Communication and Empathy Spells

This College is actually just a subset of the Mind Control College with some additions from the Colleges of Knowledge and Protection and Warning. In addition to the new spells, I have added some spells from other Colleges of Magic.

Changes to Communications and Empathy Spells in GURPS Magic

General Note: Spells that amount to "mind control" won't work on mindless creatures, such as unintelligent robots or mindless undead.

Borrow Language - If the subject is unwilling he gets a resistance roll vs. IQ. At the GM's option, the duration of this spell can be extended to 5 or even 10 minutes.

Borrow Skill - This spell cannot be used to improve psi skills.

Compel Truth - This spell won't work on mindless creatures, such as unintelligent robots or mindless undead. This spell is an "always on" spell. (Source: Sean Punch).

Control Person - This spell won't work on mindless creatures, such as unintelligent robots or mindless undead.

Encrypt - Note that this spell will produce "encrypted" text that cannot be deciphered through mundane cryptanalytical attacks. It must be resisted or magically dispelled, or the encrypted item must be taken to a no-mana area. Truly fiendish mages will translate their most secret works into an ancient or alien language, encrypt it using mundane techniques, and then enchant the resulting work with the magical spell. See GURPS Magic Items 2, pp. 40-41, for even more convoluted methods. Source: Hunter Johnson.

Exorcism - This spell will end possession by extra-planar beings but will not drive them from the mage's plane of existence. For that, the Banish spell (p. M 65) is required.

Gift of Letters - The subject can read Braille alphabets or other writing systems which rely on tactile stimuli. At the GM's option, the duration of this spell can be extended to 5 or even 10 minutes.

Gift of Tongues - At the GM's option, the duration of this spell can be extended to 5 or even 10 minutes. If the subject is Deaf or Hard of Hearing, this spell temporarily gives them the Lip Reading and the appropriate Sign Language skills at IQ level in addition to other abilities. Subjects who can hear don't get the Lip Reading skill (unless it is crucial to comprehension of the language), but they do get the Sign Language skill. This spell does not give the subject the ability to hear or see stimuli he can't normally see. If the subject is attempting to communicate with a truly alien creature that communicates in an odd way, he can interpret the language but he can't speak it if he doesn't have the proper speaking apparatus.

Hide Thoughts - This spell will hide the presence of the subject from all magic or psionic abilities that rely on the ability to detect brain activity. This includes most of the Communication and Empathy and Mind-Control spells as well as any other spells which the GM rules works mostly against the subject's brain or central nervous system. Against psi abilities roll a contest of the caster's Hide Thoughts spell skill vs. the psi skill of the attacker.

Lend Language - At the GM's option, the duration of this spell can be extended to 5 or even 10 minutes.

Lend Skill - This spell cannot be used to improve psi skills. (b) Item: Book. Grants a skill after it is read. Reading takes 4d hours. Energy Cost to Create: 500 times the base cost of the spell. (c) One skill can be permanently bestowed on a character for a cost equal to the character point cost of the skill/. 02. For example, a skill that would take 4 character points to learn would cost 200 points.

Persuasion - This spell won't work on mindless creatures, such as unintelligent robots or mindless undead.

Possession (various) - These spells will work on any corporeal creature that has any sort of mind at all, including corporeal undead, robots, golems, etc.

Sense Emotion - The subject gets a resistance roll (vs. Will) if they know or suspect that this spell is being used against them and they don't want to be detected. If used on an animal this spell will take the place of a successful Animal Handling or Naturalist roll to judge an animal's mood, drives, and state of mind.

Sense Foes - The subject gets a resistance roll (vs. Will) if they know or suspect that this spell is being used against them and they don't want to be detected.

Sense Life - The subject gets a resistance roll (vs. Will) if they know or suspect that this spell is being used against them and they don't want to be detected. This spell is quite powerful. If the GM feels that it is being abused, he can either require that the mage have personal experience with the life to be found (either having seen it or studied it extensively in the past). Alternatively, the GM can apply long-range modifiers to the mage's skill roll.
This spell won't work on creatures that are not alive, such as the undead or robots.

Truthsayer - This spell judges the subjective truth. If the subject believes what he is saying to be true (due to misinterpretation or misinformation) then this spell won't register a lie as a lie.

Changes to Spells from GURPS Grimoire

Retrogression - If the mage has previously cast a Mind Search spell on the subject he may specify the event he wants the subject to relive.

Communications and Empathy Spells in GURPS Magic

Aura - Knowledge Spells
Avoid - Mind Control Spells
Borrow Language
Borrow Skill
Compel Truth
Control Person
Delayed Message - Sound Spells
Divination - Knowledge Spells
Exchange Bodies
Exorcism
Gift of Letters
Gift of Tongues
Great Voice - Sound Spells
Hide Thoughts
Lend Language
Lend Skill
Mass Suggestion - Mind Control Spells
Mind Search
Mind Sending
Mind-Reading
Permanent Possession
Persuasion
Possession
Scribe - Sound Spells
Seeker - Knowledge Spells
Sense Emotion
Sense Foes
Sense Life
Sense Spirit - Necromantic Spells
Soul Rider
Suggestion - Mind Control Spells
Telepathy
Trace - Knowledge Spells
Truthsayer

Spells from GURPS Grimoire

Communication (VH)
Compel Lie
Dream Projection
Dream Sending
Dream Viewing
Hide Emotion
Insignificance
Message
Presence
Retrogression
Vexation

Communication and Empathy spells from the Codex Arcanum

Animal Attraction - Animal
Answering Machine - Technology (Machine)
Bigotry - Mind Control
Blurred Script - Illusion & Creation
Call Waiting - Technology (Machine)
Callback - Technology (Machine)
Calming - Mind Control
Catalog Item - Making & Breaking
Closed Book - Protection & Warning
Comedian - Mind Control
Confirmed Pact - Knowledge
Conscience - Mind Control
Contract - Enchantment
Debating Partner - Illusion & Creation
Detect Flattery - Knowledge
Detect Motives - Knowledge
Detect Written Lies - Knowledge
Discord - Mind Control
Drunken Moment - Mind Control
Dyslexia - Mind Control
Emotional Performance - Sound
Encyclopedia - Knowledge
Expertís Tool - Enchantment
False Sign - Illusion & Creation
Find Friends - Protection & Warning
Firewall/TL - Technology (Machine)
Forget Name - Knowledge
Friends - Mind Control
Gossip - Mind Control
Grapevine - Plant
Hear Compliment - Sound
Hear Insult - Sound
Illuminate - Making & Breaking
Illusionary Script - Illusion & Creation
Immunity to Emotions - Mind Control
Incompetent - Mind Control
Instructions - Animal
Invisible Magic Mark - Making & Breaking
Killing Joke - Mind Control
Know Character Flaw - Knowledge
Know Last Contact - Knowledge
Know Law - Knowledge
Know Master - Knowledge
Know Streets - Knowledge
Librarian - Knowledge
Listening Walls - Knowledge
Magic Mark - Making & Breaking
Mental Beacon - Knowledge
Obscure - Mind Control
Opera - Sound
Phantasmal Messenger - Illusion & Creation
Pity - Mind Control
Print File - Technology (Machine)
Projected Thoughts - Illusion & Creation
Read Lips - Sound
Reader - Sound
Secret Page - Illusion & Creation
Send Message - Technology (Machine)
Sense Link - Knowledge
Sinful Nature - Mind Control
Sort Information - Knowledge
Stuttering - Body Control
Trumpet Call - Sound
Understand Faerie - Knowledge
Verminous Speech - Animal
War Chant - Sound
Weight of Guilt - Mind Control
Wrong Turn - Mind Control


Accent Regular, resisted by IQ

The subject speaks with the accent specified by the mage for the duration of the spell. The quality of the accent depends on the mage's skill with the language or dialect in question (use the Mimicry skill if no language skill applies). If the mage has no skill in the relevant language or dialect, the accent will be outrageously phony.
Depending on the circumstances, this spell can give the subject +1 to language skill to speak a language with which he is not entirely familiar (skill 11-) or give a bonus to skills. If the subject gets a skill bonus, he has +2 to Bard, Acting, or Performance skill to hold an accent while performing, or +2 to Diplomacy or Savoir-Faire (top hold a "polite" or "upper class" accent). If used in a hostile fashion, it will give -2 to the listed skills rather than +1/+2.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.
Prerequisite: Suggestion.
Item: (a) Staff, Wand or Clothing. Energy Cost to Create: 200 points. (b) Clothing or Jewelry. Allows the wearer to speak in one accent. Some versions are Always on and Can't be removed. Energy Cost to Create: 150 points.

Accurate Scribe Regular

The subject is rendered incapable of making an error in anything he writes.
For the duration of the spell, the subject is immune to math errors if he calculates on paper (though if his approach to solving the problem is incorrect his answer will be off). His grammar and spelling will be perfect, though the quality of his writing or penmanship won't improve.
This spell effectively gives +4 to Writing, Mathematics or Accounting skill to avoid making math, grammar or spelling errors.
High tech mages are immune to making mistakes while entering data into a computer, adding machine, or calculator.
This is also a Mind Control and a Knowledge spell.

Duration: 1 hour.
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points. (c) Accountant's Pen. GURPS Magic Items 2, p. 38-39. Energy Cost to Create: 150 points.

Aidbringer Regular

When a specific event, or type of event, happens to the subject, the subject's circumstances and location are magically broadcast. Any sentient creature, or a certain group or class of people specified by the mage when the spell is cast, within 1 mile will receive a short mental "plea for help" and a general sense of the character's circumstances.
The subsequent actions of the people who this message is "broadcast" to depend entirely on their personalities and their perception of the situation. For example, if this spell were used to alert any human within 1 mile that the subject's wagon had lost a wheel, most people would ignore the message. At best, they would mention the fact to a wainwright - they certainly wouldn't rush to the scene. If cast on a child who was in life-threatening danger, most people would drop what they were doing to assist, or would at least alert the authorities.

Duration: 1 hour (the "message" send is Instantaneous).
Cost: 2 to cast, 1 to maintain. Each doubling of cost doubles the distance of the broadcast.
Prerequisite: Mind Sending.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry, Helmet, or Clothing. Works for wearer only. Energy Cost to Create: 450 points.

Anticipate Regular

Allows subject to anticipate most likely action of a opponent. Gives +1 to rolls to hit or defend in combat and +1 to contests of skill where such information would be useful, such as making or resisting feints.
If the character has the Body Language skill, he gets +1 to combat use of that skill as well.

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain For double cost this skill can give +2 to skill.
Prerequisite: Magery, Mind Reading.
Item: (a) Jewelry, Helmet, or Clothing. Works for wearer only. Energy Cost to Create: 1,000 points. (b) Weapon. Energy Cost to Create: 500 points.

Antipathy Area, resisted by IQ

Causes a place or thing to seem unpleasant, ugly, worthless, annoying or otherwise unsatisfactory (immediate reaction roll at -4). People who react badly to a place or thing will leave it or possibly vandalize or destroy it. Even those who react favorably initially must reroll their reactions (unless they roll a Critical Success) every 10 minutes that they stay there or use the object, until a negative reaction is rolled and they leave or abandon the object. Those who resist the spell ignore its effects.
This spell is different from Avoidance in that the subjects consciously don't want to be in the area covered by the spell. The GM should describe places or objects affected by the Antipathy spell as "spooky," "boring," "uninteresting," or "worthless." to the players.

Duration: 1 hour.
Base Cost: 3 to cast, 1 to maintain. Can be made permanent for 25 times the base cost.
Prerequisite: Avoidance.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Attraction Regular, resisted by IQ

This spell makes a character that might be romantically attracted to the subject (i.e., of the appropriate gender and sexual orientation) act as if the subject had successfully used the Sex Appeal skill on them.
They will romantically (or sexually) interested in the character for the duration of the spell. Note that this is normal, non-magical romantic interest, albeit magically inspired. The character won't do anything that they wouldn't be willing to do normally (e.g., a priest wouldn't break his vow of celibacy, a guard wouldn't betray his employer) but they will be very susceptible to small and seemingly harmless suggestions. They will treat also the character in a favorable way (as if he had gotten a Very Good reaction from them).
If the subject has anything that would make him unappealing to potential romantic partners (i.e., Bad Appearance, obvious social disease, etc.), the target gets a bonus to their resistance roll just as if the subject were using the Sex Appeal skill. However, any positive modifiers the subject would have had to a normal Sex Appeal skill roll (i.e., Attractive Appearance, Charisma) do not give penalties to the Resistance Roll.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Persuasion or Suggestion.
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.

Bestow Advantage Regular

As the Bestow Disadvantage spell but for advantages. Some advantages might be bestowed by other spells (such as Luck, Bad Luck, Immunity to Poison, Immunity to Disease, Unaging, etc.).
This is also a Mind Control spell.
Intuition: 5 points, 3 to maintain.
Common Sense: 4 points, 2 to maintain.

Duration: 1 minute.
Cost: 2+ 1 point per 5 points of the advantage to be bestowed (minimum +1), half to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery 2, Wisdom, and 5 other Mind Control spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points per point of energy required to cast the spell. (b) Folded paper, when shown to the subject, bestows one mental advantage for the duration of the spell. Energy Cost to Create: 20 points per point of energy required to cast the spell. One use only. (c) Any item. When used, grasped, worn or handled by a subject, this spell is cast on him. Affects wearer only. Energy Cost to Create: 25 points per point of energy required to cast the spell.

Bestow Disadvantage Regular, resisted by Will

This spell allows the mage to afflict the subject with a single mental disadvantage. Each disadvantage is a separate variant. Note that variants of the same disadvantage (such as different Phobias or different Codes of Honor, Compulsions or Delusion) are all separate spells unless they are very closely related.
Note that disadvantages that are ongoing, such as Enemies or Addictions can't be bestowed by means of this spell. Likewise, social or physical disadvantages can't be bestowed. Common variants are given below.
This is also a Mind Control spell.
Bad Temper: Allows the mage to afflict the subject with Bad Temper or Berserk. Cost: 4 points for Bad Temper, 5 points for Berserk. Half to maintain.
Gluttony: Cost: 3, 2 to maintain.
Lecherous: Cost: 5, 3 to maintain.
Compulsive Behavior: Dueling: Cost: 5, 3 to maintain.
Compulsive Behavior: Gambling: Cost: 3-5, 2-3 to maintain.
Compulsive Behavior: Neat Freak: Cost: 3, 2 to maintain.
Compulsive Behavior: Wanderlust: Cost: 5, 3 to maintain.
Code of Honor: Chivalric: Cost: 5, 3 to maintain.
Compulsive Behavior: Transvestitism: Cost: 4, 2 to maintain.
Compulsive Behavior: Humming and Whistling: Cost: 3, 2 to maintain.
Intolerance: Cost: 3 points for a -5 point (or less) Intolerance, 4 points for a -10 point Intolerance, and 5 points for a -15 point Intolerance. Half to maintain.
Kleptomania: Cost: 5, 3 to maintain
Stubbornness: Cost: 3, 2 to maintain.
Slave Mentality: Cost: 10, 5 to maintain.

Duration: 1 minute.
Cost: 2+ 1 point per 5 points of the disadvantage to be bestowed (minimum +1), half to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery 2, Foolishness, and 5 other Mind Control spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points per point of energy required to cast the spell. (b) Folded paper, when shown to the subject, bestows one form of insanity. Energy Cost to Create: 20 points per point of energy required to cast the spell. One use only. (c) Any item. When used, grasped, worn or handled by a subject, this spell is cast on him. Affects wearer only. Energy Cost to Create: 25 points per point of energy required to cast the spell.

Betraying Whispers Information, resisted by IQ

This spell enables the mage to question the subject. In addition to hearing the subject's spoken answer, the mage also mentally "hears" the answer the subject believes to be true. If the two answers are different, the subject is lying.
This spell is very similar to the Truthsayer spell, but since it works on the mage as well as the subject, it is much subtler.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 4 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Truthsayer.
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.

Borrow Ability (VH) Regular, resisted by Will

Lets the caster temporarily increase one ability score by up to +10 (but never more than the subject's ability score) or receive the temporary use of one of the subject's innate physical advantages.

Duration: 1 minute.
Cost: 6 to cast, same to maintain.
Prerequisite: Magery 2, Borrow Skill.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 3,000 points. Mage only.

Borrow Advantage (VH) Regular, resisted by Will

This spell temporarily allows the caster to use a mental advantage possessed by the subject.

Duration: 1 minute.
Cost: 4, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Borrow Skill.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 3,000 points. Mage only.

Borrow Number/TL Regular

Item: (a) Staff, Wand, Jewelry. Energy Cost to Create: 500 points. (b) A telephone can have this spell cast on it permanently. Energy Cost to Create: 350 points.
Author: David Pulver (GURPS Technomancer).

Broadcast Spell/TL (VH) Regular

This is also a Metaspell.
Author: David Pulver (GURPS Technomancer).

Change Script Regular, resisted by IQ

This spell allows the mage to change the style of handwriting or printing on a page The handwriting can be that of another person that the mage is familiar with.
A mage with this spell could write a letter, cast Change Script on it, and produce a perfect forgery of someone else's handwriting! The spell will change the mage's writing style, but it won't allow the mage to write in a language he is not familiar with.
Unless the mage has several documents in the subject's hand and at least a day to study them, he cannot emulate that person's handwriting. If he attempts to do so anyhow, he is at -10 to effective skill. Each subsequent casting of this spell reduces the skill penalty by -1.
Anyone who has reason to be suspicious of a document can detect the mage's forgery if he can win a contest of IQ vs. the mage's effective skill with the Change Script spell. Any document written or altered using this spell will have a faint aura of magic when a Detect Magic spell is cast. If the inspector also has the Forgery skill (or Criminology skill to detect forgeries), he may substitute that skill for IQ.

Duration: Permanent.
Cost: 1 for one word, 2 for a paragraph, and 3 for a whole page. Double cost if the mage did not write the actual document by himself.
Time to Cast: 5 seconds. .
Prerequisites: Magery and Editor.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Tim Morgan and Richard LeDuc.

Character Assassin Regular, resisted by IQ

This spell makes the subject seem somehow sinister, untrustworthy, and unsavory. People around the wearer are mentally influenced by the spell's aura. They will avoid the character and will gossip behind his back, further blackening his reputation.
For the duration of the spell, people react to the character at a penalty (up to -4) and any positive reputation that the character might have is negated. People don't know what the character did to deserve the reputation, but it must have been bad.
If forcibly reminded of the character's good reputation, subjects are allowed a roll vs. IQ to resist the spell's influence, though they will be reluctant to believe that the character is anything but a rogue.
This is also a Mind Control spell.

Duration: 1 hour.
Cost: 3 points per level of Bad Reputation, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Mass Persuasion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Character Assassin Headband. GURPS Magic Items 2, p. 52. Energy Cost to Create: 100 points per level of Bad Reputation.
Author: Adapted from GURPS Magic Items 2.

Character Study Information, resisted by Will

Allows the caster to get an instant catalog of the subject's mannerisms, likes, dislikes, quirks, social status, reputation, and close associates as if he had closely observed the subject for two weeks. "Secret" information and memories are not discovered. The spell gives +4 to attempts to mimic or impersonate the subject and might have other uses.

Cost: 4 points.
Time to Cast: 1 minute.
Prerequisite: Mind Reading.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry or headgear. Works for wearer only. Energy Cost to Create: 50 points if the gives information about one person, or 250 points if the item allows the wearer to cast the spell. (c) Clothing or Jewelry. "Absorbs" the personality of the wearer. When another person wears the object, they are affected as if this spell was cast on them. Energy Cost to Create: 200 points.

Charisma Regular, resisted by IQ

Gives the subject the Charisma advantage. People who meet the subject are allowed an IQ roll to resist the effects of the spell.
Unlike similar spells which affect reaction rolls (such as Presence, Majesty or Friends) people who see through this spell don't think ill of the subject, the charisma just doesn't work on them.

Duration: 1 minute.
Cost: 1 plus 2 per level of Charisma bestowed, up to 4 levels maximum, same to maintain.
Prerequisites: Presence, Suggestion.
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.

Circumspection Information, resisted by IQ

This spell allows the subject to see all sides of an issue.
The spell doesn't necessarily change their mind, but it does allow them to understand why others believe different things. If someone is wrong in what he believes (in terms of fact, not opinion) the subject will realize this, and might change his views appropriately. This spell temporarily cancels disadvantages such as Callous, Solipsist, Low Empathy, etc., but only to understand one other person's point of view on a single issue or group of related issues.
If cast on a person who has the Sensitive or Empathy advantages it gives them an additional +4 to IQ to figure out what another person is thinking or feeling. Unwilling characters resist this spell with IQ.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Sense Emotions.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 200 points.

Clear Thought Regular, resisted by Will

This spell allows the subject to think without prejudices or emotions interfering with his thoughts. This gives +2 to Fright Checks and cancels the effects of Intolerance, Social Stigma, and so forth, though anyone with the Intolerance disadvantage automatically gets a Will roll to resist this spell if it would alter his prejudices. In some cases, this spell will give +2 to IQ to make a rational decision, at the GM's option.

Duration: 10 minutes.
Cost: 3, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Truthsayer.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 500 points.

Clueless Regular, resisted by IQ

This spell afflicts the subject with the Clueless disadvantage. If the subject is already Clueless they are at an additional -4 to IQ rolls to "get a clue.".
If the subject has the Empathy or Sensitive advantages they aren't afflicted with the Clueless advantage but they do lose those advantages for the duration of the spell. A second casting (or a single double strength casting) of the spell will render an Empathic or Sensitive character Clueless.
Characters with the Empathy psionic power may substitute their skill level with the Empathy psionic skill for IQ when making resistance rolls against this spell.

Duration: 1 minute.
Cost: 3, 2 to maintain (6, 4 to maintain to render a character with Empathy Clueless).
Prerequisite: Hide Emotion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 200 points.

Code Breaker/TL Regular, resisted by Spell or Skill

Allows hidden, coded, or encrypted information to be read. Reading information encrypted with the Encrypt spell requires a contest of skills between the mage's Codebreaker skill and the code creator's Cryptography skill or Magic Cipher spell skill.

Duration: 1 minute.
Cost: 3+1 per page, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Encrypt.
Item: Staff, Wand or Jewelry or Clothing. Energy Cost to Create: 750 points.

Comprehend Language Information

This spell gives the subject a general sense of what a person is saying, no matter what language they are speaking. If the information would be meaningful the mage, he also knows what language the person is speaking.
However, this information is very rudimentary and general - especially in regard to context, artistic quality or tone. For example, a mage listening to someone recite an epic poem about a hero who stalks and slays a dragon will only get the sense that the speaker is talking about a fight between a man and a monster. The mage must make one or more IQ rolls to put the information in its proper context. Failed rolls mean misinterpretation! The worse the roll, the worse the result.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Sense Emotion.
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.

Comprehend Writing Information

This spell gives the mage a general sense of the content of a book, document, or passage of writing no matter what language it is in. The mage will also know the language(s) used to write the text, if such information would be meaningful to him.
If the writing is encrypted or magically warded against being read, this spell automatically fails, but the mage will know the reason why it failed. Otherwise, the mage gets enough of a gist of the content to know what he is dealing with. The shorter the text, the more information the mage receives. For example, a mage might only get the sense that a scroll contains Mind Control magic. However, he would know that a scroll contains the Suggestion spell, and he wouldn't be able to cast the Suggestion spell from the scroll.
Like the Comprehend Languages spell, this spell isn't very accurate regarding veracity, tone, context or artistic quality. The mage must make one or more IQ rolls to properly interpret the information he receives. The worse the skill rolls, the worse the misinterpretation!.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Comprehend Speech.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Compromise Regular, resisted by Will

This spell must be cast on two or more people who are negotiating or about to enter negotiations. While this spell is in effect, the parties involved in the negotiation will bargain in good faith, won't lose their tempers, and will ignore minor issues and insults in an attempt to achieve a negotiated solution.
Anyone affected by this spell can ignore negative Reputations, Status, or Social Stigmas when making reaction rolls. They are at +2 to use Diplomacy, Savoir-Faire, Streetwise, Fast Talk, or (out of combat) Body Language skills on anyone affected by this spell. In addition, any critical failure on those skills is treated as a normal failure as long as either the speaker or the listener is affected by the spell.
As a side effect of this spell, people who are under the effects of this spell can recognize other people who are also affected by this spell and people who are not. A person who is under the effects of this spell can react normally towards a person who is not under the effects of the spell, and vice-versa.
This is also a Mind Control spell.

Duration: 1 hour.
Cost: 3, 2 to maintain per person.
Time to Cast: 1 minute.
Prerequisite: Wisdom, Suggestion or Circumspection.
Item: (a) This spell can be permanently cast on an area. Energy Cost to Create: 50 times the base cost per hex, (b) Staff, Wand, or Jewelry. Energy Cost to Create: 350 points.

Contrary Message Regular, resisted by Spell

When this spell is cast on a written message it magically alters the text so that it is exactly contrary to what the original message said, but is indistinguishable from the original in all other ways. If this is not possible, then the information will be made as contrary as possible.
For example, a message which originally read "Send help immediately!" would instead read "All is fine." A scroll that originally told the reader how to summon a demon would turn into a morally improving children's story, a recipe for carrot soup, or a brief summary of the orders of angels. A best-selling thriller would be transformed into a book of academic poetry criticism or something equally dull.
If the original text was magical in nature, this spell must overcome the original magic in a contest of spells. Altered messages retain an aura of very faint magic even if they weren't originally magical.
In no case can an altered message be used to glean useful information that the mage didn't know already. For example, this spell couldn't be used to transform a magic text on fire magic into a magic text on water magic. Magical writing gets a resistance roll at the skill level of the spell (or the strongest spell if there is more than one).
A second casting of this spell on writing affected by this spell will reverse the spell and turn the writing back to its original form.

Duration: Permanent.
Cost: 2 per page.
Time to Cast: 10 seconds.
Prerequisite: Magic Cipher.
Item: (a) Staff, Wand or Jewelry or Clothing. Energy Cost to Create: 300 points. (b) Book or scroll. When placed within six inches of another book or scroll, the enchanted book begins to alter the content of the other book at the rate of one page per minute. Energy Cost to Create: 600 points.

Coordinated Attack Regular

This spell must be cast on two or more willing subjects, one of whom may be the caster. Once cast, it allows the subjects to magically know what the other is doing in combat, as long as they are within 10 hexes of one another. If the GM rules that the other character is in a position to take advantage of it, the rapport is so strong that the two fighters can "donate" bonuses to each other. For example, they could "donate" bonuses from All-Out Attacks, All-Out Defenses, Feints, and martial arts Maneuvers.
For example, a character who is All-Out Defending can "donate" all or part of his +4 to Active Defenses vs. a single blow to his "partner" as long as he is within 1 hex of the partner.
Even if they don't coordinate their attacks and defenses, the fighters know what the other is going to do so they don't duplicate attacks or get in each other's way. The effects of this are up to the GM, but the spell makes it so that Critical Failures never hit the partner.
The drawback of this spell is that if one of the partners is knocked unconscious or killed, the other partners must roll vs. IQ or be Mentally Stunned.

Duration: 1 minute.
Cost: 3, 2 to maintain. Each additional person beyond the second adds 2 to the base cost and 1 to maintain.
Prerequisite: Magery, Mind Sending.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 800 points. Usable only by a mage. (b) Two or more identical pieces of jewelry or clothing. Allows wearers to have the benefits of this spell. Energy Cost to Create: 300 points each.

Copy Book Enchantment

This spell links two or more books or scrolls, causing writing or other marks that appear in one to appear in the others, regardless of the distance between them.
In order for this spell to work, the books must be very similar in style, design and form. The spell can either copy writing already written or copy new writing.
If one book is damaged, marks appear on the other books as faint creases, shadows or stains. If one of the books is destroyed, the other books will be marked as above. When only one book is left the enchantment will end.
This is also a Making and Breaking spell and an Enchantment spell.
Cost: 100 points per book to be enchanted, plus 1 point per blank page to be copied, or 3 points per completed page to be copied.
Prerequisite: Enchant, Scribe.

Create Aquastor (VH) Regular, Resisted by IQ

Author: GURPS Urth of the New Sun.

Create Eidolon (VH) Regular, resisted by IQ

Author: GURPS Urth of the New Sun.

Decrease Spelljammer Maneuverability Regular; Resisted by IQ

This spell decreases the Spelljammer Maneuverability Rating by 1, or 2 on a critical success or critical failure of the resistance roll.
This is also a Metaspell and a Movement spell.

Duration: 1 minute.
Cost: 4 to cast, 3 to maintain.
Time to Cast: 1 second.
Prerequisites: Decrease Spelljammer Rating.
Item: This spell can be permanently cast on a helm. Energy Cost to Create: 500 points.

Decrease Spelljammer Rating Regular; Resisted by IQ

This spell decreases the Spelljammer Rating (SR) of a person in a helm. SR is decreased by 1, or 2 on a critical success or critical failure of the resistance roll.
This is also a Metaspell and a Movement spell.

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Time to Cast: 1 second.
Prerequisites: Magery, Mind Sending.
Item: This spell can be permanently cast on a helm. Energy Cost to Create: 500 points.
Author: Adapted from Jeff Wilson, Winterchylde.

Decryption Regular, resisted by Spell

This spell allows a mage to read an encrypted message that wasn't meant to be read by him. The message resists with the protecting spell's (Encryption or Mage Seal) skill level.
(See the Code Breaker spell for a less powerful spell with the same effects.).

Duration: Permanent.
Cost: 5 points.
Time to Cast: 1 minute.
Prerequisites: Encryption.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Tim Morgan and Richard LeDuc.

Delete Commercials/TL Regular

Author: Adapted from David Pulver (GURPS Technomancer).

Delirious Speech Regular, resistedp

When the caster of this spell touches an intelligent creature who is drugged, drunk, sleeping, or otherwise unconscious, the subject must roll vs. Will or begin to babble (a creature feigning unconsciousness will never be affected by the spell). The subject speaks at random, in any language in which he is fluent (skill level 12 or more) on random topics.
The subject can hear questions posed to him in a language in which he is fluent, but gets an additional roll vs. Will to avoid giving a coherent answer. If the subject fails his Will roll, he will give a short, coherent answer of what he believes to be the truth, but he cannot give extensive details. Only on a critical success on the spell roll or a critical failure on the Will roll will the subject give detailed information, passwords, codes, or other useful, technical information. One question can be posed and answered per minute of the spell.
If the mage doesn't attempt to ask questions, the subject will murmur in a "stream of consciousness" fashion as if they were talking in their sleep. Topics chosen by the subject depend on what is important or memorable to him and will almost never be put in context. A delirious victim could confuse dreams, bits of religious dogma, rumors, scientific formulas, fairy tales and snippets of fondly remembered nursery rhymes in one long ramble.
If the subject is awakened by any means, the spell is automatically broken and the victim will remember what he said while under the influence of the spell. If the victim is not awakened, he must roll vs. IQ to remember being interfered with while he was unconscious.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Truthsayer.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Detect Falsehood (VH) Regular, Resisted by IQ

Allows caster to determine relative truth of statement made by subject if the answer is knowable by normal investigative techniques. The spell will note omissions, misstatements, distortions and partial truths as the subject speaks them, even if the subject believes them to be the truth. However, the spell will not reveal the nature of the distortion, it will only reveal its presence. Just because the subject doesn't tell the entire truth doesn't mean that he knows the entire truth.
The spell will not reveal secrets of nature, Things-Man-Was-Not-Meant-To-Know, or Ancient Truths. If "common knowledge" is that the Sun goes around the Earth, then this fact will not register as a lie unless the subject knows the statement to be false. (i.e., the GM can ensure that clever characters don't abuse this spell to short-circuit adventures or discover the nature of matter, the Philosopher's Stone, or where missing socks go.).

Duration: 1 minute.
Cost: 6 to cast, 4 to maintain.
Prerequisite: Magery, Truthsayer, Detect Lies.
Item: (a) Staff, Wand, Jewelry or Clothing (usually a crown, judge's wig, or inquisitor's hood). Energy Cost to Create: 2,500 points. Usable only by a mage. (b) Clothing or Furniture. Works for wearer/user only. Always on. Energy Cost to Create: 1,500 points.

Doubtful Regular, resisted by Will

This spell temporarily cancels any Charisma advantage the subject might have. In addition everyone who sees the character must roll vs. Will or temporarily fail to recognize any "natural" right they might have to lead by virtue of their Rank or Social Status. If he does try to exert his authority he must roll a contest of his Leadership skill vs. the Will of a person he is trying to lead to get them to follow his orders.

Duration: 1 minute.
Cost: 3, same to maintain.
Time to Cast: 5 seconds.
Prerequisites: Insignificance.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry, Armor, Weapon or Clothing. Always on. Affects wearer or user only. Can't be removed. Energy Cost to Create: 400 points.

Ease Learning (VH) Regular

This spell makes it easier for the subject to learn a particular skill, including spells and psionic skills. In order to cast the spell, the subject must be willing, the mage must touch the subject while he casts the spell, and the caster must know the skill to be taught as skill level 14+.
For each level of the spell, the difficulty to learn a skill is reduced by one level, to a minimum of Mental/Easy for mental skills and Physical/Easy for physical skills. For example, if this spell is cast on a character that is studying Surgery (M/VH) skill, two levels of the spell would allow the character to learn the skill as if it were Mental/Average.
Note that at the GM's option, the effects of this spell can be made cumulative with spells Teach, Tutor and Learning. If the GM does this, characters in high mana zones can learn spells and skills very quickly.

Duration: 1 hour.
Cost: 6 points per level, same to maintain.
Time to Cast: 1 minute.
Prerequisite: Teach, 10 Communication and Empathy spells, IQ 13+.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 25,000 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 15,000 points. (c) This spell can be permanently cast on an area for 200 times the base cost.

Editor Regular

This spell will correct spelling grammar and spelling errors in any document on which it is cast.
For double cost, the text can be edited for style, clarity, accuracy and internal consistency as if a person with Professional Skill (Editor)-12 and Writing-12 had reviewed the text. This version of the spell gives +2 to skills where clear, accurate writing is essential, such as reports, technical writing, or journalism. This spell only gives +1 to skill for creative writing, plays, music lyrics or poetry.
Note that the mage has the option of leaving behind some types of errors if he wishes.

Duration: Permanent.
Cost: 1 per page. For double cost, the text can be proofread, as described above.
Time to Cast: 2 seconds per page.
Item: Blue Pencil or other writing implement. Energy Cost to Create: 75 points.

Electronic Message Regular

This spell allows the mage to make a telephone call or send email even if he doesn't have a telephone or computer handy.
When the spell is cast, the mage pantomimes speaking into a phone by extending his thumb and little finger and holding them against his ear and mouth, respectively. He can also pantomime sending an email message by "typing" on an imaginary keyboard.
For the duration of the spell, anything that that the mage says (or types) will be sent to the appropriate telephone number (or email address) just as if he were connected to a normal telecommunications or computer network.
This is also a Technology (Machine) spell.

Duration: 1 minute.
Cost: 2 points, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery, Message, and Network.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing, Jewelry, Phone Receiver or Keyboard. Works for wearer or user only. Energy Cost to Create: 350 points.

Empathy Regular, resisted by Spell

Grants the subject the Empathy advantage for the duration of the spell or cancels disadvantages that interfere with Empathy, such as Clueless, Low Empathy or Callous. If the subject has the Empathy or Sensitive advantage, they get +4 to IQ rolls to make use of that advantage. If the subject has the Empathy psionic power, this spell adds 3 levels of Power and 2 levels of skill.
If this spell is used to cancel spells that interfere with Empathy, the mage must win a Contest of Skills against the other spell.

Duration: 1 minute.
Cost: 3, 2 to maintain. Double cost to give a character with Clueless, Low Empathy, etc. the Empathy advantage.
Prerequisite: Sense Emotion.
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.

Encryption/TL Regular

When this spell is cast, it transforms a written page such that it can only be read by a certain individual or group of individuals. All others looking at the page will see a meaningless series of garbled lines. Once read by someone it is keyed to, the garbled lines become legible and remain that way until this spell is cast on the message again.
This spell will automatically defeat non-magical attempts to decipher the code with the Cryptanalysis skill. It can be deciphered by means of spells such as Code Breaker or Decryption.

Duration: Permanent, until read.
Cost: 4 points. When a mage casts this spell at double cost, the page becomes attuned to the first person to write upon it. When he is finished, the page encrypts and can be read by anyone whose name the writer states while writing the document.
Time to Cast: 5 seconds. .
Prerequisites: Magery 2 and Change Script.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Tim Morgan and Richard LeDuc.

Enhance Skill (VH) Regular

This spell allows the mage to improve his expertise with one skill in which he has invested at least 1/2 character point. This spell has no effect on psionic or magic skills or skills that are only known at default levels.
There is a maximum boost of 5 levels in any one ability and the mage can't increase the boosted skill beyond his skill with the Enhance Skill spell.
If this spell is cast on a subject other than the mage, the subject's skill level can't be boosted beyond the mage's skill level or his Enhance Skill level, whichever is lower.

Duration: 1 minute.
Cost: 4 per +1 bonus to skill, same to maintain.
Time to Cast: 2 seconds per 4 points of energy used to cast the spell.
Prerequisites: Magery 2, Borrow Skill, 10 other Communication and Empathy spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points. (b) Helm, Crown, Hat or Clothing. Works for wearer only. Energy Cost to Create: 500 points per maximum possible level of skill increase (up to 5 levels), or 100 points if the item only raises on specific skill.

Enhance Spelljammer Maneuverability Regular

This spell increases the maneuverability of a spelljammer by 1, or 2 on a critical success.
This is also a Metaspell and a Movement spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Increase Spelljammer Rating.
Item: This spell can be made permanent on a helm. Energy Cost to Create: 500 points.

Enhance Spelljammer Rating Regular

This spell increases the Spelljammer Rating (SR) of a person in a helm. SR is increased by 1, or 2 on a critical success.
This is also a Metaspell and a Movement spell.

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Time to Cast: 1 second.
Prerequisites: Magery, Mind Sending.
Item: This spell can be made permanent on a helm. Energy Cost to Create: 500 points.
Author: Jeff Wilson, Winterchylde.

Erase Text Regular; Resisted by Spell

Removes writings from a moderate-length scroll or one or two pages of text (up to 500 words). If the writing is non-magical, a successful spell roll will automatically erase the writing. If the writing is magical, it is resisted by the skill of the written spell.
The mage can erase less than 500 words if he wishes, but he can't selectively remove words within a sentence without recasting the spell. Furthermore, partial omissions will create obvious blank spaces in the document.
If the writing is non-magical, a successful spell roll will automatically erase the writing. If the writing is magical, it is resisted by the skill of the written spell. Failure of this spell by 1 or 2 results in enough remnants of the writings or impressions within the parchment that a skilled individual may be able to piece together the erased writings.
This is also a Making and Breaking spell.

Duration: Permanent.
Cost: 2 plus 1 per page (500 words).
Time to Cast: 5 seconds.
Prerequisite: Clean (Making and Breaking).
Item: Ball of India Rubber. Energy Cost to Create: 200 points.
Author: Adapted from Keith Bisset (Revenant), Net.

Far Speaking Regular

Allows two or more people to be able to speak with each other, regardless of distance as long as they can see each other or know the approximate location of the person to whom they wish speak. The first casting of the spell allows 2 people to talk, each subsequent casting will allow 1 more person to join the conversation. All subjects must be willing or spell fails. Long distance modifiers apply.

Duration: 10 minutes.
Cost: 4 to cast, 2 to maintain. 2 points, 1 to maintain for every additional person added to the conversation.
Prerequisite: Magery, Selective Message, and Great Voice.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

First Impressions Regular

First Impressions gives the caster a bonus on their reaction roll upon initially meeting a single individual or a collective group of people. However, the reaction will not be raised to extraordinary levels by this spell. Rather, the spell bottoms out at Good-Normal, GMs decision as to what that actually is in a given case.
Hence, the jailer might not let you out, but will stop the other prisoners from lynching you. A merchant won't give you goods, but won't refuse to sell to you, either. The king won't give you half his kingdom, but he reacts to you about as well as he ever reacts to one of your status. The Devil will still spit you on his pitchfork.
The GM must decide what the best outcome the character might expect from the encounter and determine the NPCs reactions accordingly. This spell cannot be resisted, nor can it be changed once the spell wears off (unless the character does something to alter the subject's opinion of him).

Duration: 1 minute.
Cost: 3 per +1 bonus (+6 maximum), cannot be maintained.
Time to Cast: 3 seconds.
Prerequisites: Magery, Charisma.
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.
Author: Adapted from Greg Littmann.

Forsooth Regular, resisted by IQ

The subject speaks in an elaborate, extremely courteous, old-fashioned form of his native language for the duration of the spell. For example, a speaker of modern English might address people in Shakespearean iambic pentameter, Chaucerian Middle English, or the most formal type of Victorian address.
In most cases, this spell makes the subject seem peculiar and affected. This gives him -1 to reactions from most people and -2 to reactions from people who have no use for "sissified" or "funny" language. In most situations, the character gets -2 Social skills, such as Diplomacy or Fast-Talk. The character gets -4 to Acting and Performance rolls, unless the role they're playing requires them to speak in an affected and old-fashioned style, then they get +2 to skill.
In some situations, this spell might give a +1 (or extremely rarely, a +2) bonus to certain skills. For example, a starry-eyed ingenue might think old-fashioned speech was "romantic," giving the character +1 to Sex Appeal skill. In extremely formal social situations, flowery speech might give +1 to some uses of the Savior-Faire skill. It is up to the GM to determine if the use of the Forsooth spell is a benefit or a nuisance.
In addition, since most people aren't used to old-fashioned, elaborate forms of speech, they must make an IQ roll to interpret the subject's meaning. The subject knows what he is saying as long as the spell is in effect, but it doesn't give him any special ability to understand other people under the influence of this spell.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain .
Prerequisite: Suggestion.
Item: (a) Staff, Wand or Clothing. Energy Cost to Create: 200 points. (b) Clothing or Jewelry which allows the wearer to speak "forsoothly" all the time. Some are Always On, and Can't Be Removed. Energy Cost to Create: 150 points.

Foulmouth Regular, resisted by IQ

This is the opposite of the Forsooth spell. The subject liberally laces his normal conversation with the crudest metaphors and most foul and elaborate curses imaginable. Exactly what the profanities are depends on the situation. The words that come of the character's mouth are tailored to be as offensive as possible to the people who hear them.
In a "polite" situation, anyone within earshot of the character will react at -2. In a potential fight situation, any reaction rolls are at -6, since in this situation, the character will direct chillingly offensive insults at his foes.
In a delicate situation (any situation where a Social skill roll is needed to resolve the situation), people react to the subject at -4. He is at -6 to skill rolls when using "Influence" and "Performance" skills such as Diplomacy, Fast-Talk, Savoir-Faire, Sex Appeal, Performance, Acting, and Bard.
The only time when this spell has any positive effect is when the subject is attempting to use the Intimidation skill. In this case, the curse allows the subject to make suggestions so chillingly plausible, yet intensely obscene, as to give the character +4 to his Intimidation skill.
At the GM's option, among foul-mouthed folks this spell might allow the subject to blend right in! In this case, the spell gives a bonus to Reactions (or even Bard skill rolls) from rough company. Though the victims of any insults are likely to attack, everyone else in earshot will to marvel at the vigor and fluency of the character's curses.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain .
Prerequisite: Suggestion, Insolence.
Item: (a) Staff, Wand or Clothing. Energy Cost to Create: 200 points. (b) Clothing or Jewelry which allows the wearer to speak crudely all the time. Always on. Can't be removed. Energy Cost to Create: 150 points.

Fraudulent Hand Regular, resisted by Skill

With this spell, the wizard is able to perfectly duplicate any style of handwriting of which he has a sizable sample. The forgery is good enough to fool even the closest inspection, although it does radiate faint magic and can be detected by magic. This gives +4 to all Forgery skill rolls if the mage actually has the Forgery skill and gives him a temporary Forgery skill of 10 if he does not. Note that the ability to duplicate handwriting does not constitute the whole of the Forgery skill only part of it.
Depending on the type of writing to be done, the mage will be able to produce at most 1 page of writing per minute. Complex forgeries done impulsively will take much longer.
Someone inspecting a forged document must win a contest of Forgery (or Forgery vs. Criminology skill) to detect the fake.

Duration: 1 minute (Effects are permanent.).
Cost: 3, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Borrow Language, Gift of Letters.
Item: Pen or other writing instrument. Works for user only. Energy Cost to Create: 300 points.

Gem Write Special

This spell empowers a gem with the ability to store within its structure written information of any kind - except magic spells. Each casting of this spell allows a gem to store one page of material. The information encoded is permanent, however, all information in a gem is lost if the gem is destroyed or if the magic is dispelled.
If the gem is damaged or altered in any way, roll vs. the Gem Write spell skill of the mage who enchanted the gem. If the roll fails all the information is lost, otherwise the loss of information is only proportional to the amount of damage or alteration to the gem. Attempting to cut the gem into two or more smaller gems automatically destroys the information.
Information can be "encoded" in a gem by passing the gem over the pages (or whatever) to be encoded or by speaking into it. Pictures can be encoded, but each picture counts as a page of text.
Any mage can add pages of material to a previously enchanted gem (even if they didn't enchant it), however, the maximum amount of information which can be stored on a gem is 100 pages per karat. Pages can be erased by use of this spell or by use of the Erase spell.
Unlike damage to the gem, unless the mage specifically makes text .

Duration: Permanent.
Cost: 10 to enchant the gem, plus 1 per "page" of material to be encoded.
Time to Cast: 1 minute to enchant the gem, 5 seconds to record a page of material.
Prerequisite: Magery, Borrow Language.
Item: (a) Jewelry Box, Staff or, Wand which can enchant gems on its own. Energy Cost to Create: 10,000 points. Usable only by a mage. (b) Gem (with or without information recorded), enchanted as per spell. Energy Cost to Create: As spell.

Ghostwriter Regular

This spell allows the mage to put his thoughts to paper using the Scribe spell, but the "scribe" is intelligent and skilled in composition.
For the duration of the spell, anything that the mage says will be turned into a story, novel or report written at Writing skill 12+. If the mage already has the Writing skill, he gets +2 to his effective skill.
In addition to the obvious benefits, this spell also functions as the Scribe spell, allowing the mage's thoughts to be written down as fast as he can speak. If the mage wishes, the spell can also "read his mind" to fill in necessary details that the mage should have said but didn't, edit the mage's words, and fill in gaps in the narrative. The finished work will appear to be written in the mage's own handwriting or in a clear, readable hand as the mage wishes.
Note that this spell only improves the mage's Writing skill, it does not provide the other skills necessary to produce an accurate report. For example, a mage writing a history book would need to know the History skill, or the resulting book, while competently written, will be inaccurate.
Spell variants exist that give the mage Poetry-12 or Musical Composition-12. .
Note that nothing written with this spell, while competently written, is going to be a work of art. Characters who are familiar with the Ghostwriter spell will be able to detect the Ghostwriter spell's "style" if they can make a successful IQ or Literature skill roll.
This spell can have the same options as the Scribe spell.
This spell is also a Sound spell.

Duration: 10 minutes.
Cost: 3, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery, Accurate Scribe, and Lend Skill. (Musical Scribe replaces Accurate Scribe for the Musical Composition variant of this spell.).
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Quill, Pen or other writing implement. Works for user only. Energy Cost to Create: 250 points.

Glamour Regular, resisted by IQ

Impresses onlookers with some trait that the subject seems to project. The exact "public image" projected is up to the caster, but the spell is commonly used to make the caster seem more noble, mysterious, tragic, wise or trustworthy than he really is. People affected by the spell react to the subject with a modifier to their reactions. Those who see through the spell react normally or at a minus depending on what the caster would have had them believe.

Duration: 1 hour.
Cost: Double the reaction modifier desired, 1/2 that to maintain.
Prerequisite: Presence.
Item: Jewelry or Clothing which projects a set "image" and gives the wearer a set reaction bonus or penalty. Energy Cost to Create: 500 per point of bonus or penalty.

Great Feat Regular

The mage can give the subject a bonus to perform a single, quick, non-combat action like an acrobatic maneuver.
Each point of energy put into this spell gives the subject +1 to skill, up to a maximum bonus of +8.

Duration: 10 seconds.
Cost: 1 per +1 bonus up to 10 points. Can't be maintained.
Prerequisite: Lend Skill.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Hide Lies Regular, resisted by Spell

Subject will be able to lie undetectably. The spell automatically fools the Detect Lies skill, a contest of spell skills is required to negate Truthsayer or lie undetectably while under influence of Compel Truth spell or Detect Lies spell.

Duration: 10 minutes.
Cost: 3 to cast, 2 to maintain .
Prerequisite: Magery, Hide Thoughts.
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 300 points.

Honest Witness Regular, resisted by Will

This spell acts as a combination of the Compel Truth and Total Recall spells.
The spell restores the subject's memory so that they recall a specific event exactly as it occurred and then forces them to tell the truth about the incident.
For the duration of the spell the subject must truthfully answer any questions put to them relating to the event. If the victim is unwilling, he may make a Will roll to resist, however, unless he makes his Will roll by 4 or more, he can only remain silent when prompted to speak. If he makes his skill roll by 4 or more, or if the caster critically fails his skill roll, then the subject can freely lie.
Note that while this spell will eliminate all intentional or deliberate misstatements of the truth surrounding an event, it doesn't prevent misstatements of what the person believes to be fact!.
This is also Mind Control spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery, Compel Truth, and Total Recall.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Holy book, holy item, sword, or other item upon which oaths are common sworn. Anyone who places their hand upon the item and recites a certain phrase automatically casts this spell on themselves. Energy Cost to Create: 350 points.

Identify Caller/TL Information; Resisted by Caller's IQ

Author: David Pulver (GURPS Technomancer).

Imbue Spell (VH) Regular

This spell is identical to the Imbue Skill spell, but it grants the subject the ability to cast spells! Note that unless the subject also has Magery (or this spell is enchanted into a self-powering magic item) he might not to be able to cast certain spells. In addition, in order to cast spells (except from a magic item) the subject must also have all the prerequisite spells needed.
This is also a Metaspell.

Duration: 1 minute.
Cost: 5, plus the base cost to cast the spell to be imbued, half to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 3, Enchant, Imbue Skill, Lend Spell.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Incomprehensible Speech Regular, resisted by IQ

This spell makes the subject's speech incomprehensible except to those designated by the mage. Lip Reading attempts, etc. fail automatically. Unwilling victims resist with IQ.
This is also a Sound spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisites: Secret Speech.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Privacy Coin, GURPS Magic Items 1, p. 78. Energy Cost to Create: 250 points.

Indelible Regular, resisted by Spell

This spell must be cast on ink, paint, or other pigment or mark or on a magic spell which involves transcribing, writing or drawing (like the Gem Write, Tattoo, or Wizard Mark spell) after it is cast.
The effect of the spell is to make any inscriptions or drawings permanent. If anyone but the mage attempts to alter or destroy the Indelible area, that person must win a contest of Will or spell skills (whichever is worse for the destroyer) vs. the Indelible spell skill of the mage. If the destroyer loses the contest of skills, the fails to obliterate the protected area.
Note that this spell only protects the words or symbols themselves. For example, if a vandal were to attempt to mark out words in a book or cut out a picture then he would fail. If he were to burn the entire book, the parts of the book that didn't have letters or illustrations on them would be obliterated. This would, leave a mass of jumbled, charred letters and disjointed pictures that would be unusable as an information source.
This is also a Making and Breaking spell.

Duration: 1 week.
Cost: 1 per page of information (or fraction thereof), same to maintain. Can be made permanent for 5 points per page.
Prerequisite: Magery, Erase, and Copy.
Item: Staff, Wand, Jewelry or Seal. Works for wearer or user only. Energy Cost to Create: 100 points.

Index Regular

This spell creates an index, page numbering, and a table of contents for a book or document that does not have one. The new pages are magically created and are automatically added to the book for the duration of the spell.
If the book already has an index, etc. the mage can alternately automatically open the book to the reference he wants without having to search for it.
Note that this spell does not work on text which has been made deliberately obscure through magic (such as the Obscure Text spell), or which is in code or cipher.
This is also a Knowledge spell and a Making and Breaking spell.

Duration: 1 hour.
Cost: 2 points, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Know Contents, Copy.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) A book can have this spell cast on it permanently for 20 points (just to create an index and table of contents), or 50 points (to automatically open to the reference the user wants).

Infectious Mood Area, resisted by Will

Subject's moods are magically extended to other people in the area of effect. If the subject doesn't want this spell to work, his Will must be overcome first. Then people in the area of effect must roll vs. Will to resist being influenced. Depending on the emotion to be projected, affected subject react at +1 or -1.

Duration: 1 minute.
Base Cost: 1 per hex, half base cost to maintain (minimum 1).
Prerequisite: Magery, Mass Suggestion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. Usable only by a mage. (b) Clothing or Jewelry. Works for wearer only. Cost to Create: 200.

Influence Regular; Resisted by IQ

This spell gives the caster a reaction bonus with the subject of the spell. Each fatigue put into the spell gives a +1 bonus to a maximum of +5. If the subject fails his resistance roll, he will not be aware that he has been magically influenced. Instead, he will come up with some sort of rationalization for why he likes the mage. If he makes his resistance roll, he is unaffected, unless he makes his roll by 3 or more. Then he will realize that the mage attempted to cast a spell on him, and will react accordingly.
The caster may also put up to 5 fatigue in the spell to make it harder to detect. Each additional fatigue gives -2 to spell skill rolls to detect the Influence spell, and gives -2 to the victim's IQ roll to detect (but not resist) the spell. Note that unless the mage also pays maintenance costs to keep the spell hidden, it will become less difficult to detect.
This is also a Mind Control spell.

Duration: 1 day.
Cost: 2 Fatigue per +1 reaction bonus (maximum of +5), same to maintain. The mage may also put energy into hiding this spell, see above.
Time to Cast: 3 seconds.
Prerequisite: Persuasion, Loyalty, and Conceal Magic.
Author: adapted from Travis Foster.

Innocence Regular, resisted by Will

This spell gives the subject the Sanctity advantage and makes it impossible for viewers to think of the wearer as being capable of any wrongdoing, no matter what his appearance. Strong evidence to the contrary gives onlookers up to +3 to Will. Charisma and any similar advantages that the subject might have give penalties to observer's Will rolls.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisites: Suggestion, Charisma.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Insolence Regular, resisted by Will

This spell causes its victim to sound and appear crude, insulting, and arrogant in all respects. This lowers reaction rolls for people who encounter the victim unless they can make a Will roll. The subject can also resist the effects of the spell if he makes a Will roll.

Duration: 1 minute.
Cost: 2 per -1 reaction, half to maintain.
Prerequisite: Antipathy.
Item: (a) Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 400 points. (b) Clothing or jewelry. Always on. Affects wearer only. Reduces reactions by some set amount. Energy Cost to Create: 200 per -1 reaction.

Instant Learning (VH) Regular

This spell is similar to the Learning spell, but information can be instantly assimilated.
To permanently improve a skill level, the subject must have character points available to spend to improve the skill. Otherwise any knowledge learned is "cramming" and is quickly forgotten. Up to one hour of material can be learned in this manner.

Duration: 1 hour.
Cost: 10 points, can't be maintained. Double normal cost if the information is to be permanently retained.
Time to Cast: 10 minutes, can only be cast on a given subject once per day.
Prerequisite: Magery 3, Learning.
Item: Altar, Throne, or Baptismal Font. Energy Cost to Create: 10,000 points or more. Mage Only. Such items are only rumored to exist, and if they exist at all, they will be highly coveted.

Invisible Script Regular

This spell is similar to Mage Writing, in that it creates a script readable only to a select audience. In this case, only those who can See Invisible will be able to read the script. To everyone else, the page appears blank. In addition, at the time of casting, the caster can set conditions under which the script becomes visible. For example, the caster could specify "when the rays of the full moon touch the paper" or "when Fred the mage tries to read this." When the conditions are met, the mage has the option to make the text permanently visible to everyone, or to keep the script invisible.

Duration: Permanent.
Cost: 1 for a paragraph, 2 per page.
Time to Cast: 5 seconds.
Prerequisites: Mage Writing and Hide. .
Item: A page can be made so that after a given condition is no longer present, the writing will become invisible again. Energy cost to Create: 20 per page.
Author: From Tim Morgan and Richard LeDuc.

Inward Visage Regular, resisted by Will

This spell will change a person's face and body to match their personality. Wicked people become Hideous, saintly people become Very Beautiful, characters with other advantages or disadvantages change so that their appearance matches their personality.
If this spell is made permanent, it can only be removed by a Great Wish or Remove Curse spells, or by using spells such as Alter Body to reverse the effects of the spell. At the GM's option, sincere repentance or true change in moral character can also undo negative effects of the spell.

Duration: 1 minute.
Cost: 5, 3 to maintain. This spell can be made permanent for 25 points.
Prerequisite: Alter Body, Curse, and Aura.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Always on, can't be removed. Energy Cost to Create: 250 points.

Knowing Touch Regular, resisted by Will

Allows the mage to impart any information he could speak just by touching the subject. The rate at which he communicates is four times the speed of his normal speech but is still perfectly understandable in the subject's mind.
If the mage's link to the subject is broken, the spell is ended. If the subject is unwilling he may roll vs. Will to resist.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Selective Message.
Item: Jewelry or glove. Energy Cost to Create: 250 points.

Leader Regular, resisted by Will

This spell temporarily gives the subject one level of the Charisma advantage and Leadership 12. Anyone who sees the subject must roll vs. Will or look to the subject for leadership in the current situation. If the subject has the Shyness advantage, this spell temporarily cancels it.
If it is necessary, the character seems to have whatever Rank or Social Status is needed to "properly" take command. Any discrepancy between the subject's actual Rank and/or Status and the actual Rank or Status he would need to order people about is applied as a bonus to Will rolls of those who attempt to resist the spell. For example, a general (Rank 7) would get +7 to his resistance roll to resist being influenced by this spell if it was cast on a civilian (effectively Rank 0), or +4 to Will if it was cast on a Lieutenant (Rank 3). Likewise, a King (Social Status 7) would get +10 to Will rolls to resist being influenced if this spell was cast on a beggar (Social Status -3).
Note that if there is no obvious leader in a sudden crisis, and a character takes initiative and acts competently, people who might otherwise resist the spell won't do so for the duration of the crisis. Such situations must be roleplayed.

Duration: 1 minute.
Cost: 4, same to maintain.
Time to Cast: 5 seconds.
Prerequisites: Bravery, Charisma, and Majesty.
Item: (a) Staff or Wand. Energy Cost to Create: 1,000 points. (b) Clothing, Jewelry, Helmet, Weapon or Crown. Works for wearer or user only. Energy Cost to Create: 500 points.

Learning (VH) Regular

This spell allows the subject to learn information about a single topic in half the normal time. To permanently improve a skill level, the subject must have character points available to spend to improve the skill. Otherwise any knowledge learned is "cramming" and is quickly forgotten.
Note that for this spell to work for permanent skill increases, this spell must be in effect for the entire time that the subject is learning! This means that the spell must be maintained for 100 hours if the subject is studying normally, or 50 hours if the subject is studying under intense and stressful circumstances! The spell does not have to be in effect for every moment of every day that the subject is in a training program, but it does have to be in effect when the subject is actually learning. For intensive programs, this means the spell must be kept in place for the all the subject's waking hours!.

Duration: 1 hour.
Cost: 5, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery, Lend Skill.
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.

Lend Ability Regular

Lets subject increase an ability score by up to +10 (but never more than the caster's ability score) or receive the temporary use of one of the caster's innate physical or mental advantages.

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Prerequisite: Magery 2, Lend Skill.
Item: Staff, Wand, Jewelry or Clothing. Mage Only. Energy Cost to Create: 1,000 points.

Lend Personality Regular

The spell allows the subject to take on either the personality of a person named by the mage when the spell is cast or a "stock" character known to both the mage and the subject. While no actual skills are granted by use of this spell, it does give the subject +5 to his Acting and Disguise skills when trying to impersonate a person or a "type" of person. Some personalities might "come with" certain advantages and disadvantages, and the subject will temporarily take on known advantages and disadvantages at the quirk level.
For double cost, the mage can make it so that the subject must roll vs. Will to avoid taking on the actual personality he is impersonating. He will suffer from full versions of disadvantages, and will suffer from the delusion that he has skills and advantages that he does not have, but which would be appropriate for the character he is impersonating.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Lend Skill, Mind Sending.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 350 points. (b) Personality Hat, GURPS Magic Items 1, p. 35 Energy Cost to Create: 250 points or 350 points if the hat can affect personality.

Liar Regular, resisted by Will

This spell aids the mage when he deliberately lies. It plants a suggestion in the minds of the listeners than the speaker is trustworthy and should be believed. If the listener makes his Will roll, the spell still gives the mage a Fast-Talk skill of IQ+4 or Skill Level +4, whichever is greater (maximum skill level of 25).

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery, Sanctity, and Lend Skill.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points (b) Liar's Brooch. GURPS Magic Items 1, p. 75 Energy Cost to Create: 350 points.

Liar's Orders Regular, resisted by IQ

This spell creates a temporary version of the All-Purpose Identity Paper. For a full description, see GURPS Magic Items 1, p. 71.

Duration: 10 minutes.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Suggestion, and Write.
Item: All-Purpose Identity Paper, GURPS Magic Items 1, p. 71 Energy Cost to Create: 750 points.

Lying Tongue Area, resisted by IQ

When this spell is cast, listeners within the area of effect will believe that one statement uttered by the subject is completely true.
Listeners get a roll vs. IQ to resist. This roll is at +1 to +4 if the lie is completely outrageous.
Characters who fail their IQ roll will accept the statement as fact, and might repeat the falsehood as fact.

Duration: Permanent.
Base Cost: 2 points, or 2 per listener, whichever is more.
Time to Cast: 1 second per 2 points of energy used to cast the spell, plus the time to speak the lie.
Prerequisites: Mass Persuasion, Liar.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Literacy Regular

Gives illiterate subject the ability to read and write for the duration of the spell, as if he had the Literacy advantage.

Duration: 5 minutes.
Cost: 3 to cast, 1 to maintain.
Prerequisite: Caster must be literate.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 100 points.

Loophole Regular, resisted by Special

If this spell is cast just before a contract or other agreement is signed, it will create a loophole that will allow the subject (and only the subject) to break the contract at will. The loophole is quite subtle (Law skill -2 to detect) and the spell does not communicate the nature of the loophole to the signer. The spell is automatically dispelled if any party to the contract makes a successful roll vs. Law skill-2.
Note that Truthsayer, and other spells that detect falsehood or double-dealing will detect the use of this spell.

Duration: Permanent.
Cost: 6 points.
Time to Cast: 10 seconds.
Prerequisites: Magery, Strike Skill, and Law skill 12+.
Item: (a) Staff, Wand or Jewelry. Useable only by characters with Law skill 12+. Energy Cost to Create: 500 points. (b) Loophole Pen, GURPS Magic Items 1, p.75. Energy Cost to Create: 750 points.

Mage Seal Regular

This spell allows a mage to place a unique and unalterable mark onto a document, thus acting as a magical signature. Any page thus enchanted will have a resistance roll equal to the caster's skill in Mage Seal in addition to any normal resistance rolls. For example, a page that has an Encrypt spell and a Mage Seal is intercepted by another mage who casts a Decrypt spell on it. The Mage Seal resists first, and if it fails, the Decrypt gets a chance to resist. The caster can remove the seal at any time, but may not temporarily interrupt the spell to allow spells to be cast upon it.
This is also a Metaspel.

Duration: Permanent. .
Cost: 3.
Time to Cast: 5 seconds.
Prerequisites: Mage Writing.
Author: Adapted from Tim Morgan and Richard LeDuc.

Mage Writing Regular

This spell, when cast upon a page of text, alters it such that only mages may read the writing. The spell is cast at three different levels. At the first level, all mages can read the text. At the second, only mages with two levels of magical aptitude or more may read the page. Likewise, when cast at the third level, one must have Magery 3 to read the text.

Duration: Permanent.
Cost: 2 per level.
Time to Cast: 5 seconds per level.
Prerequisites: Magery, Magic Paper, and Editor.
Author: Adapted from Tim Morgan and Richard LeDuc.

Magic Cipher Regular

Encrypts written or spoken information in a code that can only be interpreted by those people the caster wishes to understand it. The spell will automatically defeat the Cryptography and Cryptanalysis skills and the Read Magic spell. Other decoding spells must win a contest of spell skills. The mage can dispel this spell at will.

Duration: permanent.
Cost: 1 per page (500 words).
Prerequisite: Magery, Literacy.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. Usable only by a mage. (b) Jewelry or Seal. Works for wearer or user only. Energy Cost to Create: 100 points.

Magic Messenger Regular

Causes an inanimate object of the caster's choice to mentally or sonically speak a message when a given person or class of person gets within 3 hexes. The message and the target subject must be specified when the spell is cast and the message itself can be in any language in which the mage is fluent. The message itself can be up to 45 words long. Alternately, if the caster is still in range when the message is triggered, he can use other spells to speak through this item. However, the spell can't be used to cast spells or trigger command words.
If the message is not triggered before the spell duration ends, the message is not transmitted.

Duration: 1 day. The message itself lasts about minute (45 words).
Cost: 2, 1 to maintain. An item can be permanently enchanted with a fixed message and set of triggering conditions. 10 points plus 2 points per extra 45 words.
Prerequisites: Mind Sending.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.

Magic Mouth Regular

Imbues the chosen object with an enchanted mouth that appears and speaks a message when a specified event occurs. The message, which must be of 45 words or less, can be in any language known to the caster. The mouth cannot speak magical spells or use command words. The triggering conditions and message are set when the mage casts the spell. Some examples are "speak to the first creature that touches you." Only visual, tactile and aural cues can be used. The magic mouth has no other senses, nor can it see invisible or insubstantial creatures.

Duration: Permanent, until triggered. The message itself is about 1 minute long.
Cost: 4, plus 1 per extra 45 words. A Mouth can be permanently enchanted with a fixed message and set of triggering conditions. 10 points plus 2 points per extra 45 words.
Prerequisites: Magic Messenger, Simple Illusion, and Voices.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 400 points.
Author: Adapted from Keith Bisset (Revenant).

Magic Paper Regular

This spell is used to increase the area of a piece of paper. When cast, it magically creates different surfaces which are accessed by turning the page over in different directions. Thus, when holding the page and turning it over to the right, you will get a different surface than if you had turned it over to the left, or top, or bottom.
This is also a Gate spell.

Duration: Permanent.
Cost: 2 per additional surface up to 4 (Total Cost: 8).
Time to Cast: 5 seconds.
Prerequisites: Protect Paper.
Author: Adapted from Tim Morgan and Richard LeDuc.

Magic Switchboard/TL Regular

This is also a Technological (Machine) spell.
Author: David Pulver (GURPS Technomancer).

Majesty Regular, resisted by Special

Similar to the Leader spell, this spell makes the subject seem "noble" and "powerful" to the point where those who fail their resistance rolls actually believe that he has high Social Status, and behave accordingly. It imparts no other advantage.
All observers must roll vs. IQ to avoid being influenced by this spell. Any discrepancy between the subject's actual Rank and/or Status and the actual Rank or Status he would need to order people about is applied as a bonus to IQ rolls of those who attempt to resist the spell. For example, a King (Status 7) would get +7 to his resistance roll to resist being influenced by this spell if it was cast on a commoner (Status 0).
Characters who fail their Resistance roll react to the character at the perceived level of Status and the character may apply any socially related bonuses to skill when dealing with such people. Those who resist see through the pretense and react normally to the character.

Duration: 1 minute.
Cost: 2 per level of social status to be gained (up to Level 8), same to maintain.
Time to Cast: 5 seconds.
Prerequisites: Suggestion.
Item: (a) Staff or Wand. Energy Cost to Create: 1,000 points. (b) Clothing, Jewelry, Helmet, Weapon or Crown. Works for wearer or user only. Energy Cost to Create: 500 points.

Mask Aura Regular

Adds a bonus to resist Detect Aura or to avoid detection through Magical Aptitude, Sense Life, or Sense Emotions. Other detection spells are not affected.
This is also a Metaspell.

Duration: 1 minute.
Cost: 1 point per -4 penalty, same to maintain.
Item: Jewelry, Helmet or Clothing. Works for wearer only. Energy Cost to Create: 200 points.
Author: Bob Traynor (From "Minor Magics for GURPS").

Mass Mind-Sending Area, resisted

Allows caster to send his thoughts to everyone (or a selective audience) in a given area, as per the Mind-Sending spell.

Duration: 1 minute.
Base Cost: 2 per hex, same to maintain (minimum 4).
Time to Cast: 4 seconds.
Prerequisite: Mind Sending.
Item: (a) Staff, Wand or Jewelry or Clothing. Energy Cost to Create: 3,000 points. (b) Crown, Helmet, or Jewelry. Works for wearer only. Energy Cost to Create: 2,500 points.

Mass Persuasion Area; Resisted by IQ

As Persuasion but over an area.

Duration: 1 minute.
Base Cost: Twice the bonus to be added to the roll per hex. Minimum radius 2 hexes.
Time to Cast: 1 second per radius hex. Minimum is 2 seconds.
Prerequisite: IQ 13+, Persuasion.
Item: (a) Staff, Wand or Jewelry or Clothing. Energy Cost to Create: 3,000 points. (b) Crown, Helmet, or Jewelry. Works for wearer only. Energy Cost to Create: 2,500 points.
Author: Adapted from Keith Horsfield.

Magic Beacon Regular

Allows the caster to magically mark a spot so that he always knows where it is.
Whenever the caster concentrates, he knows where that spot is and can travel back to it. If he is attempting to Teleport or use another spell to magically move to the place he has marked, he gets +4 to skill.
The mental beacon is invisible to normal sight, but can be detected by the Detect Magic spell or Magery advantage. It can be dispelled by the caster or removed by successful use of the Erase spell (if a contest of spells is won). The mark can be made permanent by means of the Indelible spell.
The Mental Beacon gives the mage +2 to all skill roll to use Navigation, Astrogation, or Orienteering skills, or +4 if the mage has two Mental Beacons he can use to triangulate his position.
In order to detect the mental beacon, the mage must make a roll vs. IQ plus his Mental Beacon spell skill minus any long distance spell-casting modifiers. Each extra minute spent concentrating gives a +1 bonus to effective skill to find the beacon.
This is also a Knowledge spell.

Duration: 1 day.
Cost: 3, 1 to maintain.
Prerequisite: Telepathy.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Coin, gem, or other small object, which, when placed allows the mage to return to the location of the object. Energy Cost to Create: 200 points.

Message Stick Regular

Enchants a stylus or pen a stick and a viewer (typically a piece of jewelry) so that it will function as a Message Stick. Anything written with the stylus cannot be read by anyone who doesn't also hold the viewer, unless they use magic (such as See Secrets) to do so. After one use, both the stylus and the viewer lose their magic. Messages written while the spell was in effect become visible.
This is also a Knowledge spell.

Duration: One use.
Cost: 3, can't be maintained.
Time to Cast: 1 minute.
Prerequisites: Magery, Enchantment, and Two-Part Code.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Message Stick. GURPS Magic Items 1, p. 75-76 Energy Cost to Create: 150 points.

Mind Shield Regular

Similar to the Hide Thoughts spell but more powerful, this spell can break existing mental control if a Contest of Skills (spell vs. spell or psi skill) is won. In addition, if extra energy is put into this spell, the effective spell skill to resist (or break) mind control is increased.
This is also a Protection and Warning spell.

Duration: 1 minute.
Cost: 3 to cast, 1 to maintain. Each extra point of energy put into the spell gives +1 to contests of skill to resist or end mental interference.
Prerequisite: Hide Thoughts.
Item: Crown, Helmet, or other headgear. Works for wearer only. Energy Cost to Create: 1,000 points.

Mind-Probe Regular, Resisted by IQ

Allows caster "free access" to his subject's memories, including his subconscious and "forgotten" memories. Otherwise, this spell is like the Mind-Search spell.
The mage can access the subject's normal memories by rolling vs. IQ or his Mind Probe skill, whichever is better. To discover forgotten or subconscious memories, the mage must roll vs. IQ or skill -5. If the victim is aware of what information the mage is seeking, he may resist the mage's IQ or skill roll with IQ.

Duration: 1 minute.
Cost: 6, 4 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Mind-Search.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 3,000 points. Usable only by a mage.

Mirror Communication Regular

This spell lets the mage use an ordinary mirror, at least 6" in diameter, as a communication device between the mirror and any other mirror for which he knows the precise location.
The wizard can see and hear anything on the other side, and anyone looking into the target mirror can see and hear the mage at the mirror on his side.
Any magic relying on eye contact can be cast through the mirror, but other spells (such as missile spells) will not go through, nor can physical objects be passed through the glass.
To operate this spell the mage must know where the other mirror is, within 10' (3 hexes). Thus, the mage could communicate with someone carrying a hand mirror as long as the wizard knew exactly where the target was going to be at a certain time.
Vampires (and similar creatures) are invisible and inaudible to the mirror, while ghosts and other undead can't be detected by its magic.
If the target mirror is covered or blocked the spell fails, but the mage will know the reason why.
Long Distance spell penalties apply to attempts to contact another mirror.
This is also a Knowledge spell.

Duration: 1 minute.
Cost: 4 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Talking Horn, Telepathy, Wizard Eye, and Wizard Ear.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500ints (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: x points Item: Conversation Piece. GURPS Magic Items 2, p. 125 Cost: 1,500 points.
Author: Adapted from GURPS Magic Items 2.

Misdirect Mind Search Regular, resisted by Special

Allows caster to plant "false memories" which will automatically be detected by Mind-Sense or Psionic skills while protecting the subject's real memories.
The mind-searcher loses a Contest of Skill vs. the spell he will think that he's successfully gotten correct information when actually he's been fed incorrect information by the caster.
In order to "program" false memories the subject and the mage must actively cooperate while the spell is being cast and the mage must touch the subject. If the spell is made permanent, the false memories projected can't be changed unless the spell is recast (as a permanent spell).
The subject will be aware of the false memories if he concentrates, but he will know them be untrue. Someone "in" the subject's mind when he does this will not get this information.
For double cost, this spell can be cast on an uncooperative subject. In this case, the subject gets a roll vs. IQ to resist the initial spell.

Duration: 1 day.
Cost: 4, 2 to maintain. Can be cast on an unwilling subject for double cost. Can be made permanent for 20 points.
Time to Cast: 10 minutes.
Prerequisite: Magery, Mind-Search.
Item: (a) Staff, Wand or Jewelry. 2,000 points. Usable only by a mage. (b) Crown, Helmet, or other headgear. Projects false memories programmed by the wearer before the item is put on. 3,000 points. (c) Crown, Helmet, or other headgear. Projects false memories programmed by the creator of the item when the item is made. 1,000 points.

Moon Message Regular

When this spell is cast, the mage can write a message or symbol which will only appear under certain light conditions specified by the caster. These conditions can be as general or as specific as the mage wishes, however, they can only apply to predictable, distinct light or meteorological conditions.
For example, a message could only be made to appear under the light of the full moon. Only when the message is illuminated by sunlight at noon on the day of the winter solstice, or when someone's shadow falls across the message. The wizard can't specify light conditions such as "when my apprentice's shadow falls on the message." unless there was something inherently unique about the apprentice's shadow. For example, such as "when the shadow of a one-armed goblin carrying a staff falls across this message.".
The message will not appear until the conditions specified are met, then it will become visible (glowing faintly if necessary to make it visible) until the light conditions specified vanish (but at least one minute in any case). Then the spell will cease.
Magery or spells like Detect Magic will detect the presence of magic but will not be able to determine the nature of message. Spells like Codebreaker will allow the mage to know under what conditions the writing will become visible, but won't reveal the message.
The mage can cancel the spell at any time. Erase spells will destroy the message if the caster of the Erase spell wins a contest of skills.
This is also a Light and Darkness spell.

Duration: 1 month.
Cost: 3 per 20 words (or fraction thereof), same to maintain. The spell can be made permanent for 10 times the base cost.
Time to Cast: 1 minute.
Prerequisites: Wizard Mark, Create Light.
Item: Staff, Wand or Writing Implement. Works for user only. Energy Cost to Create: 100 points.

Oathbinding Regular, resisted by Will

A spell that seals and magically enforces an oath. Two or more parties swear to a pact, which can be of any length and contain any mutually agreeable conditions. These conditions may be so complicated as to comprise full-scale legal contracts, but the entire set of terms must be spoken aloud before the caster. Any party breaking the oath takes 1d-1 damage for every 2 fatigue invested (up to 5 dice of damage). When judging violation of the oath, the determining factor is whether the caster's perception of the terms of the was broken or not.
It does not matter if the oath is taken under duress. However, each party must verbally avow that the oath is being sworn willingly. Casting time equals the time required to swear the oath (and is simultaneous with the oathtaking), duration is until the oath is fulfilled, broken, or until the death of one of the principals or parties. The death of the caster does not negate the spell.
Unwilling participants in the contract may roll vs. Will to resist. Any attempt to resist the spell will instantly be known to the mage and any other parties involved.
If the strictures of the vow are not fully understood by the caster (as in the case of a complex contract), he is at -5 to cast the spell. If there is any doubt, the GM should have the mage to roll vs. the appropriate skill (such as Diplomacy or Law). If the spell fails by 1-5, neither the principals nor the caster are made aware of the spell's failure.
For the spell to work, all parties to the agreement, including the mage, must join hands.
If the mage knows the Lend Strength spell, each participant to the oath can donate up to 2 points of Fatigue to power the spell.

Duration: Permanent, until oath is fulfilled or ends.
Cost: 2 to 10, 1d-1 damage per 2 points of energy. See above.
Time to Cast: Variable, see above.
Prerequisite: Truthsayer.
Item: Staff, Wand, Jewelry, Weapon, or Holy Book. Energy Cost to Create: 300 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Obscure Text Regular, resisted by IQ

This spell makes even the most carefully written and precise text become obscure, hard to read, badly stated, and difficult to find. Indexes, page numbers, helpful diagrams, and tables of contents vanish or become wildly inaccurate.
For the duration of the spell the subject must make Research rolls to find anything in the book and must spend 30-IQ minutes trying to look up even the most basic facts. If the book is frequently used, the subject subtracts 1 minute per every 5 successful attempts to use the book, to a minimum of 1 minute to find the appropriate reference. Eidetic memory gives +3 to effective IQ, Full Eidetic Memory gives +6. The quality of the information depends on the degree to which the subject makes his Research skill roll. Using the text as a learning aid is nearly impossible. Self-study time is doubled (1/4 normal character points towards learning the skill) and a Will roll is required each day to stick to the task.
This spell counters the Plain Text spell.

Duration: 1 day.
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Copy Book, and Incomprehensible Language.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On and cast this spell on any written matter the subject touches. Energy Cost to Create: 200 points. (c) Any book can have this spell cast on it. Energy Cost to Create: 150 points.
Author: From GURPS Magic Items 2.

Old Native Hand Regular

This spell temporarily gives the mage a skill of 12 in the local form of Streetwise, Savoir-Faire, or Diplomacy. It also gives him a skill of 10 in one language skill and alters his habits, dress, and accent so that he can "pass for native" (or at least a well-assimilated foreigner) in a foreign country.
If the subject already has the relevant skills at 13 or better, this spell gives him +1 to all relevant skills. If he rolls a critical failure due to his lack of familiarity with the local customs, this spell allows him to reroll. On anything but another critical failure, the critical failure is treated as an ordinary failure.

Duration: 30 minutes.
Cost: 5, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Gift of Tongues, and Borrow Skill.
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 250 points.

Open Face Regular, resisted by IQ

This spell gives the subject the Easy to Read disadvantage for the duration of the spell. Victims are allowed a roll vs. IQ to resist.
If the Hide Emotion spell, or any other spell that makes it easier to hide emotions or lie is in effect when the Open Face spell is cast, the mage must win a Contest of Skills.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Empathy, Compel Truth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 250 points.

Owner's Mark Enchantment

This spell can be cast on any item that belongs to the subject or mage. When the item is borrowed or stolen after a time set by the mage the item will start to loudly complain, asking to be returned to its owner and generally making a nuisance of itself.
If somehow silenced the item will begin to buzz with in an annoying way making it difficult to concentrate when the item is around (-1 to IQ and Will rolls to concentrate). If magically silenced, the item will vibrate in the user's hand (-2 to skill to use the item).
If the owner's mark is removed from the item it will magically grow back after 1d hours and begin to complain again.
This is also an Illusion and Creation spell, a Sound spell, and an Enchantment spell.

Cost: 50 points.
Prerequisite: Enchantment, Voices, and Sense Life.
Item: Adamant Bookplates GURPS Magic Items 2, p. 37-38 Energy Cost to Create: 100 points.
Author: From GURPS Magic Items 2.

Parrot Regular, resisted by IQ

This spell is very similar to the Suggestion spell, except that the victim doesn't act on the suggestions, but he does believe that they are true, and, if necessary, he will repeat something the mage says to him.
In order for this spell to work, the mage must be within 2 hexes of the subject, and the mage must quietly speak or whisper a statement to the subject. If the subject fails his resistance roll, he will believe that statement to be true, and will repeat the statement aloud if the mage wishes. However, the victim will take no other action besides agreeing with the mage and vocalizing whatever the mage wants him to say.
For example, a guard could be made to believe that a smuggler's goods are legitimate, and the mage could get the guard to say aloud "These aren't the goods we're looking for." The guard couldn't be commanded to give his weapon to the mage because that would require a physical action beyond speech.

Duration: 10 seconds.
Cost: 3 to cast, 2 to maintain.
Prerequisite: Suggestion.
Item: (a) Staff, Wand or Clothing. Energy Cost to Create: 500 points. .

Permanent Bestow Advantage (VH) Regular, resisted by Will

As the Permanent Bestow Advantage spell, but bestows mental advantages rather than disadvantages. Each advantage is a different spell. Note that as a prerequisite, the mage must have the same Bestow Advantage variant as the Permanent Bestow Advantage he wishes to learn. For example, if he wishes to learn Permanent Bestow Advantage: Common Sense, he would have to learn (or already know) the Bestow Disadvantage: Common Sense spell.
This is also a Mind Control spell.

Duration: Permanent.
Cost: 5 points, plus 3 points per 5 points in disadvantages bestowed (minimum +3).
Time to Cast: 1 minute.
Prerequisites: Magery 2, 3 Bestow Advantage variants, including the same Bestow Advantage variant as the Permanent Bestow Advantage variant the mage wishes to learn.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 75 points per point of energy required to cast the spell. (b) Folded paper, when shown to the subject, bestows one advantage. Energy Cost to Create: 25 points per point of energy required to cast the spell. One use only. (c) Any item. When used, grasped, worn or handled by a subject, this spell is cast on him. Affects wearer only. Energy Cost to Create: 50 points per point of energy required to cast the spell. (d) A subject can be permanently affected by this spell for (character points of the advantage)/.02 points. For example, an advantage that costs 5 character points would require 250 energy points.

Permanent Bestow Disadvantage (VH) Regular, resisted

As above, but the effects are permanent. Each disadvantage is a different spell. Note that as a prerequisite, the mage must have the same Bestow Disadvantage variant as the Permanent Bestow Disadvantage he wishes to learn. For example, if he wishes to learn Permanent Bestow Disadvantage: Gluttony, he would have to learn (or already know) the Bestow Disadvantage: Gluttony spell.
This is also a Mind Control spell.

Duration: Permanent.
Cost: 5 points, plus 3 points per 5 points in disadvantages bestowed (minimum +3).
Time to Cast: 1 minute.
Prerequisites: Magery 2, 3 Bestow Disadvantage variants, including the same Bestow Disadvantage variant as the Permanent Bestow Disadvantage variant the mage wishes to learn.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 75 points per point of energy required to cast the spell. (b) Folded paper, when shown to the subject, afflicts the subject with one form of insanity. Energy Cost to Create: 25 points per point of energy required to cast the spell. One use only. (c) Any item. When used, grasped, worn or handled by a subject, this spell is cast on him. Affects wearer only. Energy Cost to Create: 50 points per point of energy required to cast the spell. (d) A subject can be permanently affected by this spell for (character points of the advantage)/.02 points. For example, a disadvantage that costs -5 character points would require 250 energy points.

Phantasmal Warrior Regular

Creates a phantasmal creature whose appearance is drawn from the subject's greatest fears. The phantasmal warrior has ST, DX, IQ and HT of 12 and has an attack skill of 16 in weapons skills that the subject has. Move, Speed, PD and DR are equal to that of the subject and the Warrior will be armed with weapons similar to those carried by the subject. When it is called into being, the warrior will immediately to attack the subject and will continue to attack in the most intelligent and direct fashion possible until it, or the subject is killed or rendered unconscious.
Only the subject can see the form of the phantasmal warrior - to all others, it appears as a shadowy shape that is immune to all harm. However, the actions of the victim are real. The subject might accidentally strike a friend (or himself) in his attempts to kill the phantom!.
When the phantom is first called into existence, the subject must make a Fright Check at -4. Regardless of the results of the Fright Check, the subject may attempt to disbelieve (and dispel) the warrior, but at a penalty equal to the amount by which he failed his Fright Check.
While all damage from the Phantasmal Warrior feels physical (doing normal Stun and crippling damage) it is actually taken to Will. When Will reaches 0, the subject will fall unconscious. Will returns at a rate of one point every two hours. "Crippled" body parts recover immediately when the victim wakes up.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 5 to cast, same to maintain.
Prerequisite: Magery 2, Mind Reading, and Hallucination.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a mage.
Author: Adapted from Keith Bisset (Revenant).

Place of Lies Area, resisted by IQ

A powerful variant of the Compel Falsehood spell, this casting makes it impossible for anyone within the area of effect to utter a statement that they know to be true unless they can make a resistance roll. In other respects, this spell is exactly like the Compel Falsehood spell.

Duration: 5 minutes.
Base Cost: 3 per hex, same to maintain. An area can be permanently enchanted with this spell for 100 points per hex.
Prerequisite: Compel Truth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,200 points. Usable only by a mage.

Place of Truth Area, resisted by IQ

A powerful variant of the Compel Truth spell, this casting makes it impossible for anyone within the area of effect to utter a statement that they know to be untrue unless they can make a resistance roll. In other respects, this spell is exactly like the Compel Truth spell.

Duration: 5 minutes.
Base Cost: 3 per hex, same to maintain. An area can be permanently enchanted with this spell for 100 points per hex.
Prerequisite: Compel Truth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,200 points. Usable only by a mage.

Plain Text Regular, resisted by IQ

This spell makes even the most badly worded, deliberately obscure text become as clear as the best written text book as long as it is not actually encoded, in a cipher or protected by magic.
This spell negates the effects of the Obscure Text spell and adds helpful examples, tables and diagrams as necessary.
Because of the magically enhanced nature of the book, the time taken to read the text is halved. If the text is an instructional text, the text becomes so well written that it counts as having a teacher for that skill (as opposed to the self-taught rate). Will rolls to stick to the learning program are at +2.

Duration: 1 day.
Cost: 4 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Obscure Text.
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. (c) Any book can have this spell cast on it. Energy Cost to Create: 350 points.

Plane Speech (VH) Regular

The ultimate communication spell, this casting allows the mage to speak to any one subject personally known to the mage regardless of where or when that person might be. This speech is one way unless the person the mage is talking to wishes to cast the Plane Speech spell themselves so they can communicated with the mage.
This spell will allow a person to speak to people across a continent, on a different planet, 100 years in the future, or on a different plane. However, unless the subject recognizes the mage's voice or was expecting a message (or isn't distracted by something else at the time), the subject might assume that the mage's voice is a hallucination, a dream, or a hoax.
The mage can talk to his "past" self, or a "parallel self" on a different timeline, but in no case can the "other self" act on information provided by the mage. This means that the mage can't "talk to himself" to alter his future. (Or rather, he can, but then he makes the timeline diverge. His altered self goes off into a different timeline.) Since communication is one-way, the mage can talk to a "future" version of himself, but it won't do him, or his future self, any good.
This is also a Gate spell.

Duration: 1 minute.
Cost: 5, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery, Farspeaker, 5 Communication and Empathy spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Matched pair of rings (or other jewelry) which allow the wearers to communicate with each other by means of this spell. Energy Cost to Create: 800 points.

Polyglot (VH) Regular

Allows subject to understand, speak and write all languages fluently, at a level equal to IQ+4.

Duration: 10 minutes.
Cost: 4 to cast, 2 to maintain.
Prerequisite: Magery 2, Gift of Letters.
Item: Jewelry or Clothing. Energy Cost to Create: 2,500 points. Usable only by a mage.

Project Thoughts Area, resisted by Will

Subject's thoughts are magically projected to other people in the area of effect. If the subject doesn't want this spell to work, his Will must be overcome first. Then people in the area of effect must roll vs. Will to resist receiving the thoughts.
Note that it might not be immediately obvious to people what images they are receiving or who is thinking them.

Duration: 1 minute.
Base Cost: 1 per hex, half base cost to maintain (minimum 1).
Prerequisite: Magery, Telepathy.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage. (b) Jewelry or Headgear. Always On. Affects only the wearer. Energy Cost to Create: 300 points.

Prompter Regular

This spell gives the temporary version of the Aper's Prompter magic item. For a full description, see GURPS Magic Items 1, p. 71.

Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 1 minute.
Prerequisites: Magery, Suggestion, and Lend Skill.
Item: Aper's Prompter, GURPS Magic Items 1, p. 71. Energy Cost to Create: 350 points.
Author: GURPS Magic Items 1.

Protect Book Regular

This spell protects books and other written materials from decay, water damage and wear and tear from normal handling. This spell also makes paper less flammable, so that it takes twice as long to ignite and burn as normal paper.
Note that this spell only protects paper against normal flame. Magical flame consumes protected paper normally. The spell also doesn't protect against deliberate attempts to destroy the book, though "normal" abuse such as underlining passages, pen marks or dog-earing pages will gradually "heal" over a week or so.
Damage a book suffers before this spell is cast is permanent.
This spell is also a Making and Breaking spell.

Duration: 1 week.
Cost: 2 points for a small book, 3 points for a normal sized book, 4 for a large book, same to maintain. Can be made permanent for 10 times the base cost.
Time to Cast: 30 seconds.
Prerequisites: Mage Writing, Mend.

Quick Message Regular

Allows mage to speak or magically send a message twice as fast as normal and still be understood, effectively doubling the rate of communication. This spell can be cast with other communication spells.

Duration: 1 minute.
Cost: 2, 1 to maintain. Each doubling of cost halves the time it takes to speak a message.
Prerequisites: 3 Communication and Empathy Spells.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 200 points.

Racial Memory (VH) Resisted by IQ

This is a form of Mind Search, but one that allows the mage to read the minds of the subject's deceased ancestors. The effect of the spell is as if the subject had the Racial Memory advantage and the mage was reading the subject's mind while the he was using that advantage.
Mental Impressions gained will be hazy but will always give some information relevant to what the mage was searching for. The amount by which the mage makes his skill roll determines the clarity and scope of the information he receives.

Duration: 1 minute.
Cost: 6 + 4 per generation beyond the previous generation. Half cost to maintain.
Time to Cast: 1 minute plus 1 minute per generation back.
Prerequisites: Magery 2, Mind Search, and Slow Time.
Author: Adapted from Greg Littmann.

Read Gem Information

Allows information stored in a gem enchanted with the Gem Write spell to be read or interpreted. This spell must be cast for each new gem to be read.
This is also a Knowledge spell.

Duration: 1 hour.
Cost: 1, 1 to maintain.
Item: Wand or Jewelry. Works for wearer only. Energy Cost to Create: 100 points.

Read Magic Regular, resisted by Spell

This spell deciphers standard magical and alchemical codes and ciphers, and allows most magically concealed writings to be read normally if a contest of skills is won. It can also be used to get a general sense of enchantments that use writing (such as magic scrolls or runes) without triggering them.

Duration: 1 hour.
Cost: 2 to cast, 1 to maintain.
Prerequisite: Literacy advantage.
Item: Jewelry. Works for wearer only. Energy Cost to Create: 100 points.

Record Thoughts Regular, resisted by IQ

This spell enchants a stack of paper or pages in a blank book or similar item so that it will record the subject's thoughts and ideas as he (or the mage) wishes them to appear. This could be anything from stream of consciousness ramblings to a finished piece of writing.
If either the mage or the subject has Artist skill 12+, the journal will also include quick sketches as necessary.
Note that the subject does not have to have the enchanted pages anywhere near him for this spell to work. As long as the spell is in effect, the subject's thoughts will be transcribed.
This is a also a Knowledge spell.

Duration: 1 hour.
Cost: 4 points, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Scribe, Mind Reading.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing, Jewelry, Writing Implement or Blank Book. Works for owner only. Energy Cost to Create: 350 points.

Scan Book Information

This spell allows the mage to get a general sense of the contents of any book (or other written material) he holds in his hand.
The spell will tell the mage if the book contains information that he doesn't already know and gives the caster a very good idea of the quality, comprehensiveness and usefulness of the book's material.
If the book contains spells or other magical or mystical information, this spell will tell the mage the titles, the general function, power level and college of all the spells contained in the tome.
If the book is dangerous due to the ideas, knowledge or spells contained in it, this spell will reveal the general nature of the danger.
Note that this spell will no reveal information that is magically hidden or which has been deliberately obscured by other means, such as code or riddles.
This is also Knowledge spell.

Duration: 10 seconds.
Cost: 1 point.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 75 points.

Secret Speech Regular, resisted by IQ

This spell makes the subject's speech audible only by those people designated by the mage. Other people can't hear what the person is saying, though they can attempt to Read Lips. Unwilling victims resist with IQ.
This is also a Sound spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisites: Shape Sound, Hush.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Privacy Coin, GURPS Magic Items 1, p. 78. Energy Cost to Create: 200 points.

See Symbolism Regular, resisted by IQ

This spell allows the mage (or subject) to understand the symbolism of a piece of art, a religious ritual, etc. as if it was plainly spelled out for him.
If the thing has more than one form of symbolism, the mage will know what the creator of the thing intended. He will also know any other symbolism that has become attached to the item over time, or is which is attached in a given context.
This spell is handy for Clueless characters or for characters who are trying to figure out obscure writings or art.
If the creator (or actors) in the thing being observed wish to block this spell, they resist with IQ.
This is also a Knowledge spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Sense Emotion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points. (c) Any object. When touched, any symbolism in the object (as intended by the creator, or the mage who enchanted the object) becomes clear. Energy Cost to Create: 100 points.

See Values Regular, resisted by IQ

This spell allows the mage (or another subject) to see things, including intangible things, as others value them in terms that are tangible to the mage.
For example, if this spell is cast on a faerie, the mage might see the surrounding forest as if it were made of gold and silver. If cast on a rebellious slave, the mage would see the slave's desire for freedom as an image of a marching army, or as a large pile of coins.
This spell gives +2 to Diplomacy, Psychology, or other skill rolls to negotiate or interact with the subject of the spell. This spell also gives +4 to skill if the situation deals directly with the subject's values and desires, as long as they are not contrary to the mage's goals.
Unwilling subjects resist with IQ.
This is also a Knowledge spell.

Duration: 1 minute.
Cost: 5 points.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Mind Reading.
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.

Seek Author Information, resisted by IQ

This spell tells the caster the name or title of the true author or author's of a document. Note that this spell will not give the name of the person who took a dictation, it gives the name of the person who authored the document. In addition, this spell is only resisted by Mage Seal, if there is one, and gives no information about the whereabouts of the author.
If the writer wishes to remain anonymous, he may roll vs. IQ to resist.
This is also a Knowledge spell.

Duration: Instantaneous.
Cost: 6.
Time to Cast: 5 seconds.
Prerequisites: Seeker.
Author: Tim Morgan and Richard LeDuc.

Seek Number/TL Information

A variation of this spell will also allow the mage to discover the person's email address, web page address or similar information.
In addition, a Knowledge spell and a Technology (Machine) spell.
Author: David Pulver (GURPS Technomancer).

Sense Morale Information

This spell will determine the mood and morale of any group of people. It is most useful for determining the fighting spirit of military units, but it has peaceful uses as well.
This is also a Knowledge spell.

Cost: 3.
Time to Cast: 10 seconds.
Prerequisite: Character Study.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 100 points.

Share Mind Regular, resisted by Will

This spell allows the caster to transfer his intellect into the subject's mind allowing direct mental communication with the subject and allowing the caster to use the subject's senses. The subject of the spell still controls his body. It is up to the caster whether he makes the presence of his mind known to the subject.
While the spell is in effect, the caster's body lies in a comatose state. At the end of the spell, or whenever the caster wills it, his consciousness immediately returns to his body.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Soul Rider, Possession.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 1,000 points. Usable only by a mage. (b) Pair of identical pieces of jewelry or clothing. Allows the wearer of the "sending" item to occupy the mind of the wearer of the "receiving" item at will. Energy Cost to Create: 750 points.

Shelf Reader Regular

This spell allows the mage to read a book or other document just by touching it. The mage reads normally, and at his normal rate, but he doesn't have to open the book (or look at the document) in order to do it. Magic spells designed to thwart unauthorized perusal have their normal effects against this spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Gift of Letters.
Item: Clothing or Jewelry. Energy Cost to Create: 250 points.

Speak With Unconscious Regular

The mage can speak with unconscious people as if they were awake and healthy. This spell does not give the mage control over the subject. Other spells must be used to make the subject divulge sensitive or secret information. An unconscious person can receive and give an answer to approximately one question per minute.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Delirious Speech.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Speed Data/TL Regular

Author: David Pulver (GURPS Technomancer).

Speed Reading Regular

Allows subject to read and assimilate material at faster than normal rate.

Duration: 10 minutes.
Cost: 1, half to maintain (minimum of 1), each doubling of cost doubles speed to a maximum of 8 times normal rate.
Prerequisites: Literacy.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 500 to create for each doubling of speed.

Steal Skill (VH) Regular, resisted by Will

This spell temporarily strips the subject of one skill and allows the caster to use it.
This is also a Necromantic spell.

Duration: 1 minute.
Cost: 8, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Borrow Skill.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points. Usable only by a mage.

Stranger Regular, resisted by IQ

This spell is similar to the Obscure spell but the subject can't control its effects. Unlike the Forget Name spell, the effects of this spell aren't necessarily permanent.
For the duration of the spell everyone ignores or forgets the character. Any positive or negative Reputations, Status or other social advantages and Disadvantage are canceled for the duration of the spell unless they are immediately obvious. For example, if the character is wearing a uniform appropriate for his Rank, or his is obviously a member of a group with a Social Stigma.
Close friends, family members, etc. forget that they ever knew the character. If pressed by the character, they may make an IQ roll to remember the subject, but only in a general way. ("Oh, yes, I remember. I had a son by that name. Do you know him?") To everyone else, the character is a complete stranger.
People can see the character, but they don't remember him, and they must roll vs. IQ to remember having ever encountered him once he is gone or if they lose eye contact with him, even for an instant.
The exception to this is combat or potentially hostile situations (such as if the character is trying to steal and item or sneak past a guard). In this case, the subject is treated normally, but only as long as he remains a threat or an annoyance, after that, he will be quickly forgotten. For example, the character can still be arrested by the local police, but once they've dealt with the character, they will leave him to rot in a prison cell, forgetting that they ever met him.
This is also a Mind Control spell.

Duration: 1 hour.
Cost: 5 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Insignificance, Persuasion, Suggestion, and Obscure.
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.

Strike Advantage Regular, resisted by Will

Unless the subject can resist with Will, this spell prevents him from using one mental or physical advantage specified by the mage.
For the duration of the spell, the subject can't use the advantage. He gets +2 to his Will rolls if the mage is attempting to strike an innate racial advantage.

Duration: 1 minute.
Cost: 1 point per 5 points of advantages to be struck (minimum 1 point), half to maintain (minimum 1 point).
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisite: Magery, Forgetfulness, 2 variants of Bestow Advantage.
Item: (a) Staff, Wand or Jewelry Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Strikes one advantage specified by the mage when the spell is cast. Always on. Can't be removed. Energy Cost to Create: 50 times the base cost to cast the spell. (c) This spell can be permanently cast on a character for 50 times the base cost.

Strike Language Regular, resisted by IQ

This spell completely removes the subject's ability to communicate via language. For the duration of the spell the subject can't read, write, speak, or comprehend languages of any sort.
They can still communicate with Gestures, grunts and howls, but at -4 to effective skill. Organized sign languages can't be used.
Note that this spell will make any spells that rely on spoken words or gestures impossible. If the subject has a skill level high enough that spells can be cast without words or gestures they can still cast spells. Likewise, if spells are innate, they can still be cast.

Duration: 1 minute.
Cost: 5 points, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Strike Speech, and Strike Letters.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 350 points.

Strike Letters Regular, resisted by IQ

This spell completely removes the subject's ability to communicate via written languages. For the duration of the spell the subject can't read, write or comprehend written words or symbols of any sort, as if he were Non-Iconographic and Illiterate.
The victim can still communicate via gesture or signed or spoken languages.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Gift of Letters.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 250 points.

Strike Skill Regular, resisted by Will

Unless the subject can resist with Will, this spell prevents him from using one mental or physical skill specified by the mage. This spell can be used to banish knowledge of psionic skills and magic spells.
For the duration of the spell, the subject forgets how to use the skill. He still gets a normal default for the skill, however. He gets +2 to his Will rolls if the mage is attempting to strike an innate racial skill.

Duration: 1 minute.
Cost: 1 point per 5 character points invested in the skill (minimum 1 point), half to maintain (minimum 1 point).
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisite: Magery, Forgetfulness, Lend Skill.
Item: (a) Staff, Wand or Jewelry Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Strikes one skill specified by the mage when the spell is cast. Always on. Can't be removed. Energy Cost to Create: 150 points. (c) This spell can be permanently cast on a character for 50 times the base cost.

Strike Speech Regular, resisted by IQ

This spell completely removes the subject's ability to communicate via spoken languages. For the duration of the spell the subject can't speak, or comprehend spoken or signed languages of any sort.
They can still communicate with Gestures, grunts and howls, but at -4 to effective skill. Organized sign languages can't be used.
Note that this spell will make any spells that rely on spoken words or gestures impossible. If the subject has a skill level high enough that spells can be cast without words or gestures they can still cast spells. Likewise, if spells are innate, they can still be cast.

Duration: 1 minute.
Cost: 4 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Gift of Tongues.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 300 points.

Striptease Regular, resisted by IQ

This spell allows the subject to perform a magical striptease act that will inspire lust in any members of the opposite sex.
When the spell begins loud music begins to play and the subject begins to dance. Any character that might be sexually attracted to the character must immediately roll vs. IQ or stop what s/he is doing to watch the dancer.
As the spell proceeds for every two articles of clothing that the character removes, s/he gets an effective +1 to Sex Appeal and Dancing skill, up to a maximum of +4 for near (or full) nudity. Bonuses to Sex Appeal last for 2d minutes after the spell ends.
Note that the only way to get the Sex Appeal bonus is to remove articles of clothing while dancing. The subject can't just strip off his/her clothing all at once.
This is also a Sound spell and a Mind Control spell.

Duration: 1 minute.
Cost: 2 points, 1 to maintain.
Prerequisite: Music, Attraction.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points. (c) 7 veils, GURPS Magic Items 2. p. 46 Energy Cost to Create: 150 points.
Author: Adapted from GURPS Magic Items 2.

Subtext Regular

This spell allows the subject to transmit a secret message to anyone he desires while appearing to say another thing to the other listeners. For example, the mage can seem to speak words of friendly greetings to a party of brigands while secretly telling his hidden comrades how to best spring an ambush on the bandits.
The secret message must be the same length as, or shorter than the "open" message though it can deal with a different topic or even be in a different language. Listeners who are only intended to hear the "open" message might be able to hear the secret message if they can make a roll vs. IQ-4. Listeners who can hear the secret message can also hear the "open" message as a voice in the background.

Duration: 1 minute.
Cost: 3, 1 to maintain.
Prerequisite: Selective Speech.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Jewelry or Clothing. Works only by wearer. Energy Cost to Create: 250 points.

Summon Opposite Sex Regular, resisted by Will

This spell summons members of the opposite sex to the summoner unless they roll vs. Will.
The mage can exclude members of the opposite sex of a given type or specific members if he does so when the spell is cast.
Once the people attracted are within 3 hexes of the mage, the spell ends and they may act as they please. How they react to the subject depends on the situation and the attitudes of the individuals summoned.
The individuals summoned won't realize that they have been summoned, they just felt an urge to seek out and get close to the subject. Some naïve or impressionable members of the opposite sex might mistake the magical compulsion for love.
This is also a Mind Control spell.

Duration: Instantaneous, plus 1d minutes for the subjects to appear.
Cost: 5 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisites: Magery, Mass Suggestion, and Seeker.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. (c) Siryn Harp. GURPS Magic Items 2, p. 31-32.
Author: Adapted from GURPS Magic Items 2.

Summon Person Regular, resisted by Will

This spell summons a person of a type specified by the mage when he casts the spell.
Unlike other summoning spells, the person summoned retains their free will. He will proceed to the mage's location by normal means, and at his own speed. If the mage is in a remote location, the summoned person might take days, or even weeks, to appear.
The summoned person will be a local person of the appropriate type who just "felt like coming" to the mage's location or who somehow stumbled across the mage. They are under no obligation to assist the mage. The GM should roll the person's reaction normally. If they provide assistance, they will charge their normal rates for their services.
If no person of the desired type is present within 2 weeks travel, or if the mage's position makes it impossible for the person to safely get to his location, the spell automatically fails, but the mage will know why.
This spell can't be used to summon a specific person, nor can it be so narrowly-defined as to have the same effect as summoning a specific person.
Individuals of the specified type get a roll vs. Will to resist this spell, but at least one person of the desired type will respond to the spell.
This is also a Mind Control spell.

Duration: Until the person summoned arrives (2 weeks maximum).
Cost: 5 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Magery, Mass Suggestion, Seeker
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, or 150 points if the item will just summon people of one (or a few) types.

Summon Policeman Regular, resisted by Will

Summons a member of the local constabulary or some other law enforcement agency that has jurisdiction in the area. Note that this spell isn't actually a summoning, instead, a law officer who was already in the area will just randomly wander by 1d minutes after the spell is completed. If summoned to an out of the way place, he won't consciously remember why he came there, except to say that he "had a hunch" or "thought something was wrong and decided to check it out.".
The policeman is a free-willed individual and will react normally for a member of that particular police force would.
If this spell is cast inside a building or enclosed private area, the policeman will appear outside, but will be in a position that he can clearly hear or see any activity going on inside. If the GM rules that there are no policemen in the immediate area, or if there is no way that a policeman can see or hear into an enclosed area, he can rule that this spell automatically fails. In addition, the encounter with the policeman must be roleplayed, the cop might do nothing, wander off, or even arrest the character that summoned him.
Individual policemen get a roll vs. Will to resist this spell, but at least one policeman will respond to the spell.
This is also a Mind Control spell.

Duration: Instantaneous, plus 1d minutes for the policeman to appear.
Cost: 5 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisites: Magery, Mass Suggestion, and Seeker.
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: 250 points.

Sympathy Area, resisted by IQ

The reverse of the Antipathy spell (q.v.), makes people think the subject is wonderful, valuable or otherwise worthwhile (immediate reaction roll at +4).
People near the affected area will be unconsciously attracted to it. Once they are in the area, they will be reluctant to leave. People drawn to the area will treat the area with respect and might even defend it. Even those whose initial reaction is hostile must reroll their reactions (unless their first roll is a natural 3) every 15 minutes that they are in the area until they roll a positive reaction and they decide to stay. People who wish to leave must make a Will roll (roll once every 10 minutes) to do so. Those who resist the spell ignore the effects of the area.

Duration: 1 hour.
Base Cost: 3 to cast, 1 to maintain. Can be made permanent for 50 points per hex.
Prerequisite: Magery 2, Glamour.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Teach (VH) Regular

This spell allows the mage to teach information to the subject in half the normal time. In order for this spell to work, the mage must have the Teaching skill as well as the skill to be taught at least 12+. The subject must be willing to learn and must be present for the duration of the spell.
Note that this spell does not aid the speed of research, self-study, "on the job" training, or any other sort of learning besides actual classroom instruction between the subject and the mage.
The mage can't cast this spell on more than one student, and he must personally instruct the student for the duration of the spell.

Duration: 8 hours.
Cost: 4 points, same to maintained.
Time to Cast: 1 hour.
Prerequisite: Magery, IQ 13+, Truthsayer, Quick Message, Teaching skill-12+, Skill to be taught-12+,.5 other Communication and Empathy spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,500 points.

Talking Horn Regular

This spell allows the mage to enchant two identical objects, of at least 1 ounce each. The first object will transmit any sound that the mage could hear. The second one will receive the sound and broadcast it to anyone within earshot (about 5 hexes unless the mage wishes otherwise). The maximum range between the transmitter and the receiver depends on the energy used to power the spell.
This spell can be used in a number of ways. The transmitter can be hidden, and the mage (or someone else) can retain the receiver, allowing him to eavesdrop on conversations or detect enemies at a distance. Alternatively, the mage can retain the transmitter and give the receiver to someone else, allowing the mage to communicate (one way) with that person at a distance, just like the Far Speaker spell.
Four identical objects and two castings of this spell will allow two-way communication.
This is also a Sound spell.

Duration: 1 minute.
Cost: 2 points for 100 hex range (every doubling of cost doubles range). The objects can be permanently enchanted for 10 times the base cost.
Time to Cast: 10 seconds.
Prerequisite: Far-Speaking, Wizard Ear.
Item: (a) Wand, Staff, or Jewelry. Energy Cost to Create: 750. (b) Two identical objects (gems, animal horns, or small metal cylinders are common) which can communicate with each other at any distance. Energy Cost to Create: 500 points.

Telepathy Tattoo Enchantment

When this magical rune is tattooed on his body, the subject can use the Psionic Telesend and Telerecieve Powers (Power 12, Skill 12) to communicate with others who also have this tattoo. The user can communicate with anyone he can name (or a group of people) just by speaking their name and touching the tattoo.
It costs 1 Fatigue point to activate the tattoo per person included in the conversation and the user must make a Telesend skill roll to do so. However, it costs nothing to active the Telerecieve power. It costs an additional point of fatigue for every minute of conversation. However, if they wish, those people using Telereceive can "pay" for this additional time. .
However, unlike normal Telepathy, the subject can only "read" surface thoughts. He cannot enter Full Communion or Gestalt with the people he is speaking to, nor can he communicate or receive thoughts if the person he wishes to "speak" to doesn't want to speak to him.
Communication is normally private. However those people with Magery, Second Sight, or Awareness, may roll vs. Hearing plus any levels of Magery to "listen in" on the conversation, if they are close to one of the people involved in the communication. Each hex of distance from the "speaker" gives -1 to their roll.

Cost: 750 points.
Prerequisites: Telepathy, Enchant.
Author: Chad Underkoffler.

Temporarily Exchange Bodies Regular, resisted by IQ

The caster and the subject can temporarily exchange bodies, as per the Exchange Bodies spell.
This spell can be used as a prerequisite for the Exchange Bodies spell.
This is also a Necromantic spell.

Duration: 1 hour.
Cost: 10, 4 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery, Possession, Soul Jar or Rider Within.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 10,000 points. Usable only by a mage.

Translation Regular

This spell translates written text from one language to another. The translation can be literal, free, or idiomatic, as the mage wishes when the spell is cast.
The artistic quality of the translation is equivalent to that of the original author unless a literal translation is requested. In this case, the translation will be very strange indeed.

Duration: Permanent.
Cost: 3 points per page.
Time to Cast: 10 seconds.
Prerequisite: Gift of Tongues, Copy, Accurate Scribe.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Writing Implement. Energy Cost to Create: 300 points.

Thought Capture Area, resisted by IQ

This spell captures the thoughts of all creatures that pass through the affected area. Then, later the mage can "play them back" and "eavesdrop" on them. he can select whose thoughts he will attempt to capture when he casts the spell.
When he "plays back" thoughts, the mage will "read" them at 4 times the normal rate, and can "fast forward" through the times when nobody was in the area. Since each individual has a unique "signature", the mage will be able to determine whose thoughts are whose although many people might have been thinking in the area at the same time.

Duration: 12 hours.
Base Cost: 4, same to maintain. An area can be a permanent "thought trap" for 50 times the base cost.
Time to Cast: 1 minute.
Prerequisite: Magery, Thought Projection.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Tonguetwister Regular, resisted by Will

The subject will not be able to speak coherently for the duration of the spell. He will stumble over his words, utter malapropisms and spoonerisms, stutter and mumble.
As long as the spell lasts, the subject loses any effects of the Voice advantage and can't use any skill or spell that requires speech. He can shout or make other noises that don't require coherent speech. For "ordinary" speech, he is treated as having the Stuttering disadvantage.
This is also a Sound spell.

Duration: 1 minute.
Cost: 4, 2 to maintain.
Prerequisite: Magery 2, Suggestion.
Magic Item: (a) Staff, Wand or Jewelry Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 250 points.

Tutor (VH) Area

It is, essentially, an Area effect version of the Teaching spell (q.v.).Note that this spell does not aid the speed of research, self-study, "on the job" training, or any other sort of learning besides actual classroom instruction between a student and a teacher.
If multiple students are to benefit from this spell, this spell must be cast once per student. The area of the spell must cover the entire classroom area, including any practice areas (such as gymnasiums) and the areas where the teacher will stand. At minimum, the spell must have a radius of 2 hexes. More practically, a small classroom or teaching lab will have an effective "radius" of 3 hexes, though the benefits of this spell don't pass through walls or other obstructions. Areas used to teach physical skills, such as gymnasiums and dojos need a minimum radius of at least 6 hexes in order to give the student sufficient practice space. 8 hours.

Base Cost: 5 per student per hex, same to maintain. For quadruple cost, speed of learning can be quadrupled.
Time to Cast: 1 hour.
Prerequisite: Magery 2, Teach, Teaching-12+, skill to be taught-12+.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points. (b) This spell can be made permanent for 50 times the base cost.
Author: Adapted from Pyramid Magazine.

Two Key Code Enchantment

This spell allows a mage to encrypt one or more pages of text using two key words. When the first key word is spoken, the contents are rendered illegible even to the caster. When the second keyword is spoken, either by the caster or by some other person, the text is returned to its normal state. Attempts to read the encrypted document by non-magical means will automatically fail.
When the spell is cast, the mage can either use a key word known to the recipient of the message or temporarily enchant a "key" which will tell the designated person the second keyword. Or, the mage can enchant the message so that it can only be read by a person designated by the mage who also has some identifying object given by the mage to the recipient in advance. In the last case, not even the mage can read the encrypted message unless he has the recipient's "key.".
Attempts to magically read the writing are treated as a contest of skills between the skill of the mage's Magic Code skill and the skill level of the mage who is casting the deciphering spell. If the subject is present, at the mage's discretion, the subject can "think" the second keyword, making it unknown even to the mage (unless mind control magics are used). In all other cases, the mage determines both keywords and gives one of them to the subject(s) who are to read his messages.
If the encrypting mage makes his skill roll but loses the contest of skill or if the decrypting mage fails his skill roll but wins the contest of skills, the documents are magically erased rather than being read. If the encrypting mage wins the contest of skills does the text remain safe and secure. Only if the decrypting mage makes his skill roll and wins the contest of skills is the text decrypted successfully.

Duration: Permanent.
Cost: 3, plus 1 point per page of text.
Time to Cast: 10 seconds.
Prerequisite: Magic Cipher.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Universal Speech (VH) Regular

This spell is identical to the Gift of Tongues spell, except that it allows anyone the subject speaks to understand what he says and vice versa. This spell has no effect on written languages.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Prerequisite: Magery 2, Gift of Tongues.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

Wizard Mark Regular

Leaves the caster's personal rune inscribed on the wall as well as up to six additional characters. The mark can either be invisible or engraved into the wall (decided when the spell is cast). If the spell is invisible, Magery will detect the spell (but not its form) and an Identify Magic or Analyze Magic spell will enable a person to read the rune and characters.
The Erase spell can be used to destroy the spell if the eraser wins a contest of skills. The runes cannot be used to cast other spells (such as the Inscribe Rune spell).

Duration: Permanent.
Cost: 3 to cast.
Prerequisites: Magic Message.
Item: Wand, Pen or other Writing Tool. Works for user only. Energy Cost to Create: 100 points.
Author: Adapted from Keith Bisset (Revenant) (Revenant).

Write Regular

Allows the subject to write in any language that he is fluent in. His writing is attractive, legible, and grammatically and orthographically correct. His rate of writing is equivalent to his normal writing speed (if he is literate) or 1/4 his normal rate of speech (if he is illiterate in that language).
If the character is trying to write in a particularly fancy style, he must roll vs. his Calligraphy skill (illiterate characters may roll vs. Artist-3 instead). This spell is normally used by illiterate characters or by characters with sloppy handwriting.

Duration: 10 minutes.
Cost: 2, same to maintain.
Item: Wand, Pen or other Writing Tool. Works for user only. Energy Cost to Create: 100 points.

Wrong Number/TL Regular

Author: David Pulver (GURPS Technomancer).


Optional Spells for Learning Magic

These spells allow magic spells to be learned very quickly. You may have some difficulties when introducing these spells. They could make the College of Communication/Empathy very popular. High skill levels can also cause difficulties by dropping the casting time. However, even with these potential difficulties, I think these spells are sufficiently balanced so they will not break any campaign. Source: Hal Carmer.

Learn Spell Regular

Allows the caster to learn all the necessary information to cast a spell the subject knows.
The caster must have a character point available to learn the spell or this spell fails. The caster must also know all the prerequisites for the learned spell or she will not be able to cast it. The spell is cast over several days and if a day is missed, the spell must be started over from the beginning. Roll for success each day. A failure adds another day to the casting time. The subject must be willing to teach.

Duration: Permanent.
Cost: 5 per day from both caster and subject.
Time to Cast: 10 hours per day for 8 days.
Prerequisite: Borrow Skill, and Borrow Language.
Author: Harold Carmer.

Teach Spell Regular

Allows the caster to teach the subject all the necessary information to cast a spell the caster knows. The subject must have a character point available to learn the spell or this spell fails. The subject must also know all the prerequisites for the taught spell or he will not be able to cast it. The spell is cast over several days and if a day is missed, the spell must be started over from the beginning. Roll for success each day. A failure adds another day to the casting time. The subject must be willing to learn. .

Duration: Permanent.
Cost: 5 per day from both caster and subject .
Time to Cast: 10 hours per day for 8 days.
Prerequisite: Teaching-12+, Lend Skill and Lend Language.
Author: Adapted From Harold Carmer.


Subcollege of Dream Magic

This subcollege is a subset of Communication and Empathy magic. If the GM mages these spells their own subcollege, then the Dream Viewing, Dream Sending and Dream Projection spells from GURPS Grimoire should be considered part of this subcollege.
Dream magics are generally cast when the caster is asleep or just before he goes to bed. Unlike other spells, they can be cast while the caster is asleep. Casters who go unconscious due to wounds or Fatigue not related to sleep cannot cast Dream spells.

Dream Spells from GURPS Grimoire

Dream Viewing
Dream Sending
Dream Projection

Dream Subcollege spells from the Codex Arcanum

Comfortable Sleep - Mind Control
Dream Bubble - Mind Control
Sleepwalking - Mind Control


Control Dream Regular, resisted by Will

Allows caster to control the subject's dreams. Nightmares can be induced, but they will not be so terrible as to require a Fright Check, though they will be unsettling. Dreams will be remembered when the subject wakes up.

Duration: 8 hours or until subject wakes.
Cost: 3, can't be maintained.
Prerequisite: Save Dream.
Item: (a) Wand, Staff or Jewelry. Energy Cost to Create: 200 points.

Daydream Regular, resisted by Will

This spell allows the subject to visit the Dream World in a wakeful state.
The subject's action in the dream world are entirely in his head, and he can continue to do some simple action (mentally undemanding repetitive labor, sitting, driving along a deserted road) while he dreams. However, the subject is at -4 to all Perception rolls to notice his real world surroundings. The spell is broken whenever the subject is makes a successful perception roll to notice something important in the "real world" or when he is sharply jostled.

Duration: 10 minutes, or until the subject "wakes".
Cost: 2, 1 to maintain.
Prerequisite: Dream Travel.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.

Deadly Dream Regular, resisted by HT

This spell traps the victim in a vivid, continuous nightmare so horrible that the he must roll vs. HT or die of Fright.
If the victim survives he must still make a Fright Check at -10 to Will rolls. Though he can't wake for the duration of the spell, he regains no Fatigue from his sleep.
Note that if this spell must be cast on a sleeping person. If the subject is awake or is unconscious due to drugs or injury, this spell has no effect.
If the victim dies of fright, he will die 1d+2 hours into the spell from cardiac arrest. If a mage casts Counterspell or Remove Curse, before the victim dies, this spell automatically ends and the subject immediately awakens, though he must still make a Fright Check at -10.

Duration: 8 hours.
Cost: 4 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Night Terrors.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing, Jewelry, Bed or Bedding. Casts this spell on the Wearer. Energy Cost to Create: 300 points.

Dream Regular, resisted by Will

Allows the subject to have vivid, lucid dreams that he remembers upon waking. The significance of the dreams and their content is entirely up the GM.

Duration: 8 hours, or until the subject awakes.
Cost: 2, 1 to maintain.
Time to Cast: 1 minute.
Item: (a) Wand, Staff or Jewelry. Energy Cost to Create: 200 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 100 points.

Dream Beast Regular

Allows the caster to create any creature that the character can imagine and the GM will countenance for use in the dream world. The creature created must be non-magical, commonly known in the dream world the character is in, and non-sentient (IQ 7 or less). The beast will serve the caster as best it can and is under the caster's control.

Duration: 1 hour "dream time".
Cost: 1 per 100 lbs. that the animal would weigh in the "real world".
Time to Cast: 10 seconds.
Prerequisite: Dream Travel.
Item: Jewelry or Clothing. Worn by mage in "real world" but allows mage to cast spell in "dream world." Energy Cost to Create: 500 points. Usable only by a mage.

Dream Guardian Special

Summons a "guardian" to guard the caster in the dream world. The guardian has whatever form and attributes the caster desires, and it will follows the caster's commands. The guardian is a creature of pure dream and has no power in the waking world.

Duration: 1 hour "dream time".
Cost: Cost of the guardian in character points/25, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Dream Travel.
Item: Jewelry or Clothing. Worn by mage in "real world" but allows mage to cast spell in "dream world". Energy Cost to Create: 500 points. Usable only by a mage.

Dream Item Regular

Allows the caster to create any object that the character can imagine and the GM will countenance for use in the dream world. The object created must be non-magical, commonly available in the dream world the character is in, and portable. Like other dream spells, the object has no "reality" in the waking world.

Duration: 1 hour "dream time".
Cost: 1 per 1 lb. that the item would weigh in the "real world".
Time to Cast: 10 seconds.
Prerequisite: Dream Travel.
Item: Jewelry or Clothing. Worn by mage in "real world" but allows mage to cast spell in "dream world." Energy Cost to Create: 500 points. Usable only by a mage.

Dream Journey Information

Allows caster to dream that he has traveled to the place of his choice and can see events happening there.
This spell is not always accurate, since the caster can travel to worlds of his own imagining or color his impressions of what happened in a real place with his wishes of what he wanted to happen. The degree of success determines accuracy of dream picture. The caster must cast the spell before he goes to sleep and must specify the destination he wishes to visit.

Duration: 8 hours.
Cost: 5, can't be maintained.
Time to Cast: 1 minute.
Prerequisite: Control Dream.
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 500 points. Usable only by a mage.

Dream Knowledge Information

This is a general purpose information spell for use in the dream world. It will tell the user "common knowledge" about the dream world he is in (or the part of the dream world he is in), his rough location, or any other bit of general knowledge. Generally, this spell takes the form of some tangible source of information in the dream world, i.e. a book, a helpful passer-by, or a wizened sage. Alternately, the character "just knows.".
The caster can ask one question and receive one answer per minute that the spell is in effect.

Duration: 1 minute "dream time".
Cost: 2 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Dream Travel.
Item: Jewelry or Clothing. Worn by user in "real world" but allows him to cast spell in "dream world." Energy Cost to Create: 250 points.

Dream Path Regular, resisted by Will


This spell will allow the subject to retrace his path to a previously discovered dream world or a known part of an existing dream world, effectively "starting where he left off" with a previous night's dream.

Duration: 10 minutes "dream time.".
Cost: 2, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Dream Travel.
Item: Jewelry or Clothing. Worn by user in "real world" but allows him to cast spell in "dream world." Energy Cost to Create: 250 points.

Dream Saver Information, resisted by Will


Allows the subject to completely remember any dreams that he might have had when he last slept, even if they had previously been forgotten. If the dreams were purposely forgotten or magically hidden, the spell must overcome the subject's Will or the skill of the caster of the other spell.

Duration: 10 minutes.
Cost: 2 points.
Time to Cast: 5 seconds.
Prerequisite: Sweet Dreams.
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 100 points.

Dream Sharing Area; resisted by Will


This spell allows all creatures within a given area to share a common dream as they sleep. It also allows all effect of dream magic that would apply to the group to affect the entire group and not just the caster.

Duration: 8 hours, or until the subjects wake.
Base Cost: 2 per person, can't be maintained.
Time to Cast: 1 minute.
Prerequisite: Dream.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Identical pieces of Jewelry or Clothing. Allows Dream Sharing between users. Works for wearers only. Energy Cost to Create: 100 points each.

Dream Rider Regular, resisted by IQ

This spell allows the mage to enter another person's dream and modify it as he sees fit. If other creatures (or other persons under the influence of the Dream Rider spell) are in the dream, the mage can interact with them normally, however violent or unsettling interactions might require the dreamer to make a Fright Check.
Unwilling dreamers can attempt a roll vs. IQ to expel a dream rider from their dream, but they must be dreaming lucidly in order to do so.
Note that the mage can only cast this spell if he is asleep himself. If he makes his Lucid Dreaming skill roll or if he casts the Dream spell on himself before he goes to sleep, then he can cast this spell in his sleep. If he isn't dreaming lucidly at the time, then he must have the Dream Rider spell skill at 20 or more so he can cast it unconsciously.
In addition, a dream-riding mage takes time from his own dreams to enter other people's dreams. Normally, this isn't a problem due to the subjective time of the dream world. However, if the mage spends more than 4 hours of real time per night in someone else's dreams, he loses Fatigue as if he only got a half-night of sleep.

Duration: 4 hours, or until the subject wakes.
Cost: 2, same to maintain.
Time to Cast: 1 minute.
Prerequisite: Dream.
Item: Jewelry or clothing. Allows the wearer to cast this spell. Energy Cost to Create: 100 each points.

Dream Travel Regular, resisted by Will


This spell allows the subject to travel to a dream world appropriate to the campaign. This could be something like the Dreamlands of the Cthulhu mythos, the Dream Time of the Australian Aborigines, the Land of Nod, or something else entirely. What the subject does there, how time passes in relation to the passage of time in the real world, and how the dream world affects the subject's waking life, is entirely up to the GM. The subject must be asleep for this spell to work.

Duration: 8 hours, or until the subject awakes.
Cost: 3, 2 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery, Dream.
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 250 points.

Dreamland Regular, resisted by Will


This spell transports a character to a dreamland. When the spell is cast, the subject falls into a deep sleep and is transported to a strange land where he floats down a beautiful river in the land of dreams.
In this land the sky is royal blue and filled with rainbows. Colors take on a depth that don't normally possess, while sounds seem to be muffled and distorted (the character temporarily has the Hard of Hearing disadvantage). Anyone who falls into the water of the river (if there is one) will fall asleep; they can be "rescued", but they will fall asleep for the rest of the "adventure" unless roused by magic.
As the character travels, he will see interesting scenes play themselves out along the banks of the river. All manner of images will appear briefly, then disappear after a moment or two. The diversity of images, and their content, may surprise, delight, dismay or confuse them. Fright Checks may occasionally be required!.
While traveling the character travels through the Dimension of Dreams, which partially intersects the real world. This is a very limited form of World-Jumping with somewhat more variety than genre-to-genre jaunts. If the character wishes to enter any of the dreams he is seeing, he must make a Boating skill roll to land the "dreamboat"; then stepping out of the boat they will find themselves in someone's sleeping imagination. None of these dream-worlds will be immediately fatal, and some will even be quite pleasant, but dangers do exist in the Dream Dimension for the unwary.
Anything that happens to the character in the dream will have half the normal physical effect on their sleeping bodies. Dream-death will cause real injury, though it rarely results in death (roll against HT to avoid 2d damage).
The character can return to the Waking World with a successful Will roll; he can attempt one roll per hour, and one success wakens anyone else affected by this spell. On awakening, the characters find themselves back where they started, as if no time had passed.
This is also a Gate spell.

Duration: 1 minute (real time, time in dream world is longer).
Cost: 6 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Dream Travel, and Open Gate.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 750 points (c) Bed. Anyone who sleeps in it will have this spell cast on him. Energy Cost to Create: 1,000 points. (d) Dreamboat. GURPS Magic Items 2, p. 109-110. Energy Cost to Create: 1,000 points.

Insomnia Regular, resisted by IQ

This spell gives the subject the Insomnia disadvantage for the duration of the spell.
This is also a Mind Control spell.

Duration: 8 hours.
Cost: 4, 3 to maintain.
Time to Cast: 1 minute.
Prerequisites: Dream Sending.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Pillow, bed, nightcap or similar item. Anyone who sleeps on or in the item is affected by this spell. Energy Cost to Create: 250 points.

Nightmares Regular, resisted by IQ

This spell makes the victim suffer from terrifying, recurring nightmare, as if he had the Nightmares disadvantage.

Duration: 8 hours.
Cost: 4, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Send Dream.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Pillow, bed, nightcap or similar object. Anyone who sleeps on or in the object will be affected by this spell. Energy Cost to Create: 250 points.

Night Terrors Regular, resisted by IQ

This spell gives the victim nightmares so vivid and frightful that they must make a Fright Check at -2 upon waking. In addition, the victim must make a roll vs. HT or get only half a night of sleep, with accompanying Fatigue effects, due to insomnia caused by his terrors.

Duration: 8 hours.
Cost: 4, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery, Nightmares.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Pillow, bed, nightcap or similar object. Anyone who sleeps on or in the object will be affected by this spell. Energy Cost to Create: 350 points.

Record Dreams Regular, resisted by IQ

This spell will create a written journal of the subject's dreams, as they appear to the subject, on a nearby piece of paper (or similar object) as the dreams occur.
If either the mage or the subject has Artist skill 12+, the journal will also include quick sketches as necessary.
This is a also a Knowledge spell.

Duration: 8 hours.
Cost: 3 points, 2 to maintain.
Time to Cast: 1 minute.
Prerequisite: Record Thoughts.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points (b) Clothing, Jewelry, Writing Implement or Blank Book. Works for owner only. Energy Cost to Create: 150 points.

Shape Dream (VH) Regular, resisted by Will


This is a more powerful and more subtle version of the Control Dream spell. It allows the mage to "guide" the subject's dreams. The mage won't control them in an obvious way, but he can still make the dream go in the direction that the mage wishes. Unless the subject makes a Will roll, he gets the impression that all is normal.
In the Dreamland (or a similar situation), this spell becomes very powerful, since it allows the mage to shape the nature of the Dreamland itself. The mage can use this spell to shape terrain, control the way in which space and time flow. Depending on the situation and the amount of change desired, the GM should assign skill penalties similar to those used for the Gate or Move Terrain spells.
Changes to the Dreamland become permanent unless some other mage changes them in a different way.

Duration: Permanent.
Cost: 2 per hex.
Prerequisite: Magery, Control Dream.
Item: Jewelry or Clothing. Energy Cost to Create: 500 points.

Sweet Dreams Regular

This spell gives the subject vivid, pleasant dreams and allows him to sleep extremely well, restoring 1 point of Fatigue beyond normal levels, as long as he is able to sleep at all. The subject will also remember his dreams, though whether the dreams are in any way meaningful is up to the GM.
Any other spell which influences the subject's dreaming must win a Contest of Skills vs. this spell before it can affect the subject.

Duration: 8 hours or until the subject awakens.
Cost: 3, 2 to maintain.
Time to Cast: 1 minute.
Prerequisite: Dream Sending, Dream Saver.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Bed, pillow, night cap or similar item. Anyone sleeping on or in this item will be affected by this spell. Energy Cost to Create: 250 points.

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