Illusion and Creation Spells

General Notes on Illusions - The cost of an illusion is based on its maximum size. It can move beyond its starting area, or change size or shape up to its maximum size, but the mage must concentrate to do this. For example, to create an illusion of a 3-hex long horse, the mage would have to create an illusion with a 2-hex radius.
Illusions of things that glow or cast light do so normally. Illusions casts shadows if the caster thinks to include the effect. If there is any question as to whether or not a mage can create a given effect or remembers to create small details with an Illusion, have the mage roll vs. his Illusion Art skill. roll if this is unclear. Source: Sean Punch.
Illusions are magical energies applied directly to the sense nerves of the subject. Because the energy is applied directly but subtly, this is one of the more difficult realms of magic. The subject's own mind will try to make sense of the images, even filling in details the caster might have missed or not known. An illusion is seldom described by all viewers the same way. Of course, this is true of reality, too.
Any illusion can be destroyed or dispelled if an intelligent creature takes a turn to Concentrate and successfully disbelieves it. To disbelieve, the viewer must win a Contest of Skills; his IQ vs. the appropriate Illusion spell skill of the original caster. The viewer is at +2 if he already knows the illusion to be false, +1 if he suspects that it is false, and -2 if he wants to believe. A critical success by the viewer will always disbelieve successfully. Note that once disbelieved, the illusion is dispelled only for that viewer, others may still believe the illusion to be real. Once successful at disbelieving, the viewer will see nothing of the illusion, it will completely disappear from his senses. Source: Bruce MacLaren.
Created Beings - Created beings cannot spend fatigue or cast spells. They are not true physical beings, but constructs of magical energy. The have no idea how to use a magic item, cannot participate in ceremonial magic and cannot be "tapped" with a Steal Strength or Steal Health spell. Source: Sean Punch.
High-Tech Illusions - Author: David Pulver (GURPS Technomancer)
Illusion and Creation Spells and Art - Illusion and Creation spells can be used to create art. Using an Illusion or Creation spell to assist (or substitute) for ordinary art skill gives +4 to the relevant skill rolls. If the mage wishes, an illusion spell can be used to create effects that aren't normally possible in a mundane picture. For example, figures or scenery that appears to move, or landscapes where the light and shadows change depending on the time of day or the weather. Characters in pictures can appear to move or speak, or even enact stories.
Screen Creations - Author: David Pulver (GURPS Technomancer
Likewise, if the mage has an accurate or extremely expressive (skill 13+) drawing, painting or sculpture in front of him he can make the art object "come to life" with an Illusion or "Create" spell. The object just seems to spring to life and grows (or shrinks) to life size. This halves the energy cost of the spell. The usual limitations still apply: casting Create Warrior on a sculpture of a famous hero conjures a normal created warrior who has the physical appearance of the character. Likewise, a TL7 mage who casts Create Object on a sci-fi blaster depicted in a picture creates a prop . . . unless he knows how to make a real blaster!

Changes to Spells from GURPS Magic

Create Object - Objects can be made permanent for 50 times the cost to create them.

Create Servant - If the mage creates a servant which has a skill, the mage does not need to know that skill himself. The only limitation is that the skill must be a non-combat physical skill. Source: Sean Punch.
If the mage also knows the Create Object spell, the servant can start out with clothing and objects. Calculate the cost of the spell as described for the Create Warrior/Create Object option.

Create Warrior - If the mage also knows the Create Object spell, the mage can cast these spells simultaneously to make a dressed, armored, and armed warrior. The mage calculates the total cost of the objects with which the warrior or servant will appear. (Source: Sean Punch)
Optionally, warriors can be created with armor and equipment already in place. The cost is based on the cost of the equipment: 1 point per $100 of equipment or fraction thereof (based on prices in the GURPS Basic rulebook). The mage must be familiar with the weapons and equipment to be created.
Alternately, the GM can rule that the mage can cast the Create Warrior spell simultaneously with Create Armor, Create Shield, and/or Create Weapon. The mage must make two or more success rolls, but he can cast these spells simultaneously, and pool the energy costs. This option is much more expensive.
In any case, if the mage wants a Warrior with armor and equipment, the mage must also know the Create Object spell, or the Create Armor, Create Shield, and/or Create Armor spells below.

Simple Illusion, Complex Illusion and Perfect Illusion - These spells don't have to be cast in the usual circle that area spells are cast in. Instead, they can be made to cover areas in lines, squares, or any other contiguous form the mage can dream up as long as the total number of hexes doesn't exceed the usual hex radius.
Item: Coloring Book. GURPS Magic Items 2, p. 35 Energy Cost to Create: 100 points per page.

Changes to Spells from GURPS Grimoire

Create Mount - See also Elemental Steed, Magic Mount. For extra cost, the mount can have special abilities.

Duplicate - The personality of the person duplicated can either be the person's true personality or else a "morally opposed" opposite. In the latter case, the duplicate will attack the original person. Equipment and possessions of the original are also duplicated, but they will vanish if separated from the duplicate for more than 1 minute. Magic items appear to be magic, and seem to produce magical effects, but these are just Complex Illusions.

Mystic Mark - See also Inscribe, Moon Rune and Wizard Mark.

Illusion and Creation Spells From GURPS Magic

Complex Illusion
Control Creation
Control Illusion
Create Animal
Create Object (VH)
Create Servant
Create Warrior
Dispel Creation
Dispel Illusion
Illusion Shell
Independence
Perfect Illusion
Simple Illusion

Illusion and Creation Spells From GURPS Grimoire

Create Mount
Duplicate (VH)
Initiative
Inscribe
Phantom (VH)

Illusion & Creation Spells from the Codex Arcanum

Appearance of Life - Necromantic
Bridge - Plant
Clay of Life - Enchantment
Clothing to Flesh - Body Control
Conceal Secrets - Protection & Warning
Convertible - Enchantment
Create Aquastor (VH) - Communication & Empathy
Create Eidolon (VH) - Communication & Empathy
Create Zombie - Necromantic
Disorganization - Gate
Dress - Gate
False Doom - Mind Control
False Prey - Animal
Gild - Earth (Metal)
Hermit’s Companion - Mind Control
Infinite Material - Making & Breaking
Intimidate - Mind Control
Magic Picture - Light & Darkness
Merciful Weapon - Protection & Warning
Morph (VH) - Animal
Obscure Terrain - Protection & Warning
Owner’s Mark - Communication & Empathy
Place of Desire - Mind Control
Polymorph Other (VH) - Animal
Polymorph (VH) - Animal
Puppet - Body Control
See Illusions - Knowledge
Truthful Image - Knowledge
Variation - Making & Breaking
Vision of Battle - Knowledge
Wardrobe Bands - Enchantment


Animate Reflection Regular, resisted by IQ

This spell makes the subject's reflection in any reflective surface move as the mage wishes. To the subject it will appear that the reflection is moving independently.
The reflection can appear to do anything that the original subject is able to do. It can also seem to move around in the reflecting surface.
Likewise, the reflection can use body parts or objects that the subject is carrying that aren't reflected when the spell is first cast. For example, the image could appear to bring its hands to its face even if only the subject's head is reflected in a mirror. It can also appear to partially move out of the reflected area, or vanish entirely.
Objects that aren't present on the subject's body when the spell is cast can't be created in the reflection. For example, unless the subject is bleeding, the image can't appear to be bleeding.
Depending on how this spell is used, the subject might have to make a Reaction Roll or even a Fright Check.
This is also a Light and Darkness spell.

Duration: 1 minute.
Cost: 2 points, 1 to maintain.
Prerequisite: Simple Illusion, Alter Reflection.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Mirror or similar reflecting device. Anything reflected in this item has the spell cast on it. Energy Cost to Create: 200 points.

Animate Body Regular, resisted by IQ

This spell allows the mage to animate a dead or unconscious body (or any other similar object), allowing it to walk about or even attack. Unlike Necromantic spells that have similar effects, this spell does not turn the body into an undead creature.
In order to animate the body, the mage must concentrate on the spell and he must be able to see the body by some means. (Wizard Eyes and similar spells count for this purpose.) If the mage is distracted, the spell doesn't automatically end, but the body falls to the ground. In order to regain control, the mage must make a skill roll, and he must spend 2 turns bringing the body back to its feet.
The body retains the ST and HT it had in life, but "dies" (if it is already dead) when it reaches 0 HP. If the spell was cast on an unconscious body, spell ends when the body takes more than its base HP in damage or regains consciousness. The body's Move is equal to half the mage's Move or half the Move it had in life (or consciousness), whichever is less.
The body has no IQ, and its DX and physical skills are those of the mage at DX-4 (or skill -4). However, no skill or attribute can ever be raised above 12. No matter how good the mage is, he can't transmit his skills very well. The body cannot speak nor can it use any mental skill or any physical skill that requires internal concentration.
Unconscious victims get a roll vs. IQ to resist.

Duration: 10 seconds.
Cost: 3, 2 to maintain.
Prerequisite: Create Warrior.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. When placed on a dead or unconscious body the item casts the spell. Unconscious victims get a roll vs. IQ to resist. Energy Cost to Create: 250 points.

Animate Origami Regular

This magic will enlarge and animate origami creations.
In order to cast this spell, the mage must have a properly made origami creation (no cutting or pasting allowed) made either by himself or by another person. When the spell is cast, the origami creation will grow to roughly the size of the creature or object it is to represent. It will take on some or all of the abilities of the real object - birds fly, boats float, tigers bite. Origami creations can either fight or serve as transport, but not both.
Constructs used for transport may carry one person who weighs up to 300 lbs. over land or air, or water depending on the nature of the original creation.
Origami creatures used to fight will do 1d-1 Crushing damage with their teeth, paws, beaks or tusks. Regardless of their type, origami creations occupy 2 hexes, have ST 15, DX 10, IQ 0, HT 12, and 20 HP. They have a maximum Move of 5. Flying creatures take up 1 hex, have ST 10, DX 12, IQ 0, HT 10/8, and Move 10. An origami representation of Godzilla wouldn't be able to crush Tokyo!
Origami creations are still made of paper and they take 1 HP of damage per minute from water or heavy rain. They also take double damage from fire and heat. When the origami creation is destroyed by water or damage it sinks or vanishes.
All creations are under the mental command of the person who animates them, however, they can be given a simple general command like "Run north." or "Fight" which they will follow without having to be commanded. When the spell ends, the creations return to their original form and can be reused. However, destroyed or damaged creations vanish when the spell ends.
A limited version allows the mage to animate small origami creations. These creatures can neither bear loads or fight, they just entertain and beautify, though they might be able to distract a foe. These small origami creations do not grow in size, don't do damage, and have ST 2, DX 12, IQ 0, and HT 12/1. They have a maximum Move of 5 (or 15 for flying creatures).

Duration: 1 minute.
Cost: 1 point, same to maintain for a small creature, 4 points, 2 to maintain for a large creature.
Time to Cast: 5 seconds.
Prerequisite: Magery, Create Object.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Origami creation. When a command word is spoken, the figure animates with this spell. One use only. Energy Cost to Create: 50 points.

Anthropomorph (VH) Regular

Not only does this spell animate an inanimate object, it also gives it the ability to see, hear, and speak, and invests it with a degree of intelligence and a "personality" determined by the caster or the GM. If the original object was not flexible, this spell gives it a degree of flexibility or small structures that allow it to move. "Limbs" created are based on the shape of the item. For example, a rock could roll itself along or scuttle along on pseudopods. A teapot could walk along on its legs and use its spout as a "trunk".
The object has a personality appropriate to its original nature, but never a truly malevolent one unless the object was habitually used for evil purposes. The GM should use his imagination to come up with amusing personalities for animated objects. Most objects will have an IQ of 8, but especially old or impressive items and items associated with scholarly pursuits might have higher IQ's. ST is based on the object's HP and mass. HT is based on the object's original HP, for very large or small items, the GM should assign split HT scores for HT and HP. DX ranges from 8 (for clumsy items) to 12 (for extremely mobile items like stools).
An intelligent being that has somehow been transformed into an objector whose soul is trapped in an object can act, speak, see, hear, and move by means of this spell. If that is the case, the object they are bound into takes on their personality.
Animated items cannot learn new skills, but they can carry on reasonable conversations in the language they "heard" most often (with or without outrageous accents). They might talk about things they have "heard" or "seen" but most items will be loyal to their owner unless they have been badly used or have naturally disloyal or mean personalities.
Items strongly associated with one particular craft will have the appropriate skill at level 12. Animated items are not servants of the mage who animated them. Further spells must be used to command items to service or to extract information from them.
Eccentric wizards often use this spell as an enchantment to create sentient companions or guards for their dwellings.

Duration: 1 minute.
Cost: 4, plus 1 point per pound of material, half to maintain. Can be made permanent for 4,000 points plus 100 points per pound of material.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, 10 Creation spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry. When attached to an object, the magic item casts this spell on the object and the object remains animated as long as the jewelry remains attached. Energy Cost to Create: 350 points.

Audio Illusion Area, resisted by IQ

This spell creates an insubstantial auditory "image" that has no effect on any sense except hearing. By concentrating, the mage can move the "source" of the illusion at a Move equal to half his skill. For example, a mage could create the "illusion" of a conversation between two people that seems to recede into the distance as the "people" move "away" from the area of effect.
This spell is also a Sound spell and a Mind Control spell.

Duration: 1 minute.
Base Cost: 1 to cast; half that to maintain.
Prerequisite: IQ 11+, Simple Illusion.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Adapted from Bruce MacLaren

Ball and Chain Regular; resisted by Will

This spell creates a ball and chain on the subject's ankle. The ball weighs 20 lbs. and reduces the subject's Move to 2, or half-normal Move, whichever is less. If the subject carries the ball, he can move at Move 3 (or 2/3 normal Move, if that is less), but one or both of his hands are full.
This is also a Metal (Earth) spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Create Metal or 3 Creation spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Always On. Most versions are Hexed. Energy Cost to Create: 100 points.

Blurred Script Regular

This spell makes the caster's handwriting blurry and illegible to everyone except those who he wishes to see his writings. The mage must specify the people (or type of people) who can view his writings when the spell is cast.
Spells such as Dispel Magic or Dispel Illusion can cancel this spell, but they must win a Contest of Skills to do so.
This is also a Communication and Empathy spell.

Duration: 1 week.
Cost: 1 point per page, 1 to maintain.
Prerequisite: Simple Illusion.
Item: (a) Pen or other writing instrument. Any writing made with will have this spell cast on it. Energy Cost to Create: 100 points. (b) This spell can be made permanent for 25 times the base cost.

Caltrops Area

The spell fills the area of effect with caltrops (approximately 6 caltrops per hex).
The caltrops are normal devices of their type and do normal damage to creatures that step on them. They vanish when the spell ends or when they are picked up.
This is also a Earth (Metal) spell.

Duration: 1 minute.
Base Cost: 3, same to maintain.
Time to Cast: 3 seconds
Prerequisites: Simple Illusion or Create Metal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be permanently cast on an area for 25 times the base cost.

Chameleon Clothing Regular

This spell alters clothing so that it will change color to blend in with its surroundings. Anyone wearing a full suit of clothes with this spell on it gets +4 to Camouflage rolls while stationary, or +2 while moving. A partial suit of clothing with this spell on them (or a full set of clothing that doesn't completely cover the wearer's body) gives +2 to Camouflage while stationary, or +1 while moving.
This is also a Light and Darkness spell.

Duration: 10 minutes.
Cost: 3, 2 to maintain.
Prerequisite: Dye.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. (c) Chameleon Suit, GURPS Magic Items 1, p. 72 Energy Cost to Create: 300 points.
Author: Adapted from GURPS Magic Items 1

Cheater's Cards Regular, resisted by Special

This spell alters playing cards so that they appear to have whatever value the user wishes them to have. The spell grants benefits to the user similar to Blank Cards, GURPS Magic Items 1, p. 72
The effect of this spell is to give +5 to Gambling skill in a card game for one hand only. However, the mage must win a contest of Gambling skill every time he uses this spell, or his cheating becomes obvious. Either he plays cards that are known to be out of play, or he plays cards also held by an opponent! Subsequent use of this spell against the same opponents is even more likely to raise suspicions, the mage gets a cumulative -1 to Gambling skill to avoid being caught cheating. If his opponents are suspicious, the GM may treat this as a contest between the mage's (modified) Gambling skill and that of his opponent.
This spell can also be used for card tricks. In this case, the spell gives +5 to Sleight of Hand skill rolls. There is no cumulative penalty to use this spell for card tricks. Observers aren't likely to be suspicious and since any good Sleight of Hand act allows the performer to distract his audience and explain away any discrepancies.
If this spell is used to modify somebody else's cards, the victim is allowed a roll vs. IQ to resist the effects of the spell.

Duration: One "hand" in a card game or one sleight of hand card trick.
Cost: 2 points, can't be maintained
Item: Blank Cards, GURPS Magic Items 1, p. 72 Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 1

Coins of Change Regular

This spell will turn money of a larger denomination into an equivalent amount of money in smaller denominations of the same or lesser value.
Note that the mage can't specify the exact form of the lesser denominations. The coins and bills he gets as "change" will be average in all respects and representative of typical currency of that type in circulation. Note that this means that a rare or numismatically valuable coin is likely to be replaced by coins of far less value.
Note that this spell doesn't actually transform the money. Instead, it works as a very specialized and effective form of the teleport spell. When the spell is cast it seeks out money from the area surrounding the mage and quietly and fairly "makes change" in such a way that the substitutions aren't noticed.
If no "change" of the appropriate type is available in the immediate area, money can still be converted to lower denominations, but 10% of the value is lost, never to return. The money created is indistinguishable from "real" currency to anything but the most scrupulous magical inspection.
If this spell is cast on currency that can't be converted into an currency of a lower denomination the spell fails, the currency disappears or it is replaced by something peculiar and/or worthless, at the GM's whim.
This is also a Movement spell. Permanent.
Cost: 2 points. For double cost money can be changed "from nothing" without a 10% loss in value.
Item: Change Purse, GURPS Magic Items I, p. 32. Energy Cost to Create: 250 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS") and from GURPS Magic Items 1

Combined Illusion Regular

This spell allows the mage to combine two or more illusion spells of any sort into a single effect. For example, the mage could combine two Simple Illusions and an Auditory Illusion to create the sight (and sound) of two men fighting.
Subjects resist the other spells normally. Duration: 1 minute or the duration of the shortest spell cast, whichever is least.
Cost: 2 to cast; plus 1 point per illusion involved beyond the second, half to maintain. In addition, the base cost and maintenance costs of the illusions to be combined must be included. This spell can be made permanent for 25 times the base cost, plus the cost of any other illusions involved.
Prerequisite: Magery, 3 Illusion spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Adapted from Bruce MacLaren.

Conceal Illusion Regular, resisted by Spell

This spell makes an Illusion or Phantom spell immune to Detect Illusion spells, unless that spell can win a Contest of Skills.

Duration: 1 minute (or as long as illusion lasts, whichever is less).
Cost: 2, 1 to maintain.
Prerequisite: Detect Illusion.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 100 points.

Concealing Hand Regular, resisted by IQ

This limited version of the invisibility spell makes anything grasped on one of the subject's hands invisible.
The object concealed can't weight more than 50 lbs. or be more than one hex in size. It must also be completely supported by the subject's hand (not steadied by the other hand, balanced on the hip, rested on the ground, etc.). The subject must also attempt to conceal the item by covering it with his hand and holding it relatively still.
If the object is brandished or actively used by the subject, the spell automatically ends. This means that small weapons such as knives or pistols can be concealed by this spell, but large weapons such as swords or bows cannot. Any weapon used in a threatening manner will automatically be revealed.
If used to conceal something that another character is actively seeking, they are allowed a roll vs. IQ to see through the spell.
This spell can be used as a prerequisite for the Invisibility spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Blur.
Item: Concealing Glove, GURPS Magic Items 1, p. 72. Energy Cost to Create 250 points.
Author: Adapted from GURPS Magic Items 1.

Convert Currency Regular

This spell will convert currency of one nation to specie of another nation with which the mage is familiar at the going exchange rate, less a 1d% "conversion fee."
This spell will not convert valuables such as precious metals or gems into currency.

Duration: Permanent.
Cost: 1 point per $100 of currency to be changed.
Time to Cast: 1 minute.
Prerequisite: Magery, Coins of Change.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Wallet, Purse, or Pouch. Casts this spell any money placed in it. Energy Cost to Create: 250 points.

Create Ammunition/TL Regular

This spell allows the mage to create ammunition of any type with which he is familiar. The ammunition created can't be a munition on its own (like grenades, mines, flame-thrower fuel, or explosives); it must rely on a missile weapon to activate it. In addition, power cells can't be created with this spell.
The cost to create the ammunition depends on its expense (based on the cost in the appropriate GURPS worldbook or the GM's whim) and the amount of damage it does.
Low Tech ammunition appears in lots of 20. High Tech Ammunition appears in lots of 10, 20,50, or 100 depending on the ammunition type. If the GM is willing, the mage can create a smaller amount of ammunition for less cost. For example, a single arrow or small-caliber bullet could be created for 1 point.

Duration: Permanent.
Cost: 1, plus 1 per $100 of cost for a standard clip/case of the ammunition type (round down), plus 1 for every 2d damage (or fraction thereof) that it does.
Low-tech missiles such as arrows cost 3 points per 20.
Time to Cast: 3 seconds.
Prerequisite: Complex Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A weapon can be enchanted with this spell so that it never runs out of ammunition. Energy Cost to Create: 50 times the cost to cost the spell.

Create Armor Regular

On command, this spell causes a suit of armor to materialize around the wearer. The mage can summon any sort of armor with which he is familiar, but the most protective and heaviest armors become very expensive.
The armor can be of any non-magical, unpowered type and style with which the mage is personally familiar, magically sized to perfectly fit the subject. The armor is normal in all other respects.
If any part of the armor is removed from the subject's body, that part will vanish after 10 seconds. However, the rest of the armor will remain for the duration of the spell.
If this spell is cast on an unwilling subject, he can make the armor vanish instantly, so that he is not encumbered by it. Likewise, a willing subject can make the armor vanish at any time.

Duration: 1 minute.
Cost: 1, plus 1/2 point per point of DR, and 1 point per point of PD inherent to the armor (minimum of 2 points), half to maintain.
Prerequisites: Create Shield.
Item: (a) Wand, Staff, or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Armor Ring. GURPS Magic Items 1, p. 24 Energy Cost to Create: 300 points.
Author: Self, GURPS Magic Items 1.

Create Army Area

This spell creates a number of warriors as per the Create Warrior spell, but the warriors are created one per each hex within the given area.
Once created, the warriors will obey individual or unit commands, if the mage spends the time to command them. Otherwise, they fight on their own. Warriors are under the GM's control unless the mage specifically concentrates to make them function as a unit.
Ambiguous commands will be ignored or will result in the entire unit becoming confused and hesitating until they receive better orders. For example, "Attack the mage." is a legitimate command but "attack" might would leave them puzzled.
When the spell is renewed, the mage has the option of canceling some or all of the spell. However, if he cancels some of the spell, the warriors to be dismissed must be selected by some general criteria, such as "All of the wounded ones." or "All the warriors on the far side of the stream."
In other respects, this spell is identical to the Create Warrior spell.

Duration: 1 minute.
Base Cost: 4 to cast, 2 to maintain. For Brute Warrior, 6 to cast, 4 to maintain. Minimum Area 2 hexes.
Time to Cast: 10 seconds.
Prerequisites: Magery, Create Warrior, 10 Illusion and Creation spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points.
Author: Adapted from Greg Littmann

Create Artisan Regular

This spell is similar to the Create Servant spell, but the servant created is capable of doing complex tasks.
The craftsman created has ST 10, DX 12, HT 9, IQ 11 and a Skill level of 12 in one skill known to the mage at level 12 or better. The craftsman will do any non-combat task desired by the mage, but will otherwise behave like a normal Servant.
Craftsmen must be provided with tools and materials suitable for their trade and the job the caster want them to do. If the caster wants them to produce new goods then he must give them detailed instructions as to what he wants. The craftsman is a simple tradesman, not an artist. Any goods made by a Craftsman will be plain and uninspired, but functional.

Duration: 1 minute.
Cost: 4, 2 to maintain.
Prerequisite: Create Servant.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Create Assassin Regular

This spell creates a golem-like assassin who will relentlessly and unerringly seek the target, battling through all that would stand in its way. The Assassin has ST 16, DX 12, IQ 8, HT 12/18, PD 3, DR 8, Move 6. It can use any melee or ranged weapon with which the mage is familiar at Skill 13.
In addition, the Assassin has the skills Stealth-13, Holdout-13, Climbing-13, Swimming-13, Running-13, Tracking-15, Shadowing-15 and Tactics-15. It has the advantages of Injury Tolerance (Doesn't Bleed, No Neck, No Vitals, No Brain), High Pain Threshold, Combat Reflexes, Night Vision, Silence+2, Magic Resistance+4, Fearless and Alertness+4. It has the disadvantages of Unliving, No Sense of Humor, Callous, Clueless and Obsession (Kill its target).
When the spell is cast, the mage can make the assassin appear to be anything or anyone he is personally familiar with, from a terror from beyond the grave to a trusted friend of the victim.
If the assassin kills the target, it will then attempt to eats the body. If undisturbed, the assassin will do with within 10 minutes making it impossible to resurrect the body.
On critical failure or if prevented from its task (as determined by the GM) the assassin turns on the mage who created it!

Duration: 1 day.
Cost: 15 points, 8 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Create Warrior, Golem, Complex Illusion.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points (b) Statue. When a command word is spoken, the statue will turn into an Assassin loyal to the person who spoke the command. Energy Cost to Create: 2,000 points, plus $10,000 in materials and a life-sized statue.

Create Bait Regular

This spell creates about half a pound of various small creatures suitable for use as fish bait. Fish will find them quite tasty, and a bonus of +3 is added to Fishing rolls made using this bait.
This is also an Animal Spell.

Duration: 2 hours.
Cost: 1 point, same to maintain.
Item: Bait Bucket. Energy Cost to Create: 25 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Create Body Regular

This spell creates the unliving body of any creature with which the mage is personally familiar. If the mage is personally familiar with the condition or can make a roll vs. Pathology, Diagnosis, Thanatology or Professional Skill (Mortician) skill, he can make the body appear to be in any state of preservation or to have died from a given cause.
The body of a specific individual can't be reproduced, though the mage has complete control over the age, sex, height, weight, appearance and race of the body. Spells such as Alter Visage or Illusion Shell can be used to finely sculpt the body's appearance to that of an actual person.
To mundane inspection, the body appears to be real. A successful Diagnosis skill roll will determine that the body is dead. Successful Pathology or Diagnosis rolls will "determine" what the body "died of". Only on a critical success will a mundane medical skill determine that the body was never alive to begin with, and this information will only be revealed if the examiner had reason to suspect such a thing.
Magic spells to detect the identity of the individual or how the person died will reveal nothing. Magic spells to detect magic on the body must win a Contest of Skills to detect anything. On a success they reveal an unspecified magical aura around the body that could be caused by any number of reasons. Only on a critical failure will the true nature of the body be revealed. However, if a mage is specifically casting a spell to determine if the body has been magically created, he need only win a Contest of Skills to reveal the magical nature of the corpse.
The body is unliving and will begin to rot based on the ambient temperature and the condition it was in when it was created. Spells such as Appearance of Life and Prevent Decay can be used to prevent or delay the inevitable.
Despite its obvious uses to adventurers this spell has other uses. It can be used as an "ethical" source for animal products, transplanted organs and grafted limbs, as realistic "dummies" for lethal experiments, military training, or anatomy lessons. If the GM rules that zombies and skeletons do not require the body of a once-living creature, this spell can be used as a handy (if expensive) source for skeletons and zombies.
This is also a Necromantic spell.

Duration: Permanent.
Cost: 2 pointsper 25 pounds of living body weight (or fraction thereof).
Time to Cast: 1 minute per point of energy used to cast the spell..
Prerequisite: Complex Illusion or Create Meat and Create Bone.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Create Bouquet Regular

(This spell appeared in GURPS Discworld as "Eringyas' Surprising Bouquet".)
In a non-Discworld campaign, any sort of flowers can be created using this spell, and the spell statistics should be changed to the values in the parentheses.
This is also a Plant spell.

Duration: (1 day)
Cost: (Can be made permanent for 3 points.)
Item: (a) Wand, Staff or Jewelry. Energy Cost to Create: 100 points. (b) Vase or other container for holding flowers. Energy Cost to Create: 50 points.
Author: GURPS Discworld.

Create Craftsmen Regular

This is also a Making and Breaking spell.

Author: Lee Gold (GURPS Japan)

Create Dancing Weapon Regular

This spell creates a melee weapon of the caster's choice that will fight for the caster like a Dancing Weapon would.
In other respects, the weapon behaves like a weapon created using the Create Weapon spell.
If the mage wishes, he can cast this spell multiple times to create multiple dancing weapons. However, each dancing weapon beyond the first has -1 to its effective skill.
This is also a Movement spell.

Duration: 10 seconds.
Cost: 3, 2 to maintain (double cost for a two-handed melee weapon).
Prerequisite: Dancing Weapon, Create Weapon.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Create Entertainer Regular

This spell creates an entertainer. The entertainer created has ST 10, DX 12, HT 10, and IQ 11, one Art, Performance or Musical skill at skill level 12 and up to 15 points of advantages appropriate to the trade of entertainer, such as Voice, Musical Ability, Good Appearance, Charisma, etc. Extra energy gives more advantages, better statistics, and more or better skills, though the entertainer's skill level can never exceed 16 in any skill, including bonuses from advantages.
Entertainers created in this fashion are non-combatants and will do nothing but entertain. They will run away or vanish if they are attacked or threatened or if they are asked to do work outside their "trade." Other than that, they are under the control of the mage.
Note that entertainers will come with the tools of their trade (i.e., musical instruments, paint brushes) but will require appropriate materials (such as paints or sculpture material) if the mage wishes them to create anything permanent.

Duration: 10 minutes.
Cost: 4 points, 3 to maintain. Every extra point of base cost gives the entertainer an additional 5 points in skills or advantages.
Time to Cast: 10 seconds.
Prerequisite: Create Craftsman.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Create Faerie (VH) Regular

This spell creates a small faerie creature (no more than 200 lbs.), which can be intelligent. It is possible that this spell doesn't actually summon the creature, just transports one that already exists somewhere else.
Each variant of faerie creature created is a different variant of this spell. Cost depends on the creature's mass, attributes, powers, etc.
Note that the creature created (or summoned) it is a free-willed being. It must immediately make a Reaction Roll to the mage, and possibly its new surroundings (and those in it). On anything less than a Good reaction, it will attempt to flee or hide.
The GM is free to limit the number of faerie creatures the mage can create at any given time or to have faeries react negatively if they are (or likely will be) abused. The GM should also feel free to give faeries unexpected powers (such as the Curse or Invisibility spells as an innate magic) and quirky personalities. Faerie should always be strange and unpredictable!
This is also a Gate spell.

Duration: Permanent.
Cost: 1 point per 10 character points possessed by the faerie (minimum 10 points).
Time to Cast: 1 hour.
Prerequisites: Create Faerie Animal, Open Gate, Create Faerie Land.
Item: Altar, Cauldron or similar large heavy object. Energy Cost to Create: 5,000 points. Mage Only.

Create Furniture Regular

This spell creates ordinary home furnishings and household goods. Stools, chairs, desks, beds, thrones, tables, lanterns and so forth can all be created.
Each piece of furniture comes with all the accessories typically associated with the item. Beds come with pillows, blankets, and mattresses. Desks come with a drawer full of paper, pens, and ink. Tables come with plates and silverware, stoves come with pots and pans and so forth.
These furnishings are serviceable but plain. They will vanish if damaged or if the caster moves more than 100 yards away from them. They will also vanish at the end of the spell's duration. The furnishings (and their accessories) can be used as components in other spells, but vanish if damaged or when the shorter-lived of the two spells expires.
Items created with materials created with the furniture will remain and can be made permanent if the mage is willing to pay 2 points extra before the spell ends. However, only up to 5 lb. of materials can be made permanent, and they must have been used to repair a real item, or combined into a new item by the mage's own hand. For example, if the mage wrote a letter using the pen and ink supplied with a magically created writing desk, he could make the letter permanent. However, he couldn't merely pocket the pen and ink and make them permanent.
Each type of item created is a different spell. Common types of furniture created are beds, chairs, dressing tables (with cosmetics and toilet kit), kitchen counters (with bowls and utensils), stoves (with pots and pans), tables (with tableware), desks (with abacus, paper, pens, and ink), and workbench (with common woodworking tools). Some mages have version of this spell which will create specialized workbenches (for jewelry, leatherwork, or blacksmithing, for example), barroom fixtures, or large pieces of torture equipment. An extremely common variant of this spell is the Create Privy spell (see below).

Duration: 1 hour.
Cost: 2, plus 1 per 20 pounds of material and furniture created, half to maintain. Materials up to 5 lb. can be made permanent for 2 points.
Time to Cast: 10 seconds.
Prerequisite: Magic Tool.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points if it will create any sort of furniture, or 250 points if it will create one sort of furniture.

Create Giant Servant Regular

This spell creates a Giant Servant, as per the Servant spell. The Giant Servant has ST 30, DX 9, IQ 9, HT 9/15. Alternately, the caster can create a Brute giant servant with ST 60 or a craftsman giant with one non-combat physical skill 16.
This servant is a non-combatant, in spite of its impressive size. It will flee or vanish if attacked, or if ordered to attack.

Duration: 1 minute.
Cost: 6, 3 to maintain, 12, 6 to maintain for a Brute, 8, 4 to maintain for a Craftsman.
Prerequisite: Create Servant.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Create Giant Warrior Regular

This spell is identical to the Create Warrior spell, except that it creates a Giant with ST 30, DX 12, IQ 9 HT 12/20 and one weapon skill at 16. Armor and weapons provided for the giant must fit a 9-foot tall humanoid.

Duration: 1 minute.
Cost: 12, 6 to maintain.
Prerequisite: Create Giant Servant, Create Warrior.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Create Herd Area

This spell is similar to the Create Animal spell, but it allows the mage to create multiple animals of the same sort within the area of effect. Created animals appear one per hex (or the closest distance apart that they can be spaced).
Once created, the animals can follow simple commands to the best of their intelligence if the mage spends the time to command each animal (or individual groups of animals). If the mage does not specifically command the animals, they are under the GM's control unless the mage specifically concentrates to make the herd function as a unit.
Alternately, the herd can follow "instinctive" behavior patterns (like a wolf pack sending a few members around behind to "drive" victims towards the pack) without being ordered to do so by the mage. Complex commands will be ignored or will result in the entire herd becoming confused and hesitating until they receive better orders. For example, "Attack the man in the checked shirt" might be a legitimate command to give to a herd of buffalo, but "Attack the mage." would leave them puzzled.
When the spell is renewed, the mage has the option of canceling some or all of the spell. However, if he cancels some of the spell, the animals to be dismissed must be selected by some general criteria, such as "All of the wounded ones." or "All the animals on the far side of the stream."
This is also an Animal spell.

Duration: 1 minute.
Cost: 2 per hex per 100 lb. of animal, half to maintain.
Time to Cast: Equal to cost in seconds.
Prerequisites: Magery, Create Animal, 10 Illusion and Creation spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.
Author: Adapted from Greg Littmann,

Create Hero (VH) Regular

This spell temporarily creates a heroic (or not so heroic) person of the mage's imagining. The "hero" can be of any race, sex or lineage, and have any skill, spell, advantage, or power with which the mage is familiar and which the GM will allow. The mage has free rein to create whatever sort of person he wants.
In game terms, this means that the summoned hero is a full character, designed just like a "real" character. For game balance and continuity, the GM should restrict characters that can be designed with this spell to races and character types encountered in his campaign. Alternately, the GM can restrict the sorts of heroes that can be summoned to a few historical (or fictional!) archetypes or religious avatars. He can also require that each different hero type created be learned as a separate variant of this spell.
The GM should be especially careful to prevent the hero from just being a "min-maxed" single-purpose tool for the convenience of the mage. Specifically, disadvantages that are meaningless in the context of the spell (such as Enemy, Dependent, or Terminally Ill) should be disallowed. The hero should have at least 10% of his advantage and skill points invested in "non-combat" or "non-adventuring" areas that make the character more interesting.
Also, note that the hero is a free-willed entity! There is no guarantee that he will help the caster once he arrives, and he might even attack the mage! Attempts to get the hero to aid the mage must be role-played and the mage might have to roll vs. the appropriate Social skill, such as Fast Talk, Sex Appeal, etc.
The hero appears equipped with the same amount of equipment that a starting character with Average wealth would have in the campaign. If it is an appropriate "special effect," the GM can rule that the hero can appear to have much more wealth in non-combat or non-adventuring equipment. However, valuables and equipment that come with the hero are just part of the spell and vanish when the hero vanishes.
If the mages wishes, he may simultaneously combine one or more of the "Hero's" spells (Hero's Bow, Hero's Sword, Hero's Armor, Hero's Shield) with the Create Hero spell to give the hero magic items. In order to this, the mage must know the appropriate spell, and he must make a skill roll to cast it immediately after he rolls to cast the Create Hero spell. If this roll is successful, the hero appears wearing (or carrying) the appropriate equipment. Note that both spells are cast at the same time and point costs for both spells are pooled.

Duration: 10 minutes.
Cost: 6, plus 1 point for every 25 character points used to build the hero, half to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Create Person, Create Warrior.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points, or 1,000 points if it only summons one sort of hero.

Create Intelligent Servant Regular

This spell creates a servant with normal Servant stats, but IQ 13, a skill of 15 in one physical skill (including military skills, but excluding Combat/Weapon skills) and "common knowledge" about the caster, the world, and his surroundings.
When faced with danger or questioned it will react in a levelheaded manner, alerting its master or dealing with the crisis according to its abilities. It will perform hazardous or unpleasant tasks, but will seek to avoid danger or discomfort if possible. It will not willingly enter combat, nor can it be expected to perform feats of heroism.

Duration: 1 minute.
Cost: 4, 2 to maintain.
Prerequisite: Create Servant, Wisdom.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Create Magic Chariot Regular

This spell creates a vehicle pulled by trained draft animals. The type of vehicle and draft animals is up to caster, and many special abilities are available.
The draft animals can't attack, though they might have other powers.
A chariot can hold the caster and up to three other people (up to 1,000 lbs. of weight). The sides of the chariot provide PD 1, DR 3 from the waist down for a standing man, shorter characters get proportionately greater cover.
Extra space, armor, and speed can be bought as follows:

All-Terrain - Pass over sandy, muddy or even swampy ground without difficulty. (2 points extra).
Better Cover - increase cost of armor by 50% if 75% protection, double cost for complete protection.
Extra capacity - 1 point per extra passenger or 250 lbs.
Extra DR -1 point of energy per 1 DR.
Extra Move - 1 point per 1 point of Move.
Extra PD - 2 points of energy per 1 PD.

Common special abilities are:
Dazzling Appearance - The chariot is so brilliant and shiny that it Dazzles (as per the spell) those who look at it. (Prerequisite: Dazzle) (Cost: 2 points extra).
Fearful Appearance - Those viewing the chariot must make a Fright Check (Prerequisite: Fear) (Cost: 2 points extra).
Flames - Flames surround the chariot, doing no damage to those that the caster specifies, but doing 1 point per turn to objects vulnerable to fire damage and possibly setting flammable items on fire. (Prerequisite: Create Fire) (Cost: 4 points extra).
Flight - The ability to fly at a Move of 24. (Prerequisite: Flight) (Cost: 6 points extra).
Move in Water - The ability to pass over water as if it were firm dry land. (Prerequisite: Walk On Water) or float on water like a boat. (Cost: 3 points extra).
Move through Air - The ability to run on air as if it were firm land. However, the chariot cannot change altitude, so it can only run along a single altitude. (Prerequisite: Walk On Air) (Cost: 4 points extra).
Sealed - The chariot is completely sealed. This protects those inside from gas attacks, and other attacks that depend on seeping through the cracks to do their damage, such as acid or concussion from explosions. As long as the hull is not breached, damage from these sources has no effect. (Prerequisite: Create Air) (Cost: 2 points extra).
Submersible - The ability to submerge underwater. This option includes a globe of breathable air and one level of Pressure Support for all passengers. (Prerequisites: Create Air, Swim) (Cost: 6 points extra).
The type of creatures and the appearance of the chariot are up to the caster and must be specified when the spell is cast. Types of magic chariots found in mythology are boat-like chariots drawn by swans, huge scallop shells drawn by sea horses, and flaming, brilliant, flying chariots drawn by fiery horses. Casters of this spell could create anything from a rickety farm wagon drawn by an old mule to a flaming, flying coach wreathed in eerie blue light drawn by skeletal horses.

Duration: 1 hour.
Cost: 6 points, plus the cost of each special ability, half to maintain.
Prerequisites: Create Animal, Create Object, as listed for each special ability.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Statuette or Jewelry. When a command word is spoken, it turns into a set type of Magic Chariot. Energy Cost to Create: 250 points.

Create Marbles Regular

Creates 100 marbles that appear in a open container in the caster's hand. The marbles are "standard" modern glass marbles, but are far more resistant to breakage. The uses of the marbles are only limited to the caster's imagination.
If dropped on the ground, they require anyone moving through the hex to make a roll vs. DX+2 to avoid falling.
This is also an Earth spell.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Item: Bag or Box. Energy Cost to Create: 25 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Create Material/TL (VH) Regular

This spell allows the mage to create raw or semi-processed material of a single type with which he is personally familiar. The material must be an element or a relatively homogeneous material that can be described in a simple phrase (e.g. "iron ingots", "two by four pine boards", "wood glue" or "Portland cement").
If the mage wishes to create a processed item, the GM should have the mage make a roll vs. the appropriate Craft, Professional or Scientific skill to properly formulate the material to be created. For example, in order to make glue, the GM might require the mage to make a roll vs. Woodworking or Chemistry skill.
Cost to cast and the amount of material created depends on the inherent rarity and value of the material being created. Each "step" up a given scale doubles the base cost of the spell (so two steps would quadruple the cost, three steps would multiply it by 8, etc.). Each step down the scale halves the cost. The baseline for a given scale is the second entry on each scale, e.g. Common, Bulk, Semi-processed. Round point costs up to the nearest tenth of a point, with a minimum of 1 point.
Precious and Semi-precious materials can't be created.

Rarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, Fine Hardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting)
Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound), Valuable (dollars a pound). Precious and Semi-precious materials can't be created.
Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed (refined ore, rough boards), Highly Processed (ingots of metal, planed boards).

Examples:
Dressed timber for a palisade: Rarity: Common (in most areas), Local Value: Bulk, Processing: Semi. No steps up, modifier: x1, Energy cost per pound = .1 point.
Lead shot for a sling: Rarity: Uncommon, Value: Commodity, Processing: High. Four steps up, Modifier: x8, Energy cost per pound: .8 points.
Black Powder: Rarity: Very Rare, Value: Valuable. Processing: High. Seven steps up, Modifier: x 128, Energy cost per pound: 12.8. In this example, the mage would have to be familiar with gunpowder and he must make a skill roll vs. Chemistry, Alchemy, and/or Demolitions skill to properly formulate the powder.

Duration: Permanent.
Cost: 1/10 per lb. of material, as modified above.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Create Object.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.

Create Missiles Regular

This spell creates one or more darts, darts, javelins, spears, or other thrown weapons that the mage can throw.
The mage specifies the type of weapon to be created, and it instantly appears in his hand, properly readied for throwing. The mage uses his skill with the appropriate Thrown Weapon skill to target and throw the missiles.
The weapons themselves are perfectly normal, but they disappear as soon as they hit their target (or land, if they miss), or 10 seconds after they are created, whichever is less. A mage can use created weapons to strike in melee, but they vanish as soon as they do damage or are Blocked or Parried.
By "maintaining" this spell, the mage can create a new weapon on the turn after he throws the old weapon. No time to ready is required, the new weapon immediately appears in the mage's hand as soon as he is ready for it to appear. However, in order for this to work, the mage must throw the old weapon before it vanishes, otherwise he must recast the spell. This means that the mage must throw one missile per turn, though he can "hold" the first missile in the series for up to 10 seconds.
This is also a Plant spell, but only non-metal weapons can be created with the Plant-based version.

Duration: 10 seconds from time of creation, or until the missile strikes its target, whichever is less.
Cost: 3, 1 for each subsequent missile created (see above).
Prerequisite: Create Weapon.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 750 points if it can create any sort of missile weapon, or 350 points if it can just create one type.

Create Monster Regular

When the mage casts this spell, he can summon a specific sort of non-human creature (anything from a kobold, to a griffin, to a dragon) that will do his bidding. In other respects, this spell is like the Create Warrior spell.
Each different monster is a different variant of this spell that must be learned separately. It is up to the GM to decide which variants of this spell he will allow in his campaign. It is also up to the GM to set the energy cost to cast a particular spell variant.
As a rule of thumb, all Create Monster spells have a base cost of 2, plus 1 point for every 25 points of skills, attributes and advantage that are useful in combat.

Duration: 1 minute.
Cost: 2 points, plus 1 point for every 25 points of combat skills, attributes and advantages, same to maintain.
Time to Cast: 1 second per every 3 points of base cost.
Prerequisite: Magery, Create Giant Warrior.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 times the cost of the spell. (b) Statuette or Jewelry. When a command word is spoken, it turns into a set type monster. Energy Cost to Create: 50 times the cost of the spell.

Create Mounted Warrior Regular

This spell is a combination of the Create Warrior and Create Animal spell. The warrior created is identical to an ordinary warrior, but it also has Riding (Appropriate Beast)-12 and Lance-12.
The riding animal will be a trained battle mount that can function normally in combat.
If either the rider or the mount are killed or incapacitated, they both vanish.
Other than that, the appearance and demeanor of both the mount and the rider are up to the mage.

Duration: 1 minute.
Cost: Cost of Create Warrior, plus cost of Create Mount, combined maintenance cost to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Create Mount, Create Warrior.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Statuette or Jewelry. When a command word is spoken, it turns into a set type rider and mount. Energy Cost to Create: 50 times the cost of the spell.

Create Paramour Regular

This spell creates a servant of extreme beauty who will indulge the mage's every whim.
The sex, species and features of the paramour are determined by mage. The paramour has ST 11, DX 11, IQ 10, and HT 11, and has the Very Beautiful/Handsome advantage, and the Lecherous disadvantage. S/he knows the Sex Appeal and Erotic Art skills at 15.
Some variants of this spell will create paramours with non-human features or Exaggerated Sexual Characteristics. Advantages such as Fit or Double Jointed and skills such as Performance or Acting are also common. Mages with more exotic tastes create paramours with the Whip skill . . .
For mages prosaic enough to want to use the paramour for non-romantic purposes, s/he has no useful skills outside of the bedroom, but can do unskilled labor. The paramour will flee or vanish if attacked or threatened.
Magic items with this spell enchanted into them are extremely popular. They typically sell for many times the actual cost of enchantment, especially if spells that increase sexual performance and desire are also included in the item.

Duration: 1 hour.
Cost: 4, 2 to maintain. Add 1 point to the base cost for every 10 points of additional skills or advantages.
Time to Cast: 10 seconds.
Prerequisite: Magery, Create Intelligent Servant.
Item: (a) Clothing or Jewelry. Energy Cost to Create: 350 points. (b) Bed or other comfortable place of repose. The subject must lie down on/in the bed in order to cast the spell. Energy Cost to Create: 300 points. (c) Statuette or Jewelry. When a command word is spoken, it turns into a set type paramour. Energy Cost to Create: 50 times the cost of the spell.

Create Person Regular

Author: GURPS Celtic Myth

Create Privy Regular

This unglamorous but handy spell creates a small outhouse that can be used for the obvious purposes.
The exterior of the privy is determined by the caster's whim and can be as unobtrusive or as ostentatious as he wishes. It is furnished with a comfortable seat, a small wad of toilet paper (or the local equivalent), and a counter with a large pitcher of warm water, a basin, a bar of soap and a towel (or the equivalent hygiene features).
Any bodily-wastes left behind when the spell ends vanish, along with all the materials that were brought into the being with the outhouse.
The privy itself is merely a combination of illusions, minor creations, and thin walls of force. The caster can hide in or behind the privy (which will make the first attack effectively blind, -10 to hit) but the walls have no PD or DR. Any attack will pass through the walls and end the spell.

Duration: 10 minutes.
Cost: 2, 1 to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magic Tool.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points (b) Jewelry or Statuette. Turns into a privy when a command word is spoken. Energy Cost to Create: 50 points.

Create Servants Area

This spell is similar to the Create Servant spell, but it allows the mage to create multiple servants of the same sort within the area of effect. Created servants appear one per hex.
Servants can be commanded to perform individual tasks or they can be commanded to work as a unit or several sub-units. Complex or ambiguous commands will result in them hesitating or misinterpreting their orders.
When the spell is renewed, the mage has the option of canceling some or all of the spell. However, if he cancels some of the spell, the servants to be dismissed must be selected by some general criteria, such as "All the ones to the left side of the hall."

Duration: 1 minute.
Base Cost: 3 to cast, 1 to maintain. For skilled servants the cost is 4 to cast, 2 to maintain. For brute servants, the cost is 6 to cast, 3 to maintain. (Minimum of 2 hexes).
Time to Cast: 1 second per energy point used to cast the spell.
Prerequisites: Magery, Create Servant, 10 Illusion and Creation spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.
Author: Adapted from Greg Littmann.

Create Shelter Area

This spell creates a real physical shelter that will give protection from the elements. The cost of the spell is based on the size, luxury and amenities of the shelter, though the details are left the mage's imagination. The shelter can have one door, window, or other opening per person to be sheltered.
In addition to providing simple protection, the shelter can have other powers:

Air Supply: This power gives the shelter (and its wearer) an internal, renewable air supply for the duration of the spell. This makes those in the shelter immune to gas attacks from the outside, since the air supply also generates a slight "overpressure" which pushes gas away. If combined with the Sealed enhancement, the shelter becomes a magical space station! If combined with the Pressure Support enhancement, it becomes a diving bell! (Prerequisite: Create Air) Cost: 1 point extra.
Armor: The shelter starts with DR 1, PD 1. Each level of this power gives the shelter 5 DR above its normal DR. For every 20 points of DR, PD is increased by 1, to a maximum PD of 5. Cost: +1 per level.
Climate Control: The shelter normally is about as well insulated as a normal pre-modern house and has no source of heating or cooling (except maybe a fireplace or fire pit). For 1 point, the mage can give the shelter a source of heating or cooling. For 2 points, he can keep it at steady temperature in "earth normal" conditions, set by the mage when the spell is cast. For 6 points, he can make it keep a steady temperature no matter what the surrounding temperature might be! In this latter case, if the building is also sealed and given invulnerability against the appropriate attack forms, it could survive ground zero of a nuclear blast! (Prerequisites: Cool Air, Warm Air) Cost: 1, 2 or 6 points extra, see above.
Doors and Windows: Normally the shelter can have one door, window, or other means of egress per person to be sheltered. If the mage wants more doors or windows for some reason, he can have them. Cost: +1 per opening.
Entertainment: The shelter has some form of entertainment to amuse the mage and his guests. Exactly what this is depends on the whim of the mage. Cost: +1 to 3 points depending on the elaborateness of the entertainment.
Food: The shelter has an inherent supply of food. Each level provides a meal for one person. Food is equivalent to that produced by the Create Food spell, unless the mage wants to pay for something better. (Prerequisite: Create Food). Cost: 1 per meal. This cost can rise if the mage wants better food and/or drink.
Furniture: The shelter has furniture appropriate to the structure's use and the mage's needs. (Prerequisite: Create Furniture). Cost: +1 to 3 points, depending on the amount and quality of the furniture.
Healing: The structure has medicines and hospital facilities. The mage can create any facility that he is familiar with which is appropriate to his Tech Level. Note that the ability to create medical facilities and stock them doesn't allow give the mage expertise in using them! (Prerequisite: Create Drug) Cost: 1 to 10 points, depending on the Tech Level, size and complexity of the medical facilities. For example, a simple TL7 hospital bed would cost 1. A TL 12 Rejuv Chamber would cost 10!
Invulnerability: This power makes the shelter invulnerable to a certain type of attack. This could be one sort of weapon (e.g. swords), or one sort of magic attack (e.g. fire spells), but not broad categories of damage or threat (e.g. "all crushing damage" or "magic"). It is legitimate to use this power to protect against one sort of natural hazard, such as heat, cold, fire, vacuum, radiation, etc. Protection against attacks based off a given hazard (such as fireballs, cold jets, etc.) requires a different application. (Prerequisite: Invulnerability). Cost: 3 per type of protection.
Pressure Support: This power gives the shelter (and those inside it) the Pressure Support advantage for the duration of the spell. (Prerequisite: Pressure Support). Cost: +1 per level (3 levels maximum).
Quarantine: The shelter can be magicked so that people with a disease (or diseases) specified by the mage cannot enter and/or leave the shelter (the conditions are set when the mage casts the spell). Likewise, pathogen bearing creatures and objects, or the pathogens themselves can't get in or out. (Prerequisite: Quarantine). Cost: +2 points.
Sanitary Facilities: The shelter includes toilets, toiletries and bathing facilities appropriate for the mage's culture. (Prerequisite: Create Privy). Cost: 1 point for simple sanitary facilities, 2 for fancier accommodations.
Sealed: This power allows the shelter to be completely sealed. Entrances are fully functional airlocks. Those inside the shelter are invulnerable to gas attacks, but they will eventually suffocate unless the Air Supply enhancement is also present.
Those inside the shelter are immune to concussion from explosions, insects, acid, and other attacks that depend on seeping through the cracks and joints in a defense, unless the skin of the shelter is breached.(Prerequisite: Sealed Armor). Cost: 2 points.
Servants: The shelter has one or more servants who will do the bidding of the mage and his guests. (Prerequisite: Create Servant). Cost: 2 per servant.
Water: The shelter has an inherent source of water. Each level provides enough water for 1 man (generally 5 gallons) per day.(Prerequisite: Create Water) Cost: 1 point.
Weaponry: The shelter has inherent weaponry. This could be anything from a weapon rack to hardpoints with automatic weapons, depending on the mage's TL and culture. The cost to create weaponry depends on the cost to cast the Create Weapon spell. Note that this weaponry is integral to the shelter. It instantly vanishes if removed from the confines of the building. (Prerequisite: Create Weapon, Create Ammunition). Cost: Variable.
Workshops: The shelter has inherent work facilities for one skill. Each different skill requires a different application of this power. The mage can create any facility with which he is familiar.(Prerequisite: Magic Tool). Cost: 1 to 10, depending on the Tech Level, size and complexity of the facilities to be created. (As an example, simple facilities for most low-tech crafts, like sewing or leatherworking would cost 1. Complete repair and maintenance facilities for a TL7 fighter-jet would cost 10.

The shelter occupies a minimum of 4 cubic yards per person and a maximum of 12 cubic yards. Paying the cost to hold extra people can create extra space. The internal space is arranged according the whim of the mage.

Duration: 1 hour.
Cost: 3 per person, plus the cost of any added enhancements, half to maintain.
Prerequisites: Magery, Create Object.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 2, 500 points. (b) Model of a shelter. When this object is set on the ground and a command word is spoken, it instantly expands to become a full-sized shelter. The shape and amenities of the shelter are set when the mage enchants the item. Energy Cost to Create: 25 times the base cost of the spell.

Create Shield Regular

This spell creates a shield or buckler for the duration of the spell.
The shield can be of any non-magical, unpowered type and style with which the mage is personally familiar.
When the mage casts the spell, the shield will appear in his hand or on his arm depending on the type. It can be used on the next turn. The magic of the spell alters the weight and balance of the shield so that the mage doesn't suffer any unfamiliarity penalties for using the shield.
If removed from the mage's arm for more than 10 seconds, or if the he wills it to be so, the shield will vanish.
This spell can also be cast on a willing subject.

Duration: 1 minute.
Cost: 1, plus 1/2 point per point of PD, inherent to the shield (minimum of 2 points), half to maintain.
Prerequisites: Complex Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 350 points.

Create Teapot Regular

A silvery-violet teapot will appear (and float) in midair. The caster may choose to put any kind of tea and sweetener inside the pot; it requires no water. When this is done, the pot will brew away, producing 1 quart of the tea, appropriately sweetened. If no tea is placed into the pot, it will brew a basic pekoe blend. The pot will pour itself, continuing to levitate as it does so, at the caster's command.
This is also a Food spell.

Duration: 5 minutes.
Cost: 1, same to maintain.
Item: Jewelry or Statuette. Energy Cost to Create: 25 points.
Author: Bob Traynor (From "Minor Magics for GURPS" )

Create Vehicle/TL Regular

This spell allows the mage to create a vehicle of any sort with which he is personally familiar.
This spell is otherwise like the Create Object spell, and the created vehicle will vanish it the mage dies or leaves the vehicle. Note that the mage does not have to crew or pilot the vehicle himself, he need only be present on or in the vehicle for the spell to continue. If no driver is present, the mage can also use a variant of the Create Craftsman or Create Warrior spell to produce a driver.
The mage must know 5 Plant spells to make a vehicle of wood, 5 Metal spells to make a vehicle of relatively pure iron or steel (such as a TL5 railroad engine or a TL6 car). If the vehicle has a significant technological component (such as complex machinery or electronics), the mage must also know at least 5 Technology (Machine) spells. If it is powered by anything other than muscle or wind power, the mage must also know the Create Fuel (Technology (Energy)) spell.
If the vehicle is to be armed, cost is doubled and the vehicle is created without any ammunition. It must be supplied from mundane sources, or via the Cornucopia enchantment, or the Create Ammunition spell.

Duration: 10 minutes.
Cost: 3 per 1,000 lbs. of vehicle to be created, half to maintain. Double cost if the vehicle is to be armed. Ammunition must be created or supplied separately.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Create Object, Create Magic Chariot, other prerequisites as above.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points or 500 points if it will only create one form of vehicle. (b) Statuette or Jewelry. When a command word is spoken, it turns into a set type of Vehicle. Energy Cost to Create: 100 times the cost of the spell.

Create Weapon/TL Regular

This spell creates a hand weapon of any style or type with which the mage is familiar. The weapon magically appears in the subject's hand.
Missile weapons with internal ammunition storage (or batteries) appear fully loaded with the ammunition of the mage's choice. Single shot weapons are loaded, but no further ammunition is provided with this spell. If the mage needs to reload, he must use the Create Ammunition spell.
Created weapons are Average quality unless the mage wishes to pay to points to make them better. If a weapon can be of higher quality in more than one way (i.e. accuracy, durability, etc.) then each improvement must be paid for separately.
The weapon behaves normally in all respects once it created. However, if it is out of the user's hand for more than 10 seconds, or if the user wills it so, the weapon will vanish, ending the spell.
This spell can also be cast on a willing subject.

Duration: 1 minute.
Cost: 2 points, plus 1 point per die of damage, or per +2 bonus (or fraction thereof) to base Swing or Thrust damage (if a weapon can be used in more than one way, use the larger bonus). Add 1 point for ranged weapons or cutting weapons. Add 2 points for weapons with an Effective Range of more than 100 yards, or for impaling weapons. Add 4 points for weapons with a damage divisor or an explosive effect. Half costs for "one shot" weapons, like single-shot weapons or grenades. Each increase in weapon quality adds 1 point (to a maximum of Very Fine). Each area of improvement must be paid for separately. Half cost to maintain.
Prerequisite: Complex Illusion, Create Ammunition.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 25 times the cost if the item creates just one sort of weapon, or 100 times the cost if the item will create any sort of weapon with which the user is familiar.

Debating Partner Regular, resisted by IQ

This spell creates a Perfect Illusion of the subject that will engage him in debate, taking the opposite point of view on every issue that the subject feels passionately about.
The duplicate is identical to the original in all respects except that it has Bard-12, Fast Talk-12, Diplomacy-12 and Psychology-12. If the subject has those skills at a higher level, the Debating Partner will have the skills at a level equal to the original.
Unless the subject makes a roll vs. IQ to dispel the partner, he will ignore other normal activities to engage his opponent in debate. For the duration of the spell, the debating partner will argue with the subject about any topical issue, never relenting in its opposition. Treat this as a Contest of Skills vs. Bard, Fast-Talk, Diplomacy or some other skill.
If either the partner or the subject is attacked or threatened, or if the subject agrees with what the duplicate says (by losing a Contest of Skills) the spell ends. Note that the debating partner is a complex illusion that draws its knowledge from the subject's mind. It has no other function than to debate its "original" and will vanish if asked to do anything other than that.
However, this spell is usually cast as a way to get a stubborn character to see other points of view on an issue,. It is possible that a mage will wish to cast the spell on himself, either to prepare for a public debate, or to check the logic of his arguments. In this case, the GM might give the character +2 to his skill roll to present an argument, win a debate, make a speech, or otherwise puzzle out a policy where there are many possible points of view.
This is also a Communication and Empathy spell.

Duration: 10 minutes.
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Complex Illusion, Mind Reading, Voices.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Destroy (VH) Area, resisted by HT

This spell destroys all animate and inanimate objects within the area of effect, leaving behind only dust.
All creatures and objects within the area of effect take 1d points of damage per turn until they are utterly obliterated, armor does not protect. Animate creature may roll vs. HT each turn to avoid damage.

Duration: 1 second.
Cost: 10 per hex, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, 10 Creation spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.

Dispel Shadow Magic Regular, resisted by Spell

This spell will dispel objects or spells created with the Shadow Magic or Shadow Monsters spells.
In other respects, the spell is identical to the Dispel Illusion spell.

Duration: Permanent.
Cost: 2 per hex of shadow magic to be dispelled.
Prerequisite: Dispel Illusion or Shadow Magic.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Distort Distance Area, resisted by IQ

Things seen through the area of effect seem to be up to ten times farther away or ten times nearer than they really are, as specified by the mage when the spell is cast.
Anyone in the area of effect, or looking through the area of effect must roll vs. IQ or get a distorted view of their surroundings.
This is also a Light and Darkness spell.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Prerequisite: Simple Illusion.
Item: (b) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) An area can have this spell cast on it permanently for 25 times the base cost.

Distracting Beast Regular, resisted by IQ

This spell creates the illusion of a cat, small yapping dog or similar creature that interferes with the subject's actions.
If the subject is sleeping, the illusion wakes him by making noise, stepping on him, creating warm spots, drooling on his pillow etc. Unless the subject can dispel the creature (by making an IQ roll) he is at must roll vs. Will-4 to get a good night's sleep.
If he is awake, the beast tries to get underfoot or in the character's way. This gives him -2 to any task that requires fine movements or concentration, or -1 to skills that require gross movements (like combat). Even if the subject shoos the animal away or attack it, it will always appear again to vex him for as long as the spell lasts.

Duration: 4 hours.
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Complex Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Casts this spell on the wearer. Always On. Energy Cost to Create: 250 points.

Diversion Regular, resisted by Will

This spell temporarily enchants a small item (such as a hat, scarf, gem or piece of jewelry) to serve as a distraction. When thrown, the item will completely absorb the attention of everyone who can see the object, except for the thrower and those he specifies.
Anyone who sees the Diversion, must roll vs. Will or pay attention to the object for 2d turns, ignoring everything else except immediate threats to their safety or property. Distracted characters automatically come to their senses if an immediate danger appears (such as the caster attacking on of their number) or if there is a commotion. However, they won't notice most quiet "non-combat" actions, such as Pickpocket attempts, or the caster slipping quietly away.
Once the diversion wears off, everyone will realized that they were ensorcelled and will react accordingly (usually negatively) to the mage. Suspicious or hostile groups are harder to distract. The GM should give bonus to Will for characters that are in the grip of some strong emotion, who aren't likely to see the item, or who expect a trick. Anyone who has ever been the victim of this spell before automatically gets +1 to Will to resist it.
At the end of spell, the enchanted item can be retrieved, if the mage is still in the area.
This is also a Mind Control spell.

Duration: 2d turns.
Cost: 3 points, can't be maintained.
Prerequisite: Mass Suggestion, Simple Illusion.
Item: Convenient Diversion, GURPS Magic Items 1, p. 73. Energy Cost to Create: 250 points.
Author: Adapted from GURPS Magic Items 1.

Dual Image (VH) Regular

This spell allows the mage to create a temporary "clone" of himself that can move and act independently of the mage, even at a distance. The duplicate can move, use skills, fight or cast spells just like the mage. However, the two images share Hit Points and Fatigue, and wounds taken by the duplicate affect the mage and vice-versa. In addition, only the mage can regain Fatigue.
When the spell ends, any experiences and memories the duplicate might have had are magically transferred back to the mage's memory. This process can be quite jarring. The mage must roll vs. IQ when the spell ends or temporarily go insane for 10 times, as long as the spell lasted.
If the mage fails his IQ rolls, multiply the amount by which he missed his die roll by -10 to determine the points of mental disadvantages that the acquires. These disadvantages last until the mage recovers his senses. It is up to the GM to determine the type of insanity, Split Personality, Delusions, Severe Phobias, Paranoia, and Schizophrenia are typical. On a critical failure, the disadvantages are permanent!

Duration: 1 minute.
Cost: 10, half to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 3, Split Mind, Mirror Image, Effigy, 10 Illusion and Creation Spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 3,500 points.

Duplicate Other (VH) Regular, resisted by IQ

This spell temporarily creates a duplicate of another person, unless the person can make an IQ roll to resist being copied.
This duplicate can either have a personality identical to that of the original subject or it can have the Compulsive Behavior (Morally Opposed). In the latter case, it will be completely different in personality, likes, dislikes, and mental advantages and disadvantages from the original character. In the latter case, if the mage wishes, it will immediately attack the original person or otherwise seek to harm him.
The duplicate has all the original person's skills, abilities and powers that the he had when the spell was cast, as well as any wounds and fatigue that he had. The non-magical equipment of the original person is duplicated,. magic items are also duplicated, but have no powers. If any object or equipment is removed from the duplicate for more than 10 seconds, it will vanish.
If the original character is slain, the duplicate immediately vanishes.

Duration: 1 minute.
Cost: 5 points, plus 1 point for every 100 character points to be duplicated. Same to maintain.
Time to Cast: 5 seconds.
Prerequisites: Duplicate.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 3,500 points.

Duplication (VH) Regular

This spell duplicates an item.
In order for the spell to work, the mage must touch the item that he wants to duplicate for the duration of the spell. If cast as an enchantment, the item to be duplicated must be put in a box or other container with the spell cast on it.
Unlike the Create Item spell, items don't have to remain in contact with living flesh, though in other respects this spell is like that one.

Duration: 1 minute
Cost: 5 per pound that item weighs, same to maintain.
Time to Cast: 10 seconds
Prerequisites: Magery 3, Create Item
Item: Box or other sealed container. See GURPS Magic Items 1 Energy Cost to Create: 25,000 points
Author: Adapted from GURPS Magic Items 1.

Enchanted Rope Regular; resisted by DX

This spell creates a magic rope that automatically attempts to entangle and bind any person it strikes.
The rope is a Fine quality weapon with the Dancing Weapon (Movement) spells cast on it. Whip skill is used to aim the rope in combat. If the rope hits it does no damage, but will attempt to Entangle the victim, starting with the body location it hit.
Treat the attempt to entangle as a contest between the victim's DX and the rope's Entangling skill of 12. If the rope tangles its initial hit location, it will then magically start to bind the victim. Treat this as another contest of DX (or Escape skill) vs. Entangle, with a -1 cumulative modifier to the victim's roll for each contest the rope wins.
This penalty applies not only to contests of skill, but the victim's Move, Active Defenses, and DX-based skills. When the victim's DX penalty exceeds his DX, he is bound fast. Only if the victim rolls a critical success or wins three consecutive contests of skill does he shake off the rope.
While fighting the rope, the victim can do nothing else. If the victim or an ally attempts to cut or attack the rope, the rope has PD 1, DR 3, HP 10, and is at -4 to target. In addition, the rope has a Dodge of 5 (including PD).

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: 3 Creation spells, Dancing Rope or Dancing Weapon.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Magic Rope. Energy Cost to Create: 350 points.

Enhanced Change (VH) Regular

This spell will convert any non-living object into its fair market value in money or other negotiable instruments (such as gems or stocks).
This spell will only work if the mage is the owner of the item, or has permission to cast the spell on the item from its owner. It also won't work on magic items or unique items.
The amount of money the mage gets from converting an item is equal to the local cost of an item, or its price in the appropriate GURPS sourcebook, whichever is less. Note that used items will usually bring far less than they would if they were new. This spell also doesn't recognize the "collectable" or historical value of an item. For example, a rare book would yield the price of an "average" used book of similar type.

Duration: Permanent.
Cost: 3 per every $100 in goods to be converted.
Time to Cast: 1 minute.
Prerequisites: Magery, Coins of Change.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Pouch or other Container. Any object placed in it has this spell cast on it. Energy Cost to Create: 2,500.
Author: Adapted from GURPS Magic Items 1.

Entangling Shield Regular

This spell enchants a shield so that when it blocks a blow, chains (or something similar) fly out of its face and entangle the weapon as if it were a Chainlash Shield (GURPS Magic Items 2, p. 23-24).
While the weapon is stuck to the shield, it is effectively weightless as far as the shield user is concerned.
This is also a Protection and Warning spell.

Duration: 1 minute.
Cost: 4 points, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Block, Enchanted Rope.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Chainlash Shield. GURPS Magic Items 2, p. 23-24. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 2.

Exchange Image Regular, resisted by IQ

This spell allows the mage to exchange his image with the subject, or to switch the images of two subjects. If either subject is unwilling, he may roll vs. IQ to resist this spell. If any subject makes his roll, the spell automatically fails.
Though both the mage and the subject(s) can see through the illusion once it is cast, to anyone else it appears that the mage is the subject and the subject is the mage (or the two subjects are each other). This illusion extends to speech, scent, mannerisms, and so forth. Unless an observer makes a Resistance roll vs. IQ roll, he will mistake the two.
In order for this spell to work, the mage must have the subject(s) in his sight when he casts the spell.

Duration: 10 minutes.
Cost: 4 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Complex Illusion, and Voices.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points. (c) Pair of matched pieces of Clothing or Jewelry. Allows subjects to switch images between them. Energy Cost to Create: 450 points.

False Coins Regular

Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points
Author: Lee Gold (GURPS Japan)

False Sign Regular, resisted by IQ

This spell alters an information sign so that gives incorrect information. For example, a Stop sign could be made to look like a Yield sign or a road sign could be altered to give the incorrect distance and direction to a places listed.
The information given will seem plausible, but will never read exactly the same way the next time the sign is viewed.
Unless the subject is extremely familiar with the area, this spell will force him to make an Area Knowledge (or similar skill) roll to avoid getting lost or to act on the incorrect information.
This is also a Communication and Empathy spell.

Duration: 1 hour.
Cost: 2 points, 1 to maintain.
Prerequisite: Simple Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1050 points (b) A Sign or SignPost can have this spell cast on it permanently. Energy Cost to Create: 150 points.
Author: Adapted from GURPS Magic Items 2.

Fearful Face Regular, resisted by IQ

This spell makes the subject's face seem to be horrible and monstrous. Anyone who sees the victim's face must make a Fright Check at -4.
Unwilling subjects resist with IQ. They can also cancel the effects of the spell if they can hide their face before anyone sees them.

Duration: 10 seconds.
Cost: 3, 2 to maintain, each doubling of energy doubles the Fright Check penalty.
Prerequisite: Simple Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Mask, Clothing or Jewelry. Works for Wearer Only. Some versions are Always On. Many are Hexed. Energy Cost to Create: 250 points.

Fine Clothes Regular, resisted by IQ

This spell makes the subject's clothes appear to be of the finest cut and quality.
Actual quality, state of repair and cleanliness are not affected, nor is the type of garment. Likewise, protective qualities of the garment are not changed. Observers may roll vs. IQ to see through the Illusion.

Duration: 1 hour.
Cost: 3, 2 to maintain.
Prerequisites: Simple Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Quality Label, GURPS Magic Items I, p. 35 Energy Cost to Create: 150 points.
Author: Adapted from GURPS Magic Items 1.

Frightful Fantasy Regular, resisted by Will

This spell searches the subject's subconscious to find what he fears most. It then produces a horrifying illusion based on those fears.
When the spell is cast, the subject must roll vs. Will or take a Fright Check at -15. If the Fright Check is failed by 20 points or more, the subject takes 1d points of damage in addition to the other effects of the Fright Check.
If the illusion pursues or attacks the subject, the subject must make another Fright Check every 10 seconds.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 8, 6 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Perfect Illusion, Fear, and Mind Reading.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Mirror or other reflective device. Anyone who looks into the object for more than 1d seconds must roll vs. Will or have this spell cast on him. Energy Cost to Create: 350 points.

Frisky Chest Regular

This odd spell makes a chest or other object grow feet and skitter away from anyone who tries to interfere with it. However, until it is bothered, the item appears to be normal.
The object has Move of 7, and DX 13, -1 per 100 lbs. the object weighs. It will have ST 6 +1 per 100 lbs. of weight. It has its normal HT and HP and 0 IQ.
The item has no combat skills and will not attack. It will, however, maneuver "intelligently" to avoid obstacles and to avoid being cornered. It will also use its DX and ST to break free if anyone attempts to grapple it.
The exact behavior that will animate the chest must be specified by the mage when the spell is cast. The instructions can be fairly complex (e.g., "Run away from anyone except tall black men with one eye who clap their hands three times quickly after taking three steps sideways to the left.") but can't be changed once given.

Duration: 1 hour.
Cost: 2, plus 1 per 50 lbs. of material, half to maintain.
Prerequisite: Create Animal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An object can have this spell cast on it permanently for 25 times the base cost.

Giant Flying Disc Regular

This spell produces a large, completely transparent disc, twenty feet across, which lasts throughout the duration of the spell. This disc is immune to physical damage, but very easy to move by magic; it weighs about 50 pounds. Small shapes can be worked into the surface of the disc when the spell is cast, usually so that safety straps and similar can be attached.
(This spell appeared in GURPS Discworld as "Fresnel's Wonderful Concentrator".)
This spell is useless as written. To make the spell attractive in a non-Discworld campaign, GMs should make the following changes. The spell can be cast non-ceremonially by a single mage. It doesn't require any special ingredients (unless all spells in the campaign require material components), and the time or energy to cast the spell can be reduced by high skill level. Also, substitute the information in parentheses for the italicized spell information, below.
This is also a Force spell.

Duration: (8 hours).
Cost:(10 to cast, 2 to maintain (minimum of 1 point).)
Time to Cast: (1 hour)
Prerequisites: (Magery 2, Floating Disc, Apportation, Wall of Force)
Author: Adapted from GURPS Discworld.

Glowing Eyes Regular, resisted by IQ

This spell makes subject's eyes glow with a dull red, green, yellow or blue light. Though this light doesn't interfere with the subject's vision or improve his night vision, it will make him visible in the dark.
If an observer can see the subject's eyes, he can judge his location, even in complete darkness. This halves any penalties due to darkness to hit the subject in combat, and makes use of skills such as Stealth, Disguise, Camouflage or Shadowing useless.
This spell will also make the subject look eerie when seen in darkness or dim light. Anyone looking at the subject's face must make a Fright Check at +2.
Unwilling subjects resist with IQ. They can also cancel the effects of this spell by covering or closing their eyes. If the subject covers his eyes, he gets -3 to DX rolls and skill rolls based on DX. He also gets -3 to Vision rolls, and can't use the hand that he is using to cover his eyes. If he closes his eyes, he is blind.
This is also a Light and Darkness spell.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) Mask or Hood. Works for wearer only. Some versions are Always On. Many are Hexed. Energy Cost to Create: 100 points.

Glue Regular or Area, resisted by Special

This spell covers an area with a powerful glue. Victims who move through the hex must roll vs. DX for each glue hex that they enter. Creatures that touch a Glued object must roll vs. DX or be glued fast to the surface.
Glued creatures must roll vs. ST-2 to break free. They may do this once per turn, but each failed roll costs 1 Fatigue and gives a -1 cumulative penalty to subsequent checks. When the victim's Fatigue reaches 0 or the penalty is equal to his ST, he is so bogged down that he is completely helpless. The glue can be removed with large amounts of oil (+6 to ST to break loose) or with the Clean spell.
Characters who are stuck in a glue hex can't move while they are stuck. This gives them -1 Dodge or other skills that require footwork, such as most combat skills.
Characters who are stuck to a glued item by a hand are affected as they were affected by the Hex enchantment. The GM must determine the effects if a character is Glued to an item or area in an unusual position.

Duration: 1 minute.
Cost: 2 points to cast on an object, same to maintain. If cast as an area spell, the cost is 3 points, same to maintain.
Time to Cast: 3 seconds.
Prerequisite: Simple Illusion or Hex.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can be permanently glued for 50 times the base cost. Also, see the Hex enchantment.

Glue Ball Missile

Allows the caster to throw a sticky blob of goo that sticks to any object it hits and that might glue things together.
The blob has SS 13, Acc 11, 1/2D 15, Max 30 and is thrown using the Spell Throwing (Glue Ball) skill.
If the ball hits a living creature, the target must roll vs. DX to keep from having one or more limbs glued fast to his body. A failure by 1 to 2 means an arm glued to the body. A failure by 3 or 4 means both legs glued together or both arms glued to the body. A critical failure or failure by 5 or more means all the limbs are glued together.
Alternately, the glue can be thrown against a surface like a doorknob or a floor where it will sit until some creature touches it. Any creature that touches the glue must roll vs. DX or be glued fast to the surface as if the Hex enchantment had been cast on him.
In other respects, this spell is identical to the Glue spell.

Duration: 1 minute.
Cost: 3, can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Glue.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Gossamer Area

A fine rain of gossamer web floats down into the area. While it is easily visible, it neither impedes vision or movement. It vanishes once it reaches the ground.
This is also a Plant spell.

Duration: 1 minute.
Cost: 1/10 (minimum 1), half to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) An area can be permanently filled with gossamer for 10 times the base cost.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Grease Regular or Area

This spell coats an object or area with a fatty, greasy substance.
If cast as an Area spell, the effects are the same as the Ice Slick spell. If cast on an object, the grease gives -6 to DX rolls to hold, use or catch the item. If smeared on an object that requires a ST roll to move, turn, etc. the subject's effective ST is halved, due to the slipperiness of the greased surface.
Alternately, the grease can be used as a lubricant for axles, hinges, etc. In this case, it will work as a normal lubricant. If used as a lubricant for an item that requires a ST roll to slide or move, it gives a bonus to 1/4 of the character's ST.
A character that gets grease on his hands, either by falling in a Greased area, or by handling a Greased object, must spend 10 seconds wiping his hands off. If he can't do this, or he is at -2 to DX rolls to hold or use held items.
If ingested, the Grease is harmless, but it might act as a laxative. Some versions of this spell create edible grease that can be used for frying.
If a Greased area is exposed to extreme heat or flames, it will burst into flame. In this case, treat the Greased areas as Flame hexes. If the Create Fire spell is cast on an area affected by the Grease spell, the grease does +1 flame damage. Flaming Grease burns out after 1 minute, ending the spell.
This is also a Food spell.

Duration: 10 minutes.
Cost: 1 for a small object (e.g., a doorknob, or a hinge), 2 for a larger object (e.g., the hinges and lock mechanism of a door, or the axles of a wagon), 3 per hex to grease or lubricate large objects. If cast as an Area spell, the Base Cost is 3 points. Same cost to maintain.
Prerequisites: Create Food or Simple Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) An object or area can have this spell cast on it permanently for 25 times the base cost.
Author: Adapted from Keith Bisset (Revenant).

Grease Jet Regular, resisted by DX

This spell lets the mage shoot a thin jet of grease from one hand. Each turn, the caster rolls versus DX-4 or Magic Jet skill to hit.
The jet counts as an attack; it may be Dodged or Blocked, but not Parried. If the spell strikes, it causes no injury, but coats the subject in grease. The victim must roll vs. DX or suffer the effects of the Grease spell. Until he spends 10 seconds cleaning his hands, he will be at -2 to DX to hold or use any item.
This gives people who are attempting to Grapple the target -4 to their DX or skill rolls. They must also roll vs. DX or they will get Grease on their hands, as described above. The Grease also gives the subject +2 to DX or skill rolls to squeeze through tight spaces or escape from bonds. Unfortunately, the grease will ruin the subject's clothes, and will make it easier to set the victim's clothing on fire. Until the subject removes, or launders his clothing, he is at -1 to all Resistance rolls to avoid Fire spells, and takes +1 damage from normal fire.
If this spell is targeted at the victim's head, it will temporarily blind him unless he makes an HT roll. If the HT roll is failed, each energy point in the spell blinds the target for one second. After the target can see again, he will be at -3 DX for watery eyes for a further 1d seconds.
On a critical failure of the HT roll, the target is blinded for 1d seconds per point in the spell. On a successful HT roll, the victim covers his eyes for one second, and therefore is at -3 DX for one turn. On a critical success, the victim is unaffected.
If this spell is aimed at the ground, or at a non-living item, it affects that item (or area) as if the Grease spell had been cast on it. If the mage uses the Grease Jet spell to make an area slippery, he can cover 1 hex per turn.
Some variants of this spell create edible grease.
This is also a Food spell.

Duration: 1 second.
Cost: 1 to 3 points. The jet's range in hexes is equal to the energy put into it. Cost to maintain is the same.
Prerequisites: Food Jet or Grease.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An object or area can have this spell cast on it permanently for 25 times the base cost.

Great Polymorph (VH) Regular

This spell is identical to the Polymorph spell, except that the caster can change himself into any concrete thing - whether animal, vegetable or mineral.
If the caster would be harmed by being changed to something else in that environment, he takes damage. For example, if the mage turns into a fish on land or a block of salt in water, he would take damage.

Duration: 1 hour.
Cost: 10 points, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, 5 variants of the Polymorph spell.
Item: Jewelry or Clothing. Mage Only. Energy Cost to Create: 5,000 points.

Great Polymorph Other Special; Resisted by IQ

As the Polymorph Other spell, but the caster can cast it on others.

Duration: 1 hour.
Cost: 10 points, half to maintain.
Prerequisite: Great Polymorph, 5 variants of the Polymorph Other spell.
Time to Cast: 10 seconds.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.

Hallucinatory Landscape Area, resisted by IQ

When this spell is cast, everything in the area of effect seems to become a strange, constantly shifting alien landscape.
Characters in the area of effect must roll vs. IQ or become confused and disoriented. Affected characters immediately become confused as to their location and orientation. They are at -6 to Navigation or Orienteering rolls to reorient themselves for the duration of the spell.
In addition to the confusing effect of the spell, normal objects in the area of effect become harder to see. Characters must roll vs. IQ in order to find objects that they know exist within the area of effect. Hidden or unknown items are effectively invisible for the duration of the spell.
Animate creatures are essentially normal, though details of coloration, clothing, and equipment appear to be very different.
Due to the surrealistic effects, rigid, unimaginative, or timid creatures might have to make a Fright Check when they encounter this spell.

Duration: 1 minute.
Base Cost: 3, 2 to maintain.
Prerequisite: Complex Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can have this spell placed upon it permanently for 25 times the base cost.

Hero's Armor Regular

This spell encases the subject in a perfectly fitting suit of magical plate armor (PD 3, DR 5) for the duration of the spell.
The armor is effectively weightless and is comfortable to wear in any normal climate, although it doesn't protect against extreme cold unless especially powered to do so. In addition, the armor doesn't interfere with the user's senses or movement in any way.
If any part of the armor is removed from the subject's body for more than 10 seconds, or if the subject wills it to be so, the armor will vanish.
This armor can have one or more of the following powers:

Air Supply: This power gives the armor (and its wearer) an internal, renewable air supply for the duration of the spell. This makes the wearer immune to gas attacks. If combined with the Sealed enhancement, the armor becomes a magical Vacc suit! If combined with the Pressure Support enhancement, it becomes a diving suit! (Prerequisite: Create Air). Cost: 1 point.

Critical Hit Negation: This power allows armor to have a chance to negate critical hits scored to hit locations protected by that armor. Whenever a critical hit is rolled, the attacker must reroll the dice. Any result other than another critical hit results in normal damage. (Prerequisite: Critical Hit Negation). Cost: 3 points.

Damage Resistance: Each level of this power gives the armor +1 to DR above its normal DR. (Prerequisite: Fortify). Cost: 1 per level.

Deflection: Each level of this power gives +1 PD above the armor's normal defenses, up to 3 levels maximum (or PD 8 from all sources of protection). (Prerequisite: Deflect). Cost: 2 per level (3 levels maximum).

Invulnerability: This power makes the wearer invulnerable to a certain type of attack. This could be one sort of weapon (e.g. swords), or one sort of magic attack (e.g. fire spells), but not broad categories of damage or threat (e.g. "all crushing damage" or "magic"). It is legitimate to use this power to protect against one sort of natural hazard, such as heat, cold, fire, vacuum, radiation, etc. Protection against attacks based off a given hazard (such as fireballs, cold jets, etc.) requires a different application. (Prerequisite: Invulnerability). Cost: 3 per type of protection.

Pressure Support: This power gives the armor (and its wearer) the Pressure Support advantage for the duration of the spell. (Prerequisite: Pressure Support).Cost: 1 per level (3 levels maximum).

Sealed: This power allows the armor to seamlessly cover the subject's entire body without any seams, openings or weak spots. The subject can breathe normally and is vulnerable to gas attacks. However, his eyes are protected by the seal and he is immune to concussion, fire, insects, acid, and other attacks that depend on seeping through the cracks and joints in the armor. (Prerequisite: Sealed Armor). Cost: 2 points.

Duration: 1 minute.
Cost: 3, plus the cost of any added enhancements, half to maintain.
Prerequisites: Magery, Create Armor, Lighten, Comfort, plus the Prerequisites listed above.
Item: (a) Staff, Wand, Clothing or Jewelry. Cost: 1, 500 points. (b) Clothing or Jewelry. Works for wearer only. Cost: 1,000 points if the item allows the user to create any variant of this spell or 25 times the base cost to cast the spell if the item creates only one variant.

Hero's Bow Regular

This spell temporarily creates a magic bow (or other ranged muscle-powered weapon specified by the mage) of Very Fine quality which has one or more of the following powers:

Accuracy: Each level of this power gives the user +1 to hit. (Prerequisite: Accuracy). Cost: 1 per level.

Arrow Fission: This power makes missiles fired from the bow turn into a swarm of arrows. The central arrow is still aimed at it's original target, while the created arrows around it fly at the hexes around the target of the original arrow, landing one per hex in hexes adjacent to the target.
The created arrows will hit whatever is in that hex on a 9 or less, or effective skill of 9 minus any penalties to hit, whichever is worse. They may be blocked or dodged like normal arrows. If they strike, they will have the same velocity and mass as the original missile and do the same basic damage (e.g. 1d). If they hit, roll randomly for where they strike. Once the created arrows do their damage, they vanish. (Prerequisite: Arrow Fission). Cost: 3 points.

Backstabbing: The weapon behaves as if the Backstab spell had been cast on it. (Prerequisite: Backstab). Cost: 3 points.

Bloody: This power gives the weapon the effects of the Bloody Wound spell. (Prerequisite: Bloody Wound). Cost: 2 points.

Cornucopia: Missiles for the weapon automatically appear in the proper spot to be fired - arrows magically appear on the string, sling bullets appear in the pouch. This eliminates the need for ammunition and any time needed to pull ammunition from a storage container. (Prerequisite: Cornucopia). Cost: 3 points.

Damage: Each level of this power gives the user +1 to damage. (Prerequisite: Puissance). Cost: 1 per level.

Fumble Resistance: A weapon with this spell cast upon it helps keep its user from receiving a critical failure. Whenever a critical failure is rolled, this spell allows the user to reroll the dice. Any result other than another critical failure results in a simple miss. (Prerequisite: Fumble Resistance). Cost: 2 points.

Ghost Weapon: The weapon cannot hit normal creatures, but will hit insubstantial creatures normally. (Prerequisite: Ghost Weapon). Cost: 2 points.

Homing: This power makes missiles fired from the bow pursue their target, even if the victim subsequently flees or hides. If the missile misses the first time, it will turn to follow its target and will keep pursuing until it hits the target or accidentally are stuck in some solid object. The missile will target the target designated by the firer and will move to dodge any object between it and its target. If it has to go through a hex occupied by another creature or an object, it must roll vs. its Dodge of 12 to avoid that object. Otherwise, it hits that object instead of its target. (Prerequisite: Homing). Cost: 3 points.

Killing Wound: This power makes the weapon more likely to score a critical hit. The "to hit" roll is normal, but if a hit is scored, the dice are rolled again. On a roll of 7 or less (or 5 less than the score needed to hit the target in the first place), the damage done is critical. (Prerequisite: Killing Wound). Cost: 3 points.

Long Range: This power makes the weapon have 10% extra range per level, though it appears normal in other respects. (Prerequisite: Long-Range). Cost: 1 point per level.

Loyal Weapon: The weapon will fly back to the user's hand if dropped. (Prerequisite: Loyal Weapon). Cost: 1 point.

Penetrating Missile: The weapon's missiles ignore 1 point of DR of any object it hits for each level of this spell. (Prerequisite: Penetrating Blade). Cost: 1 per level.

Quick-Aim: Each level of this power reduces the SS number of the weapon by 1. (Prerequisite: Quick Aim). Cost: 1 per level.

Scope: This spell allows a ranged weapon to function as if it had telescopic sights, though to all outward appearances it looks normal. Each level gives the equivalent of x2 magnification. (Prerequisite: Scope). Cost: 1 per level.

Singing Weapon: This power allows the weapon to "sing" with an unearthly song when used. This gives +1 to the Morale and Fright Checks of any creature friendly to the user that is within 5 hexes, and forces foes to make a Fright Check when they first hear the weapon. (Prerequisite: Singing Weapon). Cost: 2 points

Speed: Each level of this power allows the user to ready the weapon in 1 turn less than it would normally take him (to a minimum of no readying time at all). In addition, the minimum ST needed to wield the weapon is reduced by 2 per level of this enhancement. (Prerequisite: Graceful Weapon). Cost: 1 per level.

The bow will only work for the subject designated by the mage, if another person attempts to use the bow, it will instantly vanish, ending the spell. Likewise, if the bow breaks, or is out of the user's hand for more than a minute, it will vanish and the spell will end.

Duration: 1 minute.
Cost: 3, plus the cost of any added enhancements, half to maintain.
Prerequisites: Magery, Create Weapon, Magic Weapon, plus the Prerequisites listed above.
Item: (a) Staff, Wand, Clothing or Jewelry. Energy Cost to Create: 1, 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points if the item allows the user to create any variant of this spell or 25 times the base cost to cast the spell if the item creates only one variant.

Hero's Shield Regular

This spell creates a magical shield that appears in the subject's hand for the duration of the spell.
The shield is of the type and size most familiar to the subject, but has PD 3 and is exceedingly light (1 lb.) which gives the subject +2 to his Block score. It is also invulnerable; objects cannot pass through it nor can it be broken.
If removed from the subject's arm for more than 10 seconds, or if the subject wills it to be so, the shield will vanish.
In addition, the shield can have other powers:

Deflection: This power improves the shield's PD beyond its normal limits. (Prerequisite: Defending Shield). Cost: 1 point per level (up to 2 levels maximum, no more than PD 8 from all sources).

Dancing Shield: This power allows the shield to "dance" defending the subject with a Block score equal to the user's inherent skill or 1/3 the mage's skill with the Dancing Shield enchantment. (Prerequisite: Dancing Shield). Cost: 2 points


Duration: 1 minute.
Cost: 1, plus 1/2 point per point of PD, inherent to the shield (minimum of 2 points), half to maintain.
Prerequisites: Complex Illusion.
Item: (a) Staff, Wand, Clothing or Jewelry. Energy Cost to Create: 1, 000 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 750 points if the item allows the user to create any variant of this spell or 20 times the base cost to cast the spell if the item creates only one variant.

Hero's Sword Regular

This spell temporarily creates a magic sword (or other hand melee weapon specified by the mage) of Very Fine quality which has one or more of the following powers:

Accuracy: Each level of this power gives the user +1 to hit. (Prerequisite: Accuracy). Cost: 1 per level.

Backstabbing: The weapon behaves as if the Backstab spell had been cast on it. (Prerequisite: Backstab). Cost: 3 points.

Bloody: This power gives the weapon the effects of the Bloody Wound spell. (Prerequisite: Bloody Wound). Cost: 2 points.

Cleaver: Each level of this power doubles the amount of damage the weapon does to inanimate objects, and gives the weapon +1 to break any weapon that it hits. (Prerequisite: Cleaving). Cost: 2 per level.

Damage: Each level of this power gives the user +1 to damage. (Prerequisite: Puissance). Cost: 1 per level.

Dancing Sword: The sword will dance as per the Dancing Weapon spell. (Prerequisite: Dancing Weapon). Cost: 2 points.

Draining Strike: This power the weapon to do damage as long as it is held in contact with the victim. The blow need not do any physical damage, as long as the weapon touches the victim, the victim must roll vs. HT or 1 HP and 1 ST per turn. (Prerequisite: Draining Strike). Cost: 3 points.

Fumble Resistance: A weapon with this spell cast upon it helps keep its user from receiving a critical failure. Whenever a critical failure is rolled, this spell allows the user to reroll the dice. Any result other than another critical failure results in a simple miss. (Prerequisite: Fumble Resistance). Cost: 2 points.

Ghost Weapon: The weapon cannot hit normal creatures, but will hit insubstantial creatures normally. (Prerequisite: Ghost Weapon). Cost: 2 points.

Killing Wound: This power makes the weapon more likely to score a critical hit. The "to hit" roll is normal, but if a hit is scored, the dice are rolled again. On a roll of 7 or less (or 5 less than the score needed to hit the target in the first place), the damage done is critical. (Prerequisite: Killing Wound). Cost: 3 points.

Long Range: This power makes the weapon have 1 extra hex of reach per level, though it appears normal in other respects. (Prerequisite: Long-Range). Cost: 2 points per level.

Loyal Weapon: The weapon will fly back to the user's hand if dropped. (Prerequisite: Loyal Weapon). Cost: 1 point.

Parry: The user's Parry score with the weapon is increased by 1 per level of this power. (Prerequisite: Defending Weapon). Cost: 1 per level.

Penetrating Blade: The weapon ignores 1 point of DR of any object it hits for each level of this spell. (Prerequisite: Penetrating Blade). Cost: 1 per level.

Singing Weapon: This power allows the weapon to "sing" with an unearthly song when used. This gives +1 to the Morale and Fright Checks of any creature friend