Gate Spells

A Note on the Fatigue Cost of Gate spells: The Fatigue cost and difficulty for Time Travel and Gate spells, especially enchantments, has deliberately been set high, both in GURPS Grimoire and in the Codex. GMs whose campaigns are tolerant of mages who can hop through time and dimension at whim should feel free to reduce the cost for time travel and gate spells, especially for enchantments.

Changes to Gate Spells from GURPS Grimoire

Accelerate Time - If the mage has the Radio Hearing advantage can he casts the Radio Hearing spell and he casts the Accelerate Time spell, he can hear compressed broadcasts coming from outside the area of the Accelerate Time spell.
Likewise, sound coming into an area affected by the Slow Time spell is slowed down so it sounds deeper and deliberately slowed radio broadcasts can be heard. Source: Sean Punch
Missiles fired through the spell area increase speed - range and damage is increased by an appropriate amount. As a very rough guideline, hexes in the hasted area don't count towards the distance the missile must go before it reaches 1/2D range. If the missile spends more than 50% of the distance between it and the target in the hasted area and the target is not beyond the weapon's adjusted 1/2D range, the missile will do +1 point of damage per die.
Spells cast in the speeded area have half their effective duration as seen from the view of creatures outside the area of effect.

Beacon - For double cost the beacon can be made private so that only the mage and those he designates can take advantage of it.

Divert Teleport - A lesser version of this spell can be cast on an area and diverts its victims to a set location.

Planar Visit, Plane Shift and Plane Shift Other - Also see the rules for Astral Projection in GURPS Psionics. The mage's Move in the astral plane is based on his IQ or his skill with the spell whichever is greater.
The translation from one plane to another takes 5 seconds. The mage and up to 100 lbs. of equipment, etc. are translated. This spell is very safe, in that if a person uses it while standing on solid ground, he will translate to solid ground on the other plane, not high in the air or over a lava pit, inside a solid object, or out to sea. This is due to Elemental Correspondence. For the same reason, it is unsafe to use this spell while in a dangerous situation, such as a hurricane or burning house.
With the above exceptions, the two planes generally stay oriented to one another. That is, if you use the spell in a certain room on this side, and come out on the top of a certain hill on that side, you'll probably end up on the same hill if you transfer from the same room a year later.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points per Plane Shift variant that the item can cast. (b) Plane-Shifting Fork, GURPS Magic Items 1 p. 65. Energy Cost to Create: 5,000 points. Author: Adapted from GURPS Magic Items 1.

Sanctuary - For 2 extra points simple furniture can be created. For 4 extra points fancy and/or comfortable furnishings and basic amenities (water, plumbing) can be created, as the mage desires. Each doubling of cost doubles the cubic space that can be created.

Scry Gate - Mages on the other side of the gate can sense the presence of the gate if they are looking for it.

Slow Time - Spells within the area of effect appear to have double their normal duration as seen by creatures on the outside.

Teleport Shield - The mage can designate people who are not affected by this spell and who can teleport through it normally.

Gate Spells from GURPS Magic

Teleport Shield
Teleport
Plane Shift
Banish
Planar Summons

Unofficial Gate Spells from GURPS Magic

Age (VH) (Necromantic)
Alarm (Knowledge)
Banish (Necromantic)
Blink (Movement)
Blur (Light and Darkness)
Decay (Food)
Ferment (Food)
Great Haste (VH) (Movement)
Halt Aging (VH) (Healing)
Haste (Movement)
Hideaway (Enchantment)
Hinder (Body Control)
Planar Summons (Necromantic)
Preserve Food (Food)
Quick March (Movement)
Ruin (Making and Breaking)
Slow Fall (Movement)
Suspended Animation (Healing)
Teleport (VH) (Movement)
Teleport Other (VH) (Movement)
Tell Time (Knowledge)
Youth (VH) (Healing)

Gate Spells from GURPS Grimoire

Accelerate Time (VH)
Beacon
Blink Other
Control Gate
Create Door
Create Gate (VH)
Divert Teleport (VH)
Hide Object
Phase
Phase Other (VH)
Planar Visit
Plane Shift (VH)
Plane Shift Other (VH)
Rapid Journey (VH)
Sanctuary
Scry Gate
Seek Gate
Slow Time (VH)
Summon Minor Demons
Suspend Time (VH)
Time Out (VH)
Timeport (VH)
Timeport Other (VH)
Timeslip
Timeslip Other (VH)
Trace Teleport

Gate Spells from the Codex Arcanum

Artistic Creation (VH) - Making & Breaking
Banishing Weapon - Necromantic
Binding - Enchantment
Change Places - Movement
Close Window - Protection & Warning
Create Faerie Animal - Animal
Create Faerie (VH) - Metaspells
Delay Image - Light & Darkness
Demon Barrier - Necromantic
Directions - Movement
Dreamland - Communication & Empathy (Dream)
Extradimensional Space - Enchantment
Extraplanar Barrier - Necromantic
Faerie Ward - Protection & Warning
Great Teleport (VH) - Movement
Know Planar Origin - Knowledge
Locate Portal - Knowledge
Magic Paper - Communication & Empathy
Mirror Trap (VH) - Necromantic
Pass - Movement
Plane Adaptation - Protection & Warning
Plane Sight (VH) - Knowledge
Plane Speech (VH) - Communication & Empathy
Recall (VH) - Movement
Rope Trick - Movement
Speed Alchemy - Metaspells
Summon Through Space (VH) - Movement
Summon Through Time (VH) - Movement
Tide of Banishment - Necromantic
Uncast Spell (VH) - Metaspells
Undo Faerie Curse - Metaspells
Wizard’s Key - Protection & Warning


Astral Projection Regular; resisted by Will

or HT

This spell allows the mage to control his "astral body," sending it out to explore while his physical body remains in place. The caster's astral body is insubstantial and can "fly" at a Speed and skill equal to his spell skill.
While astral, his Dodge is equal to his normal Dodge, modified by Combat Reflexes but not by Running skill, lameness or any other physical factor.
When the spell is cast, his astral form leaves his material body and enters the outer astral plane. On the next turn by making another roll against spell skill (no extra mana required) he can enter the inner astral plane. He may remain astral as long as he pays the costs to maintain the spell or until he wishes the spell to end. However, he can't "snap back" to his body from the inner astral plane. It takes a roll vs. skill (no mana required) to return to the outer astral plane and then to the "real world." If the mage goes unconscious on the inner astral plane, his consciousness remains there, insensible, until he recovers enough Fatigue or damage to "wake up" and return to his body.
A glowing silvery "thread" links the subject's astral body with his physical body, so he cannot get lost. If this silver cord is broken or cut, the mage's consciousness if forever lost in the Astral plane unless he can roll vs. IQ-6 to return. One roll is allowed per day.
The silver cord can only be targeted if the attacker makes a roll vs. Vision-4 and can strike victim's rear hex. The cord is targeted at -10 to hit, and has Hit Points equal to the subject's Will. Any PD or DR possessed by the owner of the cord extends to the cord itself. Damage to the cord must come in a single Cutting or magical blow. The cord instantly regenerates damage each turn unless it is completely severed.
The caster's astral body is normally invisible, except to others in astral form. However, the astral body can be detected via the psionic disciplines Telescan and Emotion Sense or by the magic spells See Invisible, Aura, and Detect Foes.
The subject cannot take any equipment with him. He may create an image of whatever clothing he currently (or normally) wears, but it has no protective value.
Astral bodies can interact physically while on the astral plane - they are fully solid to each other. If attacked physically while astral, they have PD equal to skill/8 (maximum 6) and DR equal to Skill/4. Magic spells such as Armor will add to astral PD and/or DR if they are cast while the mage is on the astral plane.
The astral body is not affected by damage to the subject's physical form. Keep track of the astral body's HT separately from its' physical HT. Although the mage's material form may be wounded, his astral body will be fine. Similarly, damage to an astral body is not applied to the physical body. If his astral body is injured, his physical body may be fine - but if he enter the astral plane without giving himself time to heal, his astral body will still be damaged. Astral bodies can be damaged by Critical Hits, but they have partial Damage Immunity (Doesn't Bleed, No Brain and No Vitals) advantage.
If his astral body is ever destroyed, the mage's physical body is left a mindless husk. If his physical body is destroyed while he is astral, he becomes a creature of the astral plane, forever roaming. (See the Astral Entity disadvantage.)
An astral body cannot be physically harmed by anything in the physical world, but spells, super powers and psionic skills that affect the mind work against astral creatures, at -5 to skill. Likewise, astral beings can affect creatures in the physical world with mental powers at -5 to skill. "Physical" skills, abilities, and powers only work against other astral beings while the mage is in astral form. Specifically, "attack" spells such as Lightening Bolts, Fireballs, Deathtouch and the like cannot be affect a creature in the "real world" while the mage is in astral form.
Informational spells like Aura, See Invisible, or Sense Foes work normally from the astral plane to the material world and vice-versa. However, spells like Find Direction will not work when cast on the astral plane. Spells that require that a physical item in the real world be touched for the spell to work also cannot be cast from the astral plane. The Astral Projection spell can be cast on creatures in the real world from the astral plane.
The outer astral plane "maps" directly the physical world, so the mage can move about the outer astral plane as he would the real world, effectively being able to observe things as if he were Insubstantial and Invisible.
The inner astral plane is "floorless" world of empty space that is either perceived as an endless nothingness of white or as slowly shifting, vaguely luminescent expanse of gray. Time in the inner astral plane passes at 10 seconds of astral time for every second of "real" time.
While in the astral plane, the caster's physical body lies unconscious and appears to be "sleeping". The mage maintains some awareness of his surroundings, though. He gets an IQ roll to sense uncomfortable physical sensations (like extreme heat or cold, or a physical sensation like a shove or slap), and he gets a roll vs. IQ+4 to detect pain or damage. ESP, including Danger Sense, works normally and simultaneously "works" for both the subject's astral consciousness and his physical body.
If this spell is cast on an unwilling subject, they get a Will or HT roll (whichever is better) every 10 seconds to resist the spell and return to their bodies. If they are transported to the inner plane, they must make an IQ roll every 10 seconds to escape to the outer plane.
Characters may substitute their Area Knowledge (Astral Plane) skill for IQ or Astral Body spell skill rolls when operating on the Astral plane. This skill is Mental/Hard (because Astral space is effectively infinite). It defaults to IQ-6, Occultism-5, Thaumatology-5, or in some cases, Theology-5. At the GM's option, it can also default to Dreaming-4.
For more information on the astral plane, see GURPS Psionics.

Duration: 10 minutes.
Cost: 3, 2 to maintain (double costs if cast on an unwilling subject for each hex of subject).
Time to Cast: 30 seconds.
Prerequisites: Magery, Hideaway.
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.

Astral Speed Regular

This spell increases the subject's speed while in astral form. Every point of energy put into this spell increases effective Move while in astral form by 1 point. Basic Speed or Move in non-astral form is not affected.

Duration: 1 minute.
Cost: 1 point per +1 increase in Move, same to maintain.
Prerequisites: Astral Form.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 150 points.

Aztec Open Planar Gate (VH) Regular

Author: GURPS Aztecs.

Aztec Planar Travel (VH) Regular

Author: GURPS Aztecs.

Backtrack Regular, resisted by Will

This spell instantly transports the target backward 100 yards along a path taken by either the target or the mage, exactly retracing his (or the mage's) movements.
This spell has two uses, either to slow pursuers or to retrace someone's steps when they are lost or have gotten into a dangerous situation. In the latter case, since the subject is exactly retracing their steps, no skill or attribute rolls are needed to avoid triggering traps, falling while climbing, or doing some other dangerous activity, unless the conditions have changed since the character moved.
For example, if a character was trapped in a minefield they wouldn't have to roll again to avoid triggering the mines as they retrace their steps. If they were climbing a cliff, triggered a landslide, and then wished to use this spell to return to the ground, they would have to roll against their Climbing skill, since the conditions have changed.
The mage can also cast this spell on a willing subject to allow them to exactly emulate the mage's actions, as long as the subject is theoretically physically capable of doing so. In this case, the mage and the subject must be within 100 yards of each other, and no more than 1 minute can have passed since the mage finished the feat he wishes the subject to duplicate.
For example, if an athletic mage jumped over a chasm, walked across a tightrope, and then used Acrobatics skill to avoid a deathtrap, he could cast this spell on a willing subject. As long as the subject was within 100 yards of the mage, and the mage had completed his actions less than a minute before he began casting the spell, the subject can perfectly mimic the mage's actions. If the character is physically incapable of duplicating the mage's actions, (for example, if he was Lame) the spell would automatically fail.
Unwilling subjects roll vs. Will to resist.

Duration: Instantaneous.
Cost: 3 points, can't be maintained.
Prerequisite: Blink Other.
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.

Banish Person Regular, resisted by Will

This spell banishes a person (or other creature) to a pocket world of absolute, bleak dreariness.
Those abandoned do not age, do not grow hungry or thirsty and cannot sleep. Wounds neither heal or worsen, nor pain the victim. Magic or psionics doesn't work in the cell or through its walls. Any clothing or equipment that the victim was wearing when banished goes with him.
The mage can look into the pocket dimension to see his prisoner. By making a Will roll, the mage can extract the victim from his cell. On a critical failure, the mage is trapped in the cell with his prisoner!
Victims can only be freed by ending this spell or by magics such as Counterspell, Remove Curse or Wish. Teleport and similar spells don't work.
Victims roll vs. Will to resist.

Duration: Permanent.
Cost: 10 points.
Time to Cast: 10 seconds.
Prerequisite: Planeshift Other.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points (b) Clothing or Jewelry. Affects the wearer as if this spell were cast on him. Energy Cost to Create: 750 points (c) Drear Banisher GURPS Magic Items 2, p. 91. Energy Cost to Create: 2,000 points.

Bilocation (VH) Regular

By using this spell, the mage can literally be in two places at once! When the spell is cast, the mage creates a duplicate of himself that he can send to another place (by using a spell such as Gate, Timeport or Teleport).
While the spell is in effect, both mages can act freely and independently of each other. They can each cast spells, fight, think, work on projects and do other things. A "mindlink" connects the two images, so that the two mages know roughly how the other is faring, where they are, and what they are thinking and feeling.
At the end of the spell, the "duplicate" mage vanishes and any fatigue or damage he incurred applies to the "original" mage. However, if one mage is killed, the other mage instantly takes 6d damage, but does not necessarily die! It is possible for a mage to live on "after death" through his duplicate!
If "both" mages are killed, the "duplicate" mage vanishes and "merges" into the body of the original mage.
This spell does not duplicate valuables, nor can it duplicate magic items. The duplicate mage can have all the normal possessions that the original carries, but any valuables or magic items he seems to carry will actually be worthless imitations, though they will appear (on casual inspection) to be the real thing. It is up to the mage to figure out how his property will be divided between him and his duplicate when the spell is cast. "Real" items automatically revert to the original mage when the spell ends. "False" items vanish.
Unlike the Duplicate (Illusion and Creation) or Cloning spell, this spell actually splits the mage's timeline! Both mages are "real" and follow closely parallel time streams, but the longer they both exist and the closer they are together, the greater the paradox.
For every day that this spell is in effect, the original mage must make a skill roll to keep the timelines from diverging. This roll is at -4 if the mages are within line of sight of each other, at -2 if any sentient person can see the two mages at the same time with his unaided eyes, and at -1 for every week that has passed since the spell was first cast. If either (or both) mage's have done things that would tend to make the timelines diverge, such as important events in the mage's life or his world, the GM can impose further penalties.
If the skill roll is failed, the duplicate mage's timeline branches away from the original mage's timeline, and the duplicate's memories, actions and experiences, as well as all equipment carried by the duplicate are lost to the original mage. If the roll is critically failed, a time paradox ensues, which either results in both mages vanishing or one (or both) of the mages being caught in a time loop.

Duration: 1 day.
Cost: 10, 6 to maintain.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Teleport, and Plane Shift.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.

Blocking Vortex Blocking, resisted by DX

This spell briefly creates a small vortex that will engulf weapons that strike the mage.
When the spell is cast, the mage opens a tiny, short-lived vortex to utter chaos, deepest space or some similarly unpleasant place. Any weapon that strikes the mage is sucked into the vortex just before it does damage, unless the subject can roll vs. DX.
If the weapon hits the vortex, the owner must win a Contest of ST vs. the vortex's ST of 25. On a failed roll, the weapon is torn from his grasp and sucked into the beyond. The owner gets +4 to his effective ST if he is using the weapon with two hands.
Weapons sucked into the void are lost forever. If the subject strikes with a natural attack, he won't lose body parts to the vortex, but he still must roll vs. DX or have the force of his attack directed into the vortex, rather than at the mage. If the DX roll fails, he takes 1 point of damage to the attacking limb, is at -2 to other Active Defenses on that turn, and can't attack next turn.

Duration: 1 second.
Cost: 3 points, can't be maintained.
Prerequisite: Magery, Minor Vortex.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 450 points. (c) Shield, Buckler or other Blocking or Parrying weapon. Any weapon that strikes the object has this spell cast on it. Energy Cost to Create: 500 points.

Control From Beyond Regular, resisted by Will

This spell works like Control Animal or Control Person, save that the caster controls a creature in a different plane.
If the caster can see into the plane, he may choose his subject. If the mage cannot see into the plane in question, he "possesses" a random subject. The GM should roll randomly to determine the usefulness of the potential host.
Subjects may roll vs. Will to resist.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 8 to cast, 4 to maintain.
Time to Cast: 1 minute.
Prerequisites: Animal, Control Person, and Planar Visit.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Greg Littmann.

Control Otherworld Gate Regular, Resisted Special

Author: GURPS Celtic Myth

Control Stargate Regular, Resisted by Special

Forces an open Stargate to close, a closed Stargate to open, or tilts and displaces the subject Stargate as the caster wishes.
This spell allows the caster to move a Stargate at up to 3 hexes per turn. This spell also allows the mage to choose a particular destination to which he wishes to travel, as long as he is familiar with the destination, having traveled there before.
Once control is relinquished, the Stargate reverts to its programmed state. If it was moved, it will instantly move back to its original location, as if teleported.
If several mages all attempt to control a Stargate at once, the Stargate resists them with a single roll. If the Stargate loses the contest, control goes to the mage whose spell succeeded by the largest margin.

Duration: 1 minute.
Cost: 6 to cast, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 3 and Seek Stargate.
Item: Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 300 points.
Author: Net (GURPS Stargate Ancient Egypt)

Create Faerie Land Area

This spell makes an ordinary area much closer to the land of Arcadia. Boundaries between the two planes are weakened and already magical or "fae" areas made even more strange and incomprehensible.
The mana level in the spell area is increased, and the area's mana is aspected towards Elemental Earth, Air and Water magic as well as Plant magic, all of the faerie sort.
Eventually, areas affected by this spell will attract faerie creatures, and possibly even faeries themselves. The GM must determine how soon this happens, and what sort of creatures appear.
This spell can't be used in places where faeries can't appear or in areas that they would consider abhorrent. "Mundane" areas give the mage penalties to his skill to cast this spell, as determined by the GM. Areas that are already a bit magical, mysterious, and strange give bonuses to the mage's skill.
In a "traditional" fantasy campaign based on European mythology and Christian myth (such as the world of Yrth or Ars Magica), faeries prefer mysterious wilderness areas far from human habitation or areas with high levels of natural mana. Faeries dislike areas strongly associated with the demonic or the holy, places where man has spoiled the earth, and places where iron is present in great quantities.
In a campaign based on the World of Darkness Changeling setting, faeries are attracted to places of magic, creativity, mystery and wonder, and are repelled by places of suffering, confinement, oppressive bureaucracy, ugliness or cynicism.
This is also a Metaspell spell.

Duration: 1 Hour.
Cost: 5 points.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Open Gate, Aspect Mana, and Mana Pool.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points, (b) Any Object. Affects the area around it as if this spell had been cast. Energy Cost to Create: 100 points per hex of radius. (c) This spell can be permanently cast on an area for 50 times the base cost.

Create Otherworld Gate Special

Author: GURPS Celtic Myth

Create Space Regular

This spell creates an open area by magically warping space. Existing objects aren't damaged, they're just somehow moved to make an open area.
Note that this spell can't be used to create space where no space exists, but it can be used to make existing spaces larger, as long as the existing gap is at least 1 inch wide. For example, this spell won't work against a well-made wall, but the mage could use the spell to enlarge an existing gap, such as a gaping crack, or an arrow loop.
At the end of the spell, the created space vanishes. Anything (or anyone) in the space is "squeezed out" into the nearest available open space. If there is no available adjacent space, non-living objects vanish. Living creatures take 3d damage and are teleported to the nearest open space. If more than one location is possible, the GM should roll randomly to see which way the subject goes.

Duration: 1 minute.
Cost: 4 per hex of space to be created, half to maintain.
Prerequisite: Create Gate.
Time to Cast: 10 seconds.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 750 points.

Deep Pockets Regular

This spell allows a small container to carry up to double its normal weight and volume without changing its "perceived" weight and volume. The extra material is held in an extra-dimensional space linked to the mage's dimension through the container.
The container to be affected by this spell can't be any larger than one cubic foot in volume, can't hold more than 20 pounds, and must be worn by the mage. Typically, objects such as pouches and pockets are enchanted with this spell.
As long as the material held in the container is all held in the extra-dimensional space, the container will appear empty until the mage speaks a word of command. If the material in the space is not removed from the container before the spell ends, it will appear back in the "normal" volume of the container, either overflowing the container or bursting it, or both.
If the container is overloaded, either by objects that can't completely fit into the container, or by putting more than 20 lbs. of material into the container, this spell ceases to work.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Hideaway.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Detect Beacons Area, Information, Resisted by Spell

This spell detects the presence (or absence) of Teleport beacons or similar spells within the area of effect.
If this spell is cast while scrying an area with another spell, the mage will know if there are any spells in the area that will interfere with Teleportation or Gate spells.
If this spell is cast on the location from which a mage teleported up to 1 minute before the Detect Beacons spell is cast, the spell will reveal the approximate distance and direction of any Teleport Beacon linked to that mage. With this use of the spell, the scrying mage has a long-range penalty to his skill roll equal to the distance to the Teleport Beacon.
This spell doesn't tell the mage what sort of Beacon, Shunt or Barrier is in place, only that one exists. To determine the exact spell, the mage must use another spell, such as Analyze Magic.
Note that if a mage is within the area of a Teleport Barrier or Teleport Shunt (or a similar spell), he might be able to detect such spells just by using his Magery advantage.
If an opposing mage wishes to hide the presence of a Beacon, the detecting mage must win a Contest of Skills between his Detect Beacons spell and the opposing spell.
Cost: 1/4 point. (minimum 1 point).
Prerequisite: Magery, Analyze Magic, Detect Gate, one of either Teleport Beacon, Teleport Barrier, or Gate.
Item: Wand, Staff, or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Detect Gate Information

This spell will allow the mage to detect the presence of any gates within 20 hexes. It will also tell him where (and when) the gate leads and how it can be opened.
If the mage who created the Gate wishes to keep this information hidden, the detecting mage must win a Contest of Skills between his Detect Gate spell and the other mage's Gate spell.
Cost: 3 points.
Time to Cast: 1 minute.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Dimension Block Area, resisted by Spell

Similar to the Teleportation block, this spell prevents travel within the area of effect to or from other dimensions or planes.
Travel through an area on another plane linked to the Dimension Blocked area is still possible, but travel between planes or dimensions are impossible within the area of effect.
While this spell is in effect, Gates in the area are temporarily closed.
Mages attempting to Planeshift or pass through gates in the area, can overcome this spell if they win a Contest of Skills between the Dimension Block spell and their spell skill.

Duration: 1 minute.
Base Cost: 2, half to maintain. An area can be permanently enchanted with this spell for 25 times the base cost.
Time to Cast: 3 seconds
Prerequisite: Close Gate, Teleport Block
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Dimension Bolt Missile

When this spell is cast, a whirling gray disc of energy shoots out from the mage's hand.
Anyone hit by the bolt is transported to a different, random, plane as if he were affected by the Dimension Wave spell.
The bolt has SS12, Acc1, 1/2D n/a, and Max 50. It is targeted using the Spell Throwing (Dimension Bolt) skill.
Optionally, the mage can have the bolt keep the subject on the same plane, but randomly teleport him 3d x 1,000 feet in a random direction (including straight up).
Except for choosing whether to transport the victim to a different plane, or to teleport him, the mage has no control over where the victim goes.

Cost: 5 points.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Dimension Wall.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Dimension Wall Area, resisted by Will

This spell creates a thick wall of swirling, shimmering "fog" that is actually a small transdimensional rift.
Spells and missiles thrown through the mist vanish into the rift for 1d turns, before reemerging in a random direction. The GM can rule that most spells and missiles miss, though they might hit someone in a adjacent hex on a roll of 6 or less. Homing missiles will attempt to reacquire their target, if it is still possible to do so.
Anyone who passes through the mist must roll vs. Will or fall into the rift, temporarily vanishing from the world from which they came.
Victims trapped in the rift must roll vs. IQ-4 each turn to find their way back to the plane from which they came. People trapped in the rift when the spell ends are permanently lost between worlds or dimensions, or are trapped on another plane. In any event, they cannot be rescued without the use of powerful magic.
Note that the mage cannot move this spell, nor can he cancel the spell "instantly" unless he uses another spell to do so. The mage also has no control over where victims trapped in the rift are sent when the spell ends.
In other respects, this spell is like the Darkness spell, in that it blocks light and vision through its area of affect.

Duration: 1 minute.
Cost: 5 per hex, 4 to maintain.
Time to Cast: 5 seconds.
Prerequisites: Magery 2, Plane Shift Other.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) This spell can be made permanent for 100 times the base cost.

Dimension Wave Area, resisted by Will

This powerful spell creates a 10-foot high wall of transdimensional "fog" that flows away from the mage at a speed up to Move 5. This fog is identical to the mist described in the Dimension Wall spell.
Like the other "wave" spells, the hexes occupied by the mist must be contiguous and must move remain more or less parallel (no more than 1 hex ahead or behind the main body of the wave) as they move away from the mage. Also, though the mage can slow the wave (to a minimum Move of 1) he can not stop it, turn it more than 30 degrees from the direction in which the spell was originally cast, or reverse its motion. However, like any other spell, the mage can choose which targets are affected by the spell.
The mage can also "extend" the wave by paying for extra hexes of effect. No skill roll is needed to enlarge the wave in this manner. Likewise, the wave can be temporarily contracted to fit through small openings. There is no point cost to temporarily contract the wave. The mage can permanently contract the wave by Will

ing some of the hexes of effect to vanish. This has no effect on base cost, but reduces subsequent maintenance costs.
Note that the mage cannot cancel the spell "instantly" unless he uses another spell to do so. The mage also has no control over where victims trapped in the rift are sent when the spell ends.

Duration: 1 minute.
Cost: 5 per hex, 4 to maintain.
Time to Cast: 5 seconds.
Prerequisites: Dimension Wall.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Dimensional Fog (VH) Area, resisted by Will

This spell fills an area with swirling gray fog which as the same effects as the Dimensional Wall spell. However, unlike that spell, people trapped in the fog can't return to their home plane.
A victim who fails his Resistance Roll vs. Will, will be randomly transported to some other plane or dimension. At the mage's option, victims can all be sent to a single plane, or different planes, with which the mage is personally familiar.

Duration: 1 minute.
Cost: 5, 4 to maintain. This spell can be made permanent for 50 times the Base Cost.
Time to Cast: 5 seconds.
Prerequisites: Dimension Wall.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Dimensional River (VH) Regular, resisted by DX

This spell creates a inky black, sparkling "river" which opens into deep space or interdimensional void.
The river is 1 hex wide and flows away from the mage at the rate of 2 hexes per turn. As long as the mage concentrates, he can extend the stream from its source and control its path. When he ceases to concentrate, the stream stops growing, and the mage can't extend it any further.
Anything in a hex that the river passes over or through, and except for stone, brick, earth or objects solidly rooted to the ground, will be sucked into the void.
Characters in the path of the river can roll vs. DX to avoid the flow. Those who are sucked into the void are forever lost. They are either trapped in limbo or die in the hard vacuum of space. Powerful magics are required to find and rescue victims of this spell, if they can be saved at all.
In other respects, this spell is like the Dimensional Wall spell.

Duration: 1 minute.
Cost: 5, 4 to maintain.
Time to Cast: 5 seconds.
Prerequisites: Dimension Fog.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Dimensional Teleport (VH) Regular, resisted by Will

This spell allows the mage to transport himself or a subject to any time, place, or dimension in the multi-universe without regard to time or distance. Essentially, this spell is a combination of the Teleport and Time Travel spells, linked to the World Jumper advantage. Modifiers to skill for Time are as for the Time Travel spell. Modifiers to skill for Distance are as for the Teleport skill. Modifiers for distance between dimensions are as for the Planar Travel spell.
Unwilling subjects resist with Will.

Duration: Instantaneous
Cost: 20 points per hex of subject.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Teleport, Time Travel, and Planar Travel.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points. Mage only.

Disorganization Regular or Area, resisted by IQ

This spell makes it virtually impossible to quickly retrieve an object from its storage place.
If the spell is cast on a pouch, pack, or similar container, the subject must roll vs. DX-8 to grab the object that he wants. Failure means he gets some other object, even if there is only one object (or one type of object) in the container.
On any attempt to extract something, there is a 1 in 6 chance that the container will produce a random object. It can be anything - a hairbrush, a ball of rubber bands, maracas, subway tokens, etc. - but the created item will never be more than moderately useful in the subject's current situation.
If cast on an area (such as a closet, shelf, or drawer), the subject must roll vs. DX-8 to get the item he wants. "Created" items will be in keeping with the affected space. For example, if this spell is cast on a bookshelf, a character is likely to get "The Little Golden Book of Nameless Horrors", bound volumes of tax records, old high school yearbooks, or endless copies of Dan Quayle's autobiography. If cast on a closet, the character is likely to get coat hangers, old Christmas lights and water skis.
If this spell is cast on an object carried or worn by an unwilling subject, the character may roll vs. IQ to resist.
This is also an Illusion and Creation spell.

Duration: 1 minute.
Cost: 2 points to cast on a pouch, pack or similar item, 3 points base cost if cast as an area spell. , same to maintain.
Prerequisite: Create Space, Complex Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Fumbling Pouch. GURPS Magic Items 2, p. 53. Energy Cost to Create: 250 points.
Author: Adapted from GURPS Magic Items 2.

Disposal Regular, resisted by DX

This handy variant of the Gate spell creates a small one-way portal to the nearest sewage system, dunghill, trash heap, recycling center, or reprocessing unit, as appropriate for the campaign.
When the spell is cast, the mage creates an 12 inch diameter round area of pure black space which can be placed on any roughly horizontal, inanimate surface. Anything dropped into the hole vanishes, to reappear in the nearest waste disposal area. If the mage specifies when the spell is cast, he can choose the location to which waste is sent, or send different types of waste to different locations.
Items or creatures that are larger than 12 inches across their smallest dimension can't be forced through the gate. Likewise, small creatures dropped into the hole Resist with DX to avoid being sent to the sewers.
Objects must be placed completely within the gate before they are transported - you can't chop off a foe's hand by sticking it into the gate! Creatures and items transported to the sewers are not harmed, but they might have difficulty escaping.

Duration: 1 minute.
Cost: 3, 1 to maintain. This spell can be made permanent for 25 times the base cost.
Time to Cast: 5 seconds.
Prerequisite: Detect Gate.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Disrobe Regular, resisted by Will

This spell can be cast on equipment and clothing worn by the subject.
If a Resistance Roll vs. Will roll is failed, all objects worn or carried by the victim are magically removed from his body and are scattered in his hex.
If this spell is cast on a single item there is no bonus to the Will roll. If the spell is cast on everything that the subject is wearing or carrying, he gets +2 to his Will roll. He is at -2 to Will if the spell is cast on an item is loosely held to the character's body (such as hat or a scarf).
This is also a Motion spell.

Duration: Instantaneous.
Cost: 3, can't be maintained.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 150 points.

Door into Nowhere Regular

This spell allows the mage to create a door that will open into a small (5' square cube) extradimensional space.
The space will be small, featureless and empty, but will provide the mage and his companions with fresh air. When the mage enters the space, the door closes behind him, leaving behind nothing. When the spell ends, any contents of the space are gently but irresistibly pushed out of the space. This spell can be cast anywhere, no wall or other surface is needed.
Magic spells that specifically detect hidden objects or extradimensional space (or beings) must win a contest of spell skills to detect the hidden space. Normal "mage sight" or Detect Magic spells won't detect a Door into Nowhere unless the "door" is open.
Each doubling of cost multiplies the cubic area by one. For example, doubling the cost doubles the cubic area (to 10' square), tripling it triples the cubic area (to 15' square) and so on. Maintenance cost is increased proportionately to base cost.

Duration: 1 minute.
Cost: 5, 3 to maintain. Each doubling of cost increases area as described above.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Holdall.
Item: (a) Staff ,Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Small cube made of onyx or crystal. Creates an extradimensional space of a set size on command. Energy Cost to Create: 1,000 points. (c) This spell can be made permanent on an area for 200 times the base cost. The door will open or close on a command word or when certain types of conditions occur.
Author: Adapted from GURPS Magic Items 1.

Dress (VH) Regular, resisted by Will

The subject of this spell is magically dressed in whatever clothing and armor the mage wishes, and is equipped with weapon(s) and equipment of the mage's choice. The mage can either equip the subject with existing goods within the mage's line of sight, or he can create (or summon) clothing and equipment from elsewhere.
The mage may create any clothing, equipment, or armor with which he is personally familiar. If there is any doubt as to whether the mage can, or cannot, create an object, the GM should require a roll vs. the appropriate skill.
If the subject is equipped with missile weapons, they come equipped with 20 rounds of ammunition, either in the weapon or in appropriately placed quivers or pouches. More ammunition can be purchased for extra energy.
Clothing and equipment created with this spell vanishes if removed from the subject's body for more than 10 seconds. Real clothing and equipment does not vanish.
Existing clothing and equipment can be made to vanish when this spell is cast, but it reappears on the subject's body when the spell ends.
Unwilling subjects resist with Will.
This is also an Illusion and Creation spell and a Making and Breaking spell.

Duration: 1 minute.
Cost: 2 points to dress a character in existing armor, clothing or equipment. Can't be maintained. Cost to create clothing or equipment is 1 per $100 worth of clothing and/or equipment to be created or removed, half cost to maintain. There is a minimum cost of 2 points to create or remove "normal" clothing, no matter what its value. If armor is created, there is a an additional cost of 1 point per point of PD, or 2 points of DR that the armor possesses. If weapons are created, there is an additional point of 1 point per die of basic damage the weapon will inflict. Double the energy cost if the subject is unwilling. Double the energy cost again for each TL that the clothing or equipment exceeds the local TL.
Time to Cast: 3 seconds.
Prerequisite: Magery, Disrobe, Create Item, 10 other spells from the Gate, Illusion and Creation or Making and Breaking colleges.

Duo-Dimension Regular, resisted by Will

This spell makes subject and any objects they are carrying to become two-dimensional.
Two-dimensionality has several effects. The subject has no mass, so he can do no damage with physical weapons. Psionic and magical attacks still work, as do missile weapons. Missiles become three-dimensional as soon a they leave the user's weapon.
If the subject turns "sideways" he vanishes out of the third dimension and becomes, effectively insubstantial. This gives a bonus of +4 to +10 to skill rolls that involve concealment, such as Stealth, Shadowing or Camouflage. This ability also gives the subject +2 to his effective Dodge, and +4 to DX rolls to avoid falling objects.
The subject can also slide through cracks wide enough to accommodate his width along one of his two remaining dimensions. This gives +4 to skills such as Escape.
Finally, the subject takes triple normal damage if he is hit by a Cutting, Impaling, or bullet damage while in a two dimensional state. Damage is tripled after the normal bonuses for damage that penetrates armor are calculated.
Since the subject is almost massless, he takes no damage from falls, but is vulnerable to other problems. He automatically loses Slam attacks, and must roll vs. DX each turn to keep his balance in high winds. On a failure, the subject is blown back 1 hex and falls down. On a critical failure, he is picked up and blown 2d hexes downwind. The subject is also at -4 to all Resistance rolls to resist spells that produce a jet or stream of material, such as Air Jet, Water Jet, Sand Jet, etc.
Unwilling subjects resist this spell with Will.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 5 seconds.
Prerequisite: Deep Pockets.
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.

Duo-Dimensional Blade Regular, resisted by Will

This spell removes one dimension from a bladed weapon, making it extremely sharp.
Dou-Dimensional Blades have an armor divisor of (5) and double all Cutting damage. However, they are extremely fragile. Treat a Dou-Dimensional blade as Cheap when determining breakage if they strike (or are struck) on the flat of the blade by another weapon. Fortunately, the edge of the blade is extremely sharp.
Roll a Contest of Weapon skills between the wielder and anyone Parrying or Blocking a Duo-Dimensional Blade. If the subject loses the contest, his foe struck the weapon on the flat, and he must roll for Weapon Breakage. If he wins the contest, his opponent's weapon or shield takes normal damage from the duo-dimensional blade.
Unwilling subjects resist this spell with Will.

Duration: 1 minute.
Cost: 2 per pound of weapon to be affected, same to maintain. A weapon can be permanently enchanted with this spell for 25 times the base cost.
Time to Cast: 3 seconds.
Prerequisites: Duo-Dimension.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Endless Hours (VH) Regular

This spell is the reverse of the Time Flies spell.
It is very similar to the Great Haste spell, in that it makes the rest of the world to seem to slow or stop, while the characters speed up.
Subjects affected by the spell move at 10 times their normal speed. This allows characters in combat to attack as if their foe was "frozen" (No Active Defenses). In non-combat situations, the subject can move, explore, or perform other actions as if the rest of the world were frozen in place.
The only catch is that Fatigue that the subject expends while the spell is in effect is multiplied by 10 when the spell ends. If total Fatigue exceeds -ST, the subject falls unconscious until Fatigue is regained. The subject also takes 1 point of damage per each multiple (or fraction thereof) of negative ST.
Spells or missile attacks that affect victims not under the influence of the spell seem to "hang" in space for the duration of the spell as soon as they leave the subject's hand (or weapon). The attacks only take effect when the spell ends, when they strike simultaneously. A victim may use Active Defenses against these attacks, though they might swamp his defenses.

Duration: 1 minute.
Cost: 10 points per hex of creature or item affected, half to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery 2, Great Haste, and Speed Time.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 10,000 points.

Ethereal Form Regular, resisted by Will

This spell transports the subject and any items he is carrying to the Ethereal plane. In other respects, this spell is like the Astral Projection spell.

Duration: 10 minutes.
Cost: 3, 2 to maintain (double costs if cast on an unwilling subject for each hex of subject).
Time to Cast: 30 seconds.
Prerequisites: Magery, Hideaway.
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.

Extradimensional Manipulation (VH) Regular

This spell allows the mage to create a force field in the shape of his own arms that he can use to manipulate objects through time or space.
In order to affect an object, the mage must know roughly where (and when) it is, and he must have the tools present dimension to perform the task. Once the task is finished, the arms of force vanish, ending the spell. Objects can't be transported through time, space, or dimension by means of this spell.
The arms appear to be opaque, glowing disembodied arms. They have the same ST and DX as the mage's own arms, but only have 1/2 the mage's HP. They are targeted at -2 to hit. They have a Move equal to the mage's normal Move. Damage taken by the arms is applied to the mage's "real" arms. If the arms are crippled or destroyed, the mage's arms are crippled.
The mage can "see" the area within 3 feet of the arms. He can use the arms to attack, but is limited to bare-hand attacks unless he has weapons at hand. arms to attack, but unless he has weapons at hand he is limited to bare-hand attacks. Due to the effects of the spell and the difficulties of fighting via "remote control", the mage is at -4 to all attacks and Active Defenses when fighting through the disembodied arms. If the arms are destroyed, the spell ends. Attacks to targets outside the ranges that the mage can "see" are treated as Blind Attacks.
The mage can't cast spells through the hands, and he can only have one pair of arms at any point in the space-time continuum. For example, the mage can't cast this spell at a foe in the past. Then rest and recast the spell to create another set of arms to attack the same foe (or do something else) at the same time).
The same long range penalties for time as for the Time Travel spell and the long range penalties for distance for the Teleport spell apply to the Extradimensional Manipulation spell.
The GM should be aware of any time paradox problems the mage's meddling might cause, and should penalize the mage accordingly. See GURPS Time Travel for the effects of Time Paradox.

Duration: 1 minute.
Cost: 5, same to maintain.
Time to Cast: 3 seconds.
Prerequisites: Time Travel, Planar Travel, Wizard Eye, Remote Control, and Create Force.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Extradimensional Prison Regular, resisted by Will

Unless they roll vs. Will to resist, this spell traps its victims in a small extradimensional space. This space is, at minimum, 5 times the volume of the subject and always gives the subject sufficient room to breathe and to shift position. For a human-sized creature, the space is a minimum of 10 cubic yards, or a cell 6' x 6' x 7.5'.
Air (or other atmosphere appropriate for the victim) is magically provided and renewed, but no food or water is present, unless the mage wishes to provide it. Temperature and light levels are set by the mage, but temperatures must be within the comfort range of the creature. (For humans this means 55-80 degrees F.) Lighting is also set by the mage, but it cannot be so bright as to blind the subject.
By concentrating, the imprisoning mage can hear, see, smell, and speak into the space. When the mage speaks into the cell, his voice seems to emanate from the walls of the cell.
The mage can send (or retrieve) items from the cell using the Hidey-Hole spell. If creatures are in the cell when the spell expires, they are cast into extradimensional space or returned to the plane from which they came, at the whim of the mage. It the mage casts his victims into extradimensional space, the victims are allowed an additional Will roll to resist. Victims who fail their roll are lost on the Astral Plane (see the Astral Body spell for more details). Victims who succeed are returned to their home plane in approximately the place that they were imprisoned.
A mage can rescue prisoners from an Extradimensional Prison either by casting a Counterspell, or by casting a Planeshift Other spell, or the Sanctuary spell. In the latter case, the Sanctuary spell open into the Extradimensional Prison, allowing prisoners to escape to the Sanctuary, and from there to the plane to which the Sanctuary is linked. In all cases, these spells must win a contest of spells vs. the Extradimensional Prison spell.

Duration: 1 day.
Cost: 6 per creature to be trapped. For 1 extra point, simple furniture and sanitary facilities can be created. For 2 extra points fancy and/or comfortable furnishings and basic amenities (plumbing, clean running water, simple food) can be created, as the mage desires. Every extra point doubles the size of the cell. Half the base cost to maintain. This spell can be made permanent for 25 times the base cost.
Time to Cast: 5 seconds.
Prerequisites: Magery 2, Sanctuary, and Hidey Hole.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Jewelry, Mirror, or similar object. Works for owner/wearer only. Energy Cost to Create: 1,000 points.

Far Striker Regular

This spell allows the mage to strike at a single distant target with a melee weapon, as if the victim were at the preferred range for the weapon.
The victim may defend normally, and may strike at the weapon being used against him (on turns when it is used to attack), but not at the user of the weapon.
If the victim of the weapon is more than 5 hexes away from the subject, the subject is at -1 to effective skill to attack the victim for every 5 hexes of distance. In addition, due to the nature of the combat, it is impossible to make feints against the distant target.

Duration: 10 seconds.
Cost: 5, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Sniper's Alley.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Any melee weapon. Energy Cost to Create: 500 points.

Far Travel (VH) Regular, resisted by IQ

This spell allows the caster and his traveling companions to ride or walk from one location to another similar location (i.e., woods to woods, mountains to mountains) in a very short time, no matter what the actual distance between the two locations.
To cast this spell, the mage and his companions must enter a natural terrain feature similar to the terrain at their destination. The mage then casts the spell (usually as a ceremony) and the party is magically transported to an area of similar terrain near their destination. The distance traveled before the spell takes effect is equal to 1d-1 miles x 2% of the total distance. When the spell activates the party will end up 1d-1 x 1% miles from their final destination. Though the mage will know when the spell takes effect, the spell is invisible to the other travelers. Unless they know better, they will just think that they had an unusually short or fast trip.
For example, a mage uses the Far Travel spell to move him and his companions across The Great Oak Forest, which is 500 miles wide. The GM rolls a 3, modified to a 2, which is multiplied by 2% of 500 mile, so the party travels 20 miles into the forest before the spell takes effect. When the party reaches its destination, the GM rolls a 5, modified to a 4, so the party arrives 20 miles from their final destination. To all but the mage, it appears that the party traveled through the forest after a journey of only 40 miles!
If possible, this spell will keep the mage and his party on the same road or path they were following when the spell was cast. If there was no road or path, the mage must make a Navigation or Orienteering skill roll or use magic to determine his new position. If the mage was lost when he cast this spell, he will arrive near his destination, but he will still be lost! Other characters are at -5 to their Orienteering or Navigation skill rolls if they don't know that this spell has been cast.
Characters in the party may roll vs. IQ to resist this spell. If any character in the party resists successfully, the spell fails.
Willing subjects of the spell may take up to heavy encumbrance at no additional penalty.
Unlike other spells of this sort, the mage can cast this spell ceremonially while he (and the other participants) travel! In this case, the act of traveling is part of the ceremony.

Duration: Instant
Cost: as per Teleport plus 1 fatigue per 5,000 lbs. of mass. (This works out to 20 people, 10 horses, 2 2,500 lb. wagons or some other combination.)
Time to Cast: 1 hour per 500 miles of actual distance between the two points.
Prerequisite: Teleport Other.
Author: Adapted from Travis Foster.

Gated Weapon Regular

When this spell is cast on a weapon, the weapon can bypass a limited amount of armor. The effect is similar to the Penetrating Blade enchantment.
For 2 points casting cost, it bypasses the first point of DR. For 4 points, it bypasses the first 2 points of DR. For 6 points, it bypasses the first 3 points of DR.
Higher levels are not possible with this spell. The spell has no effect on unarmored targets, but it will help against creatures with natural armor. Characters using this spell must also be careful to "turn off" the spell before sheathing a blade; a "Gated Weapon" might cut from inside its sheathe!
The spell may be cast on a single missile weapon (such as a knife, arrow or bullet) but not on a missile launcher (such as a bow or gun).

Duration: 1 minute.
Cost: 2, 4, or 6; half to maintain.
Prerequisite: Create Door or Create Gate or Phase.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.
Author: Stan Berry.

Hidey-Hole Area, resisted by IQ

This spell allows the mage to create a "pocket dimension" whose only entrance corresponds to a certain location (or object) in this universe.
The "door" to this dimension must be cast on a solid object large enough to admit the mage (typically a door or wall). The door can be opened and closed at will by the caster or those people designated by the him. The cost of the spell corresponds to the amount of extra-dimensional space created, not to the size of the door.
The default extradimensional space is a featureless gray sphere lit with a dim light, and can hold up to 500 lbs. per hex of space. The caster can alter the dimensions, light level, and appearance of the space as long as its volume remains constant. The space automatically has a temperature and atmosphere comfortable to the mage, regardless of the conditions outside the space. Air in the space is finite, however, unless replenished by magic or by opening the door to a source of fresh air.
The mage can change other properties of the extradimensional space with magic.
If surface that contains the door is destroyed, or if the weight capacity of the space is exceeded, the space and everything within it is lost into interdimensional void.
Characters in the space when it vanishes may roll vs. IQ to go through the door before it vanishes.

Duration: 1 minute.
Base Energy Cost to Create: 5 points, half to maintain. (Minimum of 2 hexes). Each doubling cost doubles the mass that can be held. This spell can be made permanent for 25 times the base cost.
Time to Cast: 10 seconds.
Prerequisite: Magery, Hideaway
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Holdall Regular, resisted by DX

This spell creates a small, temporary extradimensional space approximately 1 foot square and 4 feet deep that is linked to the mage's hand. This allows the mage to palm small objects simply by grasping them. To observers, it appears that the object is sucked into the palm of the mage's hand.
To palm objects unobtrusively, the mage must roll vs. Sleight of Hand +5 or DX-3. If he is being observed, the mage must win a Contest of Skills between his Sleight of Hand skill and the best Vision roll of any observer.
The portal created can only absorb objects. Palmed objects can't be removed from the extradimensional space until the spell ends. Then, the palmed object pops back into existence, magically appearing from the mage's hand. If the mage is otherwise occupied when the spell ends, he must make a DX roll to grab the object when it reappears. If he is holding something else when the spell ends, the object automatically falls to the ground in his hex.
If this spell is used to make a weapon (or other object), "materialize" the mage must roll vs. Fast Draw skill to instantly ready the weapon. Otherwise, he must ready it normally.
Objects carried in the Holdall space don't count as encumbrance as long as they are contained.
If this spell is used against an object owned or held by an unwilling character, they may roll vs. DX to resist the spell.

Duration: 1 minute.
Cost: 3, 2 to maintain. For double cost, the area of the extradimensional space can be doubled in one or more dimensions.
Prerequisites: Magery, Apportation.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) Holding Ring, GURPS Magic Items 1, p. 74. Energy Cost to Create: 750 points.
Author: Adapted from GURPS Magic Items 1.

Implode Regular, Resisted by HT

The Implode spell creates a small spatial vortex within a subject's body, causing their body to collapse.
The vortex creates a temporary void inside the victim's body that does up to 3d points of damage. Creatures with the Unliving disadvantage take half damage from this spell. Creatures with the Being of Pure Though, Astral Body, or Body of Air advantages or the Insubstantial disadvantage are immune to this spell.
Due to the nature of the spell, it cannot be Blocked or Dodged and armor offers no protection against it. Victims roll vs. HT to resist.

Duration: Instantaneous.
Cost: 1 per 1d damage up to 3d, can't be maintained.
Time to Cast: 1 second per die of damage.
Prerequisites: Create Gate.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Greg Littmann.

Insubstantial Object Area, Regular, resisted by IQ

This spell makes a single object touched by the mage completely insubstantial in respect to all other items except the mage's hand or body and the ground on which the mage stands.
For example, if this spell were cast on a door, it would become insubstantial to all objects except the mage's hand, allowing him to push it open, even if it was barricaded. The insubstantial door would just swing through the barricade.
Insubstantial objects are not made invisible. Though missiles or weapons can be launched through insubstantial objects, the attackers are effectively blind (-10 to hit, maximum roll to hit 9). Missiles made insubstantial with this spell will go through any object, but will do no damage if they hit.
This spell can't be cast on living creatures, nor can it be cast on the earth. This spell can be cast on free-standing natural object, such as a tree or stone, but the entire object must be affected. This spell can be cast on a discreet part of a man-made object, such as a door in a wall, the mast of a ship, or a wagon wheel. In this case, however, the insubstantial part retains its substantiality in regard to the other parts of the whole. For example, an insubstantial wagon wheel would still support the wagon, though the wheel would do no damage if it ran over someone, and it would pass through obstructions in its path.
If this spell is cast on an object held, owned or touched by an unwilling character, he is allowed a roll vs. IQ to resist.

Duration: 10 seconds.
Cost: 1 point for a small object (up to 1 lb.), 2 for an object up to 10 lbs., 3 for an object up to 50 lbs. or 4 points per 100 lbs. of material, half to maintain. If cast as an Area spell, the Base Cost is 4 points, half to maintain.
Time to Cast: 3 seconds.
Prerequisites: Phase.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 350 points. (c) This spell can be made permanent for 25 times the base cost.

Magic Chest Regular

This spell allows the caster to magically transport a container to the ethereal plane. When the mage wishes, he may then summon the container to his location.
To cast this spell, the mage must have a suitable container and some sort of talisman (which could be a key to a chest, a small replica of the large container, or something else the GM deems suitable) to draw the container to his location from the ethereal plane. If the talisman is lost or stolen, the larger container will be drawn to the location of the talisman when the spell ends. If the talisman is destroyed, the larger container is lost in the ethereal plane.
The mage can end the spell at any time by summoning the larger container or by Will

ing the larger container to be permanently lost in the ether. If the mage doesn't consciously end the spell, the container will be summoned to the location of the talisman when the spell ends.
Containers in the ethereal plane are generally safe, but there is a chance that someone or something might find the chest. Roll 3d when the container is first placed in the ether, and once per week thereafter. On a roll of 17 or more, someone has interfered with the container. What they do with it depends on the nature of the container, its contents and what protective spells the mage has placed on it. The GM should be creative in determining the effects.

Duration: 1 day.
Cost: 1 per 10 lbs. of material affected, same to maintain. A container can be permanently enchanted with this spell for 25 times the base cost.
Time to Cast: 1 minute.
Prerequisite: Hidey-Hole.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Magic Door Regular, resisted by Special

This spell closes a gate or other aperture with a seal of any sort with which the mage is personally familiar. For example, the modern mage could block a corridor with a metal security door, a medieval-style portcullis, a rock slide, or a high tech electronically-controlled airlock.
The door has normal statistics for a non-magical door of the same type. At the mage's whim, the closure created can be watertight and/or airtight as long as the wall around the portal is also watertight or airtight. The portal can have a lock on it of any type with which the mage is personally familiar, but additional spells are required to seal the door against magical penetration (such as Astral Body or Teleport spells).
This spell can be cast on Gates and Teleportals, either to control access or to disguise them. In this case, the mage can make the portal look and behave differently from each side of the gate.
This is also a Making and Breaking spell.

Duration: 1 hour.
Cost: 3 points per hex affected, half to maintain. Add 1 point to base cost if the door is to have a lock or is to be air or watertight. Double cost for high-tech or ultra-tech doors or for especially massive low-tech portals.
Prerequisite: Magery, Create Object, and Close Gate.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points if the item creates just one sort of door, 500 points if it allows the user to cast the spell. (b) This spell can be made permanent for 50 times the base cost.

Magic Tunnel Regular, resisted by DX

This spell will create a "door" into solid objects. The corridor extends in a straight line at right angles to the plane of the "door" to the next open space within 1/4 mile.
The space into which the tunnel opens must be at least as tall and broad as the door, and as long as the door is broad. Smaller fissures will be ignored and users of the tunnel can't see them from inside the corridor.
When the spell is cast, an identical portal is created on the other end of the corridor, assuming there is appropriate opening on the other side of the tunnel. When the portal opens on one end, it also opens on the other end, when the portal closes on one end (or the spell ends) both portals close, and the corridor, along with anything in it, simply ceases to exist. Characters who are trapped inside when the door closes may roll vs. DX to escape the vortex as it closes. Characters who escape appear by the exit nearest to them.
The doors are obvious to any onlookers and can be closed with a simple ST roll. The size of the door can be of any size that the mage chooses, the cost of the spell depends on the length of the corridor.
The mage will know if the tunnel has an exit, and if so, how far away it is. He will also be able to sense if anyone is within 10 hexes of the door. If the mage is in the tunnel when someone attempts to close the door, he may resist the attempt by rolling a contest of his Will vs. the closer's ST.

Duration: 1 minute.
Cost: 1/4 per hex of corridor created (minimum 4 hexes), half to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Create Gate.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Portable Door, GURPS Magic Items 1, p. 76-77. Energy Cost to Create: 750 points.
Author: Adapted from GURPS Magic Items 1.

Major Gated Weapon Regular

When this spell is cast on a weapon, the weapon can bypass a significant amount of armor. Each level reduces effective DR by a factor of 2.
In other respects, this spell is identical to the Gated Weapon spell.

Duration: 10 seconds
Cost: 4 points per level; same to maintain.
Prerequisite: Gated Weapon.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.
Author: Stan Berry.

Monster Arms Regular, Special Resistance

This spell can only be cast on a box, bag, or other container. When the container is opened, two long, inhuman arms will extrude from inside, and attempt to drag the subject in. If the mage wishes, he can specify that this spell will only work on certain people or certain types of people, or only when certain criteria are met (i.e., "Attack the second person to open the chest." or "Attack anyone who attempts to take something out of the chest.")
The opener must immediately make a Fright Check. If he fails, he is mentally stunned and is helpless. Otherwise, he can escape the arms. If he wins a Contest of DX, he avoids them entirely. If that fails, he may attempt a Contest of ST each turn to break free. The arms have ST15, DX10 and will pull the victim in at a rate of 50 lbs. of body weight per turn.
Once the victim is drawn into the container, it will close. Opening the container again reveals nothing but empty space, the victim simply ceases to exist. A Great Wish or similar magic is required to recover the body.
If the container is destroyed, the spell automatically ends. However, once the spell is triggered, the container has PD6, DR10 and takes 50 HP to destroy. In any case, destroying the container will cause an explosion that does 7d points of concussion damage. Anyone within range of the blast takes damage, though damage is reduced for distance from the explosion's center.

Duration: 1 hour. Effects last for 1 minute or until one victim is "devoured."
Cost: 4 points, half to maintain. Can't be maintained once the spell is triggered. For double cost, the arms have ST 30, DX 13, and will pull the victim into the chest at a rate of 100 lbs. per turn.
Time to Cast: 3 seconds.
Prerequisite: Planar Summons, Create Space.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,000 points. (b) Monster Box, See GURPS Magic Items 1, p. 43. Energy Cost to Create: 1,500 points.
Author: Adapted from GURPS Magic Items 1.

Minor Vortex Regular, resisted by DX

This spell briefly creates a small vortex into deepest space or utter chaos. Small objects will be sucked into the void.
When the spell is created, any item in the hex that weighs less than 5 lbs. and which isn't securely fastened or held will be sucked through the vortex and lost forever.
If a character is holding or carrying an item, he can roll vs. DX to grab the item before it goes through the vortex.
Note that sheathed or secured weapons, most armor and clothing, and readied shields count as being "securely fastened." Weapons used in combat require a DX roll to retain.

Duration: 1 second.
Cost: 3 points, can't be maintained.
Prerequisite: Magery, Disposal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Pouch or other container. Anything placed in the container has this spell cast on it. Energy Cost to Create: 350 points.

Non-Existence (VH) Enchantment, resisted by IQ

This spell completely removes the subject from the time stream, as if he had never been born. At the GM's option, the mage can cast the subject into oblivion or allow him to live on in a world where nobody (not even friends and family) recognizes him.
If the mage chooses the former option, the victim simply ceases to exist and all record of him is expunged from history. Any offspring he might have produced vanish. Any effect he had on the timeline undone.
In the latter case, the victim's effects on the timeline are completely erased, but he still exists as a "stranger in his own land." He is affected as if a powerful version of the Ostracism (q.v.) spell was cast on him. He loses all Social advantages and disadvantages, including Wealth, Status, Rank, Patrons and Reputation. He also loses any Duties, Dependents or Enemies he might have had, but not his Sense of Duty or any Social Stigma he might have. As partial compensation, the victim acquires the Zeroed advantage.
Depending on his situation, the victim might have to make Fright Checks as he realizes his true situation. Depending on his actions, the character could easily acquire a Bad Reputation (Crackpot), Enemies (if he is overly intimate with former friends, lovers, allies and family members) or even Delusions. (If the time stream alters, then even if you were the Duke of Fnordia, you aren't the duke in this timestream. If you insist on behaving as if you are, then effectively you have a Delusion.)
The cost of this spell depends on the character's importance to the world. It costs 1 point for every 5 character points of the character to be banished, and 1 point per point of Social advantages and disadvantages possessed by the victim. Each descendent produced by the victim adds a "dependent" worth -5 points. To banish a dead person from the time stream, add 100 points per year since the person died.
The GM can also increase the cost of the spell if the person was, or is (or will be) historically important in his campaign. For example, it would be nearly impossible to banish important historical figures such as St. Paul, Chingis Khan, Abraham Lincoln or Adolf Hitler from Earth's Timeline because of their important effects on Earth's history.
For example, a mage wishes to banish the Duke of Fnordia, who is a 200 point character, with 100 points in Social Status, Rank, Allies and Good Reputation and -20 points in Enemies. In addition, the Duke has 2 children and 4 grandchildren, who effectively add another -30 points worth of "descendents" to the duke's total Social disadvantages. The mage would have to pay 20 points (for the non-social aspects of the Duke's character), plus 100 points for the Duke's Social advantages, 20 points for his Social Disadvantages, and 30 points for his descendents, for a total cost of 170 points. If the spell is successfully cast, the Duke, all his children, and everything he ever did or influenced vanishes from the mage's timestream.
If the duke had been dead for 2 years before the mage cast the spell, the mage would have to add an additional 200 points to the cost of the spell.
Note that the victim need not be present during the enchantment, but he must be present, and the mage must touch the victim in order to complete the spell.
The victim is allowed a roll vs. IQ to resist.
Cost: See Spell Description.
Prerequisite: Magery 3, Timeport Other, Banish Person.

Planar Seal Regular, Area, resisted by Special

When cast on a portal, gate, or container this spell prevents extraplanar creatures from passing through the sealed area or opening a sealed container.
Any creature must win a Contest of Skills between the mage's Seal spell skill plus any extra energy put into the spell vs. the creature's ST and Will.
If the creature loses the contest, they take 1d points of damage and can't break the seal, meaning that they can't pass through the sealed area. Creatures who win the contest break through the Seal, but take 1 point of damage for every 5 points of energy put into the spell, before the seal vanishes.
One attempt to broach the seal is allowed per creature per day.
This spell can also protect an area against creatures from the same plane. In this case, the spell does no damage, and the creature just needs to roll vs. Will to resist.
This is also a Necromantic spell.

Duration: 1 day.
Cost: 1 point for a small container (a small box or jar), 2 for a container that holds up to 1 cubic yard. If cast as an Area spell, Base Cost is 4 points. Add 1 point per extra level of skill in the Contest of Skill. Half cost to maintain. This spell can be made permanent (until breached) for 10 times the base cost.
Time to Cast: 1 minute.
Prerequisites: Close Gate.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Planar Travel Regular

This spell is similar to the Open Gate spell, except that the mage can travel between planes without having to create or open a gate. The further the "distance" between the mage's home dimension and the dimension to which the mage wishes to travel, the greater the cost and the skill penalty.
"Distance" is determined by how similar to the new dimension is to the mage's home dimension. Changes in overall mana level, tech level, physical laws, dominant life form, and so forth each count as a degree of change.

Distance

Cost

Skill Penalty

One Degree

8

0

Two Degrees

12

-1

Three Degrees

16

-3

Four Degrees

20

-5

Five Degrees

24

-7

Six or More Degrees

30

-10


This spell is dangerous - the penalties for a failed skill roll are the same as for Teleport, see p. M62.
The mage can carry objects or another person along with him, up to his Heavy encumbrance limit - the same as for the Teleport spell.

Duration: Instantaneous.
Cost: See Above. Can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Open Gate.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Time Travel by Sasha Miller and Ben W. Miller (GURPS Witch World)

Planar Window Information; Area

A planar window allows the mage to "look into" another plane. The area the mage can view depends on the energy put into the spell.
Unlike other Information spells, the mage can move the area of effect, so the mage can view different areas. The spell moves at a Move equal to the mage's skill with the Planar Window spell.
Unless the caster specifies a given, known location, the window will open into a random part of the plane he wishes to view. If the caster has previously viewed or visited a specific part of a plane, he may view that area if he specifies the location when he casts the spell, and if he can make an IQ roll (or Area Knowledge (Plane) skill roll at +4) to find the place again.
Depending on the nature of the plane, the denizens of that plane might be able to see the caster as he observes them. In some circumstances, this attention could bring danger to the mage!

Duration: 1 minute.
Cost: 3 points, plus 2 points per hex of radius, half to maintain.
Time to Cast: 10 seconds.
Prerequisites: Planar Summons.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Lens or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Planeshift Area (VH) Area, resisted by Will

This spell is identical to the Teleport Area spell, but everything in the area is Planshifted instead.

Duration: Permanent
Base Cost: As Timeport spell, per hex of radius (minimum 20 points).
Time to Cast: 1 minute per hex of radius.
Prerequisite: Teleport Area, Planeshift Other.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Planeshift Object (VH) Regular, Area, resisted by Will

This spell allows the mage to transport an object or area to another plane.
If this spell is cast on an object that is being held, carried or used by another creature, the owner is allowed a roll vs. Will to resist the spell's effects. Likewise, if this spell is cast on an area, everyone in the area of effect is allowed a roll vs. Will to avoid being transported.
If cast on an area, the soil or earth under the area to a depth of 6 feet is also transported. Those who resist the spell are magically relocated to the new "ground level" when the spell takes effect, and again when the spell ends.
The area transported is automatically transported to solid ground in the new plane and the existing terrain on the new plane is displaced to the sides of the transported area. No harm is done to creatures or structures either from the transported area or the new location. If the transported area is transported to an area that has no solid surface, such as the middle of the ocean or high in the air, it will magically become stable in its new location, becoming a "floating island".
In other respects, the new terrain (and its inhabitants) conforms to the physical laws of the new plane and, to some degree, becomes part of the new plane. For example, a wooden house transported to the plane of fire would not be consumed by flames, though it might seem to burn continuously without being consumed.
In other details, this spell is exactly like the Planeshift Other spell.

Duration: 1 hour.
Cost: 5 points per 50 lb. of material, half to maintain. If cast as an Area spell, the Base Cost is 5 points, half to maintain. An area can be permanently enchanted with this spell for 25 times the base cost.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Planeshift Other.
Item: Staff, Wand, or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Portable Hole Enchantment

This spell creates a "portable hole," a small extra-dimensional area that can be "picked up" and carried around.
A portable hole appears to be a circle or square of thick black felt that will loosely adhere to any reasonably flat surface. However, unlike a piece of felt, the hole is immune to all forms of damage. Close inspection will reveal that the hole reflects no light and is vaguely cool to the touch.
When rolled out flat, on a word of command the hole will turn into a "gate" between the owner's world and an extra-dimensional space.
On a DX-4 (or Throwing skill) roll the hole can be thrown so that it will unroll and stick to a surface from a distance. The hole has Acc1, SS12, 1/2D: n/a, and Max: ST.
The size of the extra-dimensional space is determined by the enchanter and can't be changed once the Hole is created. The space itself is created using the Extra-Dimensional Space Enchantment. The spell allowing the Hole to exist is created first, then the extra-dimensional space is enchanted into it.
If the weight or volume of the extra-dimensional space is exceeded, the hole will vanish. Anything inside the hole will vanish into extradimensional space.
On a word of command, the hole turns back into a piece of "black felt,", temporarily closing the "gate" to the extra-dimensional space. When deactivated, the Hole can be picked up, or folded up and carried around. Objects inside the extra-dimensional space take up no weight or volume in the owner's dimension.
Portable Holes can not be placed inside each other, nor can they be activated within the area affected by a Hidey-Hole, Deep Pockets, or Hideaway spell. Nor can these spell (or objects enchanted with these spells) be activated inside a Portable Hole. Doing so destroys the hole (and/or its container) and throws the contents of both the Hole and any other affected spaces into the void.
Cost: 500 points, plus cost of Extra-dimensional Space and Password spells.
Prerequisite: Open Gate, Extra-dimensional Space, Hideaway, and Password.

Portable Terrain (VH) Area, resisted by Will

This spell shrinks area of terrain to a small fraction of its original size and weight and then shifts it to an extradimensional space.
The shrunken terrain is represented in the mage's dimension by a small translucent orb that weighs about 1 lb.
Living creatures in the area to be shrunk can roll vs. Will to avoid being miniaturized along with their surroundings. If an intelligent creature has some part of the terrain that he owns (or claims) he may also roll vs. Will to keep that area from vanishing as well.
To shrunken characters, the area suddenly appears to fall into gloom, with the sky replaced only by solid darkness. Light still falls on the area, but it is diffuse, pale light like moonlight, which falls from no discernable source. Likewise, though there is always enough air to breathe, and water in the area magically replenishes itself, there is no weather and only unearthly silence. Attempts to move beyond the affected area are blocked by an impenetrable wall of darkness. In other respects, the area are unaffected, though plants never wither for lack of water or light, and food in the area always naturally replenishes itself.
To characters looking at the shrunken terrain from the outside, the terrain (and any people and objects in it) look like perfect miniatures of the original.
When this spell is cast, the terrain affected vanishes, and is replaced by relatively flat, featureless terrain of the surrounding type (i.e., sand or rock in a desert, a grassy clearing or trees in a forest).
When the spell ends, or when a command word is spoken, the terrain magically reappears, centered on the hex occupied by the orb. Reappearing terrain will flow "around" existing structures and objects in the area to occupy the entire area. If this isn't possible, the orb is displaced to the nearest location where the terrain can expand fully or the existing terrain is pushed out of the way by the expanding terrain. (GM's option as to which option occurs.)
This is also an Elemental Earth spell.

Duration: 1 hour.
Cost: 10 points, 6 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery 3, Teleport Area, and Open Gate.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points (b) Instant Oasis, GURPS Magic Items 2, p. 14. Energy Cost to Create: 50 times the base cost. (c) Any terrain can have this spell permanently cast on it. Speaking one command word shrinks the terrain into an orb. Speaking another command expands it. Energy Cost to Create: 50 times the base cost.
Author: Adapted from GURPS Magic Items 2.

Possession from Beyond Regular, resisted by Will

This spell works like the Possession or Permanent Possession spell, save that the caster possesses a creature on a different plane.
If the caster can see into the plane, he may choose his subject. If the mage cannot see into the plane in question, he "possesses" a random subject. The GM should roll randomly to determine the usefulness of the potential host.
Once a host is possessed, the mage may cast the Permanent Possession spell if the mage knows the spell.
Subjects may roll vs. Will to resist.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 12 to cast, 5 to maintain.
Time to Cast: 5 Minutes.
Prerequisites: Possession, Planar Visit.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.
Author: Adapted from Greg Littmann

Quick Change Regular, resisted by Will

This spell is identical to the Disrobe spell, except that the clothing or equipment removed can be switched or replaced.
Removed equipment can be replaced by any other clothing and equipment within 10 hexes of the subject, including that worn by another subject!
For extra cost, the mage can switch the clothing and equipment worn by two people, one of whom may be the mage. If either subject is unwilling, they get Will rolls to resist. If either one succeeds, the spell fails.

Duration: Instantaneous (effects are Permanent).
Cost: 3, can't be maintained. For 1 point extra, the mage can switch the clothing and equipment of two people.
Prerequisites: Disrobe.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Readiness Regular, resisted by Will

The subject of this spell is magically dressed, armed and equipped for travel or combat.
Items normally placed in pouches or packs are instantly repacked, as if they had been packed by hand. Weapons and shields are instantly readied. If the subject has a choice of weapons, he decides which weapon(s) are readied.
Unwilling subjects roll vs. Will to resist.
This is also a Making and Breaking spell spell.

Duration: Instantaneous (effect are Permanent).
Cost: 3, can't be maintained.
Prerequisite: Magery, Quick Change, and Gather.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Reassemble Regular, Area

This spell operates a bit like the "rewind" button on a tape recorder or VCR.
When this spell is cast, time is temporarily reversed with respect to broken items in the area. Parts of broken objects will "back up" and will temporarily rejoin with the other pieces of the object. For example, the broken bits of a glass will reassemble, or fallen buttons will hop back onto a garment. An extremely powerful caster could restore fallen castle walls or push an avalanche back up a hill.
This spell does not restore the broken object, but rather puts the pieces into their original position. In the case of the castle wall, the pieces are likely to stay where they are, since they originally formed part of a stable structure. A broken cup or window, however, will fall apart again when the spell expires.
Chemical reactions or injuries to living creatures can't be restored with this spell, though physical effects can be reversed. For example, the body of a victim blown apart by an explosion can be put back together, but the spell won't close wounds, reassemble the body or restore life. Likewise, the pieces of a bomb could be put back together, but the explosive would be reassembled as an inert powder.
Once an object is reassembled, the caster may attempt to make the reassembly permanent. This requires another application of the spell, at -5 to skill, and an additional -1 for every hex of radius involved in the original spell. A very skilled mage might be able to rebuild an entire house or mountainside, although most will only be able to fix cups and windows. Permanently reassembling an object will only fix the pieces together, not create new pieces to fill in gaps.
This is also a Making and Breaking spell.

Duration: 1 minute (effects are Instantaneous, or Permanent if the object is to be rejoined).
Cost: 1 point for a small object up to 1 lb., 2 points for up to 10 lbs. of material. Can't be maintained. If cast as an Area spell, the Base Cost is 6 points, can't be maintained. Double cost to permanently reassemble rejoined objects.
Time to Cast: 10 seconds
Prerequisites: Retrieve, Rejoin or Repair to permanently reassemble rejoined items.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from M.A. Lloyd.

Redirect Teleport Area, resisted by Spell

This spell "grabs" anyone who attempts to use the Teleport, Gate, Time Travel, or Dimension Travel spells in the area, and relocates them to a location specified by the mage when the spell is cast.
This alternate location (usually a holding cell) must be within 100 feet of the area protected by the Redirect Teleport spell. It must be large enough to accommodate any intruders, and not immediately dangerous to them. Otherwise, this spell just blocks magical travel into the protected area. If the mage chooses, he can Link a Gate, Teleport, Time Travel or Dimension Travel spell to the "holding cell" to transport the intruder to a different time, place, or dimension.
Victims are allowed a Contest of Skills between the intruder's spell skill (or the skill of the mage who cast the spell on them) and the mage's Redirect Teleport spell skill. If the intruder wins the Contest of Skills and rolls under his spell skill, he successfully foils the redirection attempt and goes to his original destination. If the subject fails his skill roll, but wins the Contest of Skills, or if he loses the Contest of Skills, but the defending mage fails his skill roll in the Contest of Skills, the intruder is sent back to the place from which he came. If the subject loses the contest of skills, and the defending mage makes his skill roll, the intruder is redirected to the "holding cell."
Note, that if a mage successfully rolls vs. IQ+Magery before he uses a magical transport spell, he will be able to detect the presence of this spell. He won't recognize the spell, however, unless he casts the Detect Magic, Analyze Magic or Detect Beacons spell, or unless he rolls a Critical Success.

Duration: 1 day.
Base Cost: 3 points, same to maintain. This spell can be made permanent for 25 times the base cost.
Time to Cast: 1 minute.
Prerequisite: Teleport Shield, Divert Teleport.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Resist Banishment Regular, resisted by Special

This spell makes it difficult to banish a person or object, or to shift them through time, space, or dimension.
In order for spells such as Banish, Teleport Other, Plane Shift Other, or Astral Body to work against the subject, a mage must win a Contest of Spell Skills against the Resist Banishment spell. If the attacking spell wins the Contest, the subject still gets his normal Resistance Roll.
If the subject of this spell is unwilling, he rolls vs. Will to resist the Resist Banishment spell.
This is also a Necromantic spell.

Duration: 10 minutes.
Cost: 5 points, 3 to maintain.
Prerequisite: Close Gate, Teleport Anchor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 350 points. (c) This spell can be made permanent on an object for 50 points per pound of object, or on a person for 1,500 points.

Retrieve Object Regular, Resisted by ST

This spell lets the mage quickly retrieve an item from a pouch, pocket, pack or other location.
When the spell is cast, the desired object will appear in the mage's hand or some other desired location on his body.
If the object is transported to the mage's hand, it still takes the normal amount of time to ready, unless the mage has the appropriate Fast-Draw spell. In this case, the item is instantly readied, and no skill roll is needed. In a Contest of Skills, the Retrieve spell gives +2 to Fast Draw skill.
If the desired object is not worn or carried, apply the long-distance penalties for the Teleport spell. If the mage can't see or feel the item (e.g., it's buried in a pack), there is a -2 penalty to skill. If the mage has not seen or handled the item within the last day, he is at -4 to skill.
It is much more difficult to cast this spell offensively. If the caster has never touched an object, he is at -5 to skill., plus a penalty of -1 per hex of distance between the mage and the object. If the mage can't see the object, there is an addition -3 penalty.
If the object the mage desires is owned or being used by another character, the victim gets a Resistance Roll vs. ST. If the victim is actively using or holding the item (e.g., a weapon or tool), the subject gets a +4 bonus to his roll. If the subject is wearing the object (e.g., a necklace or shirt), he gets a bonus of +8. If the item is held or worn loosely (e.g., a hat or pouch) the subject gets a +2 bonus. There is no bonus to the Resistance Roll is the item is carried in a container on the subject's body (e.g., a scabbard, pouch, or pocket).
The mage can use this spell to magically pick a pocket or to retrieve a random, unseen items from a container. In this case, since the mage doesn't know what he's going to get, he is at an additional -4 to skill, and the GM must roll randomly to determine what the mage gets.
If the mage has a knows the general type of object what he wants (a ring, a coin, a piece of paper) he only has a penalty of -2. However, he still gets a random item if the subject has more than one object of the desired type. If the mage has cast the Seeker or Trace spell on an object, there is no penalty to skill.
If the mage tries to retrieve an item that is heavier than expected, he is instantly aware of this fact when he starts to cast the spell. At that point, the caster has the option of spending extra energy to continue the spell, or cancel the spell, losing only the basic energy cost.
This is also a Movement spell.

Duration: Instantaneous.
Cost: 1 point per pound, round up. Can't be maintained.
Prerequisites: Apportation, Know Location.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.
Author: Adapted from Stan Berry.

Reverse Object (VH) Regular, resisted by IQ

This powerful spell makes a single object reverse its path through time as if it were on a motion picture film was played backwards. For example, a glass would "unshatter" as it lifts off the floor and rises through the air to the subject's hand. Arrows fly backwards to the bow and the bow "draws" in the subject's hand. Damage and even death can be reversed by means of this spell, but it must be cast almost instantly after the damage is done.
In order to cast this spell, the caster must focus on one single, discreet event done by a single person not more than 1 minute before the spell is begun. The subject of the spell and the actors cannot have moved since the action the mage wishes to reverse.
If any subject of the spell is unwilling, they Resist with IQ. Otherwise, a successful skill roll allows the action to be reversed. For example, if a character were killed by an arrow, the victim could be restored to life and the arrow would fly back to the archer's bow, as long as neither the victim or archer moved from the hexes that they occupied when the action occurred.
If either the archer or the victim moved, or if more than a minute has passed since the action occurred, this spell won't work. Likewise, if more than one event contributed to an event, the spell won't work either. For example, if the victim in the example above was killed by two archers, or was killed by being engulfed in flames, or died of blood loss after being shot, there would be no one, discreet event that the mage could reverse.
If the mage uses this spell to "undo" damage to a living subject, the base cost is doubled. If the mage uses this spell to resurrect someone, the base cost is tripled!

Duration: Permanent (effects can take up to 1 minute to "undo").
Cost: 2 points for an object up to 10 lbs. or 3 points per 50 lbs. of material. Double cost if this spell is used to "undo" damage to a living subject. If the mage uses this spell to resurrect someone, the base cost is tripled! Can't be maintained.
Time to Cast: 30 seconds.
Prerequisites: Magery 2, Time Stop, Time Portal, and 6 other Gate spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.

Reverse Stupidity Area, resisted by IQ

Author: Adapted from Elizabeth McCoy and Walter Milliken (From Student's Guide to New Magical Opportunities at Illuminati University, Pyramid 32)

Rift in Causality Area, resisted by Will


This peculiar spell creates an area where cause doesn't necessarily follow effect and where anything can happen.
As a default, the GM must assume that nothing that happens in the area has the usual effect - weapons don't damage the people they hit, dropped objects don't fall, running characters don't move forward - but that something else happens. The GM can either determine what actually happens or else he can roll 3d. A 3 produces a terrible effect, an 18 produces a wonderful effect (from the caster's point of view) and a 9 or 10 produces a result that, while possibly different, isn't that much different from what would have happened normally.
For example, the mage casts the Rift in Causality spell to avoid a sword blow. An 18 might mean that the sword hit 5 times or hits with the weight of a 300 lb. club. A 10 might mean that the sword does its normal damage, but it is scattered in several smaller wounds across the mage's body. A 3 might mean that the sword vanishes.
Creatures in the area of effect can literally "bend reality to their Will" and make things happen "normally" by making a Will roll.
In the example above, if the swordsman made a successful Will roll before he struck the mage, then all his subsequent actions for that turn would be "normal" and would be unaffected by the spell.

Duration: 1 minute.
Cost: 4 points, same to maintain. An area can be permanently enchanted with this spell for 25 times the base cost.
Prerequisites: Magery, Time Travel.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 350 points. Mage Only.

Scry Otherworld Gate Regular, resisted by Spell

Author: GURPS Celtic Myth.

Scry Stargate Regular, resisted by Spell

Cast on an open Stargate, this spell allows images, sounds and smells to come through it from the other side, just as if one where peering through an open window. No corresponding "window" opens at the Stargate's other end.
If the Stargate leads to an area protected by Scrywall, the Scrywall gets to resist the Scry Stargate.
This is also a Knowledge spell.

Duration: 1 minute.
Cost: 4 points to cast, same to maintain.
Time to Cast: 10 seconds.
Prerequisites: Seek Stargate.
Item: Staff, wand or jewelry. Energy Cost to Create: 200 points.
Author: Net (GURPS Stargate Ancient Egypt)

Seek Otherworld Gate Information

Author: GURPS Celtic Myth

Seek Stargate Information

Tells the caster the direction and approximate distance of the nearest Stargate. Any known Stargates may be excluded if the caster specifically mentions them before beginning.
Modifiers: Long-Distance modifiers (p. B151 or M10), -2 if the Stargate is currently closed, -5 if seeking a gate's arrival point, -10 if seeking a gate leading to a specific destination.
Note that the gate itself may be Scryguarded or under a Conceal Magic spell. There is always a chance that the caster will not be able to detect any gates, no matter how successful his spell roll. How often this occurs is left to the GM to decide, based on how eager he is to have the PCs find such a gate.
This is also a Knowledge spell.
Cost: 3 points.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, one spell from each Elemental College and sub -college.
Item: A short Iron rod tipped with a piece of "the Stargate material." Energy Cost to Create: 100 points.
Author: Adapted from the Net (GURPS Stargate Ancient Egypt).

Sequester Regular

This spell allows the mage to "take himself out of time". The mage winks out of time to an extradimensional space where time passes at an accelerated rate. Then, he winks back into his normal plane of existence just a moment after he left it.
This spell will allows to make complex decisions, take long actions, restore Fatigue, or cast lengthy spells seemingly in no time. However, the energy costs to cast this spell must be paid before the mage sequesters himself and Fatigue lost due to the sequester spell can't be regained while the mage is sequestered.

Duration: 1 minute per casting (effects appear to be Instantaneous.)
Cost: 6 per minute. Can't be maintained.
Prerequisite: Hidey-Hole.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Shared Volume Regular, Area

When cast, this spell allows two solid objects to occupy the same space in defiance of mundane physical laws.
In order for the spell to work, the smaller object must be placed "inside" the larger object. Otherwise, the larger volume will "stick out" of the smaller volume. At the end of the spell, the smaller object will be ejected into the nearest unoccupied space adjacent to the object that contained it. If no adjacent space of sufficient volume is available, the smaller object will vanish irretrievably.
The cost of the spell is based on both the weight of the material to be placed within the larger volume and the volume to be affected.

Duration: 1 minute.
Cost: 1 per 10 lbs. of material affected or 2 per hex of radius (whichever is greater), half to maintain. This spell can be made permanent for 25 times the base cost.
Prerequisite: Hideaway.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Sheath Regular

When this spell is cast, it creates a strong link between the subject and an object and then hides the object in a small extra-dimensional space. This allows the item to remain hidden until the subject speaks a word of command. Then the item will magically appear in the subject's hand (or the appropriate place on his body).
Weapons still take a turn to ready unless the subject has the appropriate Fast-Draw skill. Then the weapon is readied instantly. In Contests of Fast-Draw skill, this spell gives the subject +4 to effective skill.
The sheathed item will be invisible to spells and advantages that detect Invisible objects, however, Detect Magic, Mage Sense, and Magery will be able to detect something magical about the character. Only a Critical Success will reveal the presence of the sheath. Even then, it is impossible to determine the contents of the Sheath, short of mind-reading or divination.
If the item in the sheath might be a danger to the character, spells or advantages that detect enemies or danger will register the presence of danger, but not what type.
An additional benefit of the sheath is that while the object is in the extra-dimensional space, it has no mass and is not counted against the subject's Encumbrance. However, the spell ends when it is triggered, and the item can't be resheathed without casting the spell again.
When the spell ends or is triggered, the item pops into existence in the location originally specified. If the subject's hands are otherwise occupied, the item will automatically fall, unless the subject can make a DX roll to grab it.

Duration: 1 hour.
Cost: 2 per pound of material, 1 to maintain. This spell can be made permanent on an object for 25 times the base cost.
Time to Cast: 10 seconds.
Prerequisite: Deep Pockets, Loyal Sword.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Skip Day Regular, resisted by Will

This is a limited version of the Time Travel spell that allows the subject to jump forward in time, skipping a day.
When the spell is cast, the subject appears exactly as he was, in exactly the same place he was, but 24 hours in the future. To people left behind, the subject appears to "vanish" and then "reappear" the next day. Unfortunately, it is the nature of the spell that the subject can never revisit the lost time. To the subject, it appears that no time has passed at all.
Unwilling victims resist this spell with Will.

Duration: 1 day (effect on the subject is instantaneous).
Cost: 5 points, can't be maintained.
Time to Cast: 5 seconds.
Prerequisites: Magery, Open Gate.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Mage only.

Sniper's Alley Special

Sniper's Alley shortens the distance along a 1 hex wide "corridor" between any two points visible to the mage. Though the nature of the space is such that living creatures cannot travel along the "corridor," but unliving objects can. This makes the spell ideal for users of missile weapon. The mage can also observe down the Sniper's Alley, negating penalties to Vision rolls due to long distances.
Generally, the mage will create a corridor running from a friendly archer (or gunman, or other missile weapon user) to just in front of a target, allowing the shooter to fire at the target with a reduced penalty for range. To people who cannot see "down the corridor" the space between the shooter and the target appears to be normal. To people adjacent to the linked hexes, the target (or the shooter) appears to be much closer.
The benefits of this spell work both ways, so a quick-acting target can shoot back at his attacker! Subtle mages work around this effect by not extending the "alley" to the target all the way to their target. A roll vs. Vision is required for a victim to notice an "alley" that ends in an adjacent hex. Characters only notice "alleys" in more distant hexes on a Critical Success, unless they are familiar with this spell and are expecting it to be used against them. In this case, the target will notice "alleys" targeted on them if they can roll vs. Vision-2. They roll vs. Vision-4 to notice alleys aimed at other characters.
The "power" of the Sniper's Alley spell is measured in levels. The first level halves the distance between the shooter and his target, the next level divides the distance by 1/3, the next level divides the distance by 1/4 and so on.
The mage can dispel the alley at any time, but he can't move the spell. If the target moves, the mage must recast the spell or hope that the target moves back "into view."
Living creatures that enter a Sniper's Alley from either end automatically fall unconscious. If a character has previously encountered this aspect of the Sniper's Alley spell, they get an IQ+4 roll to remember before they start to move. Unliving, but animate, objects such as zombies, golems or robots don't fall unconscious, but take 1d-2 points of damage and are pushed back from the opening of the alley.
The Sniper's Alley cannot be entered from the sides. In fact, from the sides it doesn't seem to exist, although any missile thrown down the alley is still visible and may be intercepted from the side.

Duration: 10 seconds.
Cost: 2 points, plus 1 point per additional level, same to maintain.
Time to Cast: 5 seconds.
Prerequisites: Magery 2, Create Gate.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on a missile weapon for 100 times the base cost.
Author: Adapted from Greg Littmann

Spacewarp Area, resisted by IQ

This spell creates a hyperspace bubble, allow the mage, and anything in the area of effect, to travel through space at speeds faster than light speed.
A Spacewarp can only be created in microgravity (0.01 G or less), and in vacuum. The edge of the warp bubble cannot intersect any solid objects, and must be spherical. In addition, the "bubble" can't pass through solid objects or any gas significantly thicker than the solar wind. Given these restrictions, the bubble can travel at speeds faster than light.
Spells can be cast inside the bubble, which has a Normal mana level, no matter what the mana of the surrounding space. (Exception: If the bubble enters a No Mana Zone, the spell and its mana ceases to exist.) The mage controls the direction and speed of the bubble using his Spacewarp spell skill. The GM may also rule that rolls vs. Astrogation skill are required. He might also allow Pilot (Spaceship) skill to substitute for Spacewarp spell skill to control the bubble.
The mage will travel at the rate of .05 parsec per hour. Increased energy can significantly increase the rate of travel.
Due to the magic of the spell, those within the bubble are protected from the effects of Acceleration. They are not protected from the effects of Radiation, Vacuum, and the other dangers of deep space.
Characters in the area of effect who do not wish to be affected by this spell Resist with IQ.

Duration: 1 hour.
Base Cost: 5 points, same to maintain. Each doubling of cost doubles the rate of travel in parsecs. (Minimum radius 2 hexes.)
Time to Cast: 1 minute.
Prerequisite: Planeshift Other, Time Out.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) This spell can be permanently cast on an object for a cost of 200 points per hex that the object occupies.
Author: Adapted from Anthony Jackson

Stabilize Reality Area, resisted by Spell

This spell "stabilizes" a given area and everything in it against the effects of time warps, alterations of probability, divergences in time lines and the like.
Even if the rest of the world (or universe) changes, people and things in the stabilized area remain, unless specific measures are taken to meddle with the past (or probability) of a specific person away from the protected area (or before it comes into being).
In most cases, this means that spells that attempt to move something within the area to another time or place must overcome the effects of the Stabilize Reality spell before they can take effect.

Duration: 1 minute.
Base Cost: 5, 4 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery, Planar Seal, and 5 other Gate spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Large solid object, such as an altar or piece of machinery that weighs at least 500 lbs. The item must be firmly attached to the ground. Makes this spell permanent within the area of effect as long as the "generator" isn't moved. Energy Cost to Create: 50 times the base cost.
Author: Adapted from GURPS IOU.

Staggered Teleport Regular

Staggered Teleport allows the mage to avoid pursuers who are using the Trace Teleport Spell.
Staggered Teleport must be cast concurrently with the Teleport spell. For every three points (or fraction thereof) by which the Staggered Teleport spell roll is made, the subject of the Teleport spell will stop for one second at a random but safe place between their point of origin and their final destination.
Any casting of Trace Teleport will show only the next stop of the Staggered Teleport, and not the final destination. Of course, if the pursuer realizes that his quarry has teleported again, he can follow by casting Trace Teleport again and Teleporting to the next stop. The risk of failure and fatigue cost is likely to be so high, however, that the pursuer will give up the chase.

Duration: 1 second per stop.
Cost: Half the base cost of the Teleport spell, rounded down (minimum 3 points). Can't be maintained.
Prerequisites: Trace Teleport, Teleport
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points.
Author: Adapted from Greg Littmann

Summon Faeries Regular, resisted by Will


This spell calls to any Faerie or nature spirits in the area to the mage. If the mage specifies, he can specify the sort of fae folk he wishes to call, or exclude certain types.
The "summons" is not mandatory. Whether or not the Faerie respond, and what they do once they arrive is entirely up to the Faerie.
The range of this spell depends on what sort of faerie are in the area. Minor household spirits can only hear the summons from about half a mile. Some powerful Fae of the Seelie Court can hear the Call anywhere in the world.
A given faerie can resist the call by rolling vs. Will. Depending on the situation, the mage might not get the sort of faeries he requested . He might also have to negotiate with the fae folk he has beckoned once they arrive. If he excludes certain fae when the spell is cast, he might also have to come up with a good reason why he excluded them from his call! Unseelie faeries are particularly resentful of perceived slights . . .

Duration: 12 hours or until the faerie arrive, whichever is less.
Cost: 3 points, half to maintain.
Prerequisites: Locate Otherworld Gate.
Item: Staff, Wand, or Jewelry. Clothing or Jewelry. Energy Cost to Create: 250 points.

Summon Mirror Creature Special

Author: GURPS Urth of the New Sun.

Summons (VH) Regular, resisted by IQ

This spell allows the mage to bring creatures or objects to the mage's location, no matter where they are in space, time or dimension.
In order for this spell to work, the mage must be personally familiar with the person or object to be retrieved. If he is not familiar with the subject, he must have a willing assistant who is personally familiar with the person or object present when the spell is cast.
The mage is at -2 to skill if he doesn't know roughly when and where the subject is (i.e., "on this plane, now" or "lost in timeless, interdimensional void.") He is at -4 to skill if he has no clue when or where the subject might be. In addition, the mage must apply the long distance penalties for Teleport, Time Travel or Planar Travel if the subject is in another location, time, or plane. If the subject is willing or unresisting, apply the smallest penalty of the three. If the subject is unwilling, apply the greatest penalty.
Repeated attempts after a previous unsuccessful retrieval attempt, are at a cumulative -1 to skill. The mage gets +4 to his effective skill if the subject is alive, aware that the mage is trying to summon him, and wishes to be summoned to the mage's location. If the subject is alive and willing, but not conscious (unaware), the mage gets a +2 bonus.
For example, a mage wishes to use this spell to rescue a character who is lost on the Outer Astral plane. He knows roughly when and where the character is ("on the Astral Plane, Now") and the character wishes to be rescued. Using the modifiers for the Planar Travel spell, the GM decides that the outer Astral plane is two degrees away from the mage, so there is a penalty of -1 to skill. Since the subject is conscious and wishes to return to his home plane, but doesn't know the mage is trying to rescue him, the mage gets an additional +2 bonus to skill. Since the subject is willing, the GM ignores the much more severe modifiers for distance from the Teleport spell, and just applies the -1 penalty for planar travel. The mage has a net +1 bonus (-1+2) to his skill roll.
If the mage was trying to retrieve an object lost on the outer Astral plane, there would be no bonus for cooperation by the subject, so he would be at -1 to skill.
This spell was designed to rescue people and objects that are lost in interdimensional void, but it works as a powerful Teleport spell. Unwilling victims are allowed a resistance roll vs. IQ.

Duration: Instantaneous.
Cost: 10 points, can't be maintained.
Time to Cast: 1 minute.
Prerequisites: Know Location, Timeshift Other, and Plane Shift Other.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Worn by subject. Allows the mage to cast the spell on the subject at no penalty, regardless of the circumstances. Energy Cost to Create: 100 points.

Switch Location Regular, resisted by Will

This spell causes the wizard and the victim to instantly switch places, in a move that chess-playing mages sometimes call "castling."
In order for the spell to work, the wizard must be able to see his subject, though the subject need not be willing. Unwilling subjects are allowed a Will roll to resist.
Alternately, the mage can switch the places of two subjects, but both subjects are allowed a Will roll to resist. If either one resists, the spell fails.
When the spell is cast, the mage and the subject (or the two subjects) retain their relative speeds and orientations. If the subject was not expecting to be teleported, they must roll vs. their Body Sense skill to avoid being Mentally Stunned on the turn after they're teleported.

Duration: Instantaneous.
Cost: 10 points, can't be maintained.
Prerequisite: Teleport.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Two pieces of identical Clothing or Jewelry. When worn by two people, each item allows its wearer to cast the Switch Location spell on the other character, as long as he is wearing the duplicate item. Energy Cost to Create: 300 points.

Teleport Anchor Regular, Area resisted by Special

This spell locks the subject into one particular place in space, time and dimension. While this spell is in effect, the subject cannot Time Travel, Dimension Travel, Teleport or use any similar form of magical or psionic transportation.
If a creature is partially in one plane and partially in another (e.g., a partially-materialized ghost), this spell forces the creature into just one plane. This either traps it on the plane where the mage cast the spell, or banishes it to another plane.
If this spell is cast on a person, the spell effect them until it ends or is dispelled. If the spell is cast on an Area, it just blocks magical travel into or out of that particular bit of space-time. Characters can transport normally if they move out of the affected area.
Unwilling creatures roll vs. Will to resist. Mages who cast spells (or creatures with innate spell use) must win a Contest of Spell skills against the Teleport Anchor spell before their spell can take effect.

Duration: 1 minute.
Cost: 5 points to cast, 3 to maintain if cast on a person. If cast as an Area spell, Base Cost is 5 points, 3 to maintain (minimum 2 hexes). This spell can be made permanent for 50 times the base cost.
Prerequisites: Teleport Block, Dimension Block.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Clothing. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 250 points.

Teleport Area (VH) Area, resisted by Will

This spell is like the Teleport spell, except that everything in the area of effect is teleported. Creatures in the area of effect can roll vs. Will to avoid being teleported. By default, the spell takes everything in the area of effect, including the earth up to 3 feet down and the air up to 6 feet up. Objects which extend significantly above or below this level can't be moved unless the mage pays extra energy to increase the area of effect.
When this spell is cast, the terrain affected vanishes, and is replaced by relatively flat, featureless terrain of the surrounding type (i.e., sand or rock in a desert, a grassy clearing or trees in a forest).
When the teleported area appears in its new location, it will somehow flow "around" existing structures and objects in the area to occupy the entire area. If this isn't possible, the orb is displaced to the nearest location where the terrain can expand fully or the existing terrain is pushed out of the way by the expanding terrain. (GM's option as to which option occurs.)

Duration: Permanent
Base Cost: As Teleport spell, per hex of radius (minimum 20 points).
Time to Cast: 1 minute per hex of radius.
Prerequisite: Magery 3, Teleport Other.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Temporal Fugue Regular

This spell allows the subject to transport himself randomly and rapidly several fractions of a second ahead or behind the "current" time.
This means when a spell or blow hits the mage, the mage might "not really be there" at that exact moment and the attack will miss or do less damage. This gives the subject +4 to Active Defense, Resistance, or skill or ability rolls to avoid an attack from a physical attack or spell with an essentially "instantaneous" effect. Spells or attacks with a continuous or "streaming" effect, such as beam lasers or flame jets are not affected by these bonuses. If none of these conditions applies, the attacker gets -4 to skill to hit the subject with an "instantaneous" attack.
If the strike does hit, this spell halves damage that penetrates armor, no matter whether the attack is instantaneous or streaming.
Unfortunately, the "flickering" effect of the fugue disorients the subject. All attacks by the "fuguing" character are at -4 to hit, including aggressive Blocks and Parries. If the subject hits with an attack, all physical damage that penetrates armor is halved. Attacks that depend on the reaction of the foe, or a predictable timestream, such as Feints or Aimed Shots are impossible while this spell is in effect.
The effects of this are cumulative with the effects of the All-Out Defense or Retreat maneuvers.

Duration: 10 seconds.
Cost: 5, 4 to maintain.
Prerequisite: Blink.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Time Block Area, resisted by Spell

This spell prevents the use of the Time Travel or Timeslip spells in the area. In order for these spells to work, they must win a Contest of Skills vs. the Time Block spell.
This spell works normally as time advances, but there is also a "shadow" effect that extends both forward and backwards in time from the time when the spell is cast. As the distance in time from the time when the spell was originally cast increases, the "shadow" gets weaker.
Time Block and Timeslip spells cast up to a month earlier or later are at -3 to skill, up to six months earlier or later are at -2 to skill, up to a year earlier or later are at -1, and up to 10 years before or after are resisted normally.
The mage who cast the Time Block spell and those he designates (when the spell is cast or at any time in the future or past) are immune to the residual effects of their own Time Block spells.
Optionally, the mage can cast the Time Block spell on a location at a time other than his own. However, he casts the spell at the same time penalties as if he were trying to Time Travel to that time.

Duration: 1 day (plus shadow effects).
Base Cost: 5 points, same to maintain. Each doubling of cost gives an additional -4 to overcome this spell in a Contest of Skills. An area can be permanently Time Blocked for 50 times the base cost.
Prerequisites: Magery, Time Travel.
Item: Staff, Wand, or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Time Flies Regular, resisted by Will

This spell is similar to the Slow spell, but instead of making characters move more slowly, this spell makes the timestream around the subjects move more quickly. A character under the effects of this spell will see the world rush by him in a blur of motion.
This spell has several effects. As a combat spell, it is devastating, since to unaffected characters the victim seems to stand still as he is hacked to pieces. It can be used to allow characters to rest or heal "more quickly" than normal.
Every two points of energy put into the spell doubles the rate at which time appears to pass and effectively doubles the rate at which Fatigue is recovered, wounds are healed, and so forth. Mages under the effect of this spell can still cast spells, but they do so much more slowly relative to those not affected by the spell. From the mage's point of view, spell effects last much longer than normal. Even missile spells seem to creep towards their targets and "Instantaneous" spells appear to move slowly. To outside viewers, however, the spell effects appear to be normal, though they issue from an almost "motionless" mage.
Unwilling subjects Resist with Will.

Duration: 1 minute (normal time, subjective time to the subject will be longer).
Cost: 4 points, plus 2 for each doubling of time passage, same to maintain.
Time to Cast: 3 seconds.
Prerequisite: Speed Time.
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: 500 points.

Time Stop (VH) Regular, resisted by Will

The entire world freezes from the subject's perspective. The subject may then go where he will, doing whatever he pleases to the frozen world.
He will find the frozen world curiously resistant to his manipulations - the "weight" of frozen items is tripled for encumbrance purposes, everything acquires an additional DR3, and simple tasks become much more strenuous. The GM may require the character to make ST rolls to perform simple actions. He can also assess Fatigue for otherwise trivial tasks, such as taking a brief walk or fixing an object. The character will age normally according to his subjective perception of time while out of the normal timestream.
The spell will affect the wearer and clothing and gear up to No Encumbrance. While "out of time", the subject will find that "frozen" food is not nutritious, nor does "frozen" water quench thirst. The user must bring his own provisions if he wants to stay out of the timestream for more than a few hours.
For reasons that remain obscure, spellcasting is impossible while under the spell's influence. However, Fatigue can be recovered and wounds can be healed while "outside of time."
Unwilling characters resist with Will.

Duration: 1 minute (for the subject, for the rest of the world the spell appears to be "Instantaneous").
Cost: 8, 6 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 3, Great Haste, and 10 other Gate spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 50,000 points. (b) Clothing or Jewelry. Affects Wearer Only. Some versions are always on. Energy Cost to Create: 50,000 points.
Author: Adapted from GURPS Magic Items 1.

Timejump Regular, resisted by Will

This spell transports the subject up to one minute into the future.
When the spell is cast, the subject appears to "vanish," though no time elapses for the subject. The subject reappears in the same location from which he vanished at the later time. If something else occupies the space when he returns, the lightest or least secured object will be displaced the minimum distance required to make room for both the subject and the other object.
Unwilling subjects resist with Will.

Duration: Up to 1 minute (effects are Instantaneous from the subject's perspective).
Cost: 1 point per 5 seconds of displacement, up to 12 points (1 minute) maximum. Can't be maintained.
Prerequisites: Magery 2, Gate, 5 other Gate spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Timejumper's Ring, GURPS Magic Items 1, p.57. Energy Cost to Create: 750 points.
Author: Adapted from GURPS Magic Items 1.

Timeshift Area (VH) Area, resisted by Will

This spell is identical to the Teleport Area spell, but everything in the area is Timeported instead.

Duration: Permanent
Base Cost: As Timeport spell, per hex of radius (minimum 20 points).
Time to Cast: 1 minute per hex of radius.
Prerequisite: Magery 3, Teleport Area, Timeport Other.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Timeshift Object (VH) Regular, Area, resisted by Will

This spell allows the mage to transport an object or area to another time.
If this spell is cast on an object that is being held, carried or used by another creature, the owner is allowed a roll vs. Will to resist the spell's effects. Likewise, if this spell is cast on an area, everyone in the area of effect is allowed a roll vs. Will to avoid being transported.
If cast on an area, the soil or earth under the area to a depth of 6 feet is also transported. Those who resist the spell are magically relocated to the new "ground level" when the spell takes effect, and again when the spell ends.
The area transported is automatically transported to the same geographic location and elevation in the new time if possible. Otherwise, it is shifted so that it is as near as possible to its "original" coordinates while still being on solid ground. The structures and creatures in the "target time" are magically displaced around the transported area.
In other details this spell is exactly like the Timeshift Others spell, including the skill penalties for "temporal distance."

Duration: 1 minute.
Cost: 2 points for an object up to 1 lb., 3 for an object up to 10 lbs., 5 per 50 lb. of material. If cast as an Area spell, Base Cost is 5 per hex of radius. Same to maintain. An area can be permanently enchanted with this spell for 25 times the base cost.
Prerequisites: Magery 2, Timeport Other.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 500 points. Mage Only.

Time-Stop (VH) Area, resisted by Will

This spell causes time in the area of effect to be stopped, as if the Suspend Animation spell had been cast on the area. Anything entering the area of the spell is magically "stopped" on the edge of the spell area until the spell ends.
In other respects, this spell is like the Suspend Animation spell.
Unwilling subjects resist with Will.

Duration: 10 seconds.
Base Cost: 10 points, same to maintain. This spell can be permanently cast on an area for 500 times the base cost.
Time to Cast: 5 seconds.
Prerequisite: Magery 2, Suspend Animation.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.

Tomorrow's News Regular, Information

This spell allows the mage to reach through space and time and get a copy of any printed newspaper or magazine that he is familiar with, as long as it is regularly available in his area. However, the journal he gets is from the next day! (Or the next edition of the journal to be printed within the next 24 hours).
Normally, the information in the paper will be "news" but nothing that the mage couldn't get by listening to the latest gossip, police radio or by monitoring the wire services or the Internet. However, in some cases the news will really predict the future (or the possible future). As with any divination. It is up to the GM to figure out whether "future news" stories are destined to come true, reflect events in a possible future, or will be complete fiction. Note that newspaper articles aren't always accurate . . .
In areas where news doesn't travel as fast and where there aren't regular daily newspapers, this spell might not work. In any case, it certainly won't be as useful.

Duration: Instantaneous (the effects are Permanent).
Time to Cast: 10 seconds.
Cost: 4 points, can't be maintained.
Prerequisites: Yesterday's News.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Newspaper or magazine. This item will always change to be "tomorrow's news" (or the next edition of the magazine, as long as it will be published within 24 hours). Energy Cost to Create: 350 points.

Translucence Regular, resisted by IQ

The subject is put slightly of phase with this plane, making him indistinct and translucent. He is effectively invisible beyond 5 yards and appears as a pale, shimmering apparition of himself at closer ranges. Vision rolls to spot the character are at -5, and he will appear ghostly and "faded out." In some cases, the character might be mistaken for a ghost, requiring observers to make a Fright Check!
Being out of phase slightly protects the subject from physical damage. The subject gets +1 PD against kinetic attacks. If he is struck by an attack that does area damage (such as flame, or an explosion), damage is reduced by 1 point per die.
While this spell is in effect, the subject can be attacked by creatures who exist on the Astral plane, though their attacks only do 1/4 normal damage. The character can strike back, but is effectively "blind" to astral creatures unless he has some sort of magic or advantage that allows him to see astral objects. His attacks do 1/4 normal damage to astral creatures unless they are magically enhanced.
Being out of phase also slightly interferes with the subject's ability to affect the physical world. His effective ST is reduced by 10% when making physical attacks and when calculating the amount of Encumbrance he can carry.
Unwilling victims resist with IQ.

Duration: 1 minute.
Cost: 4 points, 3 to maintain.
Prerequisites: Phase.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Some versions are hexed and are always on. Energy Cost to Create: 300 points.

Trip to Hell Regular, resisted by Will

This spell transports victims to some hellish plane where they must survive encounters with horrible monsters.
After 3d minutes in "Hell" the victims are transported (dead or alive) back to the time and place from which they came. Dead creatures arrive naked, weaponless, and horrifically mangled. Living creatures return with any wounds and fatigue they might have taken during the trip, and without any possessions lost or expended on the journey.
The GM can play this "trip" as an adventure or he can assume that each character takes 1d-2 (minimum 1) wounds of 1d+1 points each, loses 1d+2 points of Fatigue, and takes a Fright Check at -4.
Subjects of this spell roll vs. Will to resist. At the GM's option, advantages such as Clerical Investment, Blessed, or Very Blessed might give bonuses to Will, or might prevent this spell from working at all.
This is also a Necromantic spell.

Duration: 3d minutes.
Cost: 8 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Planeshift Other.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Vortex Area, resisted by Special

This spell opens a temporary gate into interstellar vacuum or Ultimate Void.
In any environment that has an atmosphere, the vortex will immediately begin to suck air (or water, if underwater) from the surrounding area. This produces an effect similar to a Whirlwind (or a Whirlpool if underwater), as the spell, focused on the center of the area of effect, which contains the vortex. Any creature sucked into the Whirlwind (or Whirlpool) is sucked into the vortex after 1d seconds, and is hurled into the void.
Victims caught in vacuum will begin to Suffocate, and will take 1d-3 points of damage per turn as their bodily fluids boil away and their internal gasses erupt from their orifices. The victim must roll vs. HT every 10 seconds or become Deafened (their eardrums burst) and Blinded (their eyeballs burst).
In addition, the victim will "fly" away from the vortex at the same speed that they were moving when they were sucked through the gate. Unless magic is used to control their movement (Flight would work, as would strategically aimed Air Jets) they will float helplessly in the void.
Victims who are sucked through the gate can only be brought back into the world they came from by means of magic such as Teleport if the gate is still open, or Planeshift or Return (if the gate has closed). Victims who are left in the void once the gate closes are probably lost forever unless powerful magics (such as Return) are used.
Characters resist this spell as they would resist being swept into a Whirlwind or Whirlpool (q.v.) spell. Characters caught in the maelstrom may roll vs. ST each turn to avoid being sucked through the vortex.
In theory, if this spell is maintained for a sufficient length of time, it could suck all the air and water from a planet's surface.

Duration: 10 seconds.
Cost: 10 points, plus 2 points per hex of radius affected by the maelstrom (minimum 3 hexes). Double cost to maintain for each additional 10 seconds of duration.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Open Gate, and 5 other Gate spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.

Worldwalk Special

This spell uses the principle of correspondence to allow the mage to wander between two closely-linked planes or dimensions. For example, a mage could pass through a forest or meadow from Earth to Arcadia, or vice-versa.
In order for the spell to work, the mage must be in an area that would pass, by sight, as a part of either world. For example, the mage could pass through an inferno to get to the plane of Elemental Fire, or he could pass through a secluded, beautiful forest on a trip between Earth and Arcadia.
The mage casts the spell by wandering aimlessly through the area. At some unspecified point in the trip, the mage "passes over" to the other plane. Without some knowledge of the other plane, the mage won't know when the crossing occurs. The GM may require the mage to roll vs. Area Knowledge (Other Plane), Thaumatology, or possibly, Theology as appropriate to know what plane he's on. No skill roll is needed if the mage has some obvious outside evidence that he has "passed over."
Because the casting takes so long, there is no Fatigue cost. The spell can only be interrupted while it is cast, if the mage deliberately abandons the spell, or if he becomes aware of his exact location on the current plane. For example, the spell would be interrupted if the mage stumbled across a well-known landmark. Paradoxically, the mage may roll vs. his Navigation or Orienteering skill to avoid known landmarks and "stay lost!" It is also a legitimate strategy to travel away from known landmarks, as long as the mage doesn't know his exact position relative to them. It is also legitimate for another member of the party to keep track of the group's location, as long as the mage remains "lost."

Duration: 1 journey.
Cost: 0 points, can't be maintained.
Time to Cast: 3d days, minus skill, plus the number of people being transported. (Minimum 1d hours).
Prerequisites: Unusual Background (Native of the "mirror" dimension) advantage or Gate.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Adapted from Greg Littmann.

World-Jump Regular, resisted by Will

This spell allows the mage to use the World-Jumper advantage (see GURPS Time Travel) to jump to a parallel timeline.
Whether the mage has any control over where he goes is up to the GM. Typically, the mage seems to rise into the air (to the height of about 50 feet) before entering the void between dimensions.
Once in the void, the mage travels for 1dx10 minutes before appearing in the sky of another world and floating to the ground. Because time in the void passes strangely, it could take anything from 6 months to 6 hours to travel between worlds, as viewed from a given world. Rolls vs. Area Knowledge (Dimensional Void), Hyperspace Physics, or similar skills might allow the mage to choose his destination or speed up (or slow down) his time of arrival.
Unwilling creatures roll vs. Will to resist.

Duration: See spell description.
Cost: 8 points, can't be maintained.
Time to Cast: 1 minute.
Prerequisite: Planeshift Other.
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) Merry-Go-Round. GURPS Magic Items 2, p. 110. Energy Cost to Create: 20,000 points. (d) Rift Raft GURPS Magic Items 2, p. 110. Energy Cost to Create: 5,000 points.
Author: Adapted from GURPS Magic Items 2.

Yesterday's News Regular, Information

This spell functions exactly like the Tomorrow's News spell, except that the mage reaches into the past to get a copy of a publicly available newspaper or magazine from a specific time and place.
The mage must be familiar with the publication in order to be able to request it. Only publicly-distributed books, newspapers and magazines are available. Privately-circulated journals and letters are not available. The item appears exactly as it would on the newsstand on the day of publication.
The GM should be careful to not allow characters to abuse this spell in campaigns where there is a strong "collectibles" market.

Duration: Permanent. (The journal instantly appears in the mage's hand).
Cost: 4 points, can't be maintained. For double cost, mass-market books, records, CDs and other items can be gotten with this spell. Double cost again if the item requested is intrinsically rare or valuable (like a rare trading card), or contains valuable information (like a the only printed record of the wreck of a treasure ship).
Time to Cast: 10 seconds.
Prerequisites: Magery, Sense Gate, and Ancient History.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Bookcase, magazine rack, or any other container for storing books or magazines. Energy Cost to Create: 100 points if it will just produce a specific journal from a specific date, 250 points if it will produce any journal from a given time or place, or a run of one type of journal (i.e., any newspaper or magazine from 1954, any publication ever distributed in New York City, or the Wall Street Journal for the same date 20 years before the current date), 450 points if the user can request any journal with which they are personally familiar.

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