Force Spells

This is a new college of my own making. It deals with power, magnetism, gravity and other forms of non-thermal, non-electrical energy. GM's who don't wish to introduce a new college of magic can declare the Force College to be a Subcollege of the Movement College. The following spells are included in the College of Force magic.
Walk on Air - Air

Walk on Water -Water
Float - Water

Air Golem - Movement
Apportation - Movement
Flight - Movement
Levitation - Movement
Lighten Burden - Movement
Poltergeist -Movement
Slow Fall - Movement
Wallwalker - Movement

Armor - Protection and Warning
Force Dome - Protection and Warning
Missile Shield - Protection and Warning
Reverse Missiles - Protection and Warning
Weather Dome - Protection and Warning

Force Spells from the Codex Arcanum

Backlash - Protection & Warning
Decrease Mass - Body Control
Deep Space - Air
Endless Bridge - Water
Entrapment - Movement
Giant Flying Disc - Illusion & Creation
Helping Hand - Making & Breaking
Hold - Making & Breaking
Increase Mass - Body Control
Lubrication - Making & Breaking
Magnetic Apportation - Technology (Energy)
Magnetize Metal - Technology (Energy)
Pocket Jaws - Protection & Warning
Pressurize Air - Air
Pressurize Water - Water
Pulley - Illusion & Creation
Shape Magnetic Field - Technology (Energy)
Shove - Movement
Slammer - Movement
Soft Landing - Movement
Stun Missile - Body Control
Tightrope - Illusion & Creation
Wave of Swords - Earth (Metal)



Force Spells

About Force

Magical "Force" is an odorless, invisible area tangible only by touch. It can be shaped and moved to crush, cut or impale, or it can appear in flat sheets to support, lift or confine. Characters attempting to break out of an area of force look like a mime trapped in a "invisible box".
Force retains neither heat nor cold and it generally doesn't interfere with radiated heat transfer (though it does stop physical movement of hot or cold air). Though it has a texture something like glass, unlike glass, nothing will stick to it and it is invisible from all directions. It is visible to Detect Magic spells and Mage Sight. Then it appears as a shimmering slightly opaque area, like oily water or an old pane of glass.
However, if a mage who creates an area of force wishes, he can make his force visible. When force is made visible, it appears as a mage would see it, in the mage's choice of color(s).
Note that force can never be made completely opaque, nor can it be made to resemble any physical object, except for thin, transparent glass. Illusion spells are required to make a Force spell appear to be a real object.
If an Illusion spell over a Force spell is disbelieved or dispelled, the true nature of the Force spell underneath is revealed.

Absorb Impact Blocking

This spell is similar to the Slow Fall spell, but it makes cushion of force at which deploys between the subject and an object that could injure him, such as a falling rock, sword blow, or vehicle collision.
The force cushion absorbs the energy of the blow, partially negating the effects of the impact.
Each level of this spell halves basic damage from crushing blows, concussion from explosions, or the effects of High G maneuvers or high Acceleration. Cutting, bullet or impaling damage is reduced by -1 point per die. Energy damage (e.g., lasers, and flames) and other sorts of attacks are not affected by this spell.

Duration: 10 seconds or 1 blow.
Cost: 2 points per level, up to 3 levels. Can't be maintained.
Prerequisite: Soft Landing.
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) Cushion, pad, clothing or other protective equipment that will deploy when it encounters any impact that does at least 1 point of damage (either to it or to the person who hit it). Energy Cost to Create: 10 times base cost for an item that will work once. 50 times base cost for an item that can be "reset."

Acceleration Shield Regular

This spell causes any object travelling at more than 5 mph (or 10 yards per second) that enters or passes through the subject's hex to come to a complete stop. Thrown objects will fall to the ground. Melee weapons, vehicles, and falling objects will slow to the rate of 5 MPH.
The only way to harm a person under the effects of this spell is to impale or cut them with a very slow moving weapon (double the defender's normal active defenses), to crush them with a slow-moving massive attack (such as crushing them between a wall and a heavy boulder), or to attack with a weapon where speed is irrelevant, such as fire, poison, or acid.
This spell has no effect on energy attacks, magical or otherwise. It surrounds the subject with an energy field that is invisible in daylight, but which makes the subject shine at night with the intensity of a low power continual light spell, making him easy to spot from a distance.

Duration: 1 minute
Cost: 5, 3 to maintain
Prerequisites: Magery, Force Dome
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points, (b) Impact Medallion, GURPS Magic Items I, p. 29. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 1

Airboat Regular

Creates a large, thick, flexible "sheet" of semi-transparent force, which occupies a 6 foot x 4 foot rectangle and which can fly at Move 12 while carrying up to 500 lbs. The area is roughly boat-shaped with tapering stern and prow and has "gunwales" which extend about 2 feet above the "deck". The bottom of the boat is flat.
The mage expends no fatigue in maneuvering an airboat, but he must concentrate to make the boat move. Sharp turns, steep climbs or dives, sudden stops, high winds, and blows by large attackers require a DX+4 roll by each rider to stay in the boat. At the end of the spell, the boat will not immediately vanish, but instead will glide to earth at Move 4 before vanishing.
The boat can't be destroyed by normal means, and will give PD 1, DR 3 against attacks which must go through the boat to hit the riders.
In addition to flight, the boat can also float on water, though its Move is halved to 6 hexes per turn.

Duration: 1 minute
Cost: 4 to cast, half to maintain, add 2 to base cost for each extra 500 lbs. carried. Each additional 500 lbs. carried adds 3 feet to length and 1 foot to width. For 1 extra point, the caster can make the surface of the boat semi-opaque, brightly colored, and elegantly patterned.
Time to Cast: 10 seconds.
Prerequisite: Flight, Animate Force, and Floating Disc.
Item: (a) Staff, Wand, Jewelry or Figurine. Energy Cost to Create: 750. Usable only by a mage. (b) Figurine or jewelry in the shape of a boat. Turns into an Airboat when a command word is spoken. Energy Cost to Create: 500 points.

Analyze Force/TL Information

The caster learns everything he wants to know about a given force or physical phenomenon - the number of foot-pounds of pressure it exerts, its vector, the amount of heat due to friction it generates and so forth.
High tech mages will discover that this spell will substitute for all sorts of modern tools which measure pressure, poundage, heat transfer and the like. The spell gives +2 to skill rolls to closely measure physical forces, such as Physics or Meteorology. For skills where tools which measure pressure, force and poundage are handy but not crucial (such as Mechanic, Engineering or Architecture) this spell gives +1 to skill.
Cost: 3 points.
Time to Cast: 1 minute
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Measuring device that will analyze one type of force. Energy Cost to Create: 50 points.

Animate Force Regular

This spell allows the caster to shape and move an invisible "sheet" of force in any way he wishes. The spell has the same effects as the Apportation spell, except that the caster can also use the force to lift, squeeze, or pull.
The area of force is about 6 feet high and 6 feet wide and can be bent into simple geometric shapes (like a circle, cube or arc). By concentrating, the mage can move the force at Move 5.
The force has PD 2, DR 5 and 12 HP. It can be used as a Shield to lend its PD to one subject, but can't be actively moved. (For that, see the Force Shield spell).
If used to crush or constrict foes the spell attacks at DX 10 and has ST 15. The force may attempt to grapple one foe per turn. If it is successful, every turn the victim and the spell must roll a Contest of ST. If the spell wins, it does 1 point of damage for every 3 points by which it won the contest of skills. If the victim wins the Contest, he takes no damage. If he wins the Contest by 3 or more points, he destroys the Force and ends the spell.
When used to push, pull, lift or move an item the force has ST 20. If the mage wishes to exert fine control over the force (such as attacking a specific hit location, or grabbing a handle), he must roll vs. the force's DX of 10.

Duration: 10 seconds
Cost: 5, 3 to maintain
Time to Cast: 5 seconds
Prerequisite: Apportation
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Attract Area, resisted by Special

This spell creates a "magnetic" attraction between the affected object (or person) and all other living things, except for the mage and any other characters and objects specified when the spell is cast.
Any living thing within 10 hexes of the item will either be pulled towards the item at Move 10, or have the item pulled towards them at the same rate, depending one which character is more massive.
If affected creature wish to avoid being dragged towards the subject (or if the subject wishes to avoid being dragged towards a larger creature), he must roll vs. ST each turn. On a successful roll, he does not move. If the skill roll is made by 2 or more, the victim may move 1 hex away from the center of attraction. On a Critical Success or success by 5 or more, he may move away from the creature at up to his normal Movement rate. On failure, the creature is pulled 1 hex closer for every point by which he failed the ST roll, up to his maximum Move. On a Critical Failure, the victim falls, takes 1d-2 points of crushing damage, and is dragged towards the creature at Move 10.
If there is an intervening object between the victim and the center of attraction, such as a door or wall, victims who fail their ST rolls will become "stuck" to the intervening object. If the victim is already stuck to the object, and rolls a critical failure to escape, they are unable to move at all for the duration of the spell.
Once the subject is stuck to the victim or the victim is stuck to the subject, they must roll vs. ST each turn to break free. Each escape attempt costs 1 point of Fatigue, and subsequent ST rolls are needed to escape from the area of attraction, as described above.
If the object is heavy, or the subject is attracted to the object at high speed, the subject might take damage from the collision.
If the subject is a living object, he can roll vs. Will to Resist. If the spell is cast on a living creature, other characters who are pulled towards the character get +1 to their effective ST to resist the spell for every 3 hexes of distance between them and the subject.

Duration: 1 minute.
Base Cost: 4 to cast, 3 to maintain. This spell can be cast on a single object , an area can be made permanently attractive for 20 times the base cost of the spell.
Time to Cast: 5 seconds.
Prerequisites: Animate Force
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a Mage. (b) Magnet. Works for user only, draws objects and creatures to the magnet when a command word is spoken. Energy Cost to Create: 50 points per hex of radius. (c) This spell can be made permanent for 200 points per 10 lbs. of material affected.
Prerequisites: Attraction, Apportation.
Author: Adapted from Keith Bisset (Revenant).

Avoidance Area, resisted by Special

This spell works identically to the Attraction (q.v.) spell, but it sets up a "magnetic" repulsion between the affected object and all living things except the mage and objects and creatures specified by the mage when the spell is cast. Any living thing within 10 hexes of the item will either be pushed away from the item at Move 10, or push the item away from them at the speed that they are moving. At all times, the object or subject will "attempt" to keep living creatures at least 10 hexes distant, so even if "cornered" it will try to pop into the air or slide along a wall to "escape".
If a creature wishes to move closer than 10 hexes from the subject, he must first find a way to hold the item in place (roll vs. IQ if necessary), and he must roll vs. ST each turn to push closer to the item. For every 2 points by which the character makes his ST roll, he may move 1 hex closer, up to his maximum Move. On a failed skill roll, he is pushed 1 hex away for every 2 points by which he failed. On a critical failure, he falls, takes 1d-2 points of damage, and is shoved 10 hexes away. In order to actually grab an item and hold it, the character must roll vs. ST-5 each turn.
If this spell is cast on a living creature, they are allowed a roll vs. Will to resist. They can also attempt to move closer to an object as described above.
If this spell is used to push living creatures into solid objects, they might take collision damage. They must also roll vs. ST to get free, as described in the Attraction spell.

Duration: 1 minute
Base Cost: 4 to cast, 3 to maintain. An area can be made permanently "repulsive" for 20 times the base cost of the spell.
Time to Cast: 5 seconds.
Prerequisites: Animate Force.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a Mage. (b) Magnet. Works for user only, repels objects and creatures from the magnet when a command word is spoken. Energy Cost to Create: 50 points per hex of radius. (c) This spell can be made permanent for a cost of 200 points per 10 lbs. of material.
Author: Adapted from Keith Bisset (Revenant).

Blade Barrier Regular

A rapidly whirling "fan" of blades made out of pure energy is called into being. To observers, the blade-barrier looks like a flickering, semi-transparent whirling circle of blades, reminiscent of an electric fan or an airplane's propeller.
A character within 10 hexes of the blades may roll vs. Vision or Hearing to detect the blades, at normal penalties for poor visibility or background noise. Once the blades are made visible (either via spell, throwing some object into the blades, or after a successful attack), all Vision rolls to spot the blades are at +4.
Any creature who enters the hex occupied by the blade barrier must roll vs. DX or take 2d points of Cutting damage per turn.
A more powerful version of this spell allows the mage to move the Barrier at 3 hexes per turn. If it moves into a hex occupied by a living creature, it will hit on a roll of 10 or less. Victims can Dodge or Block the blades, but they can't Parry.
A side effect of the blade barrier is that it interferes with weapon attacks through its hex. Any missile which passes through the blade hex has a 50% chance of being stopped or deflected by the blades. Melee weapon attacks are automatically stopped. The weapon takes 2d points of damage and must roll for breakage as if it Parried a heavier weapon.

Duration: 10 seconds
Cost: 8, 6 to maintain, double costs to make the blades mobile. This spell can be made permanent on a hex for 50 times the base cost.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Animate Force, and Analyze Force.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. Usable only by a mage.

Blast Regular, resisted by HT

This spell causes energy to erupt in all directions from a single point, causing concussion damage to anyone nearby. Damage is normal for creatures in the explosion hex and adjacent to it, damage is halved for targets 2 or 3 hexes away, and is quartered for creatures 4 to 6 hexes away from the center of the blast.
If the mage touches a living subject, then he can center the blast in the middle of the subject's body or on its bones. If the subject fails his resistance roll vs. HT, all damage is doubled for contact with the blast, and is centered on the vitals. This yields six times normal damage! However, due to the buffering effects of the victim's body, damage is halved for targets adjacent to the victim and those beyond 1 hex away from the victim take no extra damage.
The results of a successful "direct hit" from a Blast spell are extremely gruesome. The GM may require a Fright Check from anyone who sees the victim's flesh blasted from his bones.
This is also a Movement spell.

Duration: Instantaneous.
Cost: 3 per die of damage, up to 3 dice maximum.
Time to Cast: 2 seconds per die of damage.
Prerequisite: Magery 2, Avoidance
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a mage.

Blast Missile Missile, resisted by DX

This spell produces a large explosion when it strikes the target that will also affect adjacent hexes.
If the target is hit, he takes full damage, doubled for contact with an explosion. Anyone in the area must roll vs. DX or take full damage. Victims who make their DX rolls still take half damage. On a critical miss, the Blast missile goes off in the caster's hex. The mage is allowed a DX roll to halve damage.
The explosion covers an area 1d-2 hexes in radius (minimum 1 hex). Basic damaged is halved 1-2 hex from the center of the blast, quartered 3 hexes from the blast, and so forth, before resistance rolls are figured. The missile has SS 13, Acc 2, 1/2D 45, Max 90 and is targeted using the Spell Throwing (Blast Missile) spell.
Note that the blast will damage inanimate objects. In enclosed areas it cause the roof to cave in.
This is also a Movement spell.

Cost: 2 per die of damage, maximum of 4 dice.
Time to Cast: 1 second per die of damage.
Prerequisite: Poltergeist or Blast.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.
Author: Adapted from Brett Slocum.

Body of Force Regular, resisted by Will

The subject's body and any possessions on his body are turned into a mass of pure, cohesive energy.
This makes the subject immune to all forms of attack save Cold, Heat and Electricity and gives the subject the Invisibility and Insubstantiality advantages (reversible at will). The subject also does an extra +2 points of damage he makes while in Body of Force form.

Duration: 1 minute
Cost: 10 points, 6 to maintain.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Apportation, and Analyze Force
Item: Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 350 points.

Chopper Area, resisted by DX

This spell makes a two-dimensional plane of shimmering force move along a given plane with tremendous force and speed. Creatures in the path of the blade must Dodge or Block this "force blade" or take up to 3 dice of Cutting damage.
To observers, the chopping blade appears as semi-transparent, massive blade, reminiscent of a guillotine blade.
Any creature in the path of the blade must roll vs. DX or take Cutting damage.
Depending on the circumstances, the GM might rule that the damage is suffered by some specific area of the body rather than rolling randomly for hit location. For example, a Chopper spell made to move horizontally through a room at 5 feet above the floor might decapitate anyone who gets in the way! Alternatively, a door with the chopper spell cast on it might cut off the foot of the first person to step through it. If the mage wishes to target a specific hit location, subjects get a bonus to their DX roll equal to the hit location penalty to hit a specific target.
Though this spell is mostly used as an attack spell, it is also has peaceful uses as a shear, saw, or trimmer.

Duration: Instantaneous
Base Cost: 1 per die of damage, up to 3 dice.
Time to Cast: 2 seconds per die of damage.
Prerequisite: Magery, Animate Force
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points. Usable only by a mage.

Constricting Clothing Regular, resisted by DX

This spell causes the subject's clothing to animate and move in such a way as to inhibit the victim's actions - shoelaces tie together, belts bind or come loose, shirt-tails tie themselves to nearby objects, and so forth. This has the effect of reducing the victim's Move and DX by -1 and interferes with all skills which require movement.
This is also a Making and Breaking spell and a Movement spell.

Duration: 1 minute
Cost: 3, 2 to maintain.
Prerequisite: Animate Force, Knots
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing. Always on. Afflicts wearer with this spell. Energy Cost to Create: 150 points.

Decrease Friction Regular or Area, resisted by Special

The spell decreases the friction of a surface. The combat effect of this spell is to turn the affected area into an Ice Slick (as per the Water spell, roll vs. DX to keep your feet each turn), but with -1 to DX rolls per level of the spell.
The non-combat uses of this spell are much more varied. The amount of force required to move an object across the frictionless area is reduced by half per level of this spell. If the spell is cast on a machine with moving parts, this spell can substitute for lubricant. If cast on an object that requires friction in order to function (such as the wheels of a car) this spell can effectively render the object useless, or even make it dangerous to use the item.
If this spell is cast on an object used or held by another character, they may roll vs. IQ to resist the spell, at -1 per level of the spell. If the character must remain in contact with the item in order to use it effectively, they must roll vs. DX (at -1 per level) each turn in order to hold the item. If cast on an area, characters must roll vs. DX each turn (at -1 per level) or be affected as if an Ice Slick spell had been cast. Note that the penalties to DX apply to attempts to stand up or to pick up a "slippery" object as well!

Duration: 1 minute
Cost: If cast on a discrete part of an object, this spell costs 1 point per pound of object, half to maintain. If cast as an area spell, this spell costs 1 point, half to maintain. Each doubling of cost gives -1 to Resistance rolls, and halves the amount of friction in the area, up to a maximum of 5 levels. (1/32 normal friction). The friction in an area can be permanently decreased for 20 times the base cost of the spell.
Prerequisite: Increase Friction
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 200 points.

Decrease Inertia Regular

Decreases the inertia of the an object, making movement easier to start and stop and making changes in direction easier to accomplish.
If cast on a person, this spell allows them to use their Sprint bonus on the first turn of movement. They can also stop instantly in the same hex as an opponent without having to make a Slam attack (unless they wish to do so). In addition, the subject gets +1 to Initiative, Feints, and Active Defenses due to faster reflexes, movement and turning speed.
If this spell is cast on a larger or faster creature or vehicle, acceleration and deceleration speeds are doubled and turn rate is increased 50%., but the vehicle will rapidly lose speed unless power is constantly applied to the engine, since the vehicle can't "coast" as easily. This reduces range by 25%.

Duration: 1 minute
Cost: 4 points, 3 to maintain per hex of vehicle or creature affected.
Prerequisite: Magery, Slow Fall
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Shoes, Clothing or Jewelry. Works for Wearer only. Energy Cost to Create: 200 points. (c) Vehicle. Energy Cost to Create: 2 points per pound of vehicle weight.

Deflector Regular

This spell creates a field around the subject that deflects blows. Unlike a Shield spell, PD from the deflector spell is not cumulative with worn armor, though it is cumulative with the PD from the subject's Shield or the Deflector Shield spell.

Duration: 10 seconds.
Cost: 1 for 1 PD, same to maintain. Each doubling of cost increases the PD score by 1, to a maximum PD of 8. (So 2 points for PD2, 4 points for PD3, 8 points for PD4, 16 for PD5, etc.)
Prerequisites: Shield, Control Gravity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry, works for wearer only. Energy Cost to Create: 350 points.
Author: Adapted from Anthony Jackson

Deflector Shield Regular

This spell creates a shield-shaped field of energy which gives PD and allows the subject to use a Block defense against incoming attacks using the Force Shield skill. The shield has a radius of roughly 6 inches per point of PD and is either opaque or transparent as the mage wishes.
PD from the Deflector Shield spell is not cumulative with worn armor, though it is cumulative with the PD from the subject's Shield or the Deflector spell.

Duration: 10 seconds
Cost: 2 for PD1, 5 for PD2, 10 for PD3, and 18 for PD4. Half to maintain.
Prerequisite: Deflector
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 energy.
Author: Adapted from Anthony Jackson

Elevator Area

Similar to the Force Bridge or Magic Road spell, this spell creates a roughly rectangular area of force that will support large amounts of weight and which can cover large areas. However, it can only move up or down, though it can move at up to 30 degrees from the vertical plane.
The area will support up to 75 lbs. per square foot, enough to support normal humans and light vehicles, but not strong enough to support heavier things such as cars or giants. The floor of the elevator has PD 1, DR 1 and 2 HP per square foot. When the elevator takes enough damage to destroy the whole area it vanishes, leaving its occupants stranded in midair.

Duration: 1 minute
Base Cost: 4, 1 to maintain.
Time to Cast: 10 seconds
Prerequisite: Force Disc, Animate Force.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Energy Bands Missile; resisted by ST

This spell binds the target in shimmering bands of magical energy. Unless the victim can roll vs. ST to break free, they are helpless for the duration of the spell.
The missile has SS 12, Acc +2, 1/2d n/a and Max 100. It is targeted using the Spell Throwing (Energy Bands) spell.

Duration: Instantaneous (effects last for 1 minute).
Cost: 4, 2 to maintain the effects. Each doubling of cost gives -5 to ST to break the bonds.
Time to Cast: 3 seconds.
Prerequisite: Shape Force.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Fast Fall Regular, resisted by Will

Causes a falling object to accelerate to maximum velocity faster than it normally would and increases maximum terminal velocity. Falling damage is increased proportionately. Objects sinking in water sink at a faster rate.
The game effect of this spell is to double the effective distance of any fall (or the damage of a falling object) for each level of this spell, up to the maximum possible falling distance.

Duration: 10 seconds
Cost: 3 points, 2 to maintain for double acceleration. Double cost for triple acceleration, triple for quadruple, and so on, up to maximum terminal velocity.
Prerequisite: Slow Fall
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are Hexed and Always On. Energy Cost to Create: 100 points.

Fishing Pole Regular

This peculiar spell turns a staff into a "fishing pole" that attracts non-living objects.
When this spell is cast, the tip of a staff (or the tip of some other long thin object such as a piece of string) is charged with a quasi-magnetic energy that attracts non-living objects.
If the mage specifies, he can select specific items, or classes of items, when the spell is cast.
When the tip of the staff is placed on a reasonably solid surface. Any specified objects within 300 feet (100 hexes) that are not physically prevented from doing so will move towards the tip of the "pole" at the rate of 1 hex per turn.
When the object reaches the tip of the pole, it will magically stick to it. When this happens, the mage will feel a vigorous tug from the end of the pole, alerting him to the object's presence.
The caster can then retrieve the rod or line and remove the object from the end. Once the mage grasps the object, its attraction to the tip of the pole ends is broken, and the caster can handle the object normally. Heavy or bulky items require the mage to make a ST roll to hold them. Very heavy items might break thin rods or strings. Roll vs. Fishing skill to successfully "land" heavy or awkward items.
As long as the spell is in effect, and there are objects of the specified sort within 100 hexes of the caster's location, the spell remains effective. If this spell fails, the mage will know it. He will not know why an attempt to find an object failed, however.
This spell will not work on objects that are physically restrained or actively claimed by someone else.

Duration: 10 minutes.
Cost: 3, 2 to maintain.
Prerequisite: Attraction.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 350 points. (b) Fishing pole or length of fishing line. Works for user only. Energy Cost to Create: 300 points.

Floating Disc Regular

This spell creates a semi-transparent "saucer" of force that can carry objects and which will faithfully follow the caster.
The disc moves at the same speed as the caster. Normally, it floats 1 yard off the ground and follows the mage at a distance of 1 hex, always keeping a constant separation distance. By concentrating, the mage can change the disc's relative position at a rate of up to 3 hexes per turn. The disc can never move more than 30 hexes (30 yards) away from the caster.
Though the mage can move the spell into his hex to allow loading, this spell will never make voluntary contact with any object not placed within the disc. Unless the mage concentrates, the saucer will keep a distance of at least 1 hex from all other objects around it. Characters who attempt to get within 1 hex of the disc must roll vs. DX each turn to do so, otherwise, the saucer will move to avoid them. If the mage concentrates, the disc can move within a few inches of a character, allowing them to reach into the disk or step into it.
The mage can never use his own Floating Disc to transport himself, but he can use it to carry others. Anyone riding in a disc must roll vs. DX to mount it and must roll vs. DX if the disc is jostled or makes sudden stops or turns. On a failed roll, the rider falls from the disc!
The disc can carry 100 lbs. of weight and has a 1-yard radius. Extra energy can be used to increase the mass the disc can carry. The size, speed, and distance at which the disc follows can never be changed.
The disc can't be damaged or destroyed by normal means, but it offers no protection to any riders or contents it carries, and does not interfere with attacks which pass through its hex.

Duration: 1 minute
Cost: 3, 2 to maintain. Each doubling of cost doubles the amount of weight the disc can carry, up to 1600 lbs.
Prerequisite: Apportation
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry works for wearer only. Energy Cost to Create: 250 points.

Force Barrier Area, resisted by IQ

This spell creates a "directional" area of force along any plane. It differs from a normal area of force in that it exerts no force in one direction, but exerts resistance normally in all other directions!
The mage chooses the direction (or directions) in which the barrier affects when he casts the spell.
There are many uses for this spell. A typical use is to create "one way" doors or passes. These allow travel in only one (or a few) directions. Anyone attempting to go another way is blocked unless they can resist with IQ.
This spell can also be used to cover pits. The barrier will allow objects to fall in, but will form a "trap door" to keep captives from climbing out.
In other respect, this spell is like the Wall of Force spell.

Duration: 1 minute
Base Cost: 5, 3 to maintain. An area of force can be made permanent for 50 times the base cost of the spell.
Time to Cast: 5 seconds
Prerequisite: Magery, Wall of Force.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a mage.

Force Blade Regular

This spell creates a narrow blade of disintegrating energy, with effects equivalent to a TL11 forceblade, and wielded using the Force Sword skill.
A forceblade can be Blocked (though it may penetrate shields) or Dodged, but can only be Parried by another forceblade.
The default length of the blade is one foot long per die of damage it does, though the user can alter its length from the size of a knife (6 inches) to the size of a broadsword (1 yard). Change the length does not alter the amount of damage done by the blade.
Rather than using the user's ST to determine damage, the blade does 1d(5) cutting or 1d-1(5) impaling damage for every 2 energy used to power the spell.
Any normal weapon which tries to parry a force blade must roll for Breakage as if it parried a heavier weapon. Force swords never break when they attempt to parry another force sword.

Duration: 10 seconds.
Cost: 2 to 6 points, same to maintain. The blade does 1d(5) cutting or 1d-1(5) impaling damage per 2 Fatigue used.
Prerequisites: Magery 2, Forcebolt, Control Gravity.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Ring, Bracelet or Bracer. Works for Wearer Only. The sword will appear in the hand on which the jewelry is worn. Energy Cost to Create: 750 points.
Author: Self, Anthony Jackson

Forcebolt Missile

This spell creates a bolt of force which strikes for Crushing damage.
Damage from forcebolts is halved against rigid armor, but doubled for when calculating Knockback. The bolt has SS 12, Acc +2, 1/2d 50 and Max 100.
Damage done is 1d per point of energy used to cast the spell, up to 6d maximum.
This is also a Movement spell.

Cost: 1 to 6 points. 1 point per 1d damage.
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisite: Poltergeist.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson

Force Bridge Area

This spell creates a roughly rectangular, semi-opaque area of force that can support large amounts of weight and will cover a large area. In spite of its name, the mage can use this area of force to create floors, ramps and walls, not just bridges.
The "bridge" can be placed at any angle as long as at least one edge of the area of force is anchored to a solid surface that will support the weight of any object that will travel onto the bridge.
The Force Bridge will support 75 lbs. per square foot, enough to easily support normal humans and light vehicles such as horse carts or motorcycles, but not enough to support heavier things such as cars or giants.
The Force Bridge provides little protection. The bridge area has PD1, DR1 and 2 HP per hex. When the bridge takes enough damage to destroy the whole area it vanishes and the spell ends.

Duration: 1 minute
Base Cost: 5, 1 to maintain. Each doubling of cost doubles either the amount of DR and HP per square foot or doubles the amount of weight the bridge can support. This spell can be made permanent for 50 times the base cost.
Time to Cast: 10 seconds
Prerequisite: Floating Disc, Animate Force
Item: Staff, Wand, Jewelry or Carpet. Energy Cost to Create: 500 points.

Force Cage Area, resisted by DX-4

This spell creates a hemispherical (or spherical) cage made up of bars of force, which are faintly visible once the cage is activated.
The cage is a trap, it is invisible until a the subject (or type of subject) specified by the mage enter its confines, then it is triggered. The "door" (or "doors" - the number of entrances is specified by caster) instantly slams shut, trapping the victim for the duration of the spell.
The victim can't escape the cage by burrowing, since the cage is actually a globe with half its surface underground. However, the victims can attempt to roll vs. DX-4 to escape the trap on the turn it springs into existence.
The bars of the dome have PD 5, DR 25, and HP 100. The "bars" are about 4" apart, so air, water, and food can be passed through the bars. Small animals can also pass through the bars, so it is possible to escape the cage by shrinking or turning into a tiny creature.

Duration: 1 minute
Base Cost: 4, 2 to maintain per hex. An area can be turned into a permanent force cage (activated by whatever means the enchanter desires) for 20 times the base cost of the spell.
Time to Cast: 10 seconds
Prerequisite: Force Dome
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Force Missile Missile

This spell creates up to six darts of magical energy that shoot forth from the caster's fingertips. Each dart does 1d-2 points of Crushing damage. The missiles may be fired at one target or split between different targets. If the bolts are fired at multiple targets, all the victims must be within a 60-degree cone to one of the mage's front hexes.
Each dart has Acc 3, SS10, 1/2D 30, Max60. They are targeted using the DX-2 or Spell Throwing (Forcebolt) skill, at +4 to skill.

Cost: 2 to 12 to cast, 2 per missile (1d-2 damage) created.
Time to Cast: 1 second per 2 missiles created.
Prerequisite: Magery, Analyze Force.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.
Author: Adapted from Keith Bisset

Force Shield Regular

This spell creates a shield-shaped area of force up to 3 feet in diameter, that the subject can use to defend himself. The Force Shield is transparent or opaque as the mage wishes, weightless, and invulnerable to damage. However damage beyond 10 x the caster's skill level will penetrate the shield. The PD of the shield depends on the amount of energy put into the spell. The Block score of the shield depends on the user's Shield, Buckler or Force Shield skill.
The subject may use either Force Shield or Shield skills when defending with a shield of force. There is no unfamiliarity penalty to use a shield created with this spell. The shield slightly "reconfigures" its apparent mass and general shape to mimic the type of shield with which the user is most familiar. Force shields with PD 1 can be used with the Buckler skill.

Duration: 1 minute
Cost: 2, plus 1 per point of PD inherent in the shield (up to 4 PD maximum), 1 to maintain
Prerequisite: Armor
Item: (a) Clothing or Jewelry. Energy Cost to Create: 350 points. (b) Ring or other item meant to be worn on the hand or wrist. Works for wearer only. This spell will create a shield of a set size chosen when the item is enchanted. Energy Cost to Create: 100 points plus 25 points per point of PD inherent in the shield (up to 4 maximum).

Force Staff Regular

This spell creates a stave of semi-opaque force in the color of the mage's choice. The stave can be from 1 foot to 12 feet long and up to 2 inches thick and stiff or flexible as the mage desires.
Larger versions of this weapon can be used as a weapon, however, the staff has many other peaceful uses. It can substitute for any purpose where a stick, pole or stiff rope would be useful, such for tent poles, clotheslines, stirring rod, or pole-vaulter's pole.
The staff is indestructible except by magic. It will support up to 500 lbs. before it winks out of existence. Depending on the mage's wishes, it can be made as flexible as a rope or as hard as iron.
If used as a weapon, the force staff can mimic a short staff, a staff, a club, a baton, a whip, a flail, a nunchaku, or any other balanced stick-like or whip-like crushing weapon. A Force Staff can't do Cutting or Impaling damage. Though it is unbreakable, it will never damage weapons it parries.
Once the form of a Force Staff is set, it can't be changed without recasting the spell.

Duration: 1 minute
Cost: 3, 1 to maintain
Prerequisite: Animate Force
Item: (a) Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Force Steed Regular

This spell creates a horse-like shape out of pure, shimmering force. This construct can be straddled and commanded like a horse (or any other riding creature) using invisible reins and mental commands.
Unlike a real horse, a Force Steed can't carry cargo (other than the subject and his equipment), fight, trample, or take damage. It has a maximum Move of 16 and can Walk on Air and Walk on Water as the spells.
High tech mages can produce variants of this spell that create a motorcycle instead of a steed. Perceptive mages will recognize this spell as a slightly less elegant version of the Flight spell.

Duration: 10 minutes.
Cost: 4, 3 to maintain. For double cost, this spell can be used to create a large force beast (such as an elephant, dragon or car). This has no extra effect, but looks impressive.
Time to Cast: 10 seconds.
Prerequisites: Levitation, Animate Force.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Horse Tack or Jewelry. Works for wearer or rider only. Energy Cost to Create: 300 points.
Author: Adapted from GURPS Magic Items 1

Force Vortex Area

This spell makes loose objects in the area to rapidly whirl around a central point as if caught in a windstorm. This blocks visibility and movement and can injure people in the area of effect.
This spell will lift any objects less than 25 pounds within the area of effect. They will hit characters or other objects in the area of effect on a roll of 9 or less. If they hit, the do damage as if thrown by a man with ST 15. Sharp objects such as knives do Thrust, Cutting damage.
Light, loose objects (such as dust or pebbles) don't do damage, but will block visibility. Anyone as is at -1 to Vision rolls to see through the Vortex.
Characters who attempt to move through the area must roll vs. ST or be slowed by flying items. For every point by which the character fails his ST roll, he loses 1 point of Movement for that turn, to a minimum Move of 1.
The mage specifies the axis of the vortex when he casts the spell. A vortex can be horizontal, vertical, or anything in between.

Duration: 10 seconds
Base Cost: 4, 2 to maintain
Time to Cast: 3 seconds
Prerequisite: Animate Force
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Fragmentation Armor Regular

This spell is identical to the Reactive Armor spell, except that the armor produces fragments when struck.
This spell can only be cast on rigid armor with at least PD2, DR3. When the armor is struck, it sprays out fragments of sharp metal in a 60-degree arc facing the direction from which the blow was struck. Anyone within the arc within 5 hexes of the character takes 1d Cutting damage in addition to concussion damage from the Reactive Armor spell.
New material instantly "grows" to fill in the gaps in the armor caused by the shrapnel.
This is a also an Earth (Metal) spell.

Duration: 10 seconds.
Cost: 5 points, 3 to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery 2, Reactive Armor, Create Earth.
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, (c) Fragmentation Suit. GURPS Magic Items 2, p. 21. Energy Cost to Create: 1,000 points.
Author: Adapted from GURPS Magic Items 2.

Frictionless(VH) Regular or Area, resisted by DX-5

This spell makes an area or object completely frictionless.
If cast on an object with moving parts, this spell negates any need for lubricant and completely removes heat and wear due to friction (including air resistance).
This spell also has many drawbacks. Objects that rely on friction (such as brakes) will automatically fail unless physically fastened in place. Objects that rely on friction to move (such as wheels or propellers) will spin uselessly. It is up to the GM to determine whether friction is an aid or a boon.
If cast on an area, this spell acts as the Ice Slick spell, except that all DX rolls to keep from falling are at -5 and it is impossible to stand up or move once characters have fallen. Objects which aren't perfectly balanced fall down. Objects which rely on friction for motion (like wheels) can't move. Objects which slide across the surface slide without resistance crossing over the frictionless area at their normal rate of speed.
Clever characters may make an IQ roll to realize that since they are on a frictionless surface, they can push themselves to the edge of the area by pushing at right angles to a solid surface or by propelling themselves slowly across the frictionless surface by blowing!

Duration: 1 minute
Base Cost: 1 point per 50 lbs. of material, half to maintain. If cast as an Area spell, Base Cost is 6, 4 to maintain.
Time to Cast: 10 seconds
Prerequisites: Magery 2, Reduce Friction, and 5 other Force Spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Any object. Energy Cost to Create: 100 points per pound affected. An obvious and discrete part of a larger item (such as the top of a table or the axles of a vehicle) can be enchanted separately from the rest of the object. (c) An area can be made permanently frictionless for 20 times the base cost.

Giant Hand Regular

This spell is a more powerful and flamboyant version of Animate Force. When cast, the spell creates a giant (3 foot wide, 6 foot high), semi-opaque, shimmering, hand-shaped area of force. By concentrating, the mage can move this hand in any way he could move his own hand.
The hand can be used to punch, block, or squeeze. It has ST 35, HT 13/20, Move 6, PD 3, and DR 8. DX is equal to that of the mage, who must roll vs. his DX-2 to successfully strike with the hand.
If used to strike, the hand can punch or smash for 3d Crushing damage. It can also Slap doing half-normal damage, but doubling effective Knockback damage.
If used to crush or constrict foes the hand may attempt to grapple one foe per turn. If it is successful, every turn the victim and the hand must roll a Contest of ST. If the hand wins, it does 1 point of damage for every 3 points by which it won the contest of skills. If the victim wins the Contest, he takes no damage. If the victim wins the Contest by 3 or more points, he breaks free of the hand.
If the hand is used to block motion or protect the caster from damage, it will completely block 1 hex or provide 50% cover for 2 hexes. If used as a Shield, the hand provides PD equivalent to a Medium Shield and protects the subject like the Deflector Shield spell.
If the hand is used to push, stop or block victims, it attacks as if making a Slam attack. The hand has an effective mass of 500 lbs. for this purpose.

Duration: 10 seconds
Cost: 7, 5 to maintain
Time to Cast: 5 seconds
Prerequisite: Magery 2, Animate Force
Item: Staff, Wand, Jewelry or Glove. Energy Cost to Create: 500 points. Usable only by a mage.

Hand Cuffs Regular, resisted by ST

Like the energy bands spell, but only the subject's hands or feet are affected.
If the spell succeeds, the subject's hands are bound together, giving him -1 Move, and -5 to DX for tasks which require use of the arms, and -1 to DX rolls to keep his balance.
Alternately, the caster can bind the subject's feet together, giving him -3 Move, and requiring him to roll vs. DX or fall down if he attempts to move faster than 1 hex per turn.
Victims may roll vs. ST to resist.

Duration: 1 minute
Cost: 3, 1 to maintain (each doubling of cost gives -5 to ST to break the bonds)
Prerequisite: Shape Force.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.

Impact Regular

This spell magnifies the force and mass of a weapon strike just before impact, increasing the amount of damage done. Swinging damage from melee weapons is increased by +2 points per die. Thrust damage from melee weapons and all sorts of kinetic missile damage is increased by +1 point per die.

Duration: 1 second.
Cost: 3 points, 2 to maintain per pound of mass of the affected weapon (or missile), (minimum 3, 2).
Prerequisite: Magery, Fast Fall, and Increase Gravity.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Weapon. Energy Cost to Create: 100 points per pound of mass.

Increase Friction Area, resisted by Special

This spell increases the friction of a surface. The general game effect is to make the friction area into a "no skid" surface (+6 to DX to avoid tripping), but the amount of effort required to move through the area is increased. For most forms of transportation (walking, rolling) this doesn't make a difference, but dragging objects becomes much more difficult.
The combat effect of this spell is to give -1 to DX or ST rolls to abilities or skills that require the ability to glide, maneuver or turn quickly. Most combat skills won't be affected, but martial arts maneuvers such as kicks which require a character to spin or slide as the kick is delivered are at -1.
The non-combat uses of this spell are much more varied. The amount of force required to move an object across the area is doubled per level of this spell. If the spell is cast on a machine with moving parts, this spell can damage it, or hold loose parts in place. If cast on an object that requires friction in order to function (such as the wheels of a car) this spell can give the item more traction, possibly at the risk of damaging it.
If cast on an item, this spell gives +1 to DX or ST rolls to hold onto the object when it is in use, or to pick it up if it is dropped, up to +3 maximum. However, if the object needs some slipperiness to work properly (such as the shaft of a staff or pole-arm), the GM can rule that the character has -1 to skill because of the "stickiness" of the item.
If this spell is cast on the wheels of a vehicle, it will give +1/2 to the vehicle's maneuverability rating, but at the cost of a -5% decrease in acceleration and top speed, to a maximum of 4 levels. Clever mages might be able to invent other vehicular applications for this spell (such as casting the spell on the control surfaces of aircraft or the hulls of boats). If the GM has any doubts, he can require the character to make a roll vs. the appropriate Engineering skill.
If this spell is cast on an object used or held by another character, they may roll vs. IQ to resist the spell, at -1 per level of the spell.

Duration: 1 minute.
Cost: If cast on a discrete part of an object, this spell costs 1 point per pound of object, half to maintain. If cast as an area spell, this spell costs 1 point, half to maintain. Each doubling of cost gives -1 to Resistance rolls, and doubles the amount of friction in the area, up to a maximum of 5 levels. (1/32 normal friction). The friction in an area can be permanently increased for 20 times the base cost of the spell.
Prerequisite: Slow Fall.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Shoes or gloves. Works for wearer only. Energy Cost to Create: 100 points.

Increase Inertia Regular, resisted by HT

This spell increases the inertia of an object, making its movement harder to start or to stop. It also makes it more difficult for an object to change its direction of movement.
A character affected by this spell can only accelerate or decelerate by half his normal Move in a turn, and can only change 2 hex sides per turn while moving or 4 hexes if he is standing still. Characters under the influence of this spell get +1 to ST in Slam attack or to resist being tripped or thrown. They get -1 to DX to stop or to turn quickly. They are also at -2 to skills which require quick movement or rapid change of position, such as most melee combat skills or Acrobatics.
Creatures and vehicles with higher speeds have their rates of acceleration and deceleration and their turning speeds halved.
A side effect of this spell is that objects in motion tend to remain in motion. A vehicle's range is extended by 10% as long as it travels at a steady rate of speed and does not need to accelerate to maintain its speed.
Unwilling characters roll vs. HT to resist.

Duration: 1 minute.
Base Cost: 4 points, 3 to maintain.
Prerequisite: Magery, Slow Fall.
Item: (a) Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on a vehicle for 2 point per pound of vehicle.

Inertialess Travel Regular, resisted by HT

This spell eliminates inertia, allowing instant acceleration and deceleration and incredible maneuverability, at the expense of kinetic attacks.
If cast on a living creature, this spell allows the character to use his sprint bonus on his first turn of Running movement. The character can also stop in the same hex as a foe without having to make a Slam attack.
Melee weapon attacks which rely on sudden transfer of force, such as most swinging melee weapon attacks, punches, kicks and Slams are impossible unless constant force is applied to the attack. The effect of this is to give -2 damage per die of damage, except for Thrust Impaling attacks. Slam attacks can still be made at half ST and with no bonus for any movement before the slam occurs. Knockback damage is normal.
If a character with this spell on him falls, he immediately accelerates to terminal velocity (approximately 200 mph), but takes -2 per die of damage and is protected normally by any armor he wears. Fortunately, the character is at +4 to DX rolls to avoid falling or tripping.
The subject also gets +1 to Initiative due to easier movement and faster turning speed.
When this spell is cast on a larger or faster creature or vehicle, acceleration and deceleration speeds are quadrupled and turn rate is increased 100%. The vehicle will slow at 10% of its normal rate each turn unless power is constantly applied to the engine and fuel efficiency or range is reduced by 10% or 20% if the vehicle has to climb a slope. Drivers can't "coast" while this spell is in effect. Vehicles which are designed to be inertialess can accelerate, decelerate and turn at even faster rates.
Unwilling creatures roll vs. HT to resist.

Duration: 1 minute
Cost: 4 points, 3 to maintain per hex.
Prerequisite: Magery 2, Decrease Inertia
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry or Clothing. Works for wearer only. 350 points. (c) Vehicle. Energy Cost to Create: 4 points per pound of vehicle affected.

Kinetic Bolt Missile

This spell creates a bolt of force that strikes with crushing impact. Damage is halved after armor, but doubled for knockback purposes. The bolt has Acc 1, SS 12, 1/2D 30, Max 60 and is targeted using the Spell Throwing (Kinetic Bolt) skill.
This is also a Movement spell.
Cost: 1 to 3 points. Does 1d crushing per point of energy.
Time to Cast: 1 second per point of energy used to power the spell.
Prerequisite: Poltergeist.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson.

Lubricate Regular

When cast on an object with moving parts, this spell allows the object's parts to move with almost no friction.
This spell allows seized parts to be coaxed apart and will greatly extend the lifespan of any mechanism. The game effects are up to the GM.

Duration: 1 day
Cost: 2 points per 10 lbs. of object (or part of a larger machine) to be affected, half to maintain.
Prerequisite: Increase Friction.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be permanently cast on an object for a cost of 1 point per pound.

Magic Boat Area

Similar to the AirBoat spell, this spell creates a boat-shaped area of force that the mage can use to navigate on water.
The boat can be transparent or opaque as the mage desires. The mage can add minor artistic details and alter the general shape of the boat as he wishes.
The minimum size of the boat is 2 hexes. Each hex will support up to 200 lbs. of weight, allowing even the smallest boat to carry 400 lbs. Each increase in mass that can be carried increases the size of the boat by a proportional number of hexes.
Excess weight will sink the boat and end the spell. The mage can mentally command the boat to move at a rate of 1-mph (1/2 hex per second), or he can use other methods to make it move faster.
The hull of the boat has PD 1, DR 1, and 10 HP per hex (20 hexes for the smallest size). When the boat takes damage sufficient to destroy its entire structure, it vanishes. The boat is open and can be swamped by water, possibly sinking it.

Duration: 10 minutes
Base Cost: 4, 2 to maintain, each doubling of cost doubles the amount of weight the boat can carry (increasing its size in hexes) or doubles the boat's DR and HP per hex. PD can't be improved.
Time to Cast: 10 seconds
Prerequisite: Force Disc.
Item: Staff, Wand, Jewelry or Figurine. Energy Cost to Create: 500 points.

Magic Buckler Regular

This spell creates an area of force in the shape of a round buckler (PD 1, DR 5) which will hover around the mage. It will attempt to block one melee or missile attack per turn while the wizard concentrates on other things.
Treat the magic buckler as having an effective Block score equal to 1/3 of the mage's skill with the Magic Buckler spell. As long as the spell is in effect, however, the mage does not have to concentrate on the spell for it to work. Attacks blocked by the buckler doesn't count as an action on the part of a caster.

Duration: 1 minute.
Cost: 4, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Missile Shield or Force Shield.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Magic Fist Missile

This spell creates a fist-like area of force which can be used to punch or slap a target.
The missile has SS10, Acc2, 1/2D50 and Max100. Each point of energy put into the spell does 1d-1 points of Crushing damage. It is targeted using the mage's DX-2, or Spell Throwing (Forcebolt) skill.
Alternately, the mage can create a weaker version of the spell (a "slap"). This blow does no damage, but does require a roll vs. Will+4 to avoid losing concentration while casting spells or using psionics.

Duration: Instantaneous
Cost: 1 per die of damage (up to 3 dice of damage), 1 point for a "slap."
Time to Cast: 1 second
Prerequisite: Push.
Item: Staff, Wand, Jewelry or Glove. Energy Cost to Create: 250 points.

Magic Hammer Regular

This spell creates a small, powerful area of force that is roughly the size and shape of a sledgehammer. The mage can use this to attack foes or to strike objects.
By concentrating, the mage can move the "hammer" up to 20 hexes from his position, as long as the mage can "see" the hammer and his target.
The hammer has a maximum Move 6 and strikes at a skill level equal to the caster's skill with the spell. Foes can Dodge, Block or Parry the hammer, but are at -4 to do so, since it is invisible. If it hits, it does 1d+1 points of Crushing damage. It may strike once per turn. It can't Parry.
This spell can also be used for peaceful purposes in any way that a sledgehammer could be used. This spell is commonly used as a magical trip hammer in Blacksmithing or foundry operations. Clever mages will find other applications for this spell.

Duration: 10 seconds.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Poltergeist.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be made permanent on a hex for 50 times the base cost. Anyone travelling through the hex will be struck by the hammer on a roll of 9 or less, unless they know the precise location of the hammer.

Magic Hand Regular

This spell creates a floating, disembodied hand similar to the caster's own. The mage can use the hand to perform any task he could do with his own hands, such as manipulating items at a distance.
The hand moves at 3 hexes per turn, has 1/3 the mage's HT and ST, and has DX equal to that of the caster. Attempts to hit the hand are at -6. If it is reduced to 0 HP, it is destroyed, and the spell ends.
The wizard can "feel" through the hands and can use them to carry items that the hand can lift or use weapons that the hands can carry.
If the hand is "destroyed" the mage must roll vs. HT or have his hand temporarily crippled by sympathetic injury. This crippling is temporary and the caster can roll vs. HT every minute to regain use of his hand.
This spell can be cast twice (or more) to produce multiple hands. Multiple hands can work together, but the mage can't create any more hands than he has real hands to control them.

Duration: 1 minute.
Cost: 3, 1 to maintain. Two hands cost 4, 2 to maintain. Each additional hand adds 1 to the base cost and 1 to the maintenance cost for the entire spell.
Prerequisite: Animate Force.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Gloves or Jewelry. Works for Wearer Only. Energy Cost to Create: 350 points.

Magic Road Area

As the mage travels, a rectangular area of forces extends beneath him. The force will support up to 1,000 lbs. of weight, easily supporting the mass of all but the largest caster. If this spell is extended, the "road" will support 1,000 lbs. of weight per hex.
The Magic Road is centered on the mage. As the caster moves, the area of force moves with him. If the caster is riding on an animal or in a vehicle, his transport can appear to "walk" over terrain that normally wouldn't support the weight - like swamps or chasms.
The mage can alter the slope of the area of force by up to 5% per 100 feet of distance, this spell can also be used to make "bridges" or "ramps." To those on the ground, the mage (and his conveyance) appear to "fly" or "walk on air.
However, unlike true flight, the mage's maneuverability (or that of his conveyance) is not improved. People on the magic road can also be pushed over the edge. While the road will always travel with the mage, people around him might have to make a DX check to keep from falling over the edge of the "road" in high winds or slippery conditions.
For extra cost the area of force can be made "U-shaped" in cross section, with the upright portions of the area of force acting as cover and guard rails. These walls, and the "road" itself, have PD 1, DR 2 and effectively limitless HP. Attacks that go through the bottom of the "road" are affected by DR. The walls of the road give 50% cover against attacks from the side.

Duration: 1 minute
Base Cost: 3, 2 to maintain. For 1 point extra, the "road" can have walls. Each doubling of cost doubles the amount of weight that can be maintained or doubles DR.
Time to Cast: 5 seconds
Prerequisite: Magery 2, Force Bridge.
Item: (a) Staff, Wand or Jewelry. Works for Mage only. Energy Cost to Create: 1,000 points. (b) Vehicle. When moving, it casts this spell allowing it to go anywhere the user wants it to go! Energy Cost to Create: 200 plus 1,000 times the Base Cost to cast the spell on a vehicle of that size and weight.

Maze Area, resisted by Special

This spell traps anyone within the area of effect inside a maze made from walls of shimmering, opaque force. Anyone trapped in the maze must roll vs. IQ-4 every minute in order to escape, otherwise they wander aimlessly.
The walls block visibility and resist all forms of damage that pass through the walls. Within the maze, sound is muffled and light is dimmed. The interior appears gloomy and sounds are indistinct and come from no obvious source. Sounds, smells, and sights from outside the maze or completely blocked.
The corridors of the labyrinth are 3 feet wide and 10 feet tall. Each section of corridor extends 2d feet (or to the edge of the area of effect) before randomly turning 90 degrees to the left or the right. There is no way to climb the walls (except by magical means) and a transparent "lid" on the maze keeps flying creatures from escaping by air. Tunneling creatures discover that the maze also extends underground!
Characters who escape from the maze appear in a random hex just adjacent to the area of effect. Characters within the maze move randomly. Since the maze also moves, each character in the area of effect follow his own path. Objects dropped in a maze hex remain where they are, but the character can't backtrack to retrieve them, unless he happens to move through the same hex again by luck.
Characters can't interact with each other unless they are in immediately adjacent hexes. If two characters are adjacent, roll 1d. On a 1-2 they can see each other and can interact, otherwise walls of force separate them. As long as two or more characters remain in physical contact (such as by holding hands or hanging onto an article of clothing), they can continue to interact.
If two characters combine their efforts, give +1 to IQ rolls for the leader of the group to lead both characters out of the maze. If more characters band together, they can also escape the maze if the leader makes his IQ roll. If, for any reason, two or more characters lose physical contact with each other, the follower must immediately make a unadjusted IQ roll, or lose the leader in the maze. In this case, characters holding onto the follower don't get an IQ to find the leader, and the follower at the head of the line becomes the new leader!
Characters can voluntarily switch positions to make the smartest character the leader, but they must roll vs. DX to keep contact while they do so!
Hostile characters can fight if they come face to face, as long as they remain with melee weapon range. For this purpose, missile weapons have a "weapon range" of 1d hexes. (Note that this range is an exception to the normal 2d feet for corridor segments, the maze is not consistent.) If one character Retreats out of weapon range or flees, roll 1d. On a 1-4, he escapes into the maze and the fight ends until the characters meet again. Fighting characters don't get Resistance Rolls to get out of the maze.
Except for puzzling out a solution, the only way to escape the maze is to use magic. Spells such as Teleportation or Gate will work normally, except that the mage must win a Contest of Skills between his spell skill and the Maze.
Each hex of radius beyond the minimum gives a further -1 to IQ rolls to escape, to a maximum of -10 to IQ. A critical success will always allow escape from the maze. A critical failure means that the victim wanders the maze until the spell ends (or 3d-IQ hours for a permanent maze, minimum of 1 hour).

Duration: 10 minutes
Base Cost: 4, 2 to maintain (minimum of 3 hex radius), each additional hex of radius gives -1 to IQ rolls to escape, to a maximum of -10.
Time to Cast: 1 minute
Prerequisite: Magery 2, Wall of Force, Daze, and Gloom.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. Usable only by a mage. (b) This spell can be made permanent for 100 times the base cost.

Nudge Regular

This spell creates a very small area of force which can be used to topple very light objects or to get people's attention.
The spell generates about 2lb. of force, sufficient to push an (unresisting) cat off a (smooth) counter, knock over a full glass, or startle a sleeping person into wakefulness.

Duration: 1 second
Cost: 1, can't be maintained
Item: Jewelry. Energy Cost to Create: 50 points.

Paperweight Regular, resisted by HT

This spell creates an area of transparent force in the shape of a 6" cube. This force exerts approximately 5 lb. of pressure from one face of the cube that acts against other objects that are in direct contact with the cube.
The uses of this spell are up to the mage. The spell is commonly used to keep books open, force papers to lie flat, or to press small objects. Clever mages will find other uses for this spell, especially if the force is exerted upwards or sideways, such as doorstops, vises (if to paperweights are placed on opposite sides of the object), or weights.

Duration: 10 minutes
Cost: 1 per weight, same to maintain
Item: (a) Jewelry. Energy Cost to Create: 50 points. (b) Glass or wood cube approximately 6" on each side. Casts this spell when a word of command is spoken. Energy Cost to Create: 50 points.

Pillar of Force Regular

This spell creates an area of transparent, solid force. The pillar occupies an entire hex and which stands 6 feet tall. Spells or weapons are blocked by the force which has PD 5, DR 25, and 100 HP. The pillar can support up to 5,000 lbs. and is useful as a barrier or emergency support.

Duration: 1 minute.
Cost: 4, 3 to maintain. Each doubling of cost doubles the amount of weight the pillar can support.
Time to Cast: 10 seconds.
Prerequisite: Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be made permanent for 100 times the base cost.

Platform Regular

This spell creates a roughly rectangular or circular horizontal area of force. This area is about 1 hex in area and can be made to hover in mid-air or "float" in place on a liquid surface.
Once placed, the platform can't be moved. The platform must also be placed at or below the caster's head within 3 feet of his body.
The mage can use the area as a desk, chair, shelf, or step. Repeated casting of this spell allows the caster to create a set of "invisible stairs" that he can climb, or a series of stepping stones that he can use to cross water.
Each "tile" has PD 0, DR 1, 5 HP and can support up to 200 lbs. of weight. The platforms are immune to acid, flame, and cold, but they can be destroyed by kinetic energy attacks or magic. Destroyed platforms vanish.

Duration: 1 minute.
Cost: 2, 1 to maintain. Each doubling of cost doubles the amount of weight the platform can bear, up to 600 lbs. A platform can be made permanent for 20 times the base cost.
Prerequisite: Shape Force.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Push Regular, resisted by Special

Similar to the Poltergeist spell, a Push has an effective Move of 5, strikes with ST 25 and an effective mass of 500 pounds. The Push spell can be used to shove creatures directly away from the caster in a Slam attack.
Victims of a Push spell resist the spell as if they were resisting a Slam attack. If the mage uses this spell for anything other than a "brute force" attack (such as temporarily propping up a falling object), he must roll vs. his Push spell skill to control the force.
This is also a Movement spell.

Duration: 1 second.
Cost: 2, can't be maintained.
Prerequisite: Poltergeist.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Glove. Works for Wearer Only. Energy Cost to Create: 250 points.

Ram Regular

This spell can only be cast on a vehicle or other large, moveable object designed to strike buildings or vehicles, such as a battering ram or the blade of a bulldozer.
For the duration of the spell, the vehicle (or object) behaves as if it had a specially designed ramming device attached to its front surface and was built to withstand the stresses of ramming. This allows the object to do double its normal collision damage to other vehicles, while taking 1/4 normal collision damage in return.
If the object is already designed to ram, ramming damage is doubled, while collision damage is quartered.
This is also a Movement spell.

Duration: 1 minute.
Cost: 1 per 250 lbs., half to maintain. (Minimum base cost is 6, 3 to maintain).
Time to Cast: 1 second per point of energy.
Prerequisite: Magery, Slammer, and Wall of Force
Item: A vehicle or object can be permanently enchanted with this spell for 100 times the base cost.

Reactive Armor Regular, resisted by DX

When armor or clothing with this spell cast on it is struck by a weapon that does at least 1 point of damage, the spell activates a blast that reduces damage and damages the attacking weapon.
The spell reduces basic damage from all kinetic attacks by -2 points per die (or -1 for attacks that do less than 1d damage). The weapon striking the armor takes 1d-2 points of damage and must roll for Breakage as if it Parried a weapon three times its own weight.
Characters striking with natural weapons take 1d-2 damage, doubled for contact with the explosive.
If this spell is not cast on armor with at least PD1, DR2 the wearer will take 1d-2 explosive damage whenever the spell is triggered.
Victims may roll vs. DX to resist this spell.
This is also a Protection and Warning spell.

Duration: 10 seconds.
Cost: 4 points, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Blast, and Force Shield.
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) Armor can be permanently enchanted with this spell. Energy Cost to Create: 750 points.

Reactive Block Blocking

This spell causes a directional explosion just above the mage's body when he is struck by a kinetic attack that does at least 1 point of damage.
The blast does 1d-2 points of damage to the weapon and it must roll for breakage as if it parried a weapon three times its own weight. The blast also reduces damage from the attack by -2 points per die of basic damage (-1 for attacks which do less than 1d damage).
Characters striking with natural weapons take 1d-2 damage, doubled for contact with the explosive.
This is also a Protection and Warning spell.

Duration: 1 second.
Cost: 3 points.
Prerequisite: Magery, Blast, and Force Shield.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.

Reactive Shield Regular, resisted by DX

This spell is identical to the Reactive Armor spell except that it can be cast on a shield. When the shield is struck (or successfully Blocks) a blow that does at least 1 point of damage, it produces a directional explosion. The blast reduces damage to the shield, damages weapons, and harms anyone within 1 hex in the direction from which the attack was struck.
Basic Damage from all kinetic attacks is reduced by -2 points per die (or -1 for attacks that do less than 1d damage). The weapon striking the armor must roll vs. breakage as if it was Parried by a weapon three times its own weight.
Characters striking with natural weapons take 1d-2 damage, doubled for contact with the explosive.
Anyone within 1 hex of the shield in the direction from which the blow was struck takes 1d-2 points of concussion damage from the blast.
Victims may roll vs. DX to resist this spell.
This is also a Protection and Warning spell.

Duration: 10 seconds.
Cost: 4 points, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Blast, and Force Shield.
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) A shield can be permanently enchanted with this spell. Energy Cost to Create: 750 points.

Reactive Weapon Regular, resisted by DX

This spell causes a weapon to produce an explosion just as it hits its target. The blast does an additional 1d-2 points of crushing damage to victim.
If the weapon is used to Parry, the weapon takes 1d-2 points of damage and must roll for breakage as if it parried a weapon three times its own weight.
Victims may roll vs. DX to resist this spell.

Duration: 10 seconds or one blow.
Cost: 2 points, can't be maintained.
Prerequisite: Magery, Blast, and Force Shield.
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) A weapon can be permanently enchanted with this spell. Energy Cost to Create: 750 points.

Reduce Weight Regular

This spell makes any amount of matter weight much less than it normally would. Mass is unaffected.
This spell is much more economical than the regular Lighten spell when cast on an object. Each level of this spell reduces the weight of an item by 10%, up to a maximum reduction of 80%.
This spell may not be cast on weapons, armor or shields. Use the Lighten enchantment instead.

Duration: 1 minute.
Cost: 2 per 100 lbs. or hex of material affected, same to maintain. Each doubling of cost reduces the mass of the object by an additional 10%.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Levitate.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) This spell can be cast permanently on an object for 100 times the base cost.
Author: Adapted from GURPS Magic Items 1.

Rending (VH) Regular, resisted by Will

This gruesome spell allows the mage to tear a victim limb from limb.
In order to cast the spell, the mage must make motions with his hands or body mimicking the motion he wishes to have performed on the victim. If the spell is successful, one of the victim's limbs may be pulled off as if he were in the grasp of a huge, invisible giant.
Pulling off an arm or leg does 3d points of damage. Pulling off a hand or foot does 2d points of damage. Tearing a chunk of flesh from the victim's body does 1d points of damage. In all cases the victim must roll for bleeding. Pulling off the head or tearing the body in two does 10d points of damage and instantly kills the victim.
Armor does not protect against this damage unless it is a sealed, solid suit, such as an Ultratech Vacc Suit or Battlesuit. In this case, the armor protects with half its normal DR. If the suit's modified DR is exceeded, the suit's seal is breached. If the armor's DR is completely exceeded, the suit is torn apart.

Duration: Instantaneous.
Cost: 10 points, can't be maintained.
Time to Cast: 5 seconds.
Prerequisite: Blade Barrier.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Repulsion Barrier Regular

This spell is similar to the Force Dome spell, but a layer of energy surrounds the subject's body and reflects energy away from his body.
Spells and missiles are reflected back in the direction from which they came. They rebound to hit the person who fired or cast them on a roll of 9 or less.
This spell doesn't protect against drowning, but will keep the subject comfortable and dry in extremes of heat or cold. It will also protect him against sunburn, radiation, and other forms of harmful energy.
In other respects, this spell is like the Force Dome spell.
This spell is also a Technology (Energy) spell.

Duration: 10 seconds.
Cost: 6 to cast, 4 to maintain, a repulsion barrier can be made permanent for 50 times the base cost.
Time to Cast: 3 seconds.
Prerequisite: Force Dome, Reverse Missiles.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 2,000 points.

Repulsion Dome Area

This spell is identical to the Repulsion Barrier spell, but it is stationary and can be extended to protect more than one person. In other respects, it is similar to the Force Dome spell.
This spell is also a Technology (Energy) spell.

Duration: 10 seconds.
Base Cost: 6, 4 to maintain. A repulsion dome can be made permanent for 50 times the base cost.
Time to Cast: 3 seconds.
Prerequisite: Repulsion Barrier.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 2,000 points.

Repulsion Field Regular, resisted by ST

When this spell is cast, everyone except those designated by the mage is forced away from the subject's hex.
Creatures already in the affected area when the spell is cast must win a Contest of ST vs. the mage's Repulsion Field spell skill. Those who fail are pushed away from the mage to the limit of the spell's radius.
People outside of the Repulsion Field must also win a contest of ST vs. spell skill each turn if they wish to enter or stay in the area. If they lose the contest, they are pushed away as if they had lost a contest of ST after a Slam attack.

Duration: 10 seconds.
Cost: 4 points, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Push.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.

Skyhook Regular

This spell creates a shimmering "hook" of force in the air. It can be created at any height from the ground, it can be of any size and it can be oriented at any angle. Objects can be attached to the skyhook, just as if it were a solid and immobile, although all objects except for the item to which it is hooked pass through the hook as if it wasn't there.
Once attached to the skyhook, the object will not come loose until the mage commands it to do so, or the spell ends. The skyhook can support any amount of weight, though if the object to which it is attached fails, the spell will immediately end.
Skyhooks will not "catch" falling objects, though hovering or flying objects can be attached to a skyhook just before they fall. In addition, the object to be hooked must have some sort of projection by which it could be attached to a normal hook. For example, a smooth staff couldn't be attached to the skyhook because there's no place to attach it to the hook. A pack or hat could be placed on a skyhook or a rope could be tied to it.
This is also an Elemental Air spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Prerequisite: Magery, Animate Force.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made permanent for 50 times the base cost. Energy Cost to Create: 150 points.

Slippery Seat Regular, resisted by DX

This spell gives the subject a penalty to all rolls to keep his seat.
Skills that rely on the subject's ability to keep his seat while moving (or riding in a moving vehicle), such as Riding, Bicycling or Motorcycling are at -2 to per level of this spell, to a maximum of three levels, as are the victim's DX rolls to keep from falling from the saddle. Other DX or skill rolls are unaffected.
The GM may rule that other skills that partially depend on keeping a steady seat, such as Gunner or Equestrian Acrobatics skill, might also be affected.

Duration: 10 minutes.
Cost: 1 point per level, half to maintain (minimum 1 point). Each level of this spell gives -2 to DX and skill rolls.
Prerequisite: Decrease Friction.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points, (b) Clothing or Jewelry. Casts this spell on the Wearer. Some versions are Always On and Can't be Removed. Energy Cost to Create: 250 points. (c) Slippery Saddle, GURPS Magic Items 2, p. 55. Energy Cost to Create: 250 points.
Author: Adapted from GURPS Magic Items 2.

Trapeze Regular

This magic creates a trapeze with a bar up to 6 feet wide which is magically suspended from ropes up to 60 feet long. The bar will hang as far above the ground as the caster wishes. However, the ropes will only extend to the ceiling of an enclosed area. If there is no ceiling, they will magically "hang" from a point in midair chosen by the mage. The ropes will support up to 1000 pounds of weight.
The trapeze has a number of uses. It can be used as an elevated platform or as a swing, or it can used for feats of aerial acrobatics.

Duration:1 minute.
Cost: 3, 1 to maintain.
Prerequisite: Animate Force.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be made permanent for 50 times the base cost.

Tripline Area

This spell creates rigid, immobile "wire" of force that will trip or wound creatures travelling through the hex where it is placed. The "wire" is invisible and dissipates instantly when it is activated.
If placed at ankle level, creatures moving through the hex must roll vs. DX to avoid tripping. If "strung" at a higher level it will interfere with flying creatures (roll vs. DX or begin to fall) or people riding on horseback or in vehicles.
Creatures moving on horseback at a trot or faster (Move 7+) must roll vs. DX (or Riding skill) or be dismounted, and suffer a fall from 2 yards. People riding in or on open vehicles take 1d-1 points to a random hit location for every 20-mph (10 Move) of speed up to a maximum of 4d.
Unlike a normal tripwire, a magical tripwire doesn't need to be strung between two solid objects. For example, a tripwire could be "hung" in midair.

Duration: 10 minutes.
Base Cost: 3 points per hex, 1 per hex to maintain. A tripline can be made permanent for a cost of 20 points per hex.
Time to Cast: 10 seconds.
Prerequisite: Air Golem.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.

Vessel of Force Regular, resisted by DX

This spell creates a container of pure force in any shape of the caster's choosing.
The force can be invisible or visible, transparent or opaque, and will hold approximately 1 cubic foot of material. At the caster's option, the vessel can be hermetically sealed or be sealed in such a way as to be gas-permeable, but still leak-proof. In addition, the caster has the option of making the vessel mobile, so that it will follow the mage at a set distance (up to 50 hexes away).
The force field is invulnerable to all forms of attack except kinetic energy and some forms of magic. Heat, cold, fire, disease, radiation, acid, alkali, and the like don't affect it. Strong blows from a melee weapon will damage the container, but it has PD 5, DR 8 and 1 HP. A counterspell or the Dispel Magic spell will destroy the vessel if the attacking spell wins a Contest of Skills, but the vessel is invulnerable to magic.
This spell is generally not used as an attack spell, but it could conceivably be used to catch small animals. If the spell is resisted, the subject of the attack resists with its DX.
Though this spell has a number of uses, it was designed to be a "containment vessel" for extremely powerful or dangerous magical or alchemical products, like the ultimate solvent.

Duration: 1 minute.
Base Cost: 3, 2 to maintain. Each doubling of cost doubles the amount of material which can be maintained. The vessel can be made permanent for 25 times the base cost.
Time to Cast: 3 seconds.
Prerequisite: Magery, Force Dome, and Force Disk.
Item: Container or Jewelry. Energy Cost to Create: 250 points.

Wall of Force Area, resisted by DX

This spell creates a 10-foot tall wall of force with PD 3, DR 15, and HP 35 per hex. Spells, heat, cold, water, radiation, and physical attacks are blocked by the wall. The caster can make the wall transparent, opaque, or transparent on one side and opaque on the other if he specifies before casting begins.
While the wall can't be moved, and can't be used to push or crush victims, it can be used to trap people, since it is impossible to move through the wall or climb over it. Two hexes of wall are needed to surround 1 hex. If the wall is used to trap a victim, the victim must roll vs. DX to escape the trap (at -2 to DX for every additional hex occupied by the spell).

Duration: 1 minute.
Base Cost: 4, 3 to maintain. Each doubling of cost doubles the DR and HP of the wall. An area of force can be made permanent for 25 times the base cost of the spell.
Time to Cast: 10 seconds.
Prerequisite: Apportation, Force Dome.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

Wear Regular, resisted by Special

When cast on an object with moving parts, this spell cause the object to rapidly wear out and heat up due to increased friction between the parts. Delicate items or devices with close-tolerance parts might seize up or be ruined.
The maintenance interval for vehicles and equipment is halved, the Malf rating of guns is lowered by two levels, and other equipment will fail on a roll of 6 or less. In harsh conditions, the chance that a device or vehicle will somehow fail or malfunction is increased by +2.
Due to the increased wear, if this spell is cast on an engine or drive train, a vehicle's Acceleration and fuel efficiency is reduced by 20%.
This spell is resisted with the HT or the object, or the IQ of the user or owner, whichever is better.

Duration: 1 hour.
Cost: 2 points per 10 lbs. of material (or part of a larger machine) to be affected, half to maintain.
Prerequisite: Increase Friction.
Item: (a) Staff, Wand or Jewelry. Cost: 350 points. (b) Jewelry. Energy Cost to Create: 150 points. (c) This spell can be made permanent on an object (or part of an object) for 25 times the base cost.

Weight Regular, resisted by Special

Increases the weight of an item or person by 50%. Mass is unaffected, though encumbrance value is.
If cast on a weapon, this spell increases the Minimum ST required to use the weapon by 50%, with no corresponding increase in damage. Rcl of firearms is increased by 1.
If cast on a vehicle, the extra weight counts towards the vehicle's payload and will affect performance.
This spell is resisted with the HT or the object, or the IQ of the user or owner, whichever is better.

Duration: 1 minute.
Cost: 1 per 20 lb. of material (or part of a larger object). Every additional 50% increase in weight doubles cost. This spell can be made permanent for 25 times the base cost.
Time to Cast: 3 seconds.
Prerequisite: Create Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250. (b) Clothing or Jewelry. Affects Wearer only. Increases weight by set amount. Always on. Energy Cost to Create: 100 points.



Subcollege of Gravity Magic

This subcollege covers gravity, antigravity and similar forces. It is a subcollege of the Force college.

Gravity Spells from GURPS Magic

Levitation (Movement)
Lighten Burden (Movement)
Slow Fall (Movement)
Wall Walker (Movement)

Gravity Spells from GURPS Grimoire

Increase Burden (Movement)
Jump (Movement)
Light Tread (Movement)


Create Gravity Area

This spell creates an artificial gravity field in an area. The gravity field can only directed upwards or downwards, unless the target area is already in zero gravity, in which case it may be directed in any desired direction.
This spell can be used to partially neutralize an existing gravity field by creating a gravitational force which pulls against an existing gravity field, reducing gravity to a minimum of .2 G.
The amount by which a gravity field can be increased is limitless.

Duration: 10 minutes
Cost: 1 per .2 Gs created, same to maintain This spell can be made permanent for 100 times the base cost.
Time to Cast: 10 seconds.
Prerequisite: Magery, Increase Gravity.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
Author: Adapted from Anthony Jackson.

Control Gravity Area

The caster may alter gravity in area. This is a powerful spell! Note that this spell works only on board ships and stations, and planetside. There must be gravity in the first place, whether artificial or natural, or simulated by spinning torus-type stations, etc. Moving into and out of this area can be disorienting. Make a HT roll at a penalty equal to the G increment difference or be stunned for 1d turns. A DX roll is required (same penalty) to avoid falling.
This is also a Movement Spell.

Duration: 1 minute.
Cost: 1 per .2 difference in gravity; cost to maintain is the same.
Prerequisites: Magery 2, Levitation, and 3 Earth spells.
Item: An area can be permanently altered for 50 per hex per .2 G difference. Thus, a 1-hex area with a full G of extra gravity would cost 250.
Author: S. John Ross (White Wolf Magazine #34)

Control Gravity Area

Allows the mage to change the direction of gravity in an area. This spell can be very dangerous. Someone entering an area affected by this spell must roll vs. DX at -1 per 15 degrees change to avoid falling.

Duration: 10 minutes.
Cost: 1 point per 15 degrees. Same to maintain.
Prerequisites: Reduce Gravity, Increase Gravity.
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) This spell can be made permanent on an area for 100 times the base cost.
Author: Adapted from Anthony Jackson.

Defy Gravity Regular

This spell allows the subject to ignore the law of gravity when performing one feat, such as an acrobatic maneuver or a leap. The exact effects are up to the GM, but in most cases this spell will give +4 to skill and will double the height and distance that a character can jump or fall without taking damage.
If this spell is cast on a falling person, they get +4 to DX rolls to break their fall, either by grabbing an object as they fall, or to use the Acrobatics skill of the Breakfall maneuver.
This is also a Movement spell.

Duration: 1 second
Cost: 3, can't be maintained
Prerequisite: Reduce Gravity
Item: Clothing or Jewelry. Energy Cost to Create: 250 points.

Direct Gravity Area, resisted by DX

This spell allows the mage to change the direction of gravity in an area. In some circumstances, this can be lethal! Someone entering a control gravity area will need to make a DX roll at -1 per 15-degree change in the direction of gravity to avoid "falling".
The fall until they hit a solid object in their path, or until they pass through the "bottom" of the area of effect, when the normal gravity takes over, possibly making things worse.
If gravity is changed in an area, skills which rely on a reliable understanding of the local gravity, such as ranged weapon skills, Acrobatics, or Flight skill are at -1 to skill per 15 degree change in the vector of the gravity field.

Duration: 1 minute
Cost: 1 per 15 degrees of change, same to maintain. This spell can be made permanent for 100 times the base cost.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Increase Gravity, and Reduce Gravity
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson

Gravbolt (VH) Missile

This spell creates a narrow bolt of focused gravatic energy, equivalent to a TL 12 gravity gun. The bolt divides DR by 100, and ignores PD from armor.
The bolt has SS 12, Acc +3, 1/2d 60 and Max 120 and does Impaling damage. It is targeted using the Spell Throwing (Gravbolt) spell.

Cost: 1 to 3 points. The first point of energy does 1d-3. Each additional point of energy gives +1 damage, to a maximum of 1d-1 points of damage.
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisites: Magery 2, Force Bolt, and Control Gravity.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.
Author: Adapted from Anthony Jackson

Gravity Tolerance Regular

This spell gives the subject the G Tolerance advantage for the duration of the spell.
This is also a Protection and Warning spell.

Duration: 1 minute
Cost: 1 to halve gravity, 2 to divide by 10, 3 to divide by 100. Half to maintain.
Time to Cast: 3 seconds
Prerequisite: Resist Gravity
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. (c) Clothing or Jewelry. Works for wearer only, always on. Energy Cost to Create: 100 times the base cost to cast the spell.
Author: Adapted from Anthony Jackson

Increase Gravity Area

This spell increases the force of gravity in an area.
See GURPS Compendium II for specific details of High Gravity environments. The general effect is to give characters -1 DX per 0.2G above 1, -1 to HT and IQ per 0.4 G above 1, and to multiply both body weight and encumbrance by the new gravity.
Someone suddenly affected by increase gravity will need to make a DX roll against their modified DX to avoid falling. Note that the DX penalty also applies to anyone using melee weapons or unarmed combat to strike into an increased gravity area.
Falling creatures in the area of effect take increased damage. There might be other effects.
ST rolls against the new mass of the item are required to pick up heavy objects, or, in extreme cases, to move around.

Duration: 1 minute.
Base Cost: 1 point per 20% increase in gravity. Half to maintain. The gravity of an area can be permanently increased for 100 times the base cost of the spell.
Time to Cast: 10 seconds.
Prerequisite: Magery, Increase Burden.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points, or 150 points if gravity is increased by some preset level.
Author: Self, Anthony Jackson

Neutralize Gravity Area

This spell neutralizes the force of gravity in an area - treat it as zero gravity for all purposes. Rules for Microgravity are found in GURPS Compendium II.

Duration: 10 minutes
Base Cost: 5 points, 2 to maintain. This spell can be made permanent for 100 times the base cost.
Time to Cast: 10 seconds
Prerequisite: Reduce Gravity
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
Author: Anthony Jackson.

Reduce Gravity Area

Gravity in a 1 hex area is reduced to the level of the caster's choice down to null gravity. The full effects of low gravity are covered in CII p141, but as a rule of thumb, every 0.2G reduction in gravity gives -1 to most DX rolls. Reduced gravity can seriously reduce traction - multiply gMR of vehicles by the force of gravity. Humans may be assumed to have a base MR of 1.
Free Fall skill is required to move in a low or microgravity environment. At the end of the spell duration, any creatures who aren't firmly rooted to the ground will fall. A hex with reduced gravity will have a reduced gravity area about 20 feet high.

Duration: 1 minute.
Base Cost: 1 to 5 points. Each point of energy used reduces gravity by 20% per point (to a minimum of 1% of normal gravity), half to maintain. This spell can be made permanent for 100 times the base cost.
Time to Cast: 10 seconds.
Prerequisite: Magery, Lighten Burden.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points, or 150 points if gravity is reduced by some preset level.
Author: Self, Anthony Jackson

Resist Gravity Regular

This spell protects the subject from the effects of Gravity and reduces effects from high Acceleration.
Subjects affected by this spell are immune to the HT and IQ losses when operating in a high gravity environment. They are also immune the effects of Spacesickness. This spell has no effect on the DX penalties due to high or low Gravity.
In addition, this spell gives +4 to all HT rolls to resist the effects of high G maneuvers or acceleration for the duration of the spell.
This is also a Protection and Warning spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Reduce Gravity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.
Author: Adapted from Anthony Jackson

Reverse Gravity Area, resisted by Special

Like Turn Gravity but everything in the area is turned 180 degrees, so things seem to "fall up." Creatures caught in the area of effect will "fall up" until they hit the top of the spell's area of effect. They will then "hover" there in free-fall, caught between the upward and downward gravity forces until the spell ends.
Characters in the area of effect may roll vs. DX when this spell is cast to resist the effects of the spell for 1 minute. If they remain in the affected area, they must make additional Resistance Rolls when the spell is maintained. Creatures who enter the area of effect must roll vs. DX when they first enter the area of reversed gravity, and again when the spell is maintained.
Note that inanimate objects already in the area when the spell is cast are not affected by this spell unless they are "picked up" by a living creature. Objects carried or thrown into the area of effect are affected by this spell. If the subject isn't expecting the area of reversed gravity, the GM may require ST or DX rolls to hold carried items.
Missile attacks that pass through the affected area are at -1 to hit per 3 affected hexes the missile must pass through to hit its target. Double this penalty if the missile is fired at beyond 1/2D range, or if the target is standing in an area of normal gravity on the other side of the Reverse Gravity area. If the shooter can make an IQ roll, these penalties are halved.
For example, an archer fires an arrow through an area of Reverse Gravity 12 hexes wide to hit a target standing in a normal gravity zone on the other size. Each three hexes of Reverse Gravity gives -1 to hit, which is doubled since the target is in an area with different gravity, for a total of -8 to hit. if the shooter made his IQ roll, his attack would be at -4 to hit.
Melee weapon attacks and all Active Defenses are at -1 to skill in the area of Reversed Gravity.
These penalties can be "bought off" through training. Treat the ability to fight in reverse gravity as an Average maneuver (Default is weapon skill -1). Treat the ability to shoot missiles through an area of reverse gravity as a Hard maneuver (Special default) with each level of maneuver skill removing 1 point of penalty.

Duration: 1 minute.
Base Cost: 4 points, 1 to maintain. An area can have its gravity permanently reversed for 50 times the base cost.
Prerequisite: Turn Gravity.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Tolerate Gravity Regular

This spell permits a subject to withstand high gravity from either "normal" continuous sources or sudden acceleration.
The subject effectively has the Acceleration Tolerance and Improved G-Tolerance (.5 0) Advantages for the duration (see GURPS Space or Compendium II). For those without access to Space, generally assume that short-term bursts of up to 5 Gs will not be a problem, and the character can operate without penalty in gravities from.5 to 1.5 Earth-normal (the normal human range is .8 to 1.2).
This is also a Body Control Spell.

Duration: 1 hour.
Cost: 6; 4 to maintain.
Prerequisite: Vigor at 14+.
Item: Vacc suit or other full-body outfit. Always on. Energy to Create: 3,000.
Author: S. John Ross (White Wolf Magazine #34)

Turn Gravity Area

Gravity is turned 90 degrees, so things seem to "fall sideways". Creatures caught in the area of effect start to move as if they were falling (e.g. accelerating to terminal velocity in the direction the gravity is going, taking damage if they hit anything along the way.) Once characters get to the edge of area of effect, their gravity goes back to normal, but any motion they had is retained. This means that a person "falling sideways" would suddenly fall to the ground and skid in his original direction of travel.

Duration: 1 minute
Base Cost: 3 per hex, 1 to maintain. An area can have its gravity permanently turned for 25 times the base cost.
Prerequisite: Magery, Increase Gravity
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Weightlessness Regular, resisted by IQ

This spell causes the subject to become weightless, as if they were in microgravity, for the duration of the spell.
Unwilling subjects resist with IQ. An IQ roll is needed to resist being Mentally Stunned on the turn after the character becomes weightless, though characters with the Free Fall skill can substitute their skill for IQ.
Characters who attempt to maneuver while Weightless must roll vs. Free Fall skill.
Optionally, this spell can replace Levitation as a prerequisite for flight.
This is also a Movement spell.

Duration: 1 minute.
Cost: 3 points, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Reduce Gravity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. (c) Clothing or Jewelry. Works for wearer only, always on. Some versions can't be removed. Energy Cost to Create: 150 points.
Author: Adapted from Anthony Jackson

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