This is a large and powerful group of spells, though there are many minor spells as well. GMs should carefully limit the total number of Body Control spells available.
Note that Body Control spells will work on any creature with a corporeal body that is at least partially made from flesh, bone, or similar organic material. They will not work on incorporeal creatures or creatures that are not made of flesh (such as robots or golems). Creatures made of magical "flesh" (such as incorporeal undead in a materialized state or flesh golems) can be affected by Body Control spells although they are not, technically, "alive".
Alter Body
- Can be used to alter Appearance as above, but whole body changes can be made. Up to one level of the Fat disadvantage can be effectively removed by means of this spell (by altering the subject's height and body shape) as can the Skinny disadvantage. These effects remove reaction penalties only, they don't change the underlying physical condition.Alter Visage - The mage can also improve or damage the subject's existing features allowing increases or decreases in Appearance. The social implications of this spell (with or without modification) are immense. The GM should carefully limit its use unless he wants everyone who can afford it to be Very Handsome/Beautiful with the option of changing their face at will.
Item: (b) Any, but usually clothing, jewelry or a mask. Improves or reduces the subject's Appearance by some set amount. Energy Cost to Create: 1,000 points. per every level of appearance above or below Average, up to Very Handsome/Beautiful or down to Monstrous.
Climbing - If the subject doesn't already have the Climbing skill, this spell temporarily gives him Climbing-12 in addition to the other effects of this spell. However, for the spell to be effective, the subject must have both hands and feet free. Encumbrance beyond None is counted against Climbing skill just like normal. This spell also gives the subject a bonus to DX or ST to grasp or hang onto the surface he is climbing or to grab climbing equipment like thrown ropes.
Deathtouch - Deathtouch is a jolt of pure magical energy that damages anything with a physical body, including undead, robots, golems, and inanimate objects. It does its damage by causing tissues to shrivel and wither away leaving behind visible, gaping, unpleasant wounds! It is not subtle at all. Because of its magical nature Deathtouch can't be targeted at a specific hit location, it does generalized damage. However, it causes the normal special effects associated with wound, including Bleeding. (Source: Sean Punch).
Deathtouch is also a Metaspell, but not a Necromantic spell.
For GMs who are dissatisfied with the "official" version of the spell there are other variants that differ only in their effects on the victim. If the GM allows multiple variants of Deathtouch, then each version of the spell defaults to the others at -3 to skill. They are:
Brain Death - This version of Deathtouch is identical to the Heart Attack variant, but it attacks the Brain instead of the Vitals. Victims who die from this variant of Deathtouch appear to have died from a massive stroke or aneurysm. This spell is occasionally used by healers to painlessly euthanize terminally ill patients.
Disintegrate - This variant does whole body damage. However, if the victim dies he turns into dust. If he takes enough damage to reduce him below -HT x 10 even the dust vanishes.
(GMs can charge extra for this variant of the spell since it's handy to get rid of those inconvenient corpses that crop up in adventure games . . .).
Disruptor - This is the basic Deathtouch variant. Parts of the victim's flesh are ripped out leaving a messy, bleeding hole behind. The victim must roll vs. HT normally to avoid Bleeding from the wound. Victims who die expire because of blood loss, tissue damage or loss of vital organs.
This spell can be targeted against any part of the body that the mage can touch (or see, if this spell is being cast from a distance). This means that internal organs such as the brain, vitals, or kidneys can't be intentionally attacked with this spell. (However, organs such as the groin or eyes can be targeted - a truly nasty attack.).
Explosion - The victim's flesh explodes outwards from his bones, making a bloody mess and leaving behind a very grisly skeleton. Victims who survive take damage as if they suffered from the Disruptor variant of Deathtouch (see above). Victims who die explode from the inside out, covering everything in their hex and adjacent hexes with gore. Fright checks might be required.
Note that the exploding bodies are just a special effect, the flying bits of grue don't pack enough force to do damage.
Heart Attack - The subject's heart takes damage from this spell. If the subject lives, he merely takes damage to his heart (not multiplied for hits to the vitals) which can be recovered normally. If he dies, he suffers a massive heart attack and will die shortly thereafter. Attempts to revive the character with high-tech First Aid are at -6 to skill.
GMs who don't want to bother with these effects can just rule that victims who die just "keel over" - dead from some immediately lethal and unspecified ailment.
At the GM's option this variant of Deathtouch can cost less to cast - because it's less dramatic and doesn't necessarily violate the laws of physics, or it can cost more - because it's a more subtle way to kill a person. "Honest, all I did was shake his hand and he just fell over dead!".
Melt Body - The subject's body melts from the skin inward. If the subject lives, this damage is only cosmetic. If they die, they turn into a puddle of foul-smelling (but still recognizably human) goo. Fright checks might be required.
Wither Body - The subject's body is withered, twisted and aged by this spell. If the victim lives, this damage doesn't have any special damage effects other than temporary cosmetic damage. However, if the victim dies he rapidly ages to extreme senescence before shriveling into a mummy-like husk. Fright Checks might be required.
Dexterity - (b) Item: Book or other item. Grants a permanent increase in DX after it is read or used for 4d hours. Energy Cost to Create: 500 times the base cost of the spell. (c) An attribute can be permanently bestowed on a character for a cost equal to the character point cost of the increase/. 02. For example, an attribute increase, which costs 15 character points to learn, would cost 750 points.
Might - If the GM is using the GULLIVER rules, ST increases are based on starting ST. Use a base Cost of (starting ST/10), with +2 per 10% ST increase. For simplicity, use Combat ST/10for the base cost; the additional 10% increase affects both Combat ST and Load ST. Let the maximum increase be +50% ST. Source: T. Bone.
(b) Item: Book or other item. Grants a permanent increase in DX after it is read or used for 4d hours. Energy Cost to Create: 500 times the base cost of the spell. (c) An attribute can be permanently bestowed on a character for a cost equal to the character point cost of the increase/. 02. For example, an attribute increase, which costs 15 character points to learn, would cost 750 points.
Rooted Feet - This spell will work on any animate creature (including undead or golems). The cost to cast is reduced to 2. If the subject fails three consecutive ST rolls, he is permanently rooted until the spell ends. The mage can also trade off energy for skill to better control strong creatures. For every extra energy point put into this spell, the mage gets an effective +3 to his skill with this spell for purposes of contests of skills only.
Spasm - This spell can affect any muscle in the subject's body making him nod, blink, twitch, stutter, stumble or perform any other short, involuntary muscular action.
Stun - The subject is at -2 to HT rolls to resist or recover from stun for every extra point of power put into this spell.
Tanglefoot - The subject is at -1 to DX rolls to avoid tripping for every extra point of power put into this spell. If the subject falls, he falls flat on his back (falling backward) or face (falling forward) as the mage desires. If the subject was moving quickly, he might take damage from his fall.
Vigor - (b) Item: Book or other item. Grants a permanent increase in DX after it is read or used for 4d hours. Energy Cost to Create: 500 times the base cost of the spell. (c) An attribute can be permanently bestowed on a character for a cost equal to the character point cost of the increase/. 02. For example, an attribute increase, which costs 15 character points to learn, would cost 750 points.
Alter Voice
- The mage can also imitate non-human voices, as long as they fall within his normal vocal range. For example, the mage could honk like a goose or squeal like a dolphin, but he couldn't make ultrasonic dolphin noises unless he could normally speak in the ultrasonic range.Cadence - Any skill, which mostly consists of tool use and repetitive motions, can benefit from this spell. Specifically, artistic skills such as Artist, Calligraphy, and Sculptor skills can be speeded up. Outdoor skills such as Rowing or Hiking can also be improved. Speed of ordinary writing or typing can also be doubled. Skills that require frequent pauses for thought or which rely on mostly mental activity (such as Architecture, Accounting, or Writing skill) can't be improved. For double cost speed of work can be tripled, but this costs the subject 1 extra fatigue per hour.
Choke - For double cost the subject can actually be strangled as if by a man with ST equal to the mage's skill. Item: (b) Rope, Garrote, or Scarf that will automatically begin to strangle the subject when wrapped around his neck. Energy Cost to Create: 300 points.
Control Limb - The head can be controlled, but the subject cannot be made to speak involuntarily. A controlled head can be made to turn or the eyes or mouth can be forced open or closed, but the subject can't be made to bite himself.
Decapitation - The subject can detach any limb. Detached limbs move at half normal Move and have half strength (1/3 ST for hands or feet). For 2 extra points, this spell can be made into a blocking spell. When a blow aimed at a body part hits the mage, it does no damage, and it just "severs" the body part according to this spell. This spell may be cast on an unwilling subject but the victim gets a roll vs. HT to resist and the mage must touch the subject.
Enlarge/Enlarge Other - The Fatigue cost for this spell is much too low for the effects. Change the fatigue cost to 1 point per 10% increase in height. This change also allows the mage to slightly enlarge people rather than just making them gigantic. GMs who feel that this cost is still too low can use the same revised formula as for the Enlarge Object (making spell), as follows:.
Cost: 1 per pound of object + weight multiplier/2. This makes the cost for weight multipliers equal to: Weight Multiplier: 2, 4, 8, 16, 32, 64, 128, 256, 512, etc.
Fatigue Cost: 1, 2, 4, 8, 16, 32, 64, 128, 256, etc.
Example 1: a 1 lb. object, doubled 5 times up to 32 lb. Cost = 1 + 16 = 17.
Example 2: a 16-lb. object, doubled once to a 32-lb. one. Cost = 16 + 1 = 17. (Source: Sean Punch) Mass (and volume) of an enlarge creature is cubed as height is squared, so doubling a person's height would give them x8 the mass, tripling height would give x27 the mass, and so forth. Strength is increased proportionately to allow the magically-enlarged creature to support its own weight, and magic makes truly gigantic creatures possible (realistically, they'd collapse under their own weight, even if they were super strong).
If the GM is using the GULLIVER rules, let the spells adjust Size directly. Set the Cost of the spell to some base cost, plus additional cost per level of Size change, as follows: (Cost for Enlarging spells = 4 x target's Linear Scale, + 2 per level of Size change).
Take a target's Linear Scale from its Size for creatures, or from weight if Size is not certain. Growing a small elephant (Size +3) two Size levels costs (4 x 3) + 4 = 16 fatigue.
Conduct all scaling in conjunction with GULLIVER rules. Load ST needs to scale with the square of linear dimension, and food requirements as GULLIVER Book 6 outlines. Sensory or IQ deterioration from size change should be ignored, as should major debilitating problems like blood transport difficulties in a scaled-up human. Other drastic effects, like natural encumbrance, heat loss and fatigue issues, and "cube-square" exposure-related effects, are up to the GM -- use if you like, or ignore for cinematic simplicity.
Without cinematic benevolence, smart versions of Enlarge might include the effects of Might, to let the subject handle his new size. In this case, the GM should add Might and Beast of Burden (q.v.) to the prerequisites for Enlarge.
Fumble - See also Bobble.
Hair Growth - Hair can be made to grow on any part of the subject's body. The color, texture and length are determined by the caster within the limits of the spell. Multiple castings on the same location will produce longer hair.
Item: (b) Jewelry, Comb, Brush or Clothing which allows user to grow hair on any part of their body that they wish. Energy Cost to Create: 200 points. (c) Ointment or shampoo that will grow 1 foot of hair on a part of the subject's body which would normally have hair (like the scalp). Good for one use only. Energy Cost to Create: 25 points.
Haircut - Hair can be trimmed or removed from any part of the subject's body.
Magic Item (b) Jewelry or Clothing (usually a cap) which will magically trim subject's hair to a set length. Energy Cost to Create: 200 points.
Hold Breath - This is also an air spell.
Hunger - The subject also feels intensely hungry and must roll vs. Will to resist eating any seemingly palatable food that is placed in front of them.
Lengthen Limb - The subject can lengthen his neck so that he can peek over walls, around corners and so forth. Lengthened limbs are at -4 to target, or half of their normal "to hit" penalty, whichever is more. Lengthened limbs can also be used to constrict if they are long enough and if the subject has sufficient strength to do damage.
Perfume - This spell can be used to change the subject's natural smell making it more difficult to track him by scent (-4 to Tracking rolls). Scent cannot be eliminated by means of this spell. The maximum reaction penalty for a foul smell is -2. Pleasant smells can make the subject more appealing but don't affect reaction modifiers.
Retch - If cast on an unconscious person or a person in a weightless environment, they must roll vs. HT or begin to Suffocate. In order for this spell to be used as an effective emetic, the mage must first make a successful Diagnosis or Poisons roll to determine the type of poison the subject has ingested. If the poison ingested can be purged by vomiting, a casting of this spell gives the subject +4 to HT rolls to resist the poison if its effects haven't taken hold yet. If the subject is already suffering symptoms, this spell will give +2 to HT to resist future effects of the poison.
Sensitize - The benefit of this spell is that the subject gets +2 to Touch sense rolls.
Shrink/Shrink Other - If the GM is using the GULLIVER rules, let the spells adjust Size directly. Set the Cost of the spell to some base cost, plus additional cost per level of Size change as follows: (Cost for shrinking spells = 4 x target's Linear Scale, + 2 per level of Size change).
Take a target's Linear Scale from its Size for creatures, or from weight if Size is not certain. Shrinking a human down 9 Size levels costs (4 x 1) + 18 = 22 fatigue.
Strike Anosmic - At the caster's whim, the subject's sense of taste, sense of smell, or both senses can be struck.
Strike Barren - If the subject is willing, the mage can "transfer" the power to reverse the spell to the subject, allowing it to become an effective contraceptive. However, once the spell has been removed, it must be recast. It can't be turned back on unless the Suspend spell is used. In addition, at the mage's option, the subject can be made impotent and incapable of sex.
Thirst - The subject also feels intensely thirsty and must roll vs. Will to resist drinking any seemingly palatable beverage that is placed in front of them. Two castings of this spell cancel the Voice advantage and make it impossible for the subject to speak above a whisper. Skills, which require articulate speaking or movement of the mouth (including Singing and most musical instrument skills), are at -2 per casting of this spell.
Tickle - The subject gets +4 to resistance rolls if he is in combat or any other high-stress situation.
Alter Body
Alter Visage
Climbing
Clumsiness
Curse-Missile
Deathtouch
Dexterity
Fatigue
Hinder
Itch
Might
Pain
Paralyze Limb
Resist Pain
Rooted Feet
Roundabout
Spasm
Strike Blind
Strike Deaf
Strike Dumb
Stun
Tanglefoot
Total Paralysis
Vigor
Wither Limb
Agonize
Alter Voice
Ambidexterity
Balance
Boost (Attribute)
Cadence
Choke
Control Limb
Corpulence (VH)
Decapitation (VH)
Enlarge (VH)
Enlarge Other (VH)
Frailty
Fumble
Gauntness (VH)
Hair Growth
Haircut
Hold Breath
Hunger
Lengthen Limb
Perfume
Reflexes
Retch
Sensitize
Shrink (VH)
Shrink Other (VH)
Stop Spasm
Strike Anosmic
Strike Barren
Strike Numb
Thirst
Tickle
Touch
Weaken Blood
Accelerate Pregnancy - Healing
Active Pregnancy - Healing
Angelic Aspect - Necromantic
Animate Body - Necromantic
Balance - Movement
Bends-Water
Body Clock - Mind Control
Body of Rubber- Protection & Warning
Boost Drug - Healing
Brachiation - Movement
Chill Flesh - Fire
Crawl - Movement
Create Limb - Healing
Create Organ - Healing
Death Aspect - Necromantic
Demonic Aspect - Necromantic
Ease Labor - Healing
Endurance - Movement
Escape Artist - Movement
Falter - Mind Control
Fast Draw - Movement
Fertility - Healing
Field Sense - Protection & Warning
Fleshgap - Protection & Warning
Flexible Clothing - Movement
Free Action - Movement
Glutton's Delight - Food
Graft Limb - Healing
Heat Flesh - Fire
Kill (VH) - Necromantic
Leprosy (VH) - Necromantic
Lightning Reflexes - Protection & Warning
Marathon - Movement
Miscarriage - Necromantic
Monk's Rest (VH) - Mind Control
Nap - Mind Control
Peripheral Vision - Protection & Warning
Permanent Strike Sonar-Sound
Polarized Vision - Light and Darkness
Prevent Nausea - Healing
Prosthesis - Healing
Quick Death - Necromantic
Rapture of the Deep-Water
Relieve Pain - Healing
Remote Touch - Making & Breaking
Remove Fetus - Healing
Resist Drain - Protection & Warning
Satisfy Addiction - Healing
Second Stomach - Food
Seizure - Mind Control
Sensory Deprivation (VH) - Mind Control
Sensory Overload - Mind Control
Sleepless - Mind Control
Slow March - Movement
Speech-Sound
Stand - Movement
Store Health - Healing
Strike Sonar-Sound
Surefooted - Movement
Survival - Healing
Tar Baby - Movement
Trencherman - Food
True Stand - Movement
Vertigo - Mind Control Veteran-Mi
Waking Dream (VH) - Mind Control
Winged Flight - Movement
Wound - Necromantic
Wound Missile - Necromantic
This spell hastens (or restarts) maturation of the subject. If cast on a creature that has not yet reached full maturity it will speed the creature towards adulthood. If cast on an adult, it will gradually turn the person into a biological giant (as the Gigantism disadvantage). It may be cast multiple times, but never more than once a day.
When cast successfully, subject physically ages 100 days in that day. Thus, if the spell were cast successfully every day, it would take about 2 and a half months to raise a newborn baby to a physical age of 20.
If this spell is cast on a fetus, but the mother must roll vs. HT or suffer 1d Crushing damage for every 100 days that the fetus is aged beyond the time when it would normally be brought to term. (The normal gestation period for a human infant is approximately 270 days.) This assumes that she is attended by someone who rolls successfully against Physician skill. If she is not, then she must roll against HT-2. If she does roll successfully, she still takes 1 point of damage per die of damage she avoided.
A baby's ability to learn is also magically accelerated by the spell, but to a lesser extent than if the child learned naturally. A newborn baby aged to adulthood will have rudimentary speech (sort of like Tarzan in the movies) and will have "basic skills" appropriate for a child in their culture. They also have 1 character point to spend on skills for every casting of this spell. However, they are prone to mental disadvantages reflecting lack of experience with the world such as Gullible, Cowardice, Delusions, Bad Temper, and Weak Will. The GM should design the newly "developed" baby as an NPC.
If cast on an adult, this spell makes them start to grow again as if they were still in puberty. Each application of the spell adds 1/4" of height. Weight is increased proportionate to height. Once the subject reaches 7" tall (or 120% of the normal height for their species or race) they suffer from the Gigantism disadvantage.
For every 6" over 7' tall the subject is at -1 to DX and -1 to HT. ST is increased proportionately, with +1 per 6"over 7' tall. Even so, a very large biological giant won't be able to sustain their weight without magic.
Duration: Permanent.
Cost: 4 points.
Time to Cast: 5 minutes.
Prerequisites: Magery, Alter Body.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Greg Littmann
This spell inflicts painful, continuous ache on some part of subject's body. This ache is not crippling, but is very uncomfortable. It acts as a distraction (-1 to physical skills or -1 to mental skills for a headache) as well as limiting the use of the afflicted body part (-1 to DX and ST).
Multiple castings of this spell "stack" giving the subject up to -4 to skills.
Duration: 1 hour.
Cost: 3 to cast, 2 to maintain.
Prerequisite: Spasm.
Item: (a) Staff or Wand. Energy Cost to Create: 250. (b) Jewelry. Afflicts wearer with the effects of this spell. Energy Cost to Create: 100 points.
Any physical advantage or disadvantage can be turned into a spell. Each advantage or disadvantage is a different spell. If bestowed on another person, the subject must be touched for the spell to be effective.
The GM should take care that powerful advantages or crippling disadvantages are not abused by turning them into spells.
Duration: 1 minute.
Cost: (1 point per +5/-5 points that the advantage/disadvantage costs, minimum 1 point), half to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery, 4 Body Control spells.
Item: (a) Staff or Wand that allows the user to cast the spell Energy Cost to Create: Point cost of advantage x 400 points. Usable only by a Mage.(b) Jewelry or Clothing that gives the wearer the appropriate advantage. Energy Cost to Create: Point cost of advantage x 200 points.
Causes hair to fall out and cease to grow on any part of the subject's body, as specified by the caster. This spell can also be used to remove the fur from hides, shear sheep, or pluck fowl. No skill roll is necessary.
Note that this spell prevents hair from growing on the subject unlike Haircut.
Duration: 1 week (hair falls out within 1 minute).
Cost: 1 for a small area (the head), 2 for a man-sized creature, 2 points for each additional hex of creature. Same to maintain.
Prerequisite: Haircut.
Item: (a) Razor or Scissors. Energy Cost to Create: 100 points. (b) Clothing or Jewelry which will keep wearer from growing hair on a specific part of the body. Energy Cost to Create: 100 points. (c) Ointment or shampoo that will remove hair from parts of the body to which it is applied (such as the chin or legs). Good for one use only. Energy Cost to Create: 10 points.
Removes dirt and grime from subject and grooms him. Subject gives the appearance of having recently bathed, shaved, shampooed, brushed his teeth, combed his hair and otherwise paid attention to his personal hygiene.
Duration: Permanent, until subject gets dirty again.
Cost: 2 per hex of creature.
Item: (a) Basin, Wash Cloth, Scrub Brush or similar item. Energy Cost to Create: 100 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 100 points.
This spell gives the subject one level of the Extra Encumbrance advantage per level.
If the GM is using the GULLIVER rules and rules that Enlarged creatures don't automatically get Extra Encumbrance to support their new mass, the mage can cast this spell at the same time as he casts Enlarge or Enlarge Other for 1 point per level of Extra Encumbrance, over the base cost of the spell.
Duration: 1 hour.
Cost: 2 points per level, same to maintain.
Prerequisite: Might.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing, Jewelry, backpack or similar load-bearing equipment. Works for wearer/user only. Energy Cost to Create: 250 points per level of advantage bestowed.
Author: Adapted from T. Bone.
This spell increases the Appearance level of the subject for the duration of the spell, up to a maximum of Very Handsome/Beautiful. Only Appearance is improved, basic height, weight, body shape and coloration stay the same. Scars, tattoos and other marks do not vanish if they don't interfere with the beautification process. Disfiguring scars and marks don't entirely vanish while this spell is in effect, but they become far less obvious and unpleasant.
Duration: 1 hour.
Cost: 2 per level of improved appearance, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Fair Skin.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points. (c) Clothing or Jewelry. Works for wearer only. Always on. Increases appearance by some set level. Energy Cost to Create: 50 points per level of improvement.
Cast on a female, this spell acts either to prevent fertilization of eggs or implantation of the fertilized egg in the womb (or whatever). If cast on a newly-pregnant female, this spell induces spontaneous abortion of a fertilized egg, that is less than 1 month old.
If cast on a male this spell makes his sperm non-viable for the duration.
If the subject is unwilling, they roll vs. HT to resist. A willing subject can cancel this spell at any time after 1 day.
This is also a Healing spell.
Duration: Permanent (for spontaneous abortion), 1 week (for birth control).
Cost: 1 point, same to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Jewelry. Works for wearer only. Always on. (Some versions are also Hexed so that they can't be removed.) Energy Cost to Create: 100 points.
This spell makes the subject feel faint and might even cause him to "black out" for a few moments. If the subject makes his HT roll he is Mentally Stunned for 1d-3 seconds, and must roll vs. Will each turn to recover. If he fails his HT roll, he faints and falls unconscious for 2d seconds.
Duration: 2d seconds.
Cost: 4, can't be maintained.
Prerequisite: Stun.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.
This spell makes the victim begin to bleed. If the victim fails to make a HT roll to resist, he takes 1 point of damage. Each minute thereafter he must successfully roll vs. HT or take another 1 point of damage. Bleeding only stops when the target makes a critical success on his HT roll or when a spell such as Stop Bleeding is cast on the subject.
Since the bleeding is from many different points (including internal bleeding), simple bandaging or First Aid will not work, though high-tech medicine may be effective.
This spell will not work on creatures that do not bleed. It causes Hemophiliacs no extra damage and they can roll vs. HT like anyone else to stop the bleeding.
For double cost, the mage can cause bleeding damage every turn, rather than every minute. In this case, the victim gets a HT roll to stop the bleeding every turn as well.
This is also a Necromantic spell.
Duration: Variable, see above.
Cost: 2 points, can't be maintained. For double cost, the rate of damage can be increased. See spell description.
Time to Cast: 3 seconds.
Prerequisite: Weaken Blood.
Item (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Any item. Casts this spell on anyone who touches, wears, or uses the object. Energy Cost to Create: 350 points.
Author: Adapted from Anthony Jackson.
When the mage touches the clothing or skin of the subject, his touch raises large, pus-filled blisters on the victim's skin. This does 1d-3 points of damage to the victim and lowers his Appearance by one level (to a minimum of Hideous) for each touch. In addition, the blisters make the subject's skin painful and tender, temporarily giving the subject the Low Pain Threshold advantage (or negating the High Pain Threshold advantage). Unless the blisters are carefully drained and bandaged under sterile conditions, the victim must roll vs. HT or his wounds become infected. In hot, humid, or dirty conditions, the GM might require a penalty to the HT roll.
Duration: Permanent, until healed.
Cost: 3, can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Irritating Touch.
Item: (a) Staff, Wand or Gloves. Energy Cost to Create: 200 points. (b) Greasy contact poison that causes effects of this spell on any bare flesh it touches. The poison can be applied to blades and other non-porous surfaces and will last until it touches a suitable target. Then the magic in the poison is consumed and it becomes inert. Must be applied with gloves or some other tool or it will affect the person who is attempting to apply it! Energy Cost to Create: 100 points.
This spell increases the subject's Block score by +1 per level. Each doubling of cost gives an additional +1 to Block.
This is also a Protection and Warning spell.
Duration: 10 seconds.
Cost: 2, same to maintain. Each doubling of cost gives an additional +1 to Block.
Prerequisites: Magery, Lend Skill or Dexterity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 400 points. (c) Clothing or Jewelry. Works for wearer only. Increases Block by set amount. Always On. 100 points for +1, 250 points for +2, 500 points for +3, or 1,000 points for +4.
Author: Adapted from GURPS Magic Items 1
This spell makes the subject fumble any object he is holding in his hand, bobbling it for 1d seconds before he can catch it again. At the end of the spell, the subject must make another DX roll, if the roll fails, he drops the item he was holding in an adjacent hex.
Duration: 1d seconds.
Cost: 3, can't be maintained.
Prerequisite: Spasm.
Item: (a) Staff or Wand. Energy Cost to Create: 300 points. (b) Jewelry or clothing. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 200 points. (c) Any item can be made so that it will be Bobbled if it is picked up. Energy Cost to Create: 100 points.
When cast on an undead or cold-blooded creature, their bodies temporarily become as warm as a human's body, their hearts beat (or beat faster), and they show up on infrared scans. Undead register as "alive" when Detect Undead or Detect Life spells are cast on them. Cold-blooded creatures under the influence of this spell do not become torpid in cool conditions and can better withstand extremes of heat or cold.
Any creature gets +4 to resist the effects of natural cold. Cold-blooded creatures may temporarily ignore the effects of the Cold Blooded disadvantage.
Duration: 1 minute.
Cost: 2, 1 to maintain.
Prerequisite: Fever.
Item: Jewelry or Clothing which makes the wearer warm-blooded (or seem to be warm-blooded) when worn. Energy Cost to Create: 500 points.
Causes the subject's bones to temporarily turn to jelly. The subject falls to the ground and cannot move except by crawling at Move 1. The subject can still talk and can still move his limbs slowly but cannot use most tools. ST is halved. Gives +6 to Escape skill. Cancels DR of skull.
This is also a Necromantic spell.
Duration: 1 minute.
Cost: 8 to cast, 4 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Wither Limb.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 2,000 points. Usable only by a mage.
Caster must touch one of the subject's limbs. Neither passive defense or damage resistance protects.
If the spell succeeds, the limb targeted is broken and splintered, resulting in an automatic crippling (Basic p.127).
The target takes the minimum amount of damage sufficient to cripple the limb (round down and ignore DR).
If aimed at the torso or the head there is no immediate effect, but the subject takes 1d points of crushing damage to the appropriate location. He must also roll vs. HT or suffer an additional 1d points of damage to the Brain or Vitals.
A given body part may not be Boneshattered again until it heals.
This is also a Necromantic spell.
Duration: 1 second.
Cost: 5 points, can't be maintained.
Prerequisite: Wither Limb or Brittlebone.
Time to Cast: 3 seconds.
Item: Staff or other crushing weapon. Energy Cost to Create: 1,000 points.
Author: Adapted from D. Barrett (adapted from D&D version).
Using this spell, the mage can temporarily "borrow" one or more appendages from the subject!.
When the spell is cast, the mage specifies which limb(s) he wishes to take. If the subject is willing (or if an unwilling subject fails his resistance roll), the limb magically vanishes from the subject's body and reappears on the mage's body fully attached and functional. The mage can take multiple limbs in one casting of the spell, as long as he specifies which limbs he wants in advance, and can pay for the transfer of all the limbs.
For the duration of the spell, the subject doesn't have the borrowed limbs, and the place where the limb was is replaced by smooth flesh, as if he never had a limb at all. In most cases, this will temporarily give the subject a disadvantage such as One Leg, or One Arm.
While the limb is attached to the mage's body, it functions normally, though it might not be able to function in some situations. The ST of the limb is that of the original owner, but it only applies to actions performed with just the borrowed limb. Physical advantages inherent in the limb (like Claws or Venom) also transfer. However, the GM might rule that advantages such as Super Running or Flight don't work as well if wings or legs are transferred to a much bulkier or larger creature. Note that the transferred limbs don't give the mage to make any extra attacks, unless the mage has the Coordination advantage or casts the equivalent spell.
Damage taken by the limb applies to the mage while the limb is attached, but when the spell ends, any damage (and crippling effects) to the limb is transferred from the mage to the subject. Alternately, when the spell ends, the mage can "transfer" the injury from the borrowed limb to another one of his limbs. Pre-existing damage can't be transferred in this way (i.e. from the subject, to the mage).
Heads and internal organs cannot be borrowed using this spell.
This is also a Healing spell.
Duration: 1 minute.
Cost: 6 per limb, same to maintain.
Time to Cast: 5 seconds.
Prerequisites: Decapitation, Reattachment, Minor Healing.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.
This spell allows an offspring to show its parent's worst traits, by altering the fetus while still in the womb. Only "genetic" disadvantages and reduced attributes can be bred for, and they can only be bred for it they are present (or possibly present) in a parent or grandparent. If the mother of the child is not present, there is a -4 penalty to skill, in addition to any normal long-range penalties.
This is also a Technology (Biotech) spell.
Duration: Permanent.
Cost: 5 for minor traits (hair color or texture, eye color), 10 for major traits like sex selection, 2 points for every point of disadvantages or reduced attributes to be given (or every point of advantages to be removed).
Time to Cast: 1 hour.
Prerequisite: Magery, Seek Gene, Weaken Blood.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.
The subject's bones become brittle and subject to breakage. All cutting damage is multiplied by 1.5. All crushing damage is multiplied by 2. Any called shot against an area not protected by bones, such as the throat or vitals, is not effected by this spell.
Duration: 10 seconds.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 4 seconds.
Prerequisites: Alter Body.
Author: Adapted from Greg Littmann
Causes the subject's hands, feet and body to become callused, tanned, and work-hardened, allowing the character to work with tools or rough materials or walk long distances without getting blistered or severely sunburned. Doesn't confer the Toughness advantage.
For double strength, this spell will make the character's body callused and tough all over, giving him the Toughness advantage. For triple cost, the subject can be made Very Tough.
Duration: 12 hours.
Cost: 2 to cast, 1 to maintain. For double cost, the subject can be given the Toughness advantage. For Triple cost, he can be given the Very Tough advantage.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Clothing which gives the wearer the benefits of this spell. Energy Cost to Create: 50 points for no Toughness, 250 points for Toughness, 350 points for Very Tough.
This spell temporarily gives the mage the Catfall advantage.
If the spell is successful, the mage subtracts 5 yards from the distance of any fall. For double cost, the mage can subtract 10 yards from the falling distance.
This spell can either be cast as a Blocking spell or a regular spell. If cast as a Blocking spell, the mage can cast it on himself "instantly" when he begins to fall. If the mage wishes to cast the spell on others, it is treated as a Regular spell, but lasts for 1 minute.
This can be treated as a variant of the Bestow Advantage spell.
This is also a Movement spell.
Duration: Instantaneous (or the duration of 1 fall) or 1 minute.
Cost: 1 to cast as a Blocking spell, or 2 point, 1 to maintain if cast as a Regular spell.
Prerequisites: Dexterity or Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points (c) Cat's Paws, GURPS Magic Items I, p. 32. Energy Cost to Create: 250 points.
Author: Self, Anthony Jackson, GURPS Magic Items 1.
Increases the subject's sense of balance and footing, making it harder for him to fall. For every point of energy put into this spell, the subject gets +1 to DX, but only when making rolls to avoid falling, stumbling, or losing his balance.
Duration: 1 minute.
Cost: 1 to 5 to cast, same to maintain.
Prerequisite: Climbing.
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) Shoes or other footwear. Always on, wearer only. Energy Cost to Create: 100 per point of increase (maximum 5) the item can give.
Author: Adapted from Sakura
This spell is the opposite of the Priapus spell. When the spell is cast, the subject is rendered incapable of feeling sexual arousal and their genitals shrink to the point where sexual intercourse is virtually impossible.
They are at +4 to Will to resist Sex Appeal skill (or the effects of the lecherous disadvantage), but they are completely incapable of sexual performance. This gives them -2 to Sex Appeal skill and -4 to Erotic Art skill.
Duration: 1 hour.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Priapus.
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.
Causes subject's body temperature to drop by 2 degrees. Makes subject very cold, causes shivering. Might aid in causing frostbite or hypothermia. Subject is at -1 to skill which require fine motor control due to shivering. The subject also gets -1 to HT rolls to resist the effects of cold and frost. However, he gets +1 to resist the effects of natural heat.
Duration: 1 minute.
Cost: 2 to cast, 1 to maintain.
Prerequisite: Vigor.
Item: Staff or Wand or Jewelry. Energy Cost to Create: 300 points.
The subject's finger bones protrude from the tips of their fingers and take on a sharp edge, acting as short claws (+2 damage). For double cost, the bones in the subject's forearms grow out to become long claws (punch does cutting damage).
This is also an Animal spell.
Duration: 1 minute.
Cost: 2 to cast, 1 to maintain. Double costs for long claws.
Time to Cast: 3 seconds.
Prerequisites: Alter Body.
Author: Adapted from Greg Littmann
For the duration of the spell the subject's body does not sweat or excrete. In all respects, they are treated as if they had the Clean Body advantage.
Rolls to track the character by scent are at -4.
Duration: 1 hour.
Cost: 4 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Groom.
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
This spell forces the subject to clench his hand around the next thing he grasps for the duration of the spell. The only way to free the hand is to either cast Remove Curse, Counterspell, destroy the object, or cut off the subject's hand!.
This spell can be used as a prerequisite for the Hex spell.
Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Spasm.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clenching Ring. See GURPS Magic Items I. Energy Cost to Create: 150 points.
Author: Adapted from GURPS Magic Items 1
This spell makes the subject violently allergic to any material touching her skin.
Until the spell is dispelled, wearing cloth, leather or metal of any sort causes the victim to break out in an itchy, painful rash that reduces IQ and DX by 2. The rash appears within 1d minutes after the material touches the skin. It lasts while the clothing is touching the skin and for 1d hours afterwards.
In addition to Counterspell, the Remove Curse spell will end this spell. The Control Allergy spell will relieve symptoms of the spell for as long as the Control Allergy spell lasts.
Duration: 1 day.
Cost: 4 points, 2 to maintain. For 20 points, this spell can be made permanent until dispelled.
Time to Cast: 10 seconds.
Prerequisite: Magery, Itch.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Affects wearer as if this spell had been cast on him. Some versions are always on and can't be removed. Energy Cost to Create: 350 points (c) Dissolving Dress. GURPS Magic Items 2, p. 53. Energy Cost to Create: 350 points.
The clothing the subject is wearing becomes his skin. Only clothing and equipment made of natural, non-mineral materials will work. Unless the spell is maintained for over a day, the clothing looks and feels the same. (After a day, a close examination reveals a pulse, tiny veins on the surface, a few hairs, etc.).
If the clothing had DR or PD, the subject retains that protection as natural Toughness. As flesh, the clothing can be injured. It heals at the subject's normal rate.
Teleportation is easier since backpacks and leather armor no longer count as encumbrance. The subject can't undress. Urination may be possible, but the subject will not be able to defecate without minor surgery. The clothing also sweats, forcing the subject to bathe without disrobing.
This is also an Illusion and Creation spell.
Duration: 1 hour.
Cost: 5 to cast, 3 to maintain.
Time to Cast: 30 seconds.
Prerequisites: Magery, Alter Body.
Item: None.
Author: Adapted from Net
Causes temporary spasm over victim's entire body. The subject must roll vs. Will to keep his concentration while casting spells or performing psionic abilities. He must also roll vs. DX-2 to avoid falling or tripping and DX-4 to avoid dropping held items. If he is in combat, he is at -2 to all attacks and active defenses for the next turn even if he avoids falling.
Duration: Instantaneous.
Cost: 4, can't be maintained.
Time to Cast: 2 seconds.
Prerequisite: Spasm.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
This spell puts the subject into a deep, dreamless sleep from which they cannot waken. Unless the subject resists with HT, he will fall unconscious. If this spell is maintained long enough, the subject will die of dehydration or starvation, although this spell doesn't make them grow hungrier or thirstier any faster than they would normally. While in a coma, the subject does not require Sleep.
This is also a Mind Control spell.
Duration: 12 hours.
Cost: 4 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Fatigue, Foolishness, Death Touch.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.
Allows the subject to sit still for the duration of spell without getting cramped or suffering any other ill effects. This removes any fatigue costs for being confined in cramped conditions or in an uncomfortable position.
This spell can also make a saddle, chair, or similar seat extremely comfortable. Characters using the item will suffer no discomfort or strain. Likewise, if this spell is cast on a pack or similar load-bearing equipment it prevents chafing and discomfort to the wearer.
This spell will negate any Fatigue caused by uncomfortable or cramped seating (such as in a vehicle) or reduces Fatigue from Riding by 2 points. This spell will reduce fatigue from being ridden (or carrying a pack or heavy load) by 1 point.
This is also a Movement spell and a Making and Breaking spell.
Duration: 8 hours.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Comfortable Object, Vigor.
Item: (a) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 250 points. (b) Chair or other piece of furniture. Only works for person sitting in it. Energy Cost to Create: 150 points. (c) Saddle or other load bearing equipment. Casts this spell on both the rider (if any) and the wearer. Always On. Energy Cost to Create: 250 points.
As the Repetition spell, but the effects are permanent, until a Remove Curse spell is cast.
Duration: Permanent.
Cost: 10 points.
Time to Cast: 30 seconds.
Prerequisite: Magery 2, Repetition.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 1,000 points.
This spell allows the mage to stop, start or reschedule one or more of a person's internal cycles.
If used to alter a person's circadian rhythms, this spell can be used to make a person feel sleepy or wakeful when they otherwise would not be. (This gives -1 or +1 to Will to stay awake respectively). High tech mages find this spell handy for combating jet lag.
Mages can also use this spell to change a woman's menstrual cycle for the month. In the early stages of pregnancy, this spell effectively acts as an abortificant. In addition, by altering the stage of the menstrual cycle, it can act as a birth control method (albeit an uncertain one). Symptoms of the menstruation (cramps, PMS, etc.) can be increased, reduced or eliminated by means of this spell.
The GM should decide the effects of other bodily cycles or even create bodily cycles, such as biorhythms.
Unwilling subjects are allowed a roll vs. HT to resist.
This is also a Healing spell.
Duration: 1 cycle (1 day for circadian rhythms, 1 month for menstrual cycles, etc.) or until the spell is cast again).
Cost: 2 points.
Time to Cast: 1 minute.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 50 points.
This spell allows the mage to control the subject's digestive tract. This allows the mage to make the subject queasy (roll vs. Will every 10 minutes or Retch as if affected by the spell), constipated, flatulent, or whatever else the mage can imagine. If the subject has an ulcer or other digestive disorder, this spell can soothe or aggravate the condition as the mage wishes.
This spell can be used to speed or slow the effects of ingested poison. At the GM's whim the subject gets +2 or -2 to resist the effects of ingested poison or caustic materials.
Unwilling subjects resist with HT.
This is also a Healing spell.
Duration: 1 hour.
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Retch.
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.
Allows the subject to consciously control his hair. This spell can be used to keep hair in place in high winds, to quickly create complex hairstyles, or even to grasp small objects if the subject's hair is long enough. Strands of hair have ST 1 and DX 8. Unless the subject has unusually long hair, he can only use his hair at close combat range.
Hairstyle generated by means of this spell stay combed and in place for up to 12 hours after the spell ends.
Duration: 1 minute.
Cost: 2, 1 to maintain.
Item: (a) Comb or Brush. Energy Cost to Create: 100 points. Jewelry, Ribbon or hair ornament. Works for wearer only. Energy Cost to Create: 50 points.
This spell causes the subject to become addicted to the drug of the mage's choice. Unless the subject can make a Will roll, he immediately begins to suffer from either the Alcohol or Addiction disadvantage, at the level determined by the mage when the spell is cast. Optionally, this spell can be used to make the subject addicted to some drug-like substance, such as Virtual Reality in a ultra-tech campaign.
The victim gets +4 to his Will rolls if he has never encountered the drug before. He gets +2 to Will rolls if he is not under the effects of the drug when the spell is cast. The mage must also be familiar with the drug to which he wishes to addict his victim.
This is also a Mind Control spell.
Duration: Permanent.
Cost: Equal to half the negative character point cost of the disadvantage (minimum of 5 points).
Time to Cast: 1 minute.
Prerequisites: Magery, Agonize, Hunger and Enslavement (Mind Control).
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) Instrument for delivering an addictive drug. Anyone who takes drugs with this implement must make a resistance roll or become addicted. Energy Cost to Create: 500 points.
This spell gives the subject extra hit points for the duration of the spell. Unlike the Vigor spell, damage absorbed by these extra HP vanishes when the spell ends.
Duration: 1 minute.
Cost: 3 per extra hit point, can't be maintained.
Prerequisites: Magery, Vigor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
This spell temporarily modifies one of the subject's eyes into an organ that works very much like a telescopic scope. This allows the subject to reduce range penalties to hit any target he can see with a non-magical ranged attack. In order for the spell to work, the subject must be able to see the target he is aiming at, wild shots and indirect fire at hidden foes aren't allowed.
The first level of this spell halves range penalties for aimed shots. Subsequent levels halve range penalties again. (So, double fatigue gives 1/4 range penalties, triple fatigue give 1/8 etc.) .
Duration: 10 seconds.
Cost: 2, same to maintain for 1/2-range penalties. Each doubling of cost halves range penalties again.
Time to Cast: 3 seconds.
Prerequisites: Dexterity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points per level.
This spell is identical to the Deathtouch spell, only the mage need not touch the subject of the spell.
Duration: Permanent.
Cost: 2 to 4 points.
Prerequisite: Deathtouch.
Item: As per Deathtouch only without the touch requirement.
Author:
S. John Ross (GURPS Russia)This spell reduces the subject's mass. The lost mass is subtracted from the character's encumbrance. If his Encumbrance level is negative, he gains one or more levels of the Negative Encumbrance advantage, and gets +1 to Move for every level of negative encumbrance (up to a +3 bonus). In addition, each 10% decrease in mass gives the subject +1 to Swimming skill, or any other skill where lack of mass would be an advantage (such as some uses of the Flight or Stealth skills).
Falling damage is based on the new mass, as are Jumping distances. In effect, a character with this spell on him is treated as if he were in a Low Gravity environment (see GURPS Compendium II).
However, for every 30% decrease in mass, the subject also suffers from one level of the Decreased Density advantage, and his reduced weight reduces his effectiveness (and increases his vulnerability to) Slam attacks. Knockback distance is increased based on the character's adjusted weight. (So, a character that only weighed 50% of normal would be knocked back 1 hex per every 4 points of damage, rather than for every 8 points of damage.
In addition, if the character's mass is reduced to less than 30% of normal, he must roll vs. DX (or Free Fall skill) each turn that he moves at more than 1/2 his normal (unadjusted) Move.
This is also a Force spell and a Movement spell.
Duration: 1 minute.
Cost: 3 points, plus 1 point for every 10% reduction in mass, half to maintain.
Time to Cast: 1 second per point of energy spent.
Prerequisites: Magery 2, Lighten Burden, and 3 spells from each of the Body Control, Movement and Force colleges.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points. (c) Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 50 points per 10% reduction in weight.
Author: Adapted from the Net.
The subject of this spell defecates for the duration of the spell. If the spell is maintained it will become obvious that more is coming out than the subject could naturally hold.
This spell is likely to be extremely embarrassing any sentient subject and might (at the GM's option) require the victim to make a roll vs. IQ to resist being mentally stunned. Anyone in the subject's immediate area will react to the subject at -2, or -4 in highly formal (or intimate!) situations.
This spell is mostly used as an a practical joke or an attack spell, but clever mages will find other uses for it, such as relieving constipation or creating fertilizer in large quantities.
A variant of this spell causes the victim to urinate uncontrollably.
Duration: 10 seconds.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Retch.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Some versions are hexed. Energy Cost to Create: 150 points.
Author: Adapted from the Net.
This spell will cause any mammal that is currently giving milk to stop producing until the milk flow is resumed, either by magic or as a natural consequence of childbirth. Unwilling creatures resist with HT.
This is also an Animal spell.
Duration: Permanent.
Cost: 2 points.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 50 points.
The subject takes no fatigue while the spell is in effect. Once the spell passes, all cumulative fatigue is assessed at once and it is possible that the subject will fall unconscious. If the subject loses more than -ST in fatigue points, they will take 1 point of damage for each multiple of negative ST. For example, if Ferd has ST 12 and uses this spell to delay 36 points of fatigue, he would be rendered unconscious and would take 2 points of damage. This is because his final ST score would be -24 points, which is two multiples of his negative ST).
Fatigue lost due to spellcasting or psi use can't be delayed by means of this spell nor can the base cost of this spell be reduced to less than 1 point of Fatigue.
Duration: 1 minute.
Cost: 3 to cast, 2 to maintain (1 minimum).
Prerequisite: Magery, Vigor.
Item: Staff or Wand. Energy Cost to Create: 500 points.
This extremely deadly spell will destroy one of the target's organs. Loss of an eye will blind, lungs, heart, or brain will kill almost immediately, any other organs will usually cause slow death. The victim may resist with HT.
Destroying a supernatural creature's organs will not necessarily kill him automatically. Loss of major organs causes 5d of aggravated damage to Vampires and Garou. Loss of a minor organ (pancreas, kidney) will do 3d damage.
Victims are allowed a roll vs. HT to resist.
This is also a Body Control spell.
Duration: Instantaneous.
Cost: 6 points.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Deathtouch.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.
Author: Adapted from J.C. Connors (GURPS Mummy)
This spell causes a creature to devolve into form possessed by its distant genetic ancestors. For example, a modern man could be devolved into a proto-human hominid, or a horse might be devolved into an eohippus. Generally, this will result in a reduction in IQ and HT, DX and ST might be reduced, increased, or unchanged depending on the specific race. Advantages and disadvantages might be changed, as can racial skills, however, individual skills and disadvantages and advantages can't be altered. In some cases, "devolution" of badly devolved or inbred species will actually produce an individual with superior IQ and HT. Extremely old or stable races might be immune to this spell. The exact details are up to the GM.
It can only be cast in a laboratory situation where the caster has no outside influences and the creature is constrained or confined. The spell scans the creature for any aspects that can be described as a product of evolution or environment in any form, whether normal or magical. This includes ST, DX, IQ, and HT, advantages, disadvantages, behavioral patterns and so forth. Also, the caster is able to determine what the lowest base form of the creature would be like if all abilities were reverted back to the most common ancestor of a varied species. So, all dragons would eventually become some prehistoric lizard, horses would become miniature prehistoric ponies, etc.
At the end of the analysis, the wizard may "devolve" the creature as he sees fit. However, many characteristics are linked. For example, if a mage wanted to devolved a dragon back to its prehistoric lizard form, the resulting reduction in size would reduce its ST, and the resulting reduction in IQ would destroy most of its innate spell-casting abilities (if it had them). Again, the exact details are up to the GM. For each "devolution" the mage wishes to attempt, the creature gets a roll vs. HT to resist the change. On a critical failure on the HT roll, the mage accidentally uncovered a latent lethal mutation and the victim dies.
Duration: Permanent.
Cost: 200 points. per hex of creature plus 10 points per character point gained or lost.
Time to Cast: 1 hour.
Prerequisite: Magery 2, Alter Body, 10 Body Control spells.
The subject's body is grossly distorted as if it were a reflection in a funhouse mirror.
The subject's height and weight remain the same, but his height can be reduced by 50% or increased by 200% and the subject's body can be made to look grotesquely fat or thin. The GM should determine any new disadvantages the subject has based on their new appearance.
Extremely tall characters get the Gigantism disadvantage. Extremely short characters get the Dwarfism disadvantage. Characters who appear to be Very Fat or Skinny get any reaction penalties (but no other effects) of those disadvantages (-2 Reaction penalty, -10 points for Very Fat, -1 Reaction -5 points for Skinny).
The subject's appearance is likely to be severely affected. Any levels of Good Appearance are reduced by 2 levels to a minimum of Plain. If the subject has Average or worse appearance, they only lose 1 level of appearance, to a minimum of Hideous.
The subject might also have other disadvantages, and possibly a few advantages. Tall characters are likely to have Long Arms and Long Legs. Short characters are likely to have Short Arms. There are no "internal" disadvantages. For example, a freakishly skinny character could still eat and breathe although his neck was pencil thin.
Duration: 1 minute.
Cost: 4 points, 3 to maintain. Can be made permanent for 20 points.
Time to Cast: 3 seconds.
Prerequisite: Magery, Minor Alteration.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Some versions are hexed, always on and affect the subject as if this spell were cat on him. Energy Cost to Create: 250 points (c) Funhouse Mirror GURPS Magic Items 2, p. 53 Energy Cost to Create: 350 points.
The mage can use this spell to remove normal fatigue from a subject. Fatigue lost due to spellcasting or psi use can't be regained using this spell, nor can the mage cast this spell on himself. Unlike other spells, the base energy cost of this spell can't be reduced.
Duration: Permanent.
Cost: 1, plus 1 point per 2 points of Fatigue restored. (Can't be reduced.).
Time to Cast: 5 seconds.
Prerequisite: Magery, Recover Fatigue, and 5 Body Control spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.
This spell increases the subject's Dodge score by +1 per level. Each doubling of cost gives an additional +1 to Dodge.
This is also a Protection and Warning spell.
Duration: 10 seconds.
Cost: 4, same to maintain. Each doubling of cost gives an additional +1 to Dodge.
Prerequisites: Magery, Dexterity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 400 points. (c) Clothing or Jewelry. Works for wearer only. Increases Dodge by set amount. Always On. 250 points for +1, 500 points for +2, 1,000 points for +3, or 10,000 points for +4.
This spell magically drains a pint of blood from the subject, which causes weakness, loss of hit points and an overall reduction of HT. For each application of this spell, the victim loses 1d-2 HP, 1 ST and 1 HT. The victim can roll vs. HT each hour to recover the ST and HT loss. The blood drained by this spell can be captured in a container if caster wishes.
This is also a Necromantic spell.
Duration: Permanent.
Cost: 2, can't be maintained.
Prerequisites: Fatigue.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
This spell afflicts the subject with uncontrollable diarrhea. The subject must make a Will roll every 10 minutes to avoid defecating. They must also make a HT roll once an hour or lose a point of ST due to fluid loss. When ST reaches half, the subject starts losing HT instead. All HT rolls are at -2 if the weather is above 80 degrees and are at -4 if the weather is above 100 degrees.
Duration: 12 hours.
Cost: 5 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Defecation, Pestilence.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
This spell will send the victim into a seizure of agony that lasts for a full minute. The victim is allowed a Will roll to reduce the effect of the spell to that of the Pain spell. The spell ignores all PD and DR.
Prolonged exposure (more than HT minutes continuous exposure) can have catastrophic effects on the victim's central nervous system and psyche. Each HT minutes the victim must roll vs. HT. For each point by which the resistance roll is failed, the victim acquires 1 point in disadvantages of the GM's option: possibilities include loss of HT, DX, or IQ, or new physical or mental disadvantages.
Duration: 1 minute.
Cost: 10 points.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Agonize.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 (b) Agonizing Whip, GURPS Magic Items 1, p. 98 Energy Cost to Create: 1,000 points
This is a limited form of the Minor Alteration spell that allows the mage to make one of the victim's eyes swell to become huge, misshapen and grotesque. Appearance is lowered by 2 levels to a minimum of Hideous.
Duration: 1 hour.
Cost: 2, same to maintain.
Prerequisites: 3 Body Control spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
This spell is used to advance the target up the evolutionary scale of development, whether known or imagined by the mage. In order for the spell to work, the subject must be present and the mage must touch the subject, though the subject need not be willing or even conscious. Creatures that undergo metamorphosis can be advanced to a later stage of development with this spell. (For example, tadpoles could be turned into frogs.) Other creatures can be improved as if they were the result of dozens of generations of selective breeding.
In game terms, this means that virtually any advantage, attribute, skill, power, or ability, that the GM deems reasonable can be bestowed as a "Racial" ability. However, not only does the mage have to pay for any improvement in the subject, but the subject must use any character points earned in the future to pay off the cost of such improvements, if they are made permanent.
Duration: Permanent.
Cost: 200 points, plus 10 points per character point of advantages gained.
Time to Cast: 1 hour.
Prerequisite: Magery 2, Devolution
Gives the subject the effects of a whole-body workout session appropriate for their age, sex, species, and level of ability. This costs the subject 2 Fatigue in addition to the cost of casting the spell, but it gives subject the physical and psychological benefits of exercise.
The subject cannot gain ST, DX, or HT by means of this spell, but won't suffer deterioration of attributes due to inactivity, as long as this spell is cast faithfully.
This spell can only be cast once per day per person. Subsequent attempts to cast it on the same person on the same day will automatically fail.
Duration: Instantaneous. (Effects last for 1 day).
Cost: 2, can't be maintained. Subject also takes 2 Fatigue.
Prerequisite: Might or Vigor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry. Works for wearer only. Always on. Energy Cost to Create: 300 points.
Causes subject's hand, feet, and body to become smooth, uncallused, and pale, as if the character lived indoors and didn't do manual labor. Good for making robust types fashionably pale.
Duration: 12 hours.
Cost: 2 to cast, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 50 points.
This spell allows the subject to "see" from a missing or damaged eye for the duration of the spell. No other benefits are bestowed except to cancel the effects that the One Eye or Bad Sight disadvantage has on vision. Blindness becomes the One Eye disadvantage. This spell can't be cast on two eyes at once.
This is also a Healing spell.
Duration: 1 hour.
Cost: 3, 2 to maintain.
Prerequisites: Cure Blindness.
Item: Ocular Patch, GURPS Magic Items 1, p. 49 Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 1
This spell makes the subject gradually gain weight. Each week that this spell is in place, the subject must roll vs. HT or gain 10% of his weight as Fat encumbrance, up to a maximum of 300% of the subject's normal body weight. Weight gained due to this spell is permanently gained, but can be lost by normal means or by the Wasting spell.
Duration: 1 week.
Cost: 8, 6 to maintain.
Time to Cast: 1 hour.
Prerequisite: Magery, 5 Body Control Spells.
Item: (a) Staff or Wand. Energy Cost to Create: 1,000 points. (a) Clothing or Jewelry. Affects wearer only. Energy Cost to Create: 250 points. Per each 10% increase in weight.
Raises subject's temperature by 3 degrees. Makes subject uncomfortably hot and might cause heat injury or brain damage if cast on someone who is already running a high fever (1d points of damage per 10 minutes). This spell also gives the subject -1 to all HT rolls to resist heat. However, they get +1 to HT to resist the effects of cold or hypothermia.
Duration: 1 minute.
Cost: 2 to cast, 1 to maintain.
Prerequisite: Vigor.
Item: (a) Staff or Wand. Energy Cost to Create: 400 points. (b) Clothing or Jewelry. Affects wearer only. Always on. Can't be removed. Energy Cost to Create: 100 points.
Makes subject smelly and dirty as if he hadn't had a bath, washed his hair or brushed his teeth for a month. Any hygiene conscious creature with a nose must make a reaction roll at -2. Less hygiene-conscious folk must make a normal reaction roll. Only notably filthy people (i.e. Orcs, hermits) are unaffected.
Duration: Permanent, until washed off.
Cost: 2.
Prerequisite: Itch.
Item: (a) Staff or Wand. Energy Cost to Create: 300 points. (b) Jewelry or Clothing. Affects wearer only. Can't be removed. Energy Cost to Create: 100 points.
This spell makes the subject's fingernails grow into claws, giving him the first level of the Claws advantage. This gives him +2 punching or kicking damage, and +1 to Climbing skill. However, the claws give the subject -2 to rolls fine motor control, as if he had the Poor Grip disadvantage.
This damage bonus is cumulative with bonuses from the character's naturally existing claws (which get longer) but not with the Iron Hand spell or advantage.
Unwilling subjects resist with IQ.
Duration: 1 hour.
Cost: 3 to cast, 1 to maintain.
Time to Cast: 2 seconds.
Prerequisite: Hair Growth.
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: 400 points. (c) This spell can be made permanent on the subject for 100 times the base cost.
Author: Adapted from Anthony Jackson
This spell enables the caster to place an item inside of his body. In order to do this, the item must be theoretically capable of fitting inside the subject's body. That is, its dimensions cannot exceed those of the largest part of the subject's body (typically the torso), and its weight and volume cannot exceed the weight and volume of the subject's body. The subject can place an object in somebody else's body, but unwilling subjects get a roll vs. HT to resist the spell.
If these conditions are fulfilled, the item magically "sinks" into the subject's flesh where it will remain until the spell ends or until the subject wills the item to emerge. When commanded to reappear the object will pop out in the same condition it was in when it was placed inside the subject. While in the body the item retains its mass and chemical composition, but doesn't interfere with the functioning of the body unless the item is actively poisonous or the creature has a Vulnerability to that item. For example, a sword could be placed inside the body of a large man. While the sword is inside his body it will not cut him and it will magically bend as he moves. However, if the sword is envenomed, the "host" must roll vs. HT to avoid being poisoned!.
Items hidden inside a body are undetectable in contests of Holdout skill vs. Vision. However, they are visible to creatures with Penetrating Vision or to high-tech scanners such as x-rays. If a dangerous item is placed inside the subject's body, Danger Sense or Detect Foes will register some sort of danger, but the presence of the Flesh Box isn't revealed. Items inside the subject when the spell ends are harmlessly expelled from the body.
This spell can be cast on an unwilling victim. In this case, the only person who can remove the implanted item is the spell caster (or a mage who successfully casts a counterspell) and the victim gets a roll vs. HT to resist the spell.
Duration: 1 minute.
Cost: 1 per pound of material, half base cost to maintain. (Minimum 3, 2 to maintain.).
Time to Cast: 3 seconds.
Prerequisite: Alter Body.
Item: Any item can have this spell permanently placed on it so that it can be sunk into the user's flesh at will and be retrieved with a command word. Energy Cost to Create: 250 points per pound of material (minimum of 250 points.).
The subject's body becomes unbelievably flexible as if he had the Flexibility advantage. The subject can squeeze into tight spaces, wriggle out of restraints, and slip out of wrestling holds like an eel. While the spell is in effect, the subject gets a +4 bonus to escape grappling holds, and the Escape and Contortionist skills at level 12, or +4 to his existing skill level, whichever is higher.
Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery, Limber.
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.
Author: Adapted from the Net.
The subject of this spell will acquire unspeakably foul breath for 1d minutes. The breath is powerful enough to make anybody in the hex adjacent to the user feel ill or even faint dead away. Each individual in proximity to the victim (within 1 hex) must make a HT roll every turn; those in the same hex as the victim roll vs. HT-3. If the roll is failed the bystander faints; if it succeeds, he merely loses 2 ST and 2 DX for 1d minutes. The drinker is immune to his own breath. Those who survive react to the subject at -3.
Those beyond 1 hex will be able to detect the smell and will not voluntarily get closer to the subject. In any closed area, the subject's natural breathing will eventually make the air so foul that other creatures in the area will leave. Once they notice the source of the odor, they will react to the character at -3. Social skill rolls will automatically fail as long as this spell is in effect, and any other skill that requires a good reaction from an audience is at -3 to skill.
Creatures who do not breathe or who are unaffected by poison gas are immune to this spell.
This is also an Air spell.
Duration: 1d minutes.
Cost: 5,can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Halitosis.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Halitosis Tankard. GURPS Magic Items 1, p. 42 Energy Cost to Create: 500 points.
The subject's body and clothing become incredibly slippery, allowing him to wriggle out of bonds, Glue, Webs, and Grappling holds. In addition, the spell improves the traction of his skin, especially on the hands, elbows, knees and feet.
For the duration of the spell, the subject gets +4 to skill or attribute rolls to avoid being grappled or entangled, and +4 to wriggle out of fetters or to squeeze through tight places.
This spell will cancel the effects of magically created Webs, Glue, and other restraints if the mage can win a Contest of Skills. It will also counter spells that reduce traction, such as Ice Slick or Grease.
Finally, this spell gives the subject +2 to rolls to resist spells that interfere with movement, like Rooted Feet, Paralysis, or Hinder.
This is also a Movement spell.
Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.
Prerequisite: Hinder, Freedom.
Item: (a) Staff or Wand. Energy Cost to Create: 500 points. (b) Jewelry or Clothing. Works for Wearer only. Some versions are Always On. Energy Cost to Create: 250 points.
Grants the subject one level of the Full Coordination advantage. This spell may be cast multiple times on the same subject to grant multiple levels of the advantage, but all castings must come from the same mage.
The number of attacks that the subject can make in one turn is limited by the number of usable limbs (or effective attacks) the character has.
Duration: 10 seconds.
Cost: 4; 3 to maintain.
Prerequisites: Magery 2, Ambidexterity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.
This spell makes the subject's hands and forearms increase in size until they are the size of giant's fists.
These grotesquely enlarged fists double the subject's Punching damage. The fists are so heavy, however, that they throw the subject off balance unless he's very large or very strong.
The subject must make a ST roll, at -1 to his effective ST for every 30 lbs. he weighs less than 240 lbs. every time he punches, blocks, parries or grapples with his hands. For every point by which the ST roll is missed, he is at -1 to DX and all DX-based skills on the next turn and the turn thereafter.
Note that the character's enlarged hands look grotesque. People will react to the character at -1 as long as this spell is in effect and he will be very distinctive. Also, ordinary armor, gloves, clothing, etc. won't fit (items worn when this spell is cast magically disappear for the duration of the spell while still imparting any PD and DR they might have had).
The enlarged hands make tasks that require fine manual dexterity more difficult. All "ordinary" manual tasks are at -2, all fine manual tasks (such as typing, lock picking or watch repair) are at -4.
However, the extra hands make certain tasks (such as grappling) easier. The GM should give a bonus of +1 to +4 to any skill where huge hands (albeit slow-moving ones) would be an advantage.
Clever mages will find other uses for this spell.
Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Growth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points (b) Clothing or Jewelry. Works for Wearer only. Energy Cost to Create: 200 points.
This spell multiplies the subject's ST. If the subject is also the subject of Might, his Strength is multiplied first, then Might is added in. Note that the increased ST has no impact on Fatigue.
Duration: 1 minute.
Cost: 8 for each multiple of ST (so 8 points doubles ST, 16 triples it and so forth), half to maintain.
Time to Cast: 1 second per energy point used to cast the spell.
Prerequisites: Magery 2, Might, Enlarge, 5 other Body Control spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.
Author: Adapted from Steven Andrew Smith (as Ogre's Strength).
This spell acts as a combination of the Bathe, Remove Blemish, Fair Skin, Haircut and Makeup spells. In addition to being faster and cheaper to cast than its various component spells, the cumulative effects give the character +1 to reaction rolls in situations where hygiene and grooming are important.
Duration: Permanent.
Cost: 4 points, can't be maintained.
Prerequisites: Bathe, Remove Blemish, Fair Skin, Make Over and Haircut.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
This spell is a limited version of the Major Alteration spell that allows the subject to grow an extra limb and gives him the ability to use it for routine tasks.
An extra limb has the same PD, DR, and HP as the subject's non-magical limb and takes damage accordingly. However, if it is crippled or severely wounded, so that it becomes a danger to its owner, the spell will end and the limb will disappear. When the limb vanishes, half of any damage it took vanishes as well. Damage from bleeding, shock and other causes remains behind.
An extra arm gives the subject +1 to skills where an extra arm would be useful. In combat, the extra arm gives +1 to Grapple. There is no benefit beyond that unless the mage pays extra for a fully-coordinated arm. A fully-coordinated arm allows the mage to make an extra attack or defense and gives +1 to some combat skills. Note that an extra arm will interfere with the use of most clothing or armor.
This spell can also be used to create an extra leg. A spare leg gives the mage +1 per leg to DX rolls to keep his feet. It also increases his Speed by 10% per leg, up to 20% maximum.
See the Extra Limbs section in GURPS Compendium 1 for further details.
Duration: 1 minute.
Cost: 3, 2 to maintain. For double cost, the mage can have an arm with Full Coordination.
Prerequisite: Magery, Minor Alteration.
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.
The mage gags up a large hairball, which magically flies towards the target doing damage. The missile does 1d-1 per point of Fatigue put into the spell to a maximum of 3d. The missile has Acc 0, SS 12, 1/2D 10 Max 20.
Duration: Instantaneous.
Cost: 1 per 1d-1 of damage, up to 3d-3 maximum.
Time to Cast: 1 second per point of Fatigue.
Prerequisite: Minor Alteration, Fur (as a natural advantage) or the Hairy spell.
Item: Clothing or Jewelry. Energy Cost to Create: 500 points.
This spell fills the victim's mouth with filth and makes his breath smell incredibly foul. Anyone who can smell the character reacts to him at -2, as if he had been covered in Filth (see A Note on Filth). Anyone who is forced into close proximity with the character must roll vs. HT+2 or react as if he had been affected by the Retch spell.
This is also an Air spell.
Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Prerequisites: Magery, Perfume.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. When worn it affects the wearer as if this spell was cast on him. Requires Remove Curse to remove. Energy Cost to Create: 150 points.
Author: Adapted from Emily Smirle
This spell turns one of the subject's hands into a (one-handed) hand tool or weapon of the mage's choosing.
Though the subject can't use the transformed hand for anything else, he does get the benefit of a weapon or tool that can't be lost and won't turn in his hand. Unwilling subjects roll vs. HT to resist.
The item created is normal in all respects. However, since it is melded to the user's body, it can't be lost or knocked away. If it breaks, the spell ends and the subject takes no damage. However, the user's hand (below the point where it melds with the weapon) remains vulnerable to damage.
The tool created has the same PD, DR and HP of an ordinary weapon or tool of the same type. Note that while the "tool" can have moving parts, any "expendable" supplies (such as nails, grinding wheels, bullets, etc.) must be supplied by the mage.
Note that high-tech power tools can't be created with this spell. Use the Partial Mechamorphosis spell instead.
Duration: 1 minute.
Cost: 3, 2 to maintain. Double cost for weapons or tools with moving parts.
Time to Cast: 10 seconds.
Prerequisite: Minor Alteration.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Bracers. Works for wearer only. Energy Cost to Create: 300 points if the subject can specify the type of weapon he creates or 150 points if just one sort of weapon can be created. This magic item commonly has other enchantments placed on it to improve the quality of the created weapons.
This spell turns the mage's forelimbs into human-like hands for the duration of the spell. This cancels any levels of Increased Movement the mage may have but eliminates penalties for the No Fine Manipulators or No Manipulators advantage.
Duration: 1 minute.
Cost: 3, 2 to maintain. Double cost if the mage has no forelimbs!.
Time to Cast: 5 seconds.
Prerequisites: Minor Alteration.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
This spell reduces the subject's fluid level, lowers their electrolyte balance and greatly increases their body temperature, causing them to react as if they had a severe heat injury. Each minute the victim must roll vs. HT or lose 1d-3 points of Fatigue and suffer the effects of Heat Cramps and Heat Exhaustion. When Fatigue reaches 3, the victim must roll vs. HT each minute to remain conscious and HT is lost instead of Fatigue.
If the ambient temperature is more than 70 degrees, the subject is at -1 to HT to resist. If the temperature is more than 90 degrees, if the humidity is high, or if the subject has been exerting himself, he is at -2 to HT rolls!.
Duration: 10 minutes.
Cost: 4, 3 to maintain.
Prerequisite: Fever.
Item: Staff, Wand or Jewelry which allows the spell to be cast. Energy Cost to Create: 400 points.
Each point invested will inflict 1d+2 of pseudo-damage, which does not actually harm the target, but which does normal knockback. Every 8 hits will move the subject 1 hex directly away from the caster in a straight line. Though there is no direct damage, being pushed into a stone wall or similar obstacle would cause damage as per falling. DR does not protect vs. the knockback effect, but it does protect against collision damage. The mage must touch the subject in order for this spell to work.
Duration: 1 second.
Cost: 1 to 3; each point does 1d+2 knockback damage.
Prerequisites: Might.
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 400 points.
Author: Adapted from D. Barrett (adapted from Vibrating Touch on GURPS BBS)
Forces the subject to roll vs. Will or hesitate for 1 round before taking any new action. For example, a character under the influence of this spell must hesitate for one round before attacking each new foe. However, once he began attacking a foe, he would not have to roll vs. Will until he attempted to break off combat or attack a new foe. This spell halves the subject's basic Speed when determining Initiative.
Duration: 1 minute.
Cost: 3, 1 to maintain.
Prerequisite: Spasm.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry, Weapon, or Clothing. Affects wearer or user only. Always on. Can't be removed. Energy Cost to Create: 300 points.
Gives subject a bad case of the hiccups. This can disrupt spells which must be spoken (the caster must roll vs. Will every second or disrupt their spell casting) and cancels the effects of the Voice advantage. It also gives -2 to use skills which require use of the voice like Fast-Talk, Bard, or Singing. Skills that require breath control, fine motor control, or inconspicuousness like Swimming, Surgery or Shadowing will also be at -2. The GM may also rule that some skills, such as Breath Control or Stealth are impossible while the subject has the hiccups.
Duration: 10 minutes.
Cost: 2 to cast, 1 to maintain.
Prerequisite: Spasm.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Affects wearer only. Always on. Can't be removed. Energy Cost to Create: 150 points.
The subject can't move his feet from ground, as per the Rooted Feet spell, but he gets no subsequent roll to break loose. If the initial resistance roll is failed, the victim is stuck for the duration of the spell.
Duration: 1 minute.
Cost: 1 per 50 lb. of body weight, same to maintain.
Prerequisite: Magery, Rooted Feet.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Gives the subject the Hyperactive advantage (see Compendium 1) for the duration of the spell.
Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Vigor, Dexterity, Might.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 350 points.
This spell reduces the victim's temperature to a dangerously low level. Each minute the subject must roll vs. HT or lose 1d-3 points of Fatigue. They will also be at -3 to DX and IQ due to severe shivering and reduced mental capacity. When Fatigue reaches 3, the victim must roll vs. HT each minute to remain conscious and HT is lost instead of Fatigue.
If the ambient temperature is below 50 degrees, the subject is at -1 to HT rolls to resist this spell. If the temperature is below freezing, if the subject is soaking wet or has not been active, he is at -2 to HT rolls!.
Duration: 10 minutes.
Cost: 4, 3 to maintain.
Prerequisite: Chill.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
This spell is similar to the Resist Pain spell, but the subject doesn't feel the effects of his wounds at all.
For the duration of the spell, the subject takes no Shock penalties, and cannot be Stunned or rendered unconscious by injury. He is also immune to ultratech stunners, neural weaponry, and similar attacks that stun the victim by affecting his nervous system.
The drawback of this spell is that the subject doesn't know how badly he's hurt. The GM keeps track of any wounds the character receives while he affected by the spell, keeping the results secret from the player. The character must roll vs. IQ (or vs. a skill such as Diagnosis or First Aid) to estimate the seriousness of his injuries.
Unwilling subject roll vs. IQ to resist.
Duration: 1 minute.
Cost: 6 to cast, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery 2, Vigor, and Resist Pain.
Item (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 1,000 points.
Author: Adapted from Anthony Jackson.
This spell allows the mage to assume the appearance and voice of a specific person known to him. He does not acquire the victim's abilities, skills, memories or mannerisms. Note that the mage must have previously seen the subject and heard him speak in order to use this spell. The mage is at -6 to skill if he has only seen the subject from a distance (or on TV for high-tech mages), or at -4 if he has only had brief, impersonal contact with the subject.
This is also an Illusion and Creation spell and a Communication and Empathy spell.
Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Alter Body, Alter Voice.
Item: (a) Staff, Wand of Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points. (c) Clothing or Jewelry. Works for wearer only. Can only imitate one famous (or well-known) personage. Energy Cost to Create: 150 points.
This spell makes the subject's actions slower and less efficient halving the speed at which he works at most Craft skills. Other skills that mostly rely upon physical, repetitive motion can be affected by this spell, but skills that rely entirely on repetitive motion (like Running or Rowing) are not affected.
Duration: 1 hour.
Cost: 4 to cast, 2 to maintain.
Prerequisite: Hinder.
Item: (a) Staff or Wand. Energy Cost to Create: 500 points. (b) Jewelry or Clothing. Afflicts wearer only. Always on. Can't be removed. Energy Cost to Create: 200 points.
This spell allows an inanimate item to meld into the subject's body becoming a part of its physical structure for the duration of the spell. For example, a saddle could be melded to a horse's back so that it would never come off and would become part of the horse's body. Items melded into the body become partially alive and are naturally cleaned and healed by the body. However, they can't be removed. Damage taken by a melded item which surpasses its PD or DR is taken as damage by the creature that is wearing it. Damaged items can be fixed with healing spells while they are implanted. Magic items retain their powers while melted. Held items that are implanted can't be knocked loose unless the limb holding them is crippled. The spell doesn't give the subject the ability to feel sensations through the implanted item.
Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Flesh Box.
Item: Any item can have this spell permanently placed on it so that it can become part of the user's flesh at will and released with a command word. Energy Cost to Create: 250 points. per pound of material (minimum of 250 points.).
This is like the Increase Burden spell, except that the actual mass of the subject is increased. The subject's appearance does not change, they just get heavier. Additional weight is counted as encumbrance.
This is also a Force spell.
Duration: 1minute.
Cost: 1 point for every 25 pounds of mass; half to maintain.
Prerequisites: Magery, Increase Burden, and 5 Body Control spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from the Net
Causes the subject's body to turn inside out, killing them within 1 minute (1d points of damage per turn until the subject is dead). This spell is very gruesome, anyone who sees the victim must make a Fright Checks.
This is also a Necromantic spell.
Duration: Instantaneous.
Cost: 10 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Alter Body.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.
This spell gives the subject the Iron Hand advantage for the duration of the spell.
The subject's hands and feet become extremely tough, allowing him to do +2 to punching damage, +1 to kicking damage, and giving him DR2 to his hands and feet. The subject has -1 to DX rolls for fine motor control with his hands, and is at -3 to Touch perception rolls with his hands.
The effects of this spell are not cumulative with claws, fist-loads, gauntlets, or other advantages that increase punching or kicking damage. The effects are cumulative with bonuses for high skill with unarmed combat skills.
If the mage wishes, he may affect only one of the subject's hands.
Unwilling subjects get a resistance roll vs. Will.
This is also an Earth (Metal) spell.
Duration: 1 minute.
Cost: 3; 1 to maintain.
Prerequisite: Might, Resist Pain.
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 Steven Andrew Smith, Anthony Jackson, and Thomas Barnes.
Allows the subject to consume any substance and derive sustenance from it. This affects the entire digestive system, including the ability to chew any material.
This is also a Food spell.
Duration: 1 hour.
Cost: 3 to cast, 2 to maintain.
Prerequisite: Create Food, Weaken.
Item: a liquid, when drunk will endow the consumer with Iron stomach for 1 hour. Energy Cost to Create: 100.
Author: Adapted from D. Carter
The subject's bones become hard and resist breakage. Cutting damage is -1 per full four points applied before the cutting modifier. Crushing damage is halved rounded down. Twice as much damage as normal is required to cripple a limb. Any called shot against an area not protected by bones, such as the throat or vitals, is not effected by this spell.
This spell temporarily cancels the Fragile disadvantage and negates the Brittlebone spell.
This is also a Healing spell.
Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 1 second.
Prerequisites: Magery, Set Fracture, and Brittlebone.
Author: Adapted from Greg Littmann.
The subject feels an uncontrollable urge to dance and he will do so unless he resists. Each turn, he may make another resistance roll. Should he fail, he moves one hex in a randomly determined direction, otherwise he can control the direction of his movement (though he can't shake off the effects of the spell). Dancing characters can do nothing but dance, their Move is halved and DX and ST are reduced by -2. All skills (except purely mental ones) and Active Defenses are reduced by -2. The subject must also roll vs. HT every minute or lose a point of fatigue. This will definitely spoil a wizard's spellcasting unless he can cast a spell without having to gesture. On the positive side, the subject temporarily gets the Dance skill at level 10 if he didn't already have it.
Duration: 1 minute or until subject falls unconscious.
Cost: 4, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Repetition.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Musical Instrument that forces everyone who hears it (20 hex radius) to make a resistance roll or start dancing. Energy Cost to Create: 1,000 points. (c) Clothing or Jewelry that forces anyone who wears it to dance. Energy Cost to Create: 300 points.
The subject's body is covered with a powerful caustic oil similar to that produced by poison ivy. When the mage touches the victim's bare flesh, that person must roll vs. HT or begin to suffer from an intense itching that gives -2 to ST, DX, and IQ. If the subject had extensive contact with the mage (or vice-versa) they must roll vs. HT-2. If the subject is grappling the mage, they must roll vs. Will each turn in order to continue grappling. Clothing and armor give a bonus to HT equal to the DR of the armor and prevents damage for as many seconds as the armor has DR. So, DR 2 armor would give +2 to HT rolls to avoid damage and would completely protect against damage for 2 seconds. Completely sealed armor, such as ultra-tech battlesuits or vacc suits give complete protection. Several hours after the initial contact, large blisters will erupt on the victim's body in any location where they had contact with the mage. These blisters do 1 point of damage per hit location touched, or the GM can assume that the subject was touched in 1d-3 (minimum 1) locations for casual or brief contact or 1d+1 locations for close contact.
Duration: 10 seconds (effects are permanent).
Cost: 3, 2 to maintain.
Prerequisite: Itch.
Item: (a) Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 350 points. (b) Greasy contact poison that causes effects of this spell on any bare flesh it touches. The poison can be applied to blades and other non-porous surfaces and will last until it touches a suitable target. Then the magic in the poison is consumed and it becomes inert. Must be applied with gloves or some other tool or it will affect the person who is attempting to apply it! Energy Cost to Create: 50 points.
This spell enables the subject to juggle with amazing speed, accuracy, and style. He gets the Juggling and Team Juggling skills at DX+5, and can reroll any failed skill rolls as long as the spell is in effect. Only on a critical failure of his skill roll will he make a serious mistake and for most purposes he need not make a skill roll at all.
Duration: 1 minute.
Cost: 3, 2 to maintain. Each additional point of energy added to the base and maintenance costs gives an additional +1 to skill.
Time to Cast: 3 seconds plus 1 second per additional point of energy.
Prerequisite: Dexterity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing, Jewelry or match pair of rings, bracelets or bracers. Works for wearer only. Always on. Energy Cost to Create: 200 points.
Author: Adapted from the Net.
This spell will enhance one or more of the mage's sense for the duration of the spell, as long as he has some ability in that sense to begin with. Note that this spell only improves one sense, and that sense still won't function if blocked in some way (like trying to see in the dark). Multiple senses can be improved by application of the same spell. It is up to the mage to determine how the bonuses to senses are split up. This is also a Knowledge spell and a Protection and Warning spell.
Duration: 1 minute.
Cost: 1 point per every +1 increase to each sense, same to maintain.
Prerequisite: Two spells that improve the senses, such as Keen Ears, Keen Nose or Hawk Sight.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
This spell increases the amount of damage that the subject does with his feet.
Kicking damage is increased by +2, as is the DR of any footwear the subject is wearing, but only for deflecting damage to the legs and feet caused by kicking a solid (or armored) object. If the subject is barefoot or his shoes don't provide any DR, this spell gives DR 2 to the feet and lower legs.
For double cost this spell doubles kicking damage and doubles the DR of any footwear worn. If the subject isn't wearing footwear, his bare feet get DR 4.
This is also a Movement spell.
Duration: 10 seconds.
Cost: 3 points, 2 to maintain. (6 points, 3 to maintain for double strength version).
Prerequisite: Might, Resist Pain, Power Blow.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points (b) Footgear or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
This spell causes a mammal to begin producing milk, as if it had recently given birth. This spell allows women (or men!) to wet nurse babies without having to give birth themselves. It is also extremely useful in dairy farming or for wet-nursing unexpected babies. Milk production is equal to that of a normal female member of that breed and species. Milk production can be increased beyond this by increasing the energy put into the spell, but this is extremely painful for the subject. They must make a Will roll or be at -1 to IQ and ST.
This is also a Food spell and an Animal spell.
Duration: 1 hour.
Cost: 2, 1 to maintain. Each doubling of cost doubles milk production. For double cost a non-mammalian creature can be made to give milk! For triple cost, a non-living object can be made to give milk!.
Prerequisite: 3 Body Control spells.
Item: Jewelry or Clothing. Affects wearer only. Energy Cost to Create: 100 points.
This spell makes the subject go lame for the duration of the spell.
Move is halved, as is the subject's ability to carry weight. Other tasks that involve the feet (such as kicking or climbing) are at -4 to skill or ability.
For horses and beasts of burden this spell is extremely serious. The animal takes 1d-1 points of damage to one leg (chosen randomly). Until this spell ends and the beast heals naturally, they can move at no more than a slow walk, and they can carry only a quarter of their normal load.
Each day the animal must roll vs. HT or take an additional point of damage to the leg. If the animal traveled or worked the previous day, it must roll vs. HT-2. When the leg takes enough damage that it is crippled, the beast cannot move and nothing short of magical healing can restore the animal to health. (At this point, without magical healing, the animal is usually killed.).
This is also an Animal spell.
Duration: 1 day.
Cost: 3 points, 2 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery, Pain, Hinder, and Minor Alteration.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Harness or Jewelry. Casts this spell on any beast of burden that the item is attached to. Always On. Can't be removed. Energy Cost to Create: 250 points
Similar to the Fatigue spell, but this spell interferes with the subject's ability to regain fatigue.
For every 2 points of energy put into this spell, the subject's base Fatigue score is reduced by 1 point. Fatigue above this reduced level isn't lost, but the victim can't regain Fatigue above the reduced level for the duration of the spell. For example, if the victim had ST 12, and the mage put 6 Fatigue points into casting this spell (reducing the subject's Fatigue by 3), then the subject's base Fatigue, once reduced to 9 or less, couldn't exceed 9 for the duration of the spell.
In addition to blocking natural Fatigue recovery this spell blocks the use of the Recover ST spell. However, more powerful spells such as Lend Strength will work if they can win a contest of spell skills vs. the Lethargy spell.
If the subject's Fatigue pool is reduced to 0, they fall unconscious for the rest of the spell's duration. Fatigue can't be reduced below 0.
Duration: 1 hour.
Cost: 2 per 1 point reduction in Fatigue score, same to maintain.
Prerequisite: Magery, Fatigue.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Clothing. Reduces wearer's Fatigue by a set amount. Always on. Can't be removed. Energy Cost to Create: 250 points.
This spell multiplies the subject's ST for lifting or pulling, multiplying all the wearer's encumbrance values by 10 (it does not multiply damage). It costs the subject 1 fatigue to lift items no matter how many objects the he lifts.
This spell can help the subject throw heavy objects but doesn't add to damage done when using weapons. Extra ST is for lifting and short term carrying only.
This is also a Movement spell.
Duration: 1 minute.
Cost: 4 points, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Might.
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
Makes all the muscles in the subject's body relaxed and limber. This reduces muscular tension, prevents sprains, counters the Rigor and Ache spells and makes the subject Double-Jointed as per the advantage.
Duration: 1 minute.
Cost: 2 to cast, 1 to maintain.
Item: Jewelry or Clothing. Affects wearer only. Energy Cost to Create: 300 points.
Locks one or more of the subject's joints in place (number and position determined by caster). A locked joint gives -4 to most physical skills, -10 to skills that require full flexibility like typing or acrobatics. However, locked joints give +1 ST to hold things up or apart.
Duration: 1 minute.
Cost: 4, 2 to maintain, add 1 point for each major joint (or group of minor joints) locked beyond the first.
Prerequisite: Rigor.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
As Paralysis, but the duration is longer. The spell can be nullified by a Freedom, Remove Paralysis or Remove Curse spell.
Duration: 1 hour.
Cost: 6, 3 to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery, Total Paralysis.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.
This spell is identical to the Minor Addition spell, except that the mage can add, subtract or multiply organs and limbs in whatever way he can imagine. The only limitation is that new limbs and organs must duplicate the mage's natural limbs and organs. Other than that, anything goes. Multiple additions can be made at once, but sequential additions require multiple castings of the spell. (For example, a mage could use this spell to grow four extra arms and an extra head, all at once. However, if he first wished to grow the extra arms, and then the extra head, he would have to cast the spell a second time.
The exact effects of various additions is up to the GM. As a general guideline, the character can temporarily gain up to 30 points in advantages or 50 points in disadvantage per application of this spell. More extreme changes require multiple spell castings. Also note that though the mage can create multiple limbs, other spells are required to allow him to make multiple attacks with those limbs!.
This spell can be cast on others, but any additions are under the control of the mage casting the spell. Unwilling subjects get a roll vs. HT to resist.
Duration: 1 minute.
Cost: 6, 5 to maintain.
Prerequisites: Magery 2, Minor Addition.
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.
This spell allows mage to rearrange his body in any way his wishes. The number of limbs and organs must remain the same, but other than that, anything goes. The rearranged body parts function normally in their new locations and the basic functioning of the mage's body isn't disturbed in any way. However, it is up to the GM to determine how things work and to hit penalties to target the rearranged parts. Unlike the Minor Rearrangement spell, the changes don't have to make anatomical sense. For example, the mage could transfer his face to his hand or his head to his belly. He could switch the locations of his arms and legs or he could transfer all his vital organs from his chest to his legs. Applications of this spell are limited only by the mage's imagination and the GM's tolerance.
Note that each separate rearrangement of the body requires a different application of this spell, though multiple changes can be made at once. For example, a mage could transfer his vital organs to his legs, move his shoulder blades so that they covered the organs and move one of his eyes to the back of his head all in one rearrangement. However, if he wished to do each of those things sequentially, he would have to cast this spell three times.
It takes 1d seconds for the various changes to take effect. In some cases, the sight of the mage's body parts "flowing" over the mage's body to their new locations can be quite disconcerting (viewers must make Fright Checks at +2). During this time the mage may not move or attack, though he can defend normally.
This spell can be cast on others, however, all alterations to be made are under the control of the mage who cast the spell! Unwilling subjects get a resistance roll vs. HT. Changes last for the duration of the spell.
Duration: 1 minute.
Cost: 5, 4 to maintain.
Time to Cast: 3 seconds (plus 1d seconds for changes to take effect).
Prerequisite: Magery 2, Minor Rearrangement.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
This spell inserts a tiny sharp bit of metal, glass or stone into the victim's eye.
Unless he makes a save, the object gives him -4 to all Vision rolls and any skills that rely on vision, including melee weapon attacks. In addition, the mote is painful and distracting. The victim is at -2 to all IQ or Will rolls to concentrate (-1 for High Pain Threshold, -4 for Low Pain Threshold).
If the subject isn't in combat, or an immediately threatening situation, he will ignore other tasks to get the mote out of his eye. In this case, the subject must make an IQ roll (Add +4 for Common Sense). If he fails by 4 or more, he will begin to violently rub at his eyes, which will cause 1 point of damage as the mote gouges his eye. On a critical failure, he takes 2 points of damage to the eye and blinds himself. Damage to the eye heals normally.
On any other result, the victim will use less self-destructive means to get the mote out of his eye. In any case, he will be extremely distracted, and might distract others around him as they try to help him. The victim (who is still at -4 to Vision rolls) will be at an additional -2 to all Sense rolls while he concentrates on clearing his eye, as will anyone helping him.
Duration: 1 minute.
Cost: 3, can't be maintained. For 2 extra points, both eyes can be affected simultaneously.
Prerequisite: Tear.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works on wearer only. Always on. Some versions are hexed. Energy Cost to Create: 200 points or 300 if both eyes are affected. (Note that the high price of this item come from the fact that since it is Always On and likely to be hexed, eventually the victim will gouge his eyes out!)
This spell allows the caster to make minor changes in his appearance, like changing his eye or hair color or making his skin more pale or more tanned. Any change that could be achieved with normal, modern cosmetics is allowed. Make-up can also be instantly applied using this spell, as long as the subject has the proper materials at hand, though no special skill at applying the make-up is granted. (The subject must use his own Disguise, Performance, or Fashion skills.).
Duration: 1 hour (make-up applied is permanent until it wears off or is removed).
Cost: 2 to cast, 1 to maintain.
Item: Jewelry or Cosmetics Tool. Works for wearer or user only. Energy Cost to Create: 50 points.
Item:
Staff, Wand or Jewelry. Usable only by a Mage. Energy Cost to Create: 1,000 points.This wicked spell causes the victim's body to melt like wax and flow away, ultimately killing the subject.
If the spell is successful, the victim takes 1d points of damage per turn until his body is utterly destroyed. Those observing the subject might have to make Fright Checks.
The subject is allowed a HT roll to resist.
Duration: 1 minute, effects are permanent.
Cost: 10 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Deathtouch.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.
This spell allows the mage to add one or more minor body parts to his body. For example, using this spell, the mage could "grow" a third eye, an extra arm joint, or extra fingers. Major organs and new limbs can't be created using this spell, nor will this spell repair damage or crippled limbs and organs (though to some extent this spell allows such damage to be ignored, just by its very nature).
The exact effects of such additions are up to the GM, but as a general guideline, this spell temporarily allows the mage to gain up to 15 points in physical advantages or disadvantages. The new body parts must duplicate existing body parts, the mage can't create