe weather effect (like a tornado), he has no control over how the weather will affect a given area.

Duration: 6 hours
Base Cost: 1/20, same to maintain. Cost doubles for each "step" of change from the current prevailing weather conditions. Change can be made in Moisture, Wind, and Temperature and the "steps" for each are as follows:
Moisture - Very Dry, Dry, Moderate, Humid/Cloudy, Misty/Muggy, Foggy/Overcast, Light Rain/Light Snow, Snow/Rain/Sleet, Monsoon/Blizzard/Hail Storm.
Wind - Calm, Mild, Gentle, Moderate, Gusty, Gale, Storm, Hurricane/Tornado.
Temperature - Arctic, Sub-Zero, Cold, Cool, Mild, Warm, Hot, Torrid.

Cost also doubles for conditions that are "unnatural" - torrential rain in a desert or very dry humidity over an ocean, for example. Cost is halved for conditions that are "typical" for a given region - hot, muggy weather in a tropical rain forest, for example. Cost is also halved if the mage takes advantage of evolving weather patterns. A successful Meteorology roll will allow the mage to predict the weather for the next 12 hours. If the mage intensified or reduces the "natural" conditions by one step then cost is halved.
Some weather conditions can only be achieved when two or more factors are linked, for example you can't have a tornado unless you have Rain/Clouds or better, Tornado Winds, and Warm or better air conditions. The GM should use common sense in determining the conditions required to produce a given atmospheric effect.
Time to Cast: 10 minutes. The weather effects begin immediately, but they don't start to become visible for several hours and they don't reach their full effect until about halfway through the spell's duration.
Prerequisite: Magery 2, Clouds, Rain, Windstorm, Whirlwind, Snow, Cold, at least 10 spells each from the College of Elemental Air and Water.
Item: (a) Staff, Wand, Jewelry, Fan or Cauldron. Energy Cost to Create: 2,500 points. Usable only by a mage. (b) A bulky item, usually a large cauldron or a standing stone which must weigh at least 100 lbs. which either produces weather of some set type or some set range. The weather patterns desired are set by the mage when the item is enchanted and cannot be changed after that. Energy Cost to Create: 2,500 plus 250 per hex of radius. (c) A bulky item, as above, which will produce any weather the user desires. Energy Cost to Create: 5,000 plus 500 per hex of radius that can be affected.

Meteor Missile

Causes a small meteor to fall out of orbit and strike the subject for crushing damage. The size of the meteor depends on the amount of energy put into the spell. This spell won't work indoors. If it is attempted, the meteor does damage to the roof of the building instead. Meteors can only be dodged. Blocking or parrying have no effect.

Duration: Instantaneous
Cost: 1 point per die of damage, up to 12
Time to Cast: 3 seconds plus 1 per die of damage.
Prerequisite: Magery, 5 Air spells
Item: Staff, Wand, or Jewelry. Usable only by a mage. Energy Cost to Create: 1,200 points.

Meteor Shower Area

Causes a meteor shower which to affects one or more hexes. Any creature in the area of effect must roll vs. Dodge or be struck for crushing damage. The cost of the spell depends on the number of hexes affected and the size of the meteors called. This spell won't work indoors. If it is attempted, the meteors do damage to the roof of the building instead. Meteors can only be dodged. Blocking or parrying have no effect.

Duration: Instantaneous
Cost: 2 points per die of damage, or per hex, up to 3 dice of damage per hex maximum
Time to Cast: 3 seconds plus 1 per die of damage.
Prerequisite: Meteor
Item: Staff, Wand, or Jewelry. Usable only by a mage. Energy Cost to Create: 2,000 points.

Predict Eclipse Information

Allows the caster to know the time and location of the next eclipse of the sun or moon as well as what the type will be (partial or full). Alternately, this spell can be used to predict the next eclipse of the sun or moon in a given location. The caster can exclude known eclipses by specifying them before beginning the spell.
Astronomy skill at a high enough level makes this spell useless. The spell is still handy for mages who don't have the astronomy skill or for mages who suddenly find themselves transported to a place or time where their Astronomy skill doesn't work.

Cost: 1 point.
Time to Cast: 5 seconds
Item: (a) Staff, Wand, Book or Astronomer's Tool. Energy Cost to Create: 150 points.

Protection from Weather (VH) Regular

For the duration of the spell, the subject is immune to all forms of severe weather, including weather spells and natural electricity. In addition, the subject is immune to spells that mimic the effects of natural weather phenomenon, such as Thunderclap, Lightning, Lightning Storm, etc. unless the caster of the spell can win a Contest of Skills vs. the Weather Immunity spell.

Duration: 1 minute
Cost: 6, 5 to maintain.
Time to Cast: 3 seconds
Prerequisites: Magery 2, Weather Dome, 10 other Weather spells.
Item: (a) Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.

Rainbow Regular

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


Duration: 10 minutes
Cost: 2, 1 to maintain (3 points to make a double rainbow, 4 points to make a triple rainbow.)
Prerequisite: Shape Air
Item: Staff, Wand, Jewelry or Prism. Energy Cost to Create: 250 points.

Shape Clouds Area

This spell allows the mage to shape clouds and other water vapor (such as fog) as he sees fit.
By making an Artist, Sculptor or Illusion Art skill roll he can create detailed and artistic images in the clouds. This spell's main advantage over Shape Air is that it is much cheaper (so it can affect a larger area) and has unlimited range so that the mage can shape clouds in the sky.
This is also an Elemental Water spell.

Duration: 1 minute
Base Cost: 1/20 points, half to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery, Shape Air
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points

Weather Stasis Area

This is a limited version of the Control Weather spell. It does not allow the mage to change the weather, but it does allow him to attempt to keep the same sort of weather in the affected area for the next six hours.
The cost of the spell depends on the area to be controlled, and the length of time that the weather is to be "held". The weather stays the same for 3 to 4 hours and then evolves into the "natural" weather as the spell ends. Extending the duration of the spell becomes harder as the natural forces exert more and more resistance against the spell.

Duration: 6 hours
Base Cost: 1/20. Cost to maintain doubles for each six-hour period. The cost is doubled again for weather that is "unnatural" for a given area (like drought in a rain forest, or rain in the desert). It is halved if the weather to be prolonged is the prevailing sort of weather for the area (i.e., hot and dry conditions in a desert).
Time to Cast: 10 minutes.
Prerequisite: Magery, 5 spells each from the College of Elemental Air and Water.
Item: Staff, Wand, Jewelry, Fan or Cauldron. Usable only by a mage. Energy Cost to Create: 600 points.

Weather Report Information

This spell allows the mage to know the current weather conditions for any location with which he is familiar, no matter how far away he might be.

Duration: 1 minute
Cost: 2 points, can't be maintained.
Time to Cast: 10 seconds
Prerequisite: Magery, Predict Weather.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 75 points. (b) Clothing, Jewelry, or Meteorological Equipment. Will either give constant weather reports for a given location or will report the weather for one location chosen by the owner. Energy Cost to Create: 50 points.

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