Metaspells

Changes to Metaspells from GURPS Magic

Bless - Blessings can't be "stacked", but they can be made cumulative. If two blessings are cast the first blessing (or the more powerful one if they were cast simultaneously) takes precedence and the second blessing doesn't go into effect until the first blessing expires.

Conceal Magic - This spell is an "always on" enchantment. Source: Sean Punch.

Curse - Curses may be made "selective" so that they only apply in certain conditions or if the subject does, or doesn't, do something. The conditions of the curse must be set when the caster casts the spell. If a curse is made conditional, then at the GM's option, the skill roll penalty and bad luck could be doubled, or even tripled, depending on how easy it is for the subject to avoid the conditions set forth by the caster. Of course, if the subject isn't present when the mage invokes the curse, he won't know what the conditions are!
As a variation, the GM can allow this spell to be automatically, be linked to another Regular spell that only activates when the curse is triggered. If the mage chooses to do this, he must cast the other spell first and then cast Curse at -1 (for having another spell "on" while casting). All conditions for both spells must be met if the "linked" spell is to take effect. For example, a mage could first cast Blindness and then Curse. If conditions are met for casting both of the spells, then the Blindness spell would take effect (and the subject would make his resistance roll) when the curse is triggered.

Curse-Missile - At the GM's option, Deathtouch or any other "attack" spell that normally requires touch may be thrown using this spell.

Delay - This spell can't be cast ceremonially, nor can it hold ceremonially cast spells.

Detect Magic - This spell no longer requires the Magery advantage to cast. It will also detect the presence of magic on a person or in an area, however, a second casting is required to determine the sort of magic. If magic on a person can only be detected by means of the Aura spell, then Detect Magic automatically fails.
If the mage is not familiar with the spell on an item or person, the GM should just tell what college the spell belongs to. If the magic is inherent (due to a magical Knack or ability), then the GM should just tell the player that the creature is inherently magical and leave it at that.

Dispel Magic - For double cost, the mage can select which spells he wishes to remove. This spell won't work against spells that create lasting or permanent creatures or objects, such as Golem, Zombie, Create Person, or water created with the Create Water spell.

Drain Mana - Any area can be permanently drained of mana for 100 times the basic cost. When they enter a no-mana zone magical spells end, and magical items will not function until they are removed from the area. Item: A box, chest, or carpet that creates a small, portable "no mana zone". Energy Cost to Create: 2,000 points per hex.

Link - This is one of the most badly abused and misunderstood spells in the whole GURPS system. Links can be maintained when a mage enters a No Mana Zone. Mages with Limited Magery lose their links when they lose their Magery due to the limits of their Magery advantage.
As written, a mage with an extremely high skill in an attack spell (0 Fatigue) can put hundreds of spells into a Link. When the link is triggered, the victim is hit by hundreds of attack spells all at once! GMs who wish to limit this can use one or more of the following fixes:

  1. The number of spells that a mage can put into a link is limited to (Link Skill-10).
  2. The link remains "malleable" for only 5 minutes, then it "sets" and no more spells can be added to it.
  3. On any failed skill roll for any spell (or a roll of 16 or more) when a spell is triggered, the link crumbles and all other spells in the link are lost.
  4. Allow only one spell of each type in the link, Or allow multiple spells of the same time only to allow multiple attempts to overcome the target's resistance, multiple spells of the same type can't "stack."
  5. Spells put into a Link get no cost reduction for high skill. Source: Sean Punch.

Reduce casting time to 1 hour. A link on an area can be made permanent for 100 times the base cost.

Pentagram - Pentagram spells are normally fixed by being etched or drawn on the ground, but since the magic is actually contained in the symbol, it can be placed on a moveable surface such as the bed of a wagon or the deck of a ship.
Likewise, the pentagram spell can be cast on a rug or similar portable item. Item: A small rug, big enough for the caster to stand on, weighs 5 lbs. and costs $20, $80 for a high quality work. Add the cost of the spell to that - at $1/ Energy point. A 1 hex Pentagram, cast at skill-15 would cost $10, or $30 for a deluxe skill-20 version.
An entity summoned into a pentagram is prevented from intentionally damaging the surface on which the pentagram is drawn. An entity summoned outside of a pentagram can attack the area outside of the pentagram itself, possibly with effects that will affect the pentagram hexes. However, the entity can't intentionally attack the area within the pentagram. For example, if a mage stands in a pentagram and summons a demon on board a ship, the demon can set fire to the ship. If the fire spreads into the pentagram hex, causes a mast to fall on the mage, or sinks the ship, tough for the mage. However, the demon can't intentionally set fire to or attack the pentagram hex.
Pentagram - like all Area spells - extends 12 feet (4 yards) up from the surface it is cast on. An imprisoned entity can't reach out of the top or bottom of this "cylinder." However , the entity must fit within the Pentagram. If it fills more than 1 hex standing, then it cannot be contained within a 1-hex Pentagram; likewise, if it is taller than 12', the mage must increase the Energy cost to increase the height multiplier. Source: Sean Punch.
The term "pentagram" can refer to any area of permanent magical protection such as magic circles, magic squares, hexagrams, and so forth. A Pentagram excludes any sort of wholly (or mostly) magical creature, including magical undead (such as ghosts), spirits, and any other creature that the GM rules is "magical". Note that creatures that are only partially magical or mundane creatures created by magic (and illusions of these things) can penetrate a pentagram. For example, a ghost, demon, or nature spirit could not cross a pentagram, but a vampire, golem, or magically created animal could. An illusion of a demon could cross a pentagram, but that would probably reveal its nature as an illusion.
Magical creatures can be let into (or out of) a pentagram by cutting or erasing part of the pentagram. This can be done symbolically so that the mage doesn't have to recast the spell.
Mundane creatures (like people) can cross the pentagram at will without requiring you to cut it. In addition, while they are in the pentagram, the spell still protects them.
Note that a mundane mage can teleport in or out of a pentagram with impunity. However, if the mage has "hostile intentions", the teleport is blocked. This is because the Pentagram senses hatred, anger and angst, and won't let beings with these motivations cross its borders via magic. It has no concept of who "owns" it. It is not a spell "on" isn't maintained and belongs to no one once it is cast. The caster is creating an impartial magical barrier that judges only intentions, not ownership.

Remove Curse - Essentially, this spell is a "super" version of the Dispel Magic spell and can be used instead of that spell when attempting to remove any non-area spell. If it is used instead of Dispel Magic, it is at +10 to the contest of spell skills. If the GM so rules, Remove Curse can be used as a "cure" for certain types of magically-induced ailments (such as diseases caused by the Pestilence spell or weight loss caused by the Wasting spell) or contagious conditions which are associated with magic (such as lycanthropy or contagious undeath).

Restore Mana - Any area can have its mana permanently restored for 100 times the base cost.

Scryguard and Scrywall - This spell will also block the various "(Element) Vision" spells.

Spell Shield - If the shield is breached the effective skill level of the shield is reduced by 1.

Changes to Metaspells from GURPS Grimoire

Hang Spell - Hung spells do not penalize further spell casting. A mage may hang a maximum of (IQ + Spell Hanging skill/10) + Magery spells. Hung spells may be spotted with an Aura spell and crudely identified with an Analyze Magic spell - unless resisted by a Conceal Magic spell. The maintenance cost of the hung spell must be paid at hanging time - unless the mage has and uses Steal Spell, he doesn't maintain the spell when it is released. Source: Justin Harris.

Metaspells from GURPS Magic

Activate Runes (VH)
Bless
Conceal Magic
Counterspell
Curse
Delay
Dispel Magic
Drain Mana (VH)
Great Ward
Link
Magic Resistance
Pentagram
Reflect
Reflex
Remove Curse
Restore Mana (VH)
Scryguard
Scrywall
Spell Shield
Ward

Metaspells from GURPS Grimoire

Catch Spell (VH)
Charge Powerstone (VH)
Displace Spell
Drain Magery (VH)
False Aura
Hang Spell (VH)
Lend Spell
Maintain Spell (VH)
Remove Aura
Scryfool
Seek Magic
Spell Wall
Spellguard (VH)
Steal Spell (VH)
Suspend Curse
Suspend Magery (VH)
Suspend Magic
Suspend Mana (VH)
Suspend Spell
Telecast (VH)
Throw Spell (VH)

Metaspells from the Codex Arcanum

Aegis of the Hearth - Protection & Warning
Blood Sacrifice - Necromantic
Broadcast Spell/TL (VH) - Communication & Empathy
Burn Youth - Necromantic
Cast by Wire/TL - Technology (Machine)
Combined Strength - Healing
Contract - Enchantment
Create Faerie Animal - Animal
Create Faerie Land - Gate
Decrease Spelljammer Maneuverability - Communication & Empathy
Decrease Spelljammer Rating - Communication & Empathy
Detect Curse - Knowledge
Enhance Spelljammer Maneuverability - Communication & Empathy
Enhance Spelljammer Rating - Communication & Empathy
Find Familiar - Enchantment
Free Soul - Necromantic
Gremlin Gem - Enchantment
Heal the Land - Earth
Heal the Water - Water
Imbue Spell (VH) - Communication & Empathy
King of the Land (VH) - Earth
Know True Name (VH) - Knowledge
Know True Name (VH) - Knowledge
Luckstone (VH) - Enchantment
Mage Seal - Communication & Empathy
Magic Beast - Animal
Magic Bonds - Protection & Warning
Magic Dampening Shield - Enchantment
Magic Resistant Shield - Enchantment
Maloccio - Necromantic
Mask Aura - Communication & Empathy
Mighty Mystic Mouse Summoning - Animal
Mighty Vorpal Rabbit Summoning - Animal
Moral Shapeshifting - Animal
Nemesis Missile (VH) - Movement
Possess Golem - Enchantment (Golem)
Power Sink - Enchantment
Protection from Chaos - Protection & Warning
Protection From Evil - Protection & Warning
Protection From Possession - Necromantic
Read the Stars - Knowledge
Sacrifice - Necromantic
Sentry - Protection & Warning
Store Fatigue - Healing
Unpower - Enchantment
Warding Garment - Enchantment


Alacrity (VH) Regular

This spell allows the mage to halve the casting time of a single subsequent spell.
The other spell can't be a ceremonial casting or enchantment, nor can the casting time of the other spell exceed the duration of the Alacrity spell.

Duration: 1 minute.
Cost: 3 points, can't be maintained.
Prerequisite: Magery, Reflex.
Item: Jewelry or Clothing. Works for Wearer only. Energy Cost to Create: 500 points. Mage only.

Alter Probability (VH) Regular, resisted by Will

This powerful spell allows the mage to attempt to alter the chance that a given event will or won't occur. The cost of the spell depends on the unmodified probability of the event and its importance in the grand scheme of things. Trivial events can be modified easily. World-shaking events are almost impossible for one person to modify.
In game terms, this spell allows the mage to add or subtract from a given die roll. The GM determines the cost of the spell based on his assessment of its probability of occurring naturally and its importance in the campaign.
If the GM decides that a given event won't happen or can't happen, he can rule that the spell automatically fails - after the mage has spent the energy to cast it. Otherwise, he should assign a probability of an event happening that ranges from 3 (almost impossible) to 18 (almost a certainty) and then roll 3d to see if things happen as predicted. If the mage has managed to alter the probability of the event, then the event desired by the mage somehow happens. The GM must also insist that the mage describe only one effect, even if several effects are linked.
For example, saying "I want to alter probability so that the Duke of Fnordia dies and is replaced by his second cousin Sid." is not valid because the mage is requesting that two different, linked events occur - the Duke's death and Sid's ascension. However, saying "I want to alter probability so that Sid becomes Duke of Fnordia" is legitimate since only one change to probability is requested.
It is up to the GM to determine exactly how the wizard's vision is implemented. He is also free to introduce factors and consequences that the mage didn't expect! For example, in the above example, the GM could rule that the Duke of Fnordia goes on a long vacation and installs Sid as regent, or that an army invades drives out the rightful Duke and installs Sid as a puppet governor.
Unlike a Wish spell, Alter Probability cannot be used to change the past or to create situations that could not naturally occur. Specifically, Alter Probability can't be used to bestow or revoke magical or psionic powers or to influence divine favor. It can, however, lead a person into a situation where they could easily acquire such things.
For example, making a request like "I want to alter probability I can fly." would fail. Saying, "I want to alter probability so that I find a wizard would could give me the knack of Flight." is legitimate.
As a rule of thumb, trivial matters (tomorrow's weather, the price of beans) can be modified at a cost of 1 mana point per +1 or -1 to the die roll.
Minor matters (like the outcome of a local election or the success or failure of a small business venture) or trivial matters in which the mage has a personal stake ( like the weather tomorrow if he's going on a picnic or the price of beans if he's a bean farmer) can be modified for a cost of 2 points per +1 or -1.
Major matters (the health of a person, the fate of a business) can be modified for 5 points per level.
Crucial matters (the life of a person, the fate of a city) cost 10 points per level.
Vital matters (the lives of many people, the fate of a region) can be affected for 20 points per level.
World-shaping matters (the lives of a nation, the fate of a country) can be affected for 50 points per level.

Duration: Variable (until the probability desired occurs).
Cost: See above. Can't be maintained.
Time to Cast: 10 minutes
Prerequisites: Magery 2, Bless, Curse, and 10 other Metaspells.
Item: Altar, Throne, or other heavy, bulky object. Energy Cost to Create: 50,000. Mage only. Such items are very rare and are highly prized. Kingdoms have been won or lost for such a thing.

Annihilation (VH) Regular; resisted by HT

This spell instantly and irrevocably disintegrates a living being! If the spell is not resisted successfully, the caster rolls 1 to 4 dice (depending on the Energy in the spell) and compares the total to the victim's HT.
If it is equal to or greater than the victim's HT, the victim is annihilated! If not, the victim takes this amount of damage. All possessions of an annihilated victim fall to the ground. A Critical Failure with this spell costs the caster 1 HT permanently! (Always use the larger of the victim's HT or Hit Points).
This is also a Body Control spell.

Duration: Permanent.
Cost: 4, plus 2 per die of effect, to a maximum of four dice (12 Fatigue).
Time to Cast: 3 seconds.
Prerequisites: Magery 3; Disintegrate, Deathtouch and Steal HT.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points.
Author: Sean Punch.

Anti-Magic Ray (VH) Missile, resisted by HT

This spell is similar to the Drain mana spell, except that it can be thrown as a missile and it is temporary. If it hits, the hex or creature struck becomes a temporary No Mana Zone. The missile has SS 12, Acc 2, 1/2D n/a, and Max 40. It is targeted with the Spell Throwing (Anti-Magic Ray) skill.
If cast on a person, any spells that affect the character are dispelled for the duration of the spell. Characters with Magery and similar magical advantages (or disadvantages) must roll vs. HT or lose them for the duration.
Any magic items the character is carrying temporarily must roll vs. HT or temporarily lose their powers.
If cast on a hex, any spells that affect that hex are suppressed or dispelled.
Spells affected by the ray are allowed a Quick Contest vs. the ray as if a Counterspell had been cast on them. Permanent spells only cease working for the duration of the spell.
Highly magical creatures take physical damage from this spell. Wholly magical creatures (e.g. ghosts, elementals) must roll vs. HT or take 1 point of damage each turn. Partially magical creatures (e.g. griffins, dragons, ellylon) must roll vs. HT every 10 seconds or take 1 point of damage.

Duration: Instantaneous, effects last for 1 minute.
Cost: 10 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Magery, Drain Mana.
Item: Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 2,500 points.

Aspected Magery (VH) Regular, resisted by IQ + Magery

For the duration of the spell the subject's Magery is aspected as the mage casting the spell sees fit.
The subject's actual level of Magery while aspected can't be increased or decreased by more than one level (minimum of 1 level of Magery), but other than that, anything goes.
Unwilling subjects resist with IQ plus Magery.

Duration: 1 minute.
Cost: 3 points per 25% increase or reduction in the net value of the subject's Magery advantage, half to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery 2, Aspect Mana.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Casts this spell on Wearer. Mage Only. Energy Cost to Create: 100 points per 25% change in value from standard Magery.

Aspect Mana Area

This spell will make a particular area more aspected toward a certain college of magic. The aspect for each college must be learned as a different spell.
Note that some aspects oppose each other, such as Fire and Water or Air and Earth. There can never be a net bonus for two opposites in one area. Instead, a bonus for one equates to a penalty for the other (i.e., Fire +3 would also be Water -3). If two mages attempt to aspect the same area with opposing aspects, they must engage in a Contest of Skills, with the winner's spell taking effect and (partially or fully) canceling the other mage's spell.
Except for this rule, there is no limit to the number of aspects an area can have.
Each level of Aspecting gives the mage a +1 bonus when casting spells of the appropriate college in the aspected area. When casting spells of an opposing college, the Aspected area gives a penalty of -1 to skill.

Duration: 5 minutes.
Base Cost: 3 per +1 bonus (maximum +5); half to maintain..
Time to Cast: 10 seconds per point of Energy put into the spell.
Prerequisites: Magery 2, at least 8 spells of the College of the appropriate Aspect Mana spell.
Item: Wand, Staff or Jewelry. Mage only. Energy Cost to Create: 1,500 points. An area can be permanently aspected for 100 times the normal cost.
Author: Adapted from Steven Andrew Smith.

Arcane Connection Enchantment

This spell turns an object associated with the subject into a magical focus. This focus allows the mage to cast spells on the owner of the object as if the mage were touching him.
If a mage has an Arcane Connection, he need not roll to hit with missile spells or with spells that require the mage to touch the subject. He also suffers no long-distance penalties to cast spells on the subject at long range.
An Arcane Connection is a handy thing since it allows a mage to cast beneficial spells on his friends at a distance. The drawback is that any mage can use an Arcane Connection. Care must be taken to ensure that a Connection doesn't fall into hostile hands. More typically, an Arcane Connection is used to cast spells on a foe.
The object used to make the Connection is very important. If the object is something that has minimal association with the subject (e.g., a tool he once touched, or the ground where he walked) the mage is at -10 to effective skill. If the object is something that the subject wore or used but to which he wasn't particularly attached (e.g., a pair of shoes which the subject only wore once), the mage is at -5 to effective skill. If the object is something that the subject used or wore occasionally (e.g., a tool or a piece of clothing) then he is at -3 to skill. If the object was a favorite or treasured item or was worn or used regularly for many years, then the mage has no penalty to his skill. If the Arcane Connection was once part of the subject's body (e.g., hair or fingernail cuttings) then the mage gets +2 to his skill to enchant the Arcane Connection.

Cost: 100 points.
Prerequisites: Enchant, Seeker.

Backcast (VH) Regular

Backcast is a powerful and dangerous spell that allows the mage to produce the effect of a spell instantly and then perform the casting in reverse.
Backcast is cast at the same time as the spell it effects. The mage may take a fatigue-reduction for the spell that is cast backwards if he would normally be able to do so. However, he may not take a time-reduction for the spell and must go through the full casting ritual for it as if he knew the spell at level 12.
If the mage successfully casts the spell, but does not immediately perform the casting-ritual for the Backcast spell, he will weaken reality in his immediate vicinity.
To determine the effect of the "reality warp" the GM rolls 3d. This roll cannot be modified, but it can be modified by the Luck advantage.
On a 3-5, something strange but wonderful happens. The mage might gain an extra level of Magery, or he might heal a point of damage, or he might learn to understand the language of the birds. Most effects are temporary and last for no more than 1d+6 hours. However, the GM might rule that some minor effect actually becomes permanent.
On 6-15, the reality warp wreaks havoc on the mage's body and he takes 4d of damage. Due to the magical nature of the damage, this injury can't be magically healed
On a 16-18, something awful happens. The GM should be creative without killing the character outright. The mage could be transported to another dimension, he could be turned into an undead being, he might attract the attention of a powerful demon, or one of his limbs could magically vanish, never to appear again. Bad effects are permanent.
The mage must perform the "post-casting" in the same place that the spell was cast from. This means that while the mage could use this spell to cast Teleport or Gate on himself he would automatically create a Reality Warp since he moved from the location where the spell was cast!
Backcast is also incompatible with certain missile spells which require the mage to spend time building up the power of a missile. For example, if a mage casts a 3d Fireball, he can either spend the next second after the spell is cast to throw the spell and create a Reality Warp or he can cast the spell and then spend three seconds post-casting the spell, which means that he effectively gained no time at all.

Cost: 3 points
Prerequisites: Magery 3, Simulcast, Great Haste, and 5 other Metaspells
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.
Author: Adapted from Greg Littmann

Backfire (VH) Regular; resisted by Will


This spell makes it much more likely that a mage's spell will backfire. It gives -1 to skill to cast any spell.
If the affected spell fails, the spell backfires on a roll of 14+ (or 4 more than the caster's skill with the spell, whichever is less). Backfires caused by this spell are "normal" and use the Spell Backfire table. Spells already cast when the spell is cast can't be affected.

Duration: 10 seconds, or one spell, whichever is less.
Cost: 5 points
Time to Cast: 5 seconds
Prerequisite: Magery, Curse
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. Mage only. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 250 points.

Bankruptcy (VH) Regular; resisted by Will

This is a specialized version of the Curse spell. When cast on the subject, his next source of cash income will be reduced by 10%, or losses will be increased by 10%.
If used to influence the outcome of a "zero sum" game, like a contract negotiation or the outcome of a wager, this spell gives -2 to the relevant skill for one roll, but doesn't guarantee an outright loss.

Duration: Permanent (one die roll or the next time the character makes money)
Cost: 10 points
Time to Cast: 1 hour
Prerequisite: Curse, Prosperity
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 100 points.

Benediction Regular

Temporarily confers the Luck advantage on the subject. This effect lasts until the spell duration ends or until the subject achieves some notable success or avoids some major catastrophe.

Duration: 12 hours
Cost: 5, can't be maintained (for 10 points the Extraordinary Luck advantage can be conferred.)
Time to Cast: 1 minute
Prerequisite: Magery, Bless
Item: Jewelry, Clothing or Charm. Energy Cost to Create: 3,000 points.

Break Connections Regular

This spell allows the subject to break the mystical connections he imparts to hair, fingernail trimmings, clothing, and so forth, making objects affected by this spell useless for creating a Poppet or an Arcane Connection. In addition, objects that have this spell cast on them give -4 to all spells that use an item to learn something about its owner.
If this spell is cast on the subject's body, it will retroactively sever the connection between the subject and any hair, scales, blood, etc. they might have shed up to a month previously.
Cost: 1 for the subject's hair, nails, fingernails, etc. 2 for the subject's body and everything he is carrying. 3 for the contents of a room, 5 for the contents of a large house, 7 for everything the subject ever owned or touched.

Duration: 1 month for body parts, permanent for objects.
Time to Cast: 10 seconds.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 150 points.

Break Powerstone Tap (VH) Regular, resisted by Tap Powerstone skill

This spell allows the caster to prevent someone else from using a powerstone. As with all power source manipulation spells and skills, the long-range modifiers for seek spells should be used as a penalty if the caster is not physically touching the powerstone. If the mage the caster is trying to block fails the resistance roll, he can try to roll his Tap Powerstone skill vs. the caster's Break Powerstone Tap skill to reestablish contact. The caster can choose to block any or all opposing mages from using the source while freely permitting others to use it, but each opposing mage resists separately.

Duration: 1 minute
Cost: 4, 2 to maintain.
Prerequisites: Seek Powerstone, Magery 2, and Tap Powerstone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Mage only.
Author: Charles Jacob Cohen

Casting Circle Special

A casting circle is similar to the Pentagram spell, except that rather than protecting the mage or containing magical creatures it aids in the casting of spells and mitigates the effects of magical backfires. A mage who casts a spell from within a Casting Circle gets +1 to any skill roll to cast a spell while the circle lasts. Additionally, the circle will turn any one critical failure with a magical spell into a normal failure if the mage can make a second successful skill roll to "control" the failed spell.
If a casting circle prevents a critical failure, it is automatically dispelled.
Like a pentagram, a casting circle must be physically drawn on the floor and can be disrupted by rubbing out the lines. (Note that the "casting circle" is a generic term. The actual form of the markings can be any one of a number of magical symbols.)

Duration: 1 minute or until critical failure on a Spell
Cost: 10 per hex protected, same to maintain. A casting circle can be made permanent for 10 times the base cost of the spell.
Time to Cast: 5 seconds per hex (This time is spent physically drawing the line, and can't be reduced no matter how much Energy is available or how much skill the caster has.)
Prerequisite: Bless, Pentagram

Chain Missile Missile

Allows a missile spell to do part of its effect on one subject, then leap to another subject, and so on until the Energy in the spell is used up. The missile jumps from the nearest target to the furthest, and does damage to each according to the wishes of the caster, with a minimum of 1 die of damage per subject. However, a successful resistance roll by any one subject disrupts the spell and damage not yet discharged is lost.

Duration: 10 seconds, plus the duration of the Missile.
Cost: 1 per point of damage in the missile spell.
Time to Cast: 1 second per point of Energy.
Prerequisite: Magery, Link, 3 missile spell plus the missile spell to be chained.
Item: Staff, Wand or Jewelry. Casts one sort of spell as a Chain Missile spell. Energy Cost to Create: Triple the cost of an equivalent non-chained magic item.

Change Vis Regular

This spell changes the type of Vis from one Form (or College for non-Hermetic mages) to another Form that the mage is familiar with. There is no Energy cost for this spell, but 1 pawn of Vis is consumed for every 10 pawns converted to the new Form.
Cost: 0

Duration: Permanent
Time to Cast: 1 minute
Prerequisites: Magery, Measure Vis
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Chant Special

Chant allows the mage to sing or recite an incantation that has magical or holy power. As long as the mage remains motionless and concentrates he can sing or recite incantations of power which pull extra mana through his body, allowing him to "self-power" a spell.
The mage first begins the Chant, he then can cast a single Regular spell and use the mana drawn through him by the Chant to maintain the spell.
However, in order to maintain the spell with the chant, the mage must be able to sustain the spell just by using mana gained by the chanting. If the mage has to draw mana from himself to maintain the spell, the Chant spell ends, though the mage can still extend the spell's duration by using his own power.
If the mage is wounded or is otherwise distracted he must roll vs. Will to keep his concentration, otherwise the spell ends. Also, for every hour of chanting the mage must make a HT or Will roll. If either roll fails, the spell ends because the mage was physically unable to continue or because he lost concentration.
The amount of mana gained by the chant is as follows:

 

Skill Level

Mana

10-12

1/2

   

13-17

1

   

18-22

2

   

23+

3

   

At the GM's option the mage might get bonuses to this skill if he has Singing or Musical Instrument skills. He might also get bonuses to skill for using chant to cast a particularly appropriate spell. The exact details are left the to GM's imagination.
A variant of this spell called "Dance" is also available. It works identically to Chant, but the mage must dance for the spell to work.

Duration: Indefinite (see above)
Cost: None. Energy gained from this spell can only be used to maintain spells, not to cast them.
Time to Cast: 1 minute, may be continued indefinitely.
Prerequisites: Magery, Regain ST

Combine Regular

This spell allows the caster to throw two spells at once. The first spell is cast normally, but is saved until the second spell is completed. Some spells will change or cancel if they are combined. For example, Water Jet would cancel Fireball.
Range, duration and other effects are always those of the less useful spell. If the caster wishes it, the second spell can be slightly delayed until the first spell takes effect, but in this case, the second spell has no effect if the first spell fails. Likewise, if either spell fails the whole combined effect fails. Effects of Critical Failures are up to the twisted ingenuity of the GM.
For example, Haram wishes to combine Dispel Magic and Fireball so that he can simultaneously breach a foe's Fire Resistance and Reverse spells and then strike before his opponent can put up another defense. In this case, he wants to slightly delay the fireball so that the Dispel Magic spell can drop the defensive spells first. First, he spends 2 seconds and three points to cast the Combine spell. Then he casts Dispel Magic for 3 points and 3 seconds. The effects of dispel magic are "held" and don't take effect until he casts his final spell. Finally, he casts a 2d fireball for 2 points and takes 2 seconds to do it.
Once the fireball is successfully cast, the entire combined effect goes off. If the Dispel Magic spell is successful, the fireball takes effect on the same turn. If the Dispel Magic spell fails, the Energy dedicated to the Fireball is lost and Haram has wasted a lot of time and Energy for nothing.

Duration: The duration of the two subsequent spells.
Cost: 3 points.
Time to Cast: 2 seconds plus the time
Prerequisite: Link
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,500 points.

Concentrate Vis Regular

This spell will concentrate the Vis that is resident in a magical creature or object into a single body part or object that the mage can easily gather and transport.
The mage must touch the subject creature or object in order to cast the spell. In addition, the subject must be unliving and unresisting. If the subject is a dead creature, it must freshly dead (within 24 hours) in order for the spell to work.
When the spell is cast, the magic is concentrated into one easily detachable, relatively permanent, portable part of the object. For example, Vis from an enchanted tree might be concentrated into a leaf, or Vis from a magic bird might be concentrated into a wing or feather. The mage will know (but cannot specify) which part of the object holds the Vis.

Duration: Permanent
Cost: 3 points
Time to Cast: 10 seconds
Prerequisites: Convert Vis
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Condition Regular

This spell is similar to the Link and Delay spells, but this spell makes a second spell trigger only when certain conditions are met. For example, a spell could be set up so that it is triggered only if people (or a certain sort of people) are in the area of effect, when a person of a certain type touches an item, when people are looking at the place hex where the magic spell will go off (or not looking), etc. Any condition that the mage can imagine and which the GM will allow can be specified, but once set, the Condition can't be changed unless the Condition spell and any spells it modifies are all canceled.
While this spell exists, both it, and any spells it modifies are considered to be "on" spells.

Duration: 1 hour
Cost: 4, same to maintain. The duration of this spell can be made indefinite (and self-powering, so it no longer counts as an "on" spell) for 25 times the base cost.
Time to Cast: 1 minute
Prerequisite: Link, Delay

Confuse Evil Area, resisted by IQ

This spell must be cast in an area with well-defined boundaries, such as a room, window frame, door, altar top, or set of stairs. Any supernatural "evil" creature who tries to move into or though the area must immediately make an IQ roll or immediately stop at the edge of the area.
The creature can attack and defend normally, but cannot attack through the area using ranged attacks. It is "stuck" in the hex for 1 minute. At the end of that period, it may make another IQ roll. If the roll is successful, it breaks free of the spell and it can continue through the area. If it fails the roll, it must spend another minute in the area.
This is also a Protection and Warning spell.

Duration: 10 minutes
Time to Cast: 10 seconds
Cost: 3, 2 to maintain
Prerequisites: Protection from Evil
Item: (a) This spell can be permanently cast on an area for 50 times the base cost. Evil spirits must make a new IQ roll every time they enter the area. (b) Jar of Pins, Hex Sign or other "good luck" charm. This charm must be placed in a room, building, or on a door or window. It protects the entire area until an evil spirit successfully defeats the spell.

Contagious Curse Regular, resisted by Will-4

As Damnation, but the effect of the curse is to alienate or destroy the victim's friends, family, associates, and possessions before finally destroying the victim. The victim need not be present when the spell is cast.

Duration: Permanent, until death of victim.
Cost: 1,000
Prerequisite: Curse, Damnation

Contagious Spell (VH) Regular, resisted by Special

This spell makes a Regular spell "contagious". If successfully cast on the first subject, whenever that subject gets within 2 hexes of another person, they will magically "cast" the spell that they are affected by onto the next victim! The new victim will behave as if the mage had cast the exact same spell on him, and he, in turn will be "contagious", possibly affecting other subjects.
If the subject does not encounter any other subjects before the spell ends, the extra Energy put into the spell to make him "contagious" is lost. People who resist the spell each "count" as affected subjects, and they are immune to "infection" by the same Contagious Spell spell, even they subsequently encounter another "carrier". Resistance rolls are based on the resistance roll of the underlying spell. If a spell doesn't offer a resistance roll, it can't be used with the Contagious Spell spell.
Contagious spells can be maintained beyond their base duration, but each extended spell counts as an "on" spell. Spells that are not specifically maintained are considered to be "orphaned". However, the Contagious Spell spell always counts as an "on" spell, as does the underlying spell, so the mage is at -2 to start with!
Note that the mage need only pay for the base cost of the spell, plus extra Energy in order to "infect" carriers. When a carrier affects another person (successfully or unsuccessfully), 1 point of "potential Energy" is lost and the mage must pay (and roll for) a casting of the underlying spell. Note that the mage doesn't have to specifically cast the "contagious" spell again, the magic in the Contagious Spell spell is sufficient to automatically draw the Energy from him. Likewise, the victim of the underlying spell doesn't get a second resistance roll (unless it is part of the spell effect). Their failure to make a resistance roll to resist the Contagious Spell spell means that they are affected by the underlying spell.

Duration: Variable (until the duration of last spell to affect a person ends).
Time to Cast: 10 seconds
Cost: 3, plus 1 for each additional potential subject to be "infected" (minimum 1), plus the base cost of the "contagious" spells. "Contagious" spells can be extended, as above.
Prerequisite: Magery 2, Hang Spell

Control Randomness Regular

In any case in which a random outcome is deliberately being generated, the mage can control this outcome. Such deliberate randomization includes the shuffling of a pack of cards, the casting of lots, or the roll of dice. If the randomizer in question occupies more than one hex, the mage must pay the casting cost for each hex in the radius.
Cost: 2 points, cannot be maintained.
Time to Cast: 2 Seconds.

Duration: Until one outcome is produced.
Prerequisites: Enchant, Find Weakness.
Item: Clothing or Jewelry. Energy Cost to Create: 350 points.
Author: Greg Littmann

Cornering Missile Missile

Allows any missile spell cast by the mage to make one 90 degree turn, allowing spells to be thrown around corners or from cover. Missiles which are aimed at targets the caster cannot see have limited "homing" ability and strike on a 12 or the caster's Thrown Missile skill less range and target size modifiers, whichever is less.

Duration: 10 seconds or the duration of one missile spell, whichever is less.
Cost: 2 points
Prerequisite: Magery, 3 Missile spells, plus the missile spell to be modified.
Item: Staff, Wand or Jewelry. Energy Cost to Create: Double the cost of an equivalent magic item without this spell on it.

Corrupt Cure Regular, resisted by Spell

This spell must be cast on a person who is under the influence of a hostile spell such as Madness, Curse or Sickness. Its purposes is to make spells canceling any mind control spells on the subject backfire, making subject even more beholden to the mage who first cast the spell.
Unlike other hostile spells, the subject doesn't get a resistance roll. However, in order for the spell to work, the mage casting the spell must be the same mage who successfully placed at least one hostile Mind Control or Body Control spell on the victim. They must place the Corrupt Cure spell on the subject while the underlying spell is still in effect. If the mage allows the underlying spell to end, the Corrupt Cure spell (and its effects) end as well.
When a counterspell or spell which seeks to remove the ill effects of another spells (such as Remove Curse or Dispel Magic) is cast on the victim, the mage casting the counterspell must win a Contest of Skills between his spell and the Corrupt Cure spell.
If curing mage wins the contest, then the counterspell takes effect normally, dispelling both the Corrupt Cure spell and the underlying spell that the mage was attempting to remove. However, if the mage who cast the Corrupt Cure spell wins the contest, the victim is at a penalty to subsequent resistance rolls to shake off the effects of the underlying spells equal to the amount by which the Corrupt Cure spell won the Contest of Spells. In addition, any further attempts by the same mage to cast curative spells of any sort on the same subject are at a penalty equal to double the amount by which he lost the Contest of Spells. The spells of other mages are not penalized, unless they also lose the Contest of Skills.
The duration of the Corrupt Cure spell is the same as the underlying spell. Its maintenance cost is equal to half the maintenance cost of the spell it is modifying (or 1 point, whichever is more). If there is more than one spell that it could modify, it will take its duration from the shortest-lived spell, and its maintenance cost from the most expensive spell.
If spells that are more expensive are subsequently cast after the Corrupt Cure spell is cast, Corrupt Cure will not influence, or be affected, by that spell.

Duration: Special (Equal to the duration of the shortest-lived spell that it modifies)
Cost: 3, plus half the maintenance cost of the most expensive spell it modifies.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Drain Mana, and 5 other Metaspells

Create Mana Node (VH) Enchantment

Certain areas naturally produce mana crystals - the tangible form of magical Energy. This spell allows the mage to turn an area within a high mana zone into a Mana Node that produces mana crystals.
In order for the spell to work, the node must be relatively permanent natural area or structure with some unusual feature or history that makes it a suitable as a potential mana node. For example, a bush couldn't be a mana node, but a grove of ancient oaks would be. A modern hospital couldn't be a mana node but an ancient temple of healing could house a node.
It is up to the GM to determine the factors that make an area suitable. At the very least the site must be at least 50 years old (or less if some particularly noteworthy event occurred there) and it must have great mystery, natural beauty, natural power and/or important culture or history surrounding it.
For example, in the U.S. the Grand Canyon, the Hoover Dam, the Statue of Liberty and Independence Hall could all be turned into Magic Nodes (assuming that they were in high mana areas to begin with).
In order to limit the cost of the enchantment, the mage can create an aspected mana node, whose mana crystals only work to power spells from one college of magic. Like a normal mana node, the location must be a relatively permanent natural location with some unusual feature to recommend it. However, the site must have some sort association with the aspected college of spells. For example, an aspected mana node dedicated to Necromancy couldn't be placed in the middle of a temple of healing. It could however be placed on an old battlefield.
In any case, when the features which "power" the mana node vanish, the mana node vanishes with it. For example, if a forest or temple that housed a node is destroyed, the node will be destroyed to. However, the Energy that powers the node lingers for some time, so physical destruction of a place doesn't necessarily destroy the node as long as the memory and the "power" of that place remains.

Duration: Permanent, until the nod is destroyed and forgotten.
Cost: 1000 per mana point of mana crystals produced per day. 500 if the mana crystals are aspected.
Prerequisites: Magery 2, Restore Mana, Increase Mana, and Crystallize Mana.

Create Starwater Well (VH) Area

Permanently raises the mana Threshold of an area by gathering and storing Starwater. Each casting will raise the Threshold by 0.1. Success or failure by only 1 or 2 will also raise the Flow of an area by -1. Critical Failure will cost the caster one level of Magery.

Duration: Permanent
Cost: 500
Time to Cast: Variable
Prerequisites: Magery 3, Restore Mana, and Gather Starwater
Author: Adapted from the Net.

Crystallize Mana Regular

This spell allows the mage to "crystallize" mana into a tangible form that can be stored and used like powerstones. However, unlike powerstones once mana crystals are used they vanish.
In spite of their name, mana crystals can take the form of any small object - coins, nuts, berries, rocks, pieces of candy, etc. However, unlike their non-magical counterparts, mana crystals cannot be destroyed except by magic. Ruin spells and the like don't affect them. They can also be aspected so that they one work when powering spells of one college of magic.
Mana crystals strongly radiate magic. Anyone with the Mage Sense advantage will be able to detect their power if they can see them. By holding a mana crystal, a mage can tell if it is aspected.
Dispel Magic will destroy mana crystals. However, the mage attempting to destroy them must win a contest of skills between his spell skill and the spell skill of the mage who created the crystals.

Duration: Permanent
Cost: 20 per crystal. Each crystal holds 1 point of mana. Aspected crystals cost 10 points each.
Time to Cast: 10 minutes
Prerequisites: Magery, Increase Mana, and 4 Other Metaspells
Item: Container or Wand. Energy Cost to Create: 5,000. Mage only.

Curse of Generations Regular, resisted by Will

Affects victim and all his descendents to the seventh generation. The victims need not be present when the spell is cast.

Duration: Permanent, until death of 7th generation of descendents of the victim
Cost: 1,000 per -5 points of disadvantages
Prerequisite: Curse, Damnation

Curse Weapon Regular, resisted by IQ or Special

This spell impairs one or more qualities of a weapon. This spell can lower the Quality of a weapon by one level, give -1 to Hit, -1 to Damage, reduce RoF by 10% (minimum 1 level), reduce Acc by 1, increase Rcl or Malf by 1, or reduce 1/2d and Max ranges by 10%.
If the weapon has any magic spell or enchantments on it, the item resists with the skill of the mage or enchanter, rather than the owner's IQ, if the skill level is higher.
This is also a Movement and a Making and Breaking spell.

Duration: 1 minute
Cost: 3 points, 2 to maintain for each weapon property affected.
Prerequisite: Curse
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Casts spell on Wearer. Always On. Energy Cost to Create: 350 points

Damnation Regular, resisted by Will

Gives the subject Unluckiness disadvantage, or otherwise inflicts some terrible curse on the victim.
The cost depends on the degree of curse:

Nuisance - Minor nuisance value, possibly a minor negative reaction or distinctive looks (e.g., no shadow, nose grows 6", foul smell): 50 points
Minor - Minor hassles for character. (e.g., touch warps wood, animals and children flee character, can't use weapons): 100 points
Major - Major hassles for character (e.g., can't wear armor, becomes weak as a kitten in the face of danger): 250 points
Incapacitating - Will eventually destroy the character (e.g., must kill a man every night, must compulsively seek battle but can't wear armor or use weapons, afflicted with a wasting disease): 500 points

A good rule of thumb is that Damnation costs approximately 5 Energy points per character point of disadvantages conferred on the victim.
Cost: See above.

Duration: Permanent
Prerequisite: Miracle, Benediction

Damper Regular

This spell gives the caster some insurance against the worst effects of Critical Failures on spell rolls, by allowing him a +4 or -4 shift towards "10" on the Critical Spell Failure table. Once the spell has served its purpose, it is dispelled and must be recast..
Multiple damper spells can't be "stacked" nor can Damper be used to avoid the effects of other critical failures. In addition, Damper can't be used to lessen the effects of critical failures for Ceremonial Magic or Enchantments.

Duration: Until a critical failure occurs.
Cost: 4. Can't be maintained.
Time to Cast: 1 minute
Prerequisite: Magery, Bless
Item: Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 250 points.

Deadland (VH) Area

This spell creates a true no mana zone, where spells and magical creatures cannot exist.
Magical creatures take 1 point of damage for every turn that they remain in the no mana zone.

Duration: Permanent
Cost: 15
Time to Cast: 1 minute
Prerequisite: Drain Mana
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000. Mage only.
Author: Adapted from the Net.

Decrease Mana Level (VH) Regular

Decreases the mana of an area down to a minimum of "Very Low" mana level.

Duration: 1 minute
Cost: 10 per hex for a one-level decrease (e.g. "Normal" to "Low"), 25 per hex for a two-level decrease (e.g. "High" to "Low"), 50 for a three level decrease (e.g. "Very High" to "Low"). Multiply costs by 100 to make the effects permanent.
Time to Cast: 10 seconds
Prerequisite: Magery, Drain Mana

Destroy Connection Regular, resisted by Spell

By using this spell, the mage can destroy an object enchanted with the Arcane Connection spell. In order for the spell to work the mage must touch the subject on whom the Arcane Connection is focused and win a Contest of his Destroy Connection spell vs. the other mage's Arcane Connection spell. If he wins, the enchanted object is destroyed. The Arcane Connection need not be present and no long distance modifiers apply.
This spell will also work against the Poppet spell and similar spells which turn a physical item into a magical link between the mage and his subject.

Duration: Permanent
Cost: 5 points
Time to Cast: 1 minute
Prerequisites: Arcane Connection
Item: Staff, Wand or Jewelry. Energy Cost to Create: 450 points.

Detect Magic Link Information, resisted by Spell

If an object would act as an "arcane connection" to another person (especially a mage), the mage will know this when he holds the object. At the GM's option, he might also get a brief mental impression of the person to whom the object is linked.
If the person to whom the item is linked wishes to hide the connection, the mage must win a Contest of spell skills to see the connection.
This is a also a Knowledge spell.

Duration: 1 minute
Cost: 2 points, 1 to maintain.
Prerequisite: Magery or Detect Magic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 200 points

Detect Vis Information, resisted by IQ

This spell allows the mage to sense how much Vis (concentrated magical Energy) is contained in a given object or creature.
This is a also a Knowledge spell.

Duration: 10 seconds.
Cost: 3 points.
Prerequisite: Magery or Detect Magic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points, (b) Scale or other measuring device. Casts this spell on anything placed on, or in, it. Energy Cost to Create: 200 points

Dual Casting (VH) Regular

When cast, this spell allows two subsequent spells to be cast "simultaneously". The mage must pay the fatigue cost for all three spells.

Duration: 1 minute
Cost: 5 points, can't be maintained.
Prerequisite: Magery, Alacrity
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 2,500 points. Mage only.

Dueling Jet Regular, resisted by HT

Similar to Flame Jet, except that damage numbs and stuns the target rather than inflicting permanent injury.
A hit with this spell causes a temporary loss of hit points. If the victim is reduced below 0 HP he must roll to stay conscious, just like normal, however he does not have to take HT rolls to stay alive.
In all other respects, the damage done is "normal" - pain, stunning, crippling and special effects from hits on specific target locations all work normally.
Lost hit points return at a rate of 1 per minute after 1d+1 minutes. If the victim is knocked out by this spell, he will regain consciousness after 1d+1 hours.
The Mage must use Magic Jet (Dueling Jet) skill (or default) to attack with this spell.
This spell is commonly used for training and non-lethal duels and gladiatorial contests, however it is also popular with kidnappers, bounty hunters, and town constables since it allows the mage to subdue a target without killing it. At the GM's option it can be learned by mages of all colleges, not just mages who know Metaspells.)

Duration: 1 second.
Cost: 1 to 3, same to maintain. Each point of Energy produces 1d-1 points of damage.
Prerequisite: Any 10 spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from Stan Berry

Dueling Missile Missile

Similar to the Fireball spell, except that its damage numbs and stuns the target rather than inflicting permanent injury.
The missile has SS 12, Acc 2, 1/2D 20, Max 40 and is targeted using the Thrown Spell (Dueling Missile).
In other respects, this spell is like the Dueling Jet spell.

Duration: Instantaneous
Cost: 1 to 3, each point of Energy produces 1d of damage.
Time to Cast: 1 second per Energy point used.
Prerequisite: Any 10 spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Stan Berry

Eliminate Magic Traces Area

This spell eliminates residual traces of magic in an area preventing the Magic Traces spell from working unless the Tracing mage wins a contest of skills against the Eliminate Traces spell.
Cost: 4

Duration: Permanent
Time to Cast: 1 minute
Prerequisites: Magery, Shroud Magic
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Enchanted Box Regular

This spell allows the mage to store a spell in a box or other container and the spell must be cast on a container that can be closed in some way.
The mage enchants the container, opens it up, and casts the second spell on (or "into") the container. He then seals the container so that it will hold the spell. When the box is opened, the spell is triggered.
Spells requiring contact with the spell recipient will only work properly if someone is holding the container when the spell is activated. Area spells will be centered on the vessel.
Only one Enchanted Box spell may be cast on a single container at any one time.

Duration: 1 day
Cost: 4, 1 to maintain.
Time to Cast: 1 minute
Prerequisite: Delay
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Box or other container with this spell on it. Spells to be contained in the box must be recast after they have been triggered. Energy Cost to Create: 50 points.

Extend Duration Regular

This spell allows a spell with a duration of longer than "instantaneous" to be powered for a longer time through expending of caster's mana, even if caster is not there to repower it or isn't concentrating on the spell.

Duration: As that of the other Spell.
Cost: 2, plus the cost of the Energy to extend the other spell.
Time to Cast: 3 seconds
Prerequisite: Link

Extended Range (VH) Regular

This spell allows the range of a spell to be extended beyond its normal limits.
This spell normally can only be applied to Missile spells, but it can be combined with the Throw Spell spell to give that spell extended range.
This spell cannot be "held". Once the Extended range spell is cast, the spell it is to be attached to must be started immediately otherwise the Extended Range spell (and possibly the spell it is "carrying") is lost.
Hit Modifiers an Energy costs for range are determined normally based on the rules for the other spell. The Extend Range spell only allows spells to be cast at longer distances. It doesn't allow them to be thrown with any more accuracy or power.

Duration: 10 seconds or until the other spell is cast, whichever is less.
Cost: 1 per each doubling of normal range, can't be maintained.
Time to Cast: 3 seconds per doubling of normal range.
Prerequisite: Magery, 5 Metaspells
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points for each doubling of range. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points.

False Magic Aura Regular or Area, resisted by Special

This spell creates a false magic aura around a non-magical item or an area. This will fool Magic Sense or Magery, or the Detect Magic spell unless the observer wins a Contest of Skills or make a Resistance Roll.
If the observer is viewing the area via spell, he must win a Contest of spell skills. If he is viewing the area with Magery or Second Sight, he must make a Resistance Roll vs. IQ.
The mage can control the magic aura to make it faint, extremely obvious, or aspected to a particular type of mana.

Duration: 12 hours.
Cost: 1 point for up to 5 lbs. of material, 2 points for up to 25 lbs. or 3 for a larger amount of material, half to maintain (minimum 1 point). If cast as an Area spell, the cost is 3 per hex, half to maintain.
Time to Cast: 10 seconds.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be permanently cast on an object or area for 25 times the base cost.

Flamboyant Spell Regular

Any spells cast while this spell is in effect produce impressive, harmless special effects - flashing lights, pillars of smoke, bursts of flame, cracks of thunder, weird green light, or anything else the mage can imagine. Gives +4 to the Spell Artistry skill
Time: 1 minute
Cost: 1 point, same to maintain
Item: Jewelry. Energy Cost to Create: 100 points.

Form Lock Blocking or Regular, resisted by spell or Will

This spell will prevent Shapeshifting. It will do so even if the subject is Shapeshifting back to their original form because a previous Shapeshifting spell is no longer being maintained! The spell is resisted by the mage's skill with the Shapeshifting spell he is using (or was just using) or by Will, whichever is better. If the subject is willing to be Form Locked, the Form Lock spell is at +2 in this contest.
If the subject is not willing to be Form Locked, but is Form Locked all the same, then the original Shapeshift spell will resist the Form Lock spell again each hour at a cumulative -1 to the Shapeshift.
Cost: As for the original Shapeshifting spell.

Duration: 1 hour.
Prerequisites: Dispel Magic, Shapeshifting.
Item: Staff, Wand or Jewelry. Energy Cost to Create:250 points.
Author: Adapted from Greg Littmann.

Fortune Regular

Fortune allows the mage to determine the correct rituals that will allow the subject to maximize his luck. If the subject performs the prescribed actions, his luck will be improved. If he does not follow the proper actions, his luck remains unchanged.
The GM must invent a reasonably simple task that will enhance the victim's luck, which must be carried out in a reasonable amount of time (GM's determination of what is reasonable). This task will usually be reasonably easy (e.g. visit a temple, give a coin to a beggar, or draw a prick of blood from each of your wrists) but can be harder if the GM chooses. The GM may roll on the Reaction table to determine the difficulty of the act with bad reactions requiring more difficult acts to "trigger" the Fortune.
A character who has a Fortune spell cast on him who has correctly performed the prescribed ritual may carry it until he needs a bit of extra luck (player's choice as to when). The player can then use the spell by "taking back" a die roll that has already been made. He then rolls dice twice and chooses the best of the three rolls.
A mage can only cast Fortune once per day, but untriggered Fortune spells don't act as an "on" spell. If the subject does not perform the necessary ritual in a reasonable amount of time, he must wait at least a week before he may again benefit from the Fortune spell. A person cannot have more than one Fortune spell cast on him at any one time, nor can the effects of the Fortune spell be combined with the Bless spell. The subject can have both spells cast on them, but he can't combine the benefits of the two spells. The mage can cast fortune on himself.

Duration: Until used, simple rituals must be carried out within 8 hours for the spell to work. Difficult rituals can have a longer time limit (GM's option).
Cost: 5 points
Time to Cast: 1 hour.
Prerequisites: Magery, Divination, and Bless
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Greg Littmann

Gather Starwater (VH) Regular

Draws Starwater (mana) to the caster, recharging his mana pool faster than normal.
This spell requires total concentration, so no spells can be maintained while the mage is gathering mana. Each interval requires a successful Meditation roll and a successful Gather Starwater roll. A failure on either of these rolls, or any other distraction, will end the spell.
The mage regains 1 to his pool for every 10 minute interval of successful rolls, divided by the regions Threshold Multiplier (so every 5 minutes in a 2.0 area, every 30 minutes in a 0.33 region). The only maximum to the amount that can be gathered in this manner is the mage's own Threshold.

Duration: Variable.
Cost: 10, so a minimum of 100 minutes is required to make this spell worthwhile.
Time to Cast: Variable.
Prerequisites: Magery 2, one spell from each of 10 different colleges.
Author: Adapted from the Net.

Gold Sacrifice Regular

This spell allows the mage to turn gold (or possibly other valuable items into magical Energy that can be used to power spells.
For every $50 in gold or other valuable metals the mage uses to power this spell, he gets 1 mana point. The mage can store mana gained from this spell for the duration of the spell, but it dissipates at the rate of 1 point per minute.

Duration: 1 minute per point of Energy.
Cost: 2 (or $100), plus $50 per Energy point gained. Can't be maintained.
Prerequisite: Magery, Regain Strength
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500,. Mage only.

Grant Magery (VH) Regular

This spell temporarily grants the subject one or more levels of the Magery advantage. While the spell is in effect, their skill with magic spells is increased accordingly, and they can use magic items and spells that require Magery to function. Note that no magical skills or spells are granted with this spell.
The caster can't cast this spell on himself, nor can he increase the subject's Magery level above his own level of Magery. This spell will automatically fail if cast on any creature with Magic Resistance advantage.

Duration: 10 minutes
Cost: 5 points for Magery 1, 4 per level of Magery after that (up to Magery 3), same to maintain. The base cost of this spell can't be reduced below 1 point.
Time to Cast: 1 minute per level of Magery bestowed.
Prerequisite: Magery, Increase Mana, Steal Magery, and 10 other Metaspells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Great Curse Regular; resisted by Will


Allows a curse to be permanently bestowed on the subject. The type of curse is entirely up to the caster and is limited only by the caster's imagination and the Energy he can dedicate to the spell. Possible curses can jinx the subject (as the disadvantage), affect his health, possessions, associates and loved ones, luck, or reputation. This spell is resisted by Will, with minus one to the roll for every 30 points of Energy the caster put into the spell. If the subject of the curse is not physically present, Long Distance modifiers apply to the spell. If the spell backfires, the caster is hit with his own curse, unless, in the GM's opinion, the caster had just motives for his attempt to curse the victim.

Duration: Permanent
Cost: 10+ (As a general rule of thumb every 10 points of Energy used to cast the spell allows a curse that is the equivalent of -1 character point in disadvantages or which cancels one character point in advantages.)
Prerequisite: Magery, Curse
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

Great Spell Hanging Regular

This spell is exactly like the Hang Spell spell (p. G71) except for the casting cost and the time to cast. Hung spells do not count as "On" spells and do not penalize further spell casting.

Duration: 10 hours.
Cost: As Spell Hanging, the cost to maintain is only 1/10 of the casting cost (minimum 1).
Time to Cast: 10 minutes.
Prerequisites: Hang Spell, Maintain Spell, either Independence or Initiative. One other spell from each of 15 colleges.
Author: Justin Harris

Greater Spell Shield Area

Functions as per spell shield but it also dissipates any missile spell if it successfully resists.

Duration: 1 minute
Cost: 4 to cast; 2 to maintain
Prerequisite: Spell Shield
Item: Jewelry. Works for wearer only. Energy Cost to Create: 500 points.
Author: Revenant

Greater Sphere of Invulnerability Area

Functions as per the Utter Dome spell but will move with the caster. Any attempt to force the sphere into (or through!) solid objects or living beings will cause the spell to fail.

Duration: 1 minute
Cost: 10 to cast, 5 to maintain
Prerequisites: Utter Dome
Item: Jewelry. Works for wearer only. Energy Cost to Create: 1,500 points.
Author: Revenant

Hazard/TL Regular, resisted by HT

While this spell is in effect, anyone using a tool or vehicle or occupying a building is at a penalty to ST, DX, HT or appropriate skill to avoid accidents. This spell has no other effect on skill use. In other respects, this spell is identical to the Safety spell.
This is also a Making and Breaking spell.

Duration: 1 hour
Time to Cast: 1 minute
Cost: 2 per -1 bonus, half to maintain (minimum 1,1)
Prerequisite: Curse
Item: (a) This spell can be cast on a location for 25 times base cost per hex (anyone in the affected hex is affected by the spell), (b) this spell can be permanently cast on an item for 1 point per pound of equipment to be affected (minimum of 20 points).

Improvised Magic (VH) Regular

For the duration of the spell, if the subject is a mage (has the Magery advantage) he can use Improvised Magic, even if he is normally unable to do so.
The subject's base skill with the various "power words" is IQ-3, to a maximum skill level of 12. Any spell cast using this spell fails on a 16, regardless of IQ and critically fails on a roll of 17-18.

Duration: 1 minute
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery 2, Grant Magery, and Wild Magic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 750 points

Increase Mana Level (VH) Regular

Increases the mana of an area, up to a maximum of "Very High" mana level.

Duration: 1 minute
Cost: 10 per hex for a one-level increase (e.g. "Low" to "Normal"), 25 per hex for a two-level increase (e.g. "Low" to "High"), 50 for a three level increase (e.g. "Low" to "Very High"). Multiply costs by 100 to make the effects permanent.
Time to Cast: 10 seconds
Prerequisite: Magery, Restore Mana

Interrupt Regular

This spell allows a mage to "turn off" a spell with a duration without canceling it, and then "turn it on" later. If the duration of the Interrupt spell expires, then the spell is automatically turned "back on" unless the caster choose to cancel it.

Duration: 1 minute, or until the other spell expires.
Cost: 4 points, 3 to maintain
Time to Cast: 3 seconds
Prerequisite: Link

Jackpot (VH) Regular; resisted by Will

This is a specialized version of the Bless spell. When cast on the subject, his next source of cash income (which could be anything from a coin found in the street to a quarterly yield on a stock portfolio) will be increased by 10%, or losses will be reduced by 10%.
If used to influence the outcome of a "zero sum" game, like a contract negotiation or the outcome of a wager, this spell gives +2 to the relevant skill for one roll, but doesn't guarantee an outright win.

Duration: Permanent (one die roll or the next time the character makes money)
Cost: 10 points
Time to Cast: 1 hour
Prerequisite: Bless, Change Probability, and 10 Metaspells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points.

Jinx Special; resisted by Will

This spell gives the subject the Jinx disadvantage for the duration of the spell.

Duration: 1 minute
Cost: 5 points per +1/-1 to luck
Time to Cast: 1 minute
Prerequisite: Curse, Bless
Item: Clothing or Jewelry. Wearer only. Always on. Can't be removed. Energy Cost to Create: 250 points.

Jonah Special; resisted by Will

This spell is similar to the Jinx spell, but the subject's luck is not improved. He just acts as a mobile "curse zone" which affects other people. Anyone within 10 hexes of the Jonah must subtract from all die rolls they make.

Duration: 1 minute
Cost: 5 points per -1 to skill.
Time to Cast: 1 minute
Prerequisite: Curse
Item: Clothing or Jewelry. Wearer only. Always on. Can't be removed. Energy Cost to Create: 100 points.

Know Mage Information, resisted by Spell

This spell allows the mage to know who cast a given spell. If the mage wins a contest of skills to overcome the spell's Resistance, he gets a brief mental impression of the mage who cast the spell, and will know the mage's name if it is known to him.
The mage is at -5 in the Contest of spell skills if the spell has ended, or has no persistent effects. He is at an additional -1 for every day since the spell ended. He gets +2 to skill if the spell is a hostile spell (such as a Curse) placed on a living subject.
Note that this spell does not tell the mage what spell was cast, only who cast it. In addition, if the mage who cast the spell also placed spells to fool or block detection, the Know Caster spell must overcome the resistance of these spells first before testing the resistance of the underlying spell.
This is also a Knowledge spell.
Cost: 4 points.
Time to Cast: 1 minute. One try per day.
Prerequisite: Magic Traces, See Magic Link, Seeker (Knowledge).
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Know Mana Level Information

This spell will tell the caster the ambient mana level in the area. If there is more than one mana level present, all areas of higher or lower mana will become visible. If the mana is aspected in some way, the mage will know that information as well.
This is also a Knowledge spell.

Duration: Instantaneous
Cost: 2 points
Item: (a) Staff, Wand, Clothing or Jewelry. Energy Cost to Create: 50 points.
Author: Adapted from GURPS Magic Items 1

Lab Safety Area

This spell magically alters the "aura" of a magic, alchemical or scientific lab to make it more safe.
In addition to magically reducing the chance of a calamity, this spell also cleans and organizes the lab as the researchers use it, and makes sure that safety precautions are always in place. While this spell is in effect dangerous ingredients are more carefully stored, blast shields and fume hoods are up and operating,, etc.
If an accident does occur while this spell is in effect, damage from explosions is reduced by -1 per die per level, and characters in the area get +2 to HT, DX, etc. rolls to avoid damage and ill effects from lab accidents.
Finally, on any Critical Failures to skill rolls (including magic and alchemical experimentation) reroll the dice. Unless the second die roll indicates a critical failure, treat the result as an ordinary failure.
This is also a Protection and Warning spell and a Making and Breaking spell.

Duration: 4 hours.
Cost: 2 points, 1 to maintain. This spell can be made permanent for 100 times the base cost.
Time to Cast: 10 seconds.
Prerequisite: Organize, Safety, Watchdog, Bless.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Luck (VH) Regular

This spell grants the subject the Luck advantage for the duration of the spell. Lucky individuals become luckier, increasing their level of luck by one level, to a maximum of Super Luck. Individuals with Bad Luck have that disadvantage cancelled for the duration of the spell. Characters with the Cursed disadvantage have their disadvantage reduced to the effect of the Bad Luck disadvantage.

Duration: 1 minute
Cost: 5 points, same to maintain
Time to Cast: 5 seconds
Prerequisites: Magery 2, Bless, 5 other Metaspells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Clothing, Jewelry, or small object associated with good luck. Works for bearer only. Energy Cost to Create: 1,000 points. (c) Lucky Charm. GURPS Magic Items 1, p. 55 Energy Cost to Create: 2,500 points.
Author: Adapted from GURPS Magic Items 1

Mage Trap Area, resisted by Will

This spell is almost identical to the Mage Ward spell, but it prevents magic-using creatures from leaving the affected area unless they can make a roll vs. Will..
In other respects, this spell is exactly like the Mage Ward spell (including penalties to Will for Magery).

Duration: 1 hour
Cost: 5, same to maintain. This spell can be made permanent for 20 times the base cost.
Time to Cast: 1 minute
Prerequisite: Magery, Pentagram
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Mage Ward Area, resisted by Will-4

This spell creates an area where no magical creature or spell-caster - except those designated by the mage can enter. Other creatures can move normally, it is only those people who have some sort of spell-casting ability (including knacks and temporary spell-casting ability) who are blocked.
Affected creatures can push through the barrier if they can make a roll vs. Will-4. Each level of Magery counts as a level of Weak Will when determining resistance to this spell.
Inherently magical creatures (creatures with magical knacks and advantages that the GM rules are based on innate magical power) have an additional -5 to their resistance rolls.

Duration: 1 hour
Cost: 5, same to maintain. This spell can be made permanent for 20 times the base cost.
Time to Cast: 1 minute
Prerequisite: Magery, Pentagram
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Mage's Concentrator Regular

This spell aids the mage's ability to concentrate. He gets +6 to IQ, HT or Will rolls to concentrate on a spell but can do nothing else as long as either the Mage's Concentration spell or the other spell is maintained. He is also at -4 to all Perception rolls to observe even the major events around him. Smaller events (such as non-combat movement, etc.) don't even register.
If the mage loses concentration while this spell is in effect, he must roll vs. IQ or be mentally stunned for 1d seconds. Mage can voluntarily end spell before it expires, but must roll vs. IQ or be mentally stunned for 1 turn.

Duration: 1 minute
Cost: 2 points, 1 to maintain.
Prerequisite: Detect Magic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points

Magebolt Missile

The caster can hurl up to 3 glowing bolts of pure mana, each of which can do up to 3d of damage.
The mage may distribute the damage (and the missiles) as he sees fit. For example, a mage who invests 4 points of Energy into this spell could create 2 missiles that do 2d each or one with 3d and one with 1d damage. Alternatively, he could create three missiles that have 2d, 1d and 1d respectively.
Likewise, the bolts may be targeted as the mage wishes as long as all the targets are in his line of sight when he casts the spell. However, each bolt rolls to hit individually.
The bolts have SS 13, Acc 3, 1/2D 30, Max 80.

Duration: Instantaneous
Cost: 1 to 9 points. Each bolt may do a maximum of 3d damage.
Time to Cast: 1 second for every 3 points of mana used.
Prerequisites: Drain Mana
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from D. Barrett.

Magic Boomerang Regular

This spell makes a missile spell travel in an elliptical or circular path that begins and ends at the caster's location. This allows a spell to be hurled in such a way that it strikes a foe's back, goes around corners, or returns to the caster.
If the caster also has the Spell Catcher spell in effect when he casts Magic Boomerang, he can automatically catch his own spell and either dissipate it harmlessly or throw it again (at no Energy cost). Missiles that miss twice dissipate automatically.

Duration: 1 minute or until other spell ends.
Cost: 3 points, can't be maintained.
Prerequisite: Homing Missile
Item: This spell can be added to any magic item for 250 points.

Magic Channel Regular

This spell is similar to the Arcane Connection spell. When the mage touches the target, he creates a magical link through time and space that he can use to cast spells on that target in the future.
While the spell is in effect, the mage ignores Long Distance penalties when casting spells on the subject and normal range penalties (like missile spells use) are halved. Spells that require the mage to touch the subject won't work through the magical channel.

Duration: 1 hour
Cost: 5, same to maintain
Time to Cast: 1 minute
Prerequisites: Magery, Arcane Connection or 3 other Metaspells
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Magic Immunity Regular, resisted by Will

This spell makes the subject immune to the direct effects of all magical spells and prevents them from using any magic spells themselves. Like the Magic Resistance spell, this spell blocks friendly spells as well as hostile ones.
While this spell will block direct attacks, it doesn't prevent against indirect attacks. For example, while a fireball attack against the subject would fizzle, attacks with a magically animated (normal) torch would have a normal chance of succeeding.
This spell also will not allow the subject to pass through magically created barriers like Force Domes or Walls of Stone. The subject also can't negate the effects of area spells that don't directly affect the subject. For example, this spell would keep the subject from being harmed by the Create Fire spell or slowed by the Glue spell. It would not keep him from being blinded by the Darkness spell since that spell works on the light entering the spell area rather than the character's perceptions.

Duration: 1 minute
Cost: 5, same to maintain
Time to Cast: 5 seconds
Prerequisite: Magery, Magic Resistance
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 500 points. Some versions can't be removed.

Magic Missile Missile

This spell produces lances of magical force which unerringly strike their target bypassing most defenses.
Magic missiles strike as if the mage had an effective Spell Throwing skill of 30. The missiles may be blocked or dodged, but not parried. If they hit, they bypass any non-magical DR the target may have. However, they may not be aimed to strike a specific hit location - the damage they do is to the entire creature, not just the point where they strike.
The missiles may be aimed at multiple targets as long as the mage can see all the targets when he casts the spell. However, each missile must roll to hit individually.
Each missile has SS: 13, Acc 10, Max: 50. They have no 1/2D range, they either do full damage or they miss.

Duration: Instantaneous.
Cost: 1 per bolt. Each bolt does 1 point of damage.
Time to Cast: 1 second per 3 points of Energy.
Prerequisite: 2 Metaspells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Magic Stasis Regular or Area

This spell gives inanimate objects an inherent magic resistance, just as if they were alive. For the duration of the spell, an inanimate object or area affected by a spell gets a roll vs. IQ, Will, HT, ST or DX. The object's resistance roll is equal to 1/2 the mage's skill with the Magic Stasis skill, or the relevant statistic for the object (e.g., HT for solid objects, IQ for computers), whichever is worse. If an item is worn or carried by a character, apply 1/4 the mage's skill with the Magic Stasis spell as a bonus to the owner's Resistance Rolls instead.
If cast as an area spell, the spell only protects inanimate objects in the area. Objects taken from the area of effect are not protected. Also note that this spell only affects spells that affect the area itself and inanimate objects in the area of effect. Depending on the spell, and the area to be affected, the area might or might not resist. For example, in a rocky area with no organic material, the area might not resist a Create Fire spell. However, an area of plants would resist the Create Fire spell. They might not resist a Plant Growth spell.
If no attribute is specified for Resistance Rolls to a given spell, the GM should choose an appropriate attribute. Typically, spells that affect the body are resisted with HT, spells that overwhelm the subject's Strength or Endurance are resisted with ST, spells that can be avoided by quick movement are resisted by DX, and skills that affect the mind, spirit or personality are resisted with either IQ or Will.
Extra energy gives a bonus to the basic Resistance roll.

Duration: 1 hour.
Cost: 2 points per 5 lbs. or fraction thereof, half to maintain. If cast on an area, Base Cost is 4 points, half to maintain. For every 2 extra points of energy put into the base cost of the spell (for either the Regular or Area version of the spell), the object or area gets +1 to its Resistance Roll, half cost to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magic Resistance.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on an area or object for 25 times the base cost.

Magic Strike Regular

This spell allows a weapon to be enchanted with any other Regular spell that is activated by touch or by aiming it at the target.
The mage pays the cost of casting both the Magic Weapon spell and the spell placed on the item. If the other spell fails, the Magic Weapon spell fails as well. The mage must cast the second enchantment within 1 minute of the Magic Weapon spell.
The other spell is "held" in the weapon until the weapon user wills it to be cast, however, the weapon must touch the target for the spell to be effective. Multiple spells can be cast on a weapon, but each spell requires an additional use of the Magic Weapon spell. The Magic Weapon spell itself doesn't count as an "on" spell, but any spells placed on the weapon do count.
In other respects, this spell is like the Staff spell.

Duration: 1 minute and until the other spell is triggered.
Cost: 3, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Staff

Magic Susceptibility Regular, Resisted by HT+ Magery

This spell temporarily gives the target the Magic Susceptibility disadvantage. Each level of this spell reduces the subject's Resistance to magic, down to a minimum of 3.

Duration: 1 minute
Cost: 3 points per level of reduction for susceptibility to a single college of spells or to the spells of a single mage, 5 points per level for susceptibility to all types of magic. The base cost of this spell can't be reduced below 1 point per level of Magic Susceptibility, regardless of skill level.
Time to Cast: 6 seconds
Prerequisites: Magery, Magic Resistance, and Password
Item: (a) Clothing or Jewelry. Works for wearer only. Always on. When worn this item affects the wearer as if this spell had been cast on him. Energy Cost to Create: 200 points per level. (b) Staff, Wand or Jewelry. Allows user to cast this spell. Energy Cost to Create: 500 points.
Author: Travis Foster, Thomas Barnes

Magic Traces Area, Information, resisted by Spell

This spell allows the mage to determine whether magic was used in a given area in the recent past.
The mage is at -1 for every day that has passed since a magic spell was cast, and is at +1 for every spell beyond the first that was cast in the area. The mage is at -5 to skill if he is attempting to determine whether a specific spell was cast in the area. He is at -2 to skill if he tries to determine if a spell of a specific college was cast in the area.
A successful skill roll allows the mage to determine past spell use and roughly when the spells cast in the area were cast. On a critical success, the mage will know exactly what spells were cast and when they were cast.
If spells are cast that interfere with magic scrying or information gathering, this spell must overcome the other spell in a Contest of Spell skill between the two mages.
This is also a Knowledge spell.
Cost: 2
Time to Cast: 10 seconds
Prerequisites: Detect Magic, 3 other Information spells
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Magic Weapon Regular

A weapon with this spell cast on it is not changed in any way, except that it is considered "magical" when determining if it can strike creatures only affected by magic or magic weapons.
If the weapon leaves its user's hand, it will revert to its normal state after 10 seconds.

Duration: 1 minute.
Cost: 1, plus 1 per 2 lb. of weapon to be converted, 2 to maintain.
Prerequisite: Change Aura.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 150 points. (b) This spell can be permanently cast on any weapon for 25 times the base cost.

Manabolt Missile

The caster can hurl up to five glowing bolts of pure mana. The target must be seen or otherwise detected to be hit, however, so near-total concealment can render the spell ineffective. Likewise, the caster must be able to identify the target.
The number of manabolts (i.e. maximum base cost to cast) a caster can evoke is determined by the caster's Magery level; Magery - up to 3 bolts (max. base cost 6), Magery 2 - up to 4 bolts (max. base cost 8) and Magery 3 - up to 5 bolts (max. base cost 10).
The caster may aim at multiple targets in his field of vision simultaneously, receiving the +3 Acc bonus to all missiles. The bolts have SS 13, Acc +3, 1/2D 30, Max 80.

Cost: 2 to 10; the bolts do 1d damage for every 2 Energy points spent in casting. Damage dice may be allocated to each bolt however the caster wishes. Example: For 6 points a mage could throw a 2d bolt and a 1d bolt, 3 1d bolts, or 1 3d bolt. By expending an additional Energy point per die of damage, the caster is not required to roll to hit the targets. The bolts unerringly strike their targets. The victims still gets an active defense roll if applicable.
Time to Cast: 1 to 5 seconds
Author: Keith Horsfield

Mana Charge Regular

A mage can use this spell to absorb mana directly from a powerstone or other source of magical Energy, "supercharging" his body with mana that he can use to power spells. All mana absorbed by this spell is lost when the spell expires. Mana gained by use of this spell is used before the mage's "natural" fatigue.

Duration: 1 hour
Cost: 1 point per 3 points of Energy absorbed above the mage's normal Fatigue level, up to 9 points maximum, half to maintain..
Time to Cast: 1 minute
Prerequisite: Magery, Powerstone
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points. Mage only.

Mana Compass Information

This spell will allow the mage to know the direction to the nearest change in mana level, either up or down. For double cost, it will tell the mage whether the change is up or down. The mage may ignore known changes of mana level if he specifies them before he casts the spell.
Note that this spell won't give the mage information about whether an area of mana is aspected, nor the level of mana increase, though Detect Magic or Mage Sight can easily determine such things.
This is also a Knowledge spell.

Duration: Instantaneous
Cost: 2 points (4 points for information about change of mana).
Time to Cast: 10 seconds.
Prerequisites: Magery or Detect Magic, Seeker
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 200 points.
Author: Adapted from GURPS Magic Items 1

Mana Leak (VH) Regular, Resisted by IQ + Magery

This powerful spell "magically encumbers" the subject, making it more difficult for them to regain Fatigue lost due to spell-casting and increasing the amount of mana it takes to power their spells.
When this spell is cast, the subject must make a roll vs. IQ plus any levels of Magery they have. If the resistance roll is failed, his is unable to regain fatigue lost due to spell casting by magical means (including the Regain Strength spell). Spells that specifically reduce or eliminate fatigue must win a contest of spell skills in order to affect the target. However, if they do successfully resist the Mana Leak spell, the Mana Leak spell is automatically dispelled. Normal, non-magical, methods of regaining Fatigue are not affected.
The second effect of this spell is that the subject loses reduction in Fatigue cost he might have for skill. No matter what his skill level, he must always pay the full base cost of any spell he casts while the Mana Leak spell is in effect.

Duration: 10 minutes
Cost: 5, 4 to maintain
Prerequisite: Magery, Regain ST, and Drain Magery
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b) Clothing or Jewelry. Always On. Can't be Removed. Affects wearer only. Energy Cost to Create: 1,500 points.

Mana Pool (VH) Area

This spell temporarily increases the mana level of a area by one or more levels up to a maximum of Very High mana. The cost to cast the spell is based on the natural mana level of the area (before the spell was cast). No extra mana generated by improving the local mana level be used in any way to power the Mana Pool spell. This includes use of powerstones recharged in the mana pool, the Recover Fatigue spell, or donations of Fatigue via spells by other spell casters in the mana pool area.

Duration: 1 minute
Cost: 10 per hex per level of mana increase, same to maintain.
Time to Cast: 10 seconds
Prerequisites: Magery 3, Drain Mana, and 10 other Metaspells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points. (b) The mana level of an area can be permanently increased for 2,500 points per hex per level of increase. (c) Carpet or other flat, portable object that increased the mana level in the area it covers. Only works when laid flat. Energy Cost to Create: 50,000 points per hex per level of mana increase.
Author: Adapted from GURPS Magic Items 1

Mana Vortex Regular

This spell temporarily destroys all mana in the area, creating a temporary no mana zone.

Duration: 1 minute
Cost: 15 per hex, same to maintain.
Time to Cast: 10 seconds
Prerequisites: Magery 3, Drain Mana, and 10 other Metaspells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) An area can be turned into a permanent No Mana Zone for 2,500 points per hex. (c) Carpet or other flat, portable object that turns the area it covers into a no mana zone. Only works when laid flat. Energy Cost to Create: 25,000 points per hex.
Author: Adapted from GURPS Magic Items 1

Mass Bless (VH) Area

This spell allows the mage to Bless (as the spell) everyone within a given area or a given area. Depending on the nature of the blessing, either anyone in the Blessed area gets a bonus to their die rolls, or anyone the spell is cast on gets a bonus to their die rolls.
In other respects, this spell is exactly like the Bless spell.

Duration: 1 hour
Cost: 3 for +1, 6 for +2, 10 for +3.
Time to Cast: 5 seconds per point of base cost.
Prerequisite: Magery 2, Bless

Mass Curse (VH) Area; resisted by Will

This spell Curses (as the spell) either an area or a group of people in an given area. If cast on a group of people, each person in the group resists the spell individually. Alternately, instead of a simple reduction of die rolls, a Mass Curse can inflict a more subtle or cruel curse, similar to the effects of the Great Curse spell.

Duration: 1 hour
Cost: 10 per hex for -1, 50 per hex for -2, 500 per hex for -3. Alternatively, 1 point per hex per point of disadvantages inflicted. (GM's ruling is final.)
Time to Cast: 1 minute
Prerequisite: Magery 2, Curse

Mass Dispel Magic Area

Dispels magic on everything within a given area. In other respects, it is like the Dispel Magic spell.

Duration: Instantaneous
Cost: 4 (minimum 8 points), can't be maintained.
Time to Cast: 10 seconds
Prerequisites: Magery 2, Dispel Magic
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.
Author: Adapted from GURPS Magic Items 1

Mass Spell Area

This spell turns any Regular spell into an Area spell. In order for this to work, the mage must first cast the Mass Spell skill. The next Regular spell he casts is then modified into an Area spell.
The Energy cost of the other spell is double its normal cost, but it has an Area effect.
Not all spells can be modified with this spell. Missile, Enchantment and Information spells can't be turned into Area spells. Nor can spells whose Energy cost can't be known until they are cast. Spells that have a casting time longer than the duration of the Mass Spell spell also can't be cast.

Duration: 10 seconds
Casting time: 5 seconds
Cost: 8, can't be maintained.
Prerequisites: Magery 2, 6 Other Metaspells.
Item: Jewelry or Clothing. Energy Cost to Create: 10,000. Mage only.

Measure Vis Information

This spell allows a mage to accurately determine the amount of Vis in a given location or object. In order to measure the amount of Vis, the mage must be able to touch the container or area which contains it.
This is also a Knowledge spell.
Cost: 2
Time to Cast: 10 seconds
Prerequisites: Magery or Detect Magic
Item: Set of Scales. Energy Cost to Create: 250 points.

Motionless Mage Regular

While this spell is in effect, the mage doesn't need to use gestures or move his body in any way (except to speak words) in order to cast spells irregardless of his skill level with the other spell.
This spell has no somatic components and can be cast just by speaking an incantation.

Duration: 1 minute
Cost: 3, same to maintain
Time to Cast: 5 seconds
Prerequisite: Magery, Silent Spell
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 500 points.

Movable Spell Area

This spell allows another Area spell cast by the same mage to be slowly moved, even if it couldn't normally be moved. If moving the spell would violate its effects or just doesn't make sense (like moving a Fog hex into a No Mana zone), both spells are automatically dispelled.
Spells can be moved one hex per turn. (Move 1).

Duration: As the duration of the other spell.
Cost: 1 per hex.
Time to Cast: 3 seconds
Prerequisite: Link
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Orphan Spell Regular, Resisted by Spell

Orphan Spell allows a caster to force another mage to abandon his spell. Unlike other resistible spells, this spell is always resisted. Orphan Spell is cast upon the caster of the target spell, incurring the regular range penalties. If the caster does not know the spell that he is planning to Orphan, Orphan Spell is cast at -3. Orphan Spell and Lend Spell is an alternate prerequisite path to Steal Spell.

Duration: Permanent
Cost: Equal to the Maintenance Cost of the spell to be Orphaned.
Time to Cast: 5 Seconds
Prerequisites: Magery 2, Counterspell.
Author: Yana Nan Ofori

Outrageous Fortune Regular

Outrageous Fortune works like the Fortune spell except that the ritual required to complete the spell is more difficult and the resulting benefits are greater. Required tasks tend to be more arduous, messy or tedious than dangerous (e.g. "Stay inside all day tomorrow," "Kill a dog", or "On your journey, worship at every shrine that you pass". Truly difficult conditions are still rare, but are more common than with the Fortune spell.
If the subject performs the required task, he get four "Luck Points". A Luck Point may be spent at any time to "buy" a new die roll or a +1 bonus to a die roll per Luck Point spent (up to +4 to a single die roll, or +1 for four die rolls or any other combination that adds up to +4). If the latter option is used, the player must declare his intent before the dice are rolled and the GM must keep a careful count of how many Luck Points the character has left.

Duration: Until used, most rituals must be carried out within 24 hours for the spell to work. Difficult rituals can have a longer time limit (GM's option).
Cost: 10 points
Time to Cast: 2 hours
Prerequisites: Fortune
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.
Author: Adapted from Greg Littmann

Outrageous Luck (VH) Enchantment

This spell gives the subject a powerful variant of the Luck advantage. Every 5 Energy points put into the spell can be used to increase or decrease the subject's die roll by +1 or -1 after the dice have been rolled. These "bonus points" can be used on at a time or can be spent all at once to improve a single die roll by more than one point.

Duration: 24 hours or until bonuses have been used.
Cost: 5 points per point of bonus, can't be maintained.
Time to Cast: 1 minute
Prerequisite: Magery 2, 5 Metaspells
Item: Clothing or Jewelry. Energy Cost to Create: 10,000 points. Such items are very rare and are highly prized.

Pandora's Curse (VH) Regular, resisted by IQ

When this spell is cast on the victim, his external problems are immediately multiplied. For example, his wounded horse would die, the storm outside becomes a hurricane, his Bad Reputation gets worse, and his Enemies multiply. Only problems in existence when the curse is activated become worse. However, potential problems might become actual. Former problems will not return, nor will problems acquired later get worse. The spell will not multiply the victim's physical or mental disadvantages, or his illnesses or injuries. The spell can be reversed by Remove Curse.

Duration: Permanent
Cost: 15 points
Time to Cast: 1 minute
Prerequisites: Magery 2, Great Curse.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b) Clothing or Jewelry. Casts this spell on the wearer as long as he wears the item. Energy Cost to Create: 1,000 points. (c) Problem Box, GURPS Magic Items I, p. 44, Energy Cost to Create: 1,500 points.
Author: Adapted from GURPS Magic Items 1

Pass Spell Area

Allows the Password enchantment to be applied to normal spells, allowing persons or objects designated by the caster to be immune to the effects of that spell.

Duration: As the duration of the other Spell
Cost: 1 per hex (or if cast on a spell without an Area effect, 2 points), same to maintain. An area can be permanently enchanted with this spell for 10 times the base cost.
Time to Cast: 3 seconds
Prerequisite: Link
Item: This spell can be added to a magic item for 250 points.

Permanent Drain Magery (VH) Regular, resisted by Will

This spell is identical to the Drain Magery spell, except that any levels drained from the subject are permanently lost. This spell is most commonly used as a punishment against mages who misuse their powers.

Duration: Permanent
Cost: 50 points per level of Magery drained.
Time to Cast: 1 hour seconds per level of Magery to be drained.
Prerequisite: Drain Magery
Item: Altar or other large, immobile object. Mage Only. Energy Cost to Create: 10,000 points.

Permanent Grant Magery (VH) Regular

This spell is identical to the Grant Magery spell, except that its effects are permanent!
This spell can only be cast Ceremonially. In order to cast the spell, both the subject and the caster(s) must be willing and all participants must remain within 1 hex of at least one other participant in the ritual for the entire duration of the casting. Assistants (including the subject) can contribute mana to this spell as long as they have at least one level of Magery. A mage can't cast this spell on himself.
When the spell is cast, all the participants are temporarily drained of any existing levels of Magery and can cast no spells for a week after the spell is cast. On a critical failure, all the participants in the spell permanently lose a level of Magery! If any mage loses all of his levels of Magery due to the backfire, he permanently loses all his magical powers!

Duration: Permanent
Cost: 500 points for Magery 1, 1,500 points for Magery 2, 5,000 points for Magery 3.
Time to Cast: 24 hours
Prerequisite: Magery 3, Grant Magery, 15 Metaspells, and 2 spells from all other colleges.

Permanent Share Magery Regular

This spell is identical to the Share Magery spell, except that the mage permanently gives the subject one or more of his levels with the Magery advantage. Once the spell is cast, the caster's Magery level is permanently reduced, and the subject's Magery level is permanently increased. The mage can use this spell to give away all his levels of the Magery advantage, but by doing so, he loses his ability to cast most spells, use Mage Only magic items, and sense magic. If the spell fails, no levels of Magery are transferred.
This spell automatically fails (and no Magery is transferred) if it is cast on a character with the Magic Resistance advantage.
Typically, this spell is used by mages who are about to die or who are renouncing the arts of magic forever. It is widely recognized as committing professional (or actual) suicide.

Duration: Permanent
Cost: 10 points per level of Magery bestowed.
Time to Cast: 1 hour per level of Magery bestowed.
Prerequisite: Share Magery
Item: Altar or other large immobile object. If both the caster and the subject touch the object and speak an incantation, this spell will automatically be cast. Energy Cost to Create: 2,500 points.

Portable Pentagram Enchantment

This spell enchants a length of string or wire with the Pentagram spell, as described in GURPS Magic Items 2 p. 122.
This is also an Enchantment spell.

Cost: 1,000 points.
Prerequisite: Enchantment, Pentagram.
Item: Portable Pentagram GURPS Magic Items 2, p. 122.

Powerstone Self Regular

For every 3 levels above 10 of Powerstone Self a mage has, he may store one point of mana Energy within himself exactly as if he were a powerstone. In order to cast this spell, the caster must roll successfully against his Powerstone Self skill before he begins collecting power.
On a critical success, he can store double the amount of power that he could normally store. On a critical failure, the mage loses 1d of Fatigue that can only be recovered by "recharging" by absorbing magical Energy from Powerstones.
The mage's body is treated like a Powerstone in all other respects. His presence interferes with the recharging of Powerstones (and vice-versa) and he can only gain mana as fast as a powerstone would. When the mage expends Fatigue to cast a spell, he has the option of using his normal Fatigue or his "Powerstone" Fatigue, just like normal.
This spell cannot be cast on others, nor can the mage cast it more than once a day.

Duration: Until recharged.
Cost: 1 per point to be absorbed. High skill does not reduce this cost.
Time to Cast: 1 Minute.
Prerequisites: Magery 2, Alter Self, Powerstone.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.
Author: Adapted from Greg Littmann

Prosperity Regular

This spell brings material wealth and professional security to the subject.
For the duration of the spell, the recipient is treated as if he automatically made his job skill roll exactly, even if he failed the roll. The spell automatically ends if the subject rolls a critical failure, but as a final benefit, the critical failure is turned into a normal failure.
This spell will only work for "routine" on- the- job use of skills in relatively low-violence situations. If the character faces a significant risk of death every day - like a combat soldier or a gladiator - this spell won't work. However, professions where extreme violence isn't routine (most criminal professions, professional martial artists, police work) can benefit from this spell.

Duration: 1 month
Cost: 10, same to renew
Prerequisite: Magery, Bless
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 15,000,. Mage only. (b) Jewelry. Works for wearer only. Always on. Energy Cost to Create: 5,000

Psychic Trap Regular, resisted by Special

This spell can be placed on any subject who is under the effect of another spell cast by the mage.
If another mage attempts to cast a counterspell to remove the spell that is afflicting the subject, the mage must win a Contest of Spell skills or both the subject and the mage attempting the counterspell take 2d damage from psychic backlash.

Duration: 1 hour or until underlying spell ends.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery 2, Curse, and Detect Magic, Counterspell.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Quick Link Regular

This spell works identically to the Link spell, but it is quicker to cast and has a shorter duration.

Duration: 1 minute
Cost: 3, same to maintain
Time to Cast: 3 seconds
Prerequisite: Link

Random Aura Regular, resisted by IQ

This spell will make the subject's aura change randomly confusing the Aura spells unless the mage can win a contest of his Aura skill vs. the mage's Random Aura spell. Unwilling subjects resist with IQ.

Duration: 1 minute
Cost: 3, 2 to maintain
Prerequisite: Aura
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 150 points. Some versions can't be removed.

Recast (VH) Regular

This rare and extremely powerful spell allows a mage to try again at a failed "one try only" spell, like Resurrection.

Duration: Until the other spell is cast.
Cost: 20 points
Time to Cast: 1 hour
Prerequisite: Magery 2, Bless, 10 other Metaspells.

Remove Teleport Tab (VH) Area, resisted by Spell

This spell permanently erases all "Teleport Tabs" in an area. Teleport Tabs are the mystic traces associated with a place or thing which teleporters use to home in on location that they've "memorized".
This spell doesn't erase the teleporter's memory of the place, you're just removing his magical "orientation points" that allow him to teleport to it.
This is also a Movement spell.

Duration: Permanent
Cost: 3 points
Time to Cast: 10 minutes
Prerequisites: Teleport, Teleport Beacon
Item: Staff, Wand or Jewelry. Energy Cost to Create: 450 points.
Author: Adapted from John Jackson

Reverse Spell (VH) Regular, resisted by Skill

Reverse spell allows the mage to turn one spell that is cat on him back on the caster.
In order to do this, the mage must win a contest of his Reverse Spell skill vs. the other mage's spell skill. If the Reversing mage wins the contest, the spell is reflected back on its caster, and he must roll normally to resist its effects.
Missile spells seem to "bounce" when they are successfully reversed and they do normal damage if they hit. However, if the range from the mage to the target and back to the mage exceeds the spells 1/2D or Max range then the spell will be weakened or dissipate harmlessly before it affects its creator. In addition, missile spells that are reversed are treated as Blind Shots. They hit on a 9 or the adjusted "to hit" roll, whichever is less.
Information spells automatically fail. The subject doesn't get to spy on the original caster if his scrying spell fails!

Duration: 1 minute or until a spell is reversed.
Cost: 5, 2 to maintain
Prerequisite: Catch Spell
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,500 points. Mage only.

Reversion (VH) Regular, resisted by Will

This spell will undo any magical alteration to the outward physical form of the subject. Spells reversed by this spell include: Shapeshifting, Alter Visage, Alter Body, Flesh to Stone, Body of Stone, Body of Air, Body of Water, and Invisibility. Reversion will have no effect on spells which alter the mind (e.g. Illusions) or which do not change the recipient's aspect (e.g. Might, Great Haste). They will return the target to his state before transformation. They will not reverse any damage taken from the magic, or during the transformation. Reversion will turn a shapeshifter back into human form but only until the character can change again.
Unwilling subjects resist with Will other spells can't resist this spell.

Duration: Permanent
Cost: 15 points
Time to Cast: 1 minute
Prerequisites: Magery 2, Remove Curse, and 1 spell from each college.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.
Author: Adapted from GURPS Magic Items

Ring of Runes (VH) Regular

This spell allows the mage to create a series of runes, each of which must be able to be seen from the location of one other rune (no more than 5 hexes away). Once the ring is established, any spell cast on one of the runes in the ring affects everything and everyone in the ring as if it were a mass spell.
Energy cost is increased proportionately, but many spells can all be cast at once and Energy from rituals, etc. can be funneled into the area.
This spell is the only to create a "mass spell" effects for some spells, such as Resurrection.
In order for this spell to work, the mage must inscribe each rune for the circle on a solid object that weighs at least 100 lbs. (such as a dolmen or a wooden post) and there must be at least 6 runes. Once the runes have been inscribed, they will last for the duration of one spell, though multiple mages may cast multiple spells simultaneously at different runes.
The rune then amplifies the effect of any spell(s) cast allowing them to be cast on an area encircled by the runes. When this happens, the cost of a Regular or Missile spell is treated as the Base Cost for an Area spell, and every hex in the affected area is affected by the cast spells.
When the spells have been cast, the runes vanish and the spell must be recast to use the spell again.
The power required to create the ring of runes and the Energy needed to power expensive spells generally requires any spells cast to use lots of powerstones and/or ceremonial magic.

Duration: 1 hour.
Cost: 10 points, can't be maintained.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Mass Spell, and Increase Mana.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A Dolmen, Tree or other large, solid object that weighs at least 100 lbs. can have this spell cast on it permanently. Energy Cost to Create: 1,000 points.

Rune of Connection Regular, resisted by IQ

This spell establishes an "arcane connection" between the mage and an object. When the spell is cast, the mage marks the object with his personal mark.
Any information spell to know where the item is or to "see" the area around it automatically succeeds barring critical failure and long distance modifiers are ignored. If contests of magic skill are rolled to see if a spell takes effect, the mage with the Rune of Connection gets +6 to skill.
If another mage grasps the item (or concentrates on it in his line of sight) he will be able to unerringly cast spells to detect the mage's location and to see the caster's surroundings. In this case, the mage who cast the rune gets a +6 in contests of skills to resist being scryed upon.
If cast on a living person or if used against the mage who cast the spell, the subject (or mage) is allowed an IQ roll to block the spell.
The mage also has the choice of making his mark visible or invisible.
This is a also a Knowledge and a Communication and Empathy spell.

Duration: 1 day.
Cost: 6 points, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Mystic Mark, Seeker, and Arcane Connection.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Any item can have this spell cast on it permanently. Energy Cost to Create: 300 points

Safeguard Regular

This spell allows a mage to protect himself from critical spell failures. If the mage critically fails a spell roll while this spell is in effect the spell is immediately cancelled but the critical failure is turned into a normal failure.
Critical failures on this spell keep the mage from casting spells for 1d days but have no other effect.

Duration: 1 hour
Cost: 4, 3 to maintain
Prerequisite: Magery, Bless
Item: Clothing or Jewelry. Works for user only. Energy Cost to Create: 1,000.

Safety/TL Regular

While the spell is in effect the subject gets a bonus to ST, DX, HT or appropriate skill to avoid accidents while using a tool, driving a vehicle, or moving about in routine situations.
This spell has no other effect on skill use. Note that the definition of "accident" does include hurting yourself with your own weapon, or crashing your vehicle in combat, but not failure to resist an opponent's attack or weapon or vehicle damage caused by enemy action. This spell also gives you no protection if you deliberately engage in dangerous behavior, beyond protecting you from equipment failure.
This is also a Protection and Warning spell.

Duration: 1 hour
Time to Cast: 1 minute
Cost: 2 per +1 bonus, half to maintain (minimum 1, 1)
Prerequisite: Bless
Item: (a) This spell can be cast on a location for 25 times base cost per hex (anyone in the affected hex is affected by the spell), (b) this spell can be permanently cast on an item for 1 point per pound of equipment to be affected (minimum of 20 points).

See Magic Link Information, resisted by Spell

This spell allows the mage to sense "arcane connections" to a person or object.
Any magic spells targeted on the subject, magic links via information spells, or other magical links between the subject and a mage all show as shimmering lines of force that stretch between the subject and the mage (or object) that cast the spell or which serves as a focus.
This spell can also be used to detect "arcane connections" between the mage and various objects, body parts, etc. he might own. This is useful for finding missing possessions or body parts.
If a mage wishes to hide his link to the subject, the mage casting the See Magic Link spell must win a Contest of Spell skills to reveal the links.
This is a also a Knowledge spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Prerequisite: Detect Magic
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points

Seek Powerstone Information

This spell allows the caster to detect a powerstone. The standard long-range penalties for seek spells apply.

Cost: 3 points.
Time to Cast: 3 sec
Prerequisites: Magery, Detect Magic
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Charles Jacob Cohen

Share Magery Regular

This spell is identical to the Grant Magery spell, except that the mage casting the spell temporarily grants one or more of his own levels of Magery to the subject. The only limitations to this are that the mage must retain at least one level of Magery, and he can't bestow more levels of Magery on other characters than he has to give away.
This spell will automatically fail if cast on a character with the Magic Resistance advantage.

Duration: 1 minute.
Cost: 3 points per level of Magery bestowed, half (round up) to maintain.
Time to Cast: 5 seconds per level of Magery bestowed.
Prerequisite: Magery, Increase Mana, and 5 other Metaspells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Shroud Magic Area

This spell hides the presence of magic spells and eliminates their traces. Spells protected by this spell will not register when the Detect Magic or Magic Traces spell is cast unless those spells overcome the Shroud Magic spell in a contest of skill.
Magic users in the area have their spells shrouded so that magically aware viewers cannot detect what sort of magic (i.e. the college and the specific spell) they are casting until the spell is triggered.

Duration: 1 hour
Cost: 2, same to maintain
Prerequisites: Detect Magic, Magic Traces
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Silent Spell Regular

While this spell is in effect, the mage doesn't need to speak words in order to cast spells (except for those that require him to speak once the spell is cast) regardless of his skill level with the other spell.
This spell has no spoken components and can be cast with just a gesture.
This is also a Sound spell.

Duration: 1 minute
Cost: 3, same to maintain
Time to Cast: 5 seconds
Prerequisite: Magery, Hush, 2 Metaspells, 2 Other Sound spells.
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 500 points.

Simulcast (VH) Regular

Simulcast allows the mage to twist time in such a way that he may simultaneously cast two spells at once. In fact, the mage simultaneously casts three spells at once - Simulcast, and the two other spells. Any fatigue reduction that the mage would be entitled to for high skill with the target spells is halved, round down.
While this spell allows the mage to cast two spells at once, it doesn't necessarily allow them to coexist. For example, if you create two Fireballs at once, you will need to throw them with different hands and if you produce two simultaneous Steam Breaths, you can only shoot one of them unless you have more than one mouth. The other Steam Breath spell would have to be cancelled or else it would do damage to your mouth while you "held" it!

Cost: 3 points.
Prerequisites: Magery 2, Create Gate, and 6 Metamagic spells
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points.
Author: Adapted from Greg Littmann

Speed Alchemy Regular

This spell speeds up any alchemical or chemical process.
Each application of this spell speeds up a given process by 10%, up to a maximum increase of 50%. For example, if an alchemical process normally required 10 days to complete, this spell would allow it to be completed in 9 days with a 10% increase.
This is also a Motion spell.

Duration: The time of one alchemical or chemical process.
Cost: 5 points, can't be maintained. Each doubling of Energy increases processing speed by 10%.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Alchemy, Chemistry or Biochemistry skill at 12+, Haste
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points, (b) Laboratory Equipment can have this spell cast on it permanently. Energy Cost to Create: 50 times base cost.

Spell Absorption (VH) Regular

This spell allows the mage to catch hostile spells that are thrown at him and use their Energy to power his own spells.
Treat this as a contest of the mage's Spell Absorption skill vs. the skill of the opposing mage. If the mage wins the contest and makes his skill roll, he gains half the base cost of the Energy put into the opposing spell which he can use to power his own magical spells.
This magical Energy is lost at the rate of 1 point per minute and cannot be used to power ceremonial spells. Stored Energy is used before the mage's own fatigue.
This spell has some serious drawbacks. If the mage wins the contest of skills, but fails his spell roll, he doesn't store the Energy and must roll vs. Will or be affected by the spell (unless it would have failed anyway). If he loses the contest of skills and the opposing mage successfully casts the spell, the losing mage is at -4 to all resistance rolls or takes 1 point per die of extra damage from attack spells.

Duration: 10 seconds
Cost: 5, 3 to maintain
Prerequisite: Magery 2, Catch Spell
Item: Clothing or Jewelry. Works for wearer only. Always on. Energy Cost to Create: 2,500 points.

Spell Arrow Regular

This spell allows a missile it to be enchanted with any other spell that normally requires a touch range. The missile passes through the target, doing no damage but casting the spell as if the mage had touched the target. If the missile survives, the shooter can then recover it later.
The missile must be hurled within 10 seconds after the spell is cast.

Duration: 10 seconds (spell effects last normally after the arrow hits).
Cost: 8, 5 to maintain.
Time to Cast: 10 seconds
Prerequisites: Magery 2, Enchant, and Delay
Item: An arrow can have a spell enchanted into it for one use for 50 points. If the arrow can be reused the cost is 150 points plus the cost to enchant the spell into an item.
Author: Adapted from GURPS Magic Items 1.

Spell Channel Regular; resisted by Will

Allows the caster to cast spells through another person or an object.
If the caster is more than 1 hex from the subject, he is at a penalty to skill equal to the square of the distance. (e.g. If the caster is standing 4 hexes from his Spell Channel, his is at -2 to cast spells through the channel. If he is 9 hexes away, he is at -3, and so on.)
If the caster doesn't have a line of sight to his channel, he is at -4 to cast spells. If the caster doesn't have a line of sight to the target of his spell from the channel, he suffers an additional -4 penalty, this penalty is doubled to hit with Missile spells. Magical methods of viewing the scene negate these penalties.
If the channel is a living creature and it is unwilling, it can roll vs. Will to resist.

Duration: 1 minute
Cost: 5 points, 3 to maintain. A non-living object can have this spell cast on it for 100 points per hex (or fraction thereof).
Time to Cast: 5 seconds
Prerequisite: Magery, Link, and 4 other Metaspells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points.

Spell of Spells (VH) Special

This spell can be used to cast any other spell that the mage has personally seen but has not yet mastered.
The mage's skill is limited to his skill level with the Spell of Spells-4 (maximum skill level 14) minus any penalties for missing prerequisites -1 each and -2 for each missing level of Magery.
The mage takes HT damage rather than spending Fatigue to power spell.
In other respects, the Spell of Spells behaves just like the spell the mage is imitating, except for Prerequisites and Time to Cast.

Duration: As the spell to be cast.
Cost: As spell to be cast, but cost is paid in HT rather than Fatigue.
Time to Cast: As other spell, plus 10 seconds.
Prerequisite: Magery, One spell from each of 10 colleges.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 4,500 points

Spell Sharing Regular

This spell is exactly like the Spell Storage spell except that the mage can cast it on another sentient being who couldn't normally cast spells.
In order for the spell to be successful, the subject must willing and he must be present when the mage casts both the Spell Storage spell and the spell to be held. The mage must also touch the target.
The subject casts the spell at the level of skill of the original caster, but missile or Jet spells use the Missile Throwing or Magic Jet skill (usually DX-3) of the person casting the spell.
If the spell is critically failed, the subject casting the spell takes the consequences. In any case, the person casting the spell pays the fatigue cost for the spell. Spells cast through a person who can't cast a spell can't be maintained.

Duration: 2 hours, or until the spell cast under this spell expires.
Cost: 3 points, 2 to maintain.
Time to Cast: 1 minute
Prerequisite: Link, Spell Storage
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

Spell Storing (VH) Special

This spell allows a spell caster to cast a spell and store it internally.
The caster must first successfully cast this spell. The next spell he casts (within 1 minute) will be stored. If the spell to be stored fails, the Spell Storage spell automatically ends. If the seconds spell works, it is "held" until the mage needs it. Then it can be cast instantly just by making a gesture or speaking a word, (the mage decides the "trigger" when he casts the storage spell).
The mage can store more than one spell using this spell, but each casting of the storage spell and each held spell counts as an "on" spell.
Not all spells can be stored. Spells that have long-range modifiers can't be stored, nor can spells whose Energy cost can't be known until they are cast. Spells with a variable casting cost can be stored, but the mage must keep track of the amount of mana dedicated to the spell. When the spell is cast, the amount of mana can't be changed from the amount dedicated to it in the first place.
Aura will detect the presence of stored spells though not what spell it is (except on a critical success).
A stored spell acts like at maintained spell in most cases. If a mage with a stored spell is damaged, the mage must roll vs. HT minus damage. A failed roll means the spell is lost; a failure by more than 5 means the spell goes off critically fails and goes off prematurely.
In addition, the skill level at which the stored spell is cast is either the mage's Spell Storage skill or his skill with the stored spell, whichever is lower.
Once the storage spell expires, any spells "stored" are automatically cast unless the caster cancels them. If the caster cancels them, he still has to pay the Energy cost he would have had to pay to cast them.

Duration: 2 hours
Cost: 3, same to maintain
Time to Cast: 5 seconds
Prerequisites: Magery, Detect Magic, 6 other spells
Item: Jewelry or Clothing. Energy Cost to Create: 10,000. Mage only.

Spell Switch Regular

This spell allows two different spells to be "turned on" or "off" at will, allowing the mage to switch between them, or turn them both "on" or "off". While a spell is "off" its duration, is "conserved" until the spell is turned back on or until the duration of the Switch spell expires.

Duration: 1 minute, or until one of the two spells expires.
Cost: 3 points, plus the cost of the other spells.
Time to Cast: 3 seconds
Prerequisite: Magery, Link
Item: Clothing or Jewelry. Works for Wearer only. Energy Cost to Create: 500 points. Mage only.

Spellcatcher (VH) Enchantment

This powerful enchantment allows an item of jewelry to be enchanted so that it will "catch" spells like the Spellcatcher Ring, GURPS Magic Items 1, p. 56-57.

Cost: 1,500 points
Prerequisite: Magery 3, Enchantment, Reverse Spell, and 15 other Metaspells.
Author: Adapted from GURPS Magic Items 1

Stabilize Mana Area

This spell makes an area resistant to fluctuations in mana levels. For every level of this spell, attempts to use Drain Mana, Deadlands, and Increase Mana spell to affect the area are at -1 to skill. The mage casting the spell must win a contest of skills against the Stabilize Mana spell.

Duration: 1 minute
Cost: 3 per -1 penalty to skill, same to maintain. An area can be permanently stabilized for 25 times the base cost.
Prerequisite: Drain Mana, Increase Mana
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points. Mage Only.

Stabilize Wild Magic Regular

This spell allows a wild mage to be protected from the negative effects of normal failures. It also allows his "wild" critical failures to be turned into normal critical failures.

Duration: 1 minute
Cost: 3, 2 to maintain
Prerequisite: Magery
Item: Jewelry or Clothing. Energy Cost to Create: 500. Mage only.

Supercharge Special

This spell makes other magical spells more powerful allowing them to temporarily ignore limits on the amount of mana that can be placed in them.
For every 3 points of mana dedicated to this spell, an extra point of mana can be dedicated to a Missile spell or a spell that does damage. Extra damage follows the standard progression. For example, if a spell turns 2 points of mana into 1d of damage, then it takes 2 points of extra mana to get an extra 1d of damage.
Alternately, the Supercharge spell can be used to make it more difficult for a subject to resist a spell. Every 3 points of extra mana added to a spell reduces the subject's resistance roll by 1. If this option is chosen, damage cannot be increased, and vice-versa.
Not all spells can be modified with this spell. Enchantment and Information spells can't supercharged, nor can spells that have a casting time longer than the duration of the Supercharge spell itself.

Duration: 10 seconds
Cost: 3 per extra mana point of Energy or -1 to resistance roll. Can't be maintained.
Time to Cast: 5 seconds
Prerequisites: Magery, 4 Other Metaspells.
Item: Jewelry or Clothing. Energy Cost to Create: 5,000. Mage only.

Suspend Quirk Regular, resisted by Special

This spell temporarily removes a quirk from a magic item or powerstone. The larger the quirk to be suspended the greater the cost.
When this spell is cast, there is a chance that the magic item will be cease to work at all for the duration of the spell. To cast this spell successfully, the mage must win a Contest of Skill against the Quirk. Trivia quirks have an effective "skill" of 8, minor quirks have a "skill" of 10, major quirks have a "skill" of 12, and severe quirks have a "skill" of 15. If the mage loses the contest of skills, the magic item is destroyed and the mage takes 1d-2 points of damage and is mentally stunned for 2d turns.
Alternately, this spell allows the mage to reduce the severity of a quirk. In this case, treat the quirk as one level less difficult than it really is. For example, a mage who was trying to reduce a Severe Quirk to a Major Quirk would have to win a Contest of Skills vs. skill level 12.

Duration: 1 minute
Cost: 2 points per "level" of quirk (i.e., 2 points for a trivial quirk, to 8 points for a severe quirk), half to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery 2, Drain Mana
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Teleport Shunt (VH) Area

This spell displaces all current "teleport tabs" from an area and places them somewhere else. The tabs can not be placed into a preexisting no mana zone, nor can the spell be cast from one. However, if the destination site becomes a no mana zone after the shunted tab is placed there, teleporters will arrive there. The shunted tab functions in a no mana zone, and can not be dispelled by Dispel Magic (though Remove Teleport Tab would work), as the tab is not magical. Note that the cost is based on the original area size that is being shunted. The destination area can be any size, and is typically on a few hexes. Note that if you shunt something to an area it can't physically occupy, it will not teleport at all.
This is also a Movement spell.

Duration: Permanent
Cost: 3 points
Time to Cast: 10 minutes
Prerequisites: Teleport, Teleport Beacon
Item: Staff, Wand or Jewelry. Energy Cost to Create: 450 points.
Author: Adapted from John Jackson

Thaumaturgic Probe Information

This spell gives the same information that Identify Spell would give but it gives the mage insights into the spell's magical weak points.
This information gives the mage +1 to his skill roll to cast a counterspell (or +1 in contests of skills) for every 2 points by which he made his skill roll (minimum +1) up to a +4 maximum bonus.
If the spell would harm the mage or the subject if it "goes off" while being dispelled, this spell gives the mage and the subject an equivalent bonus to resist the spell's effects.
This is also a Knowledge spell.

Duration: 10 seconds.
Cost: 4 points, 3 to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery 2, Identify Spell.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Transfer Loyalty Regular

This spell transfers the loyalty of a magic item, spell or similar object from an old owner to a new one. In order to cast the spell both the old owner and the new owner must be present, and both parties must be willing. As part of the spell, the old owner speaks the name of the new owner while handing over the magic item. Thereafter, the loyalty of the magic item is transferred to the new owner. Seeker spells and other spells designed to trace an item to its owner will always detect the new owner rather than the old one.

Duration: Permanent
Cost: 2, can't be maintained.
Time to Cast: 1 minute
Item: (a) Staff, Wand or Jewelry. Must be grasped by all parties to the agreement. Energy Cost to Create: 200 points.
Author: Adapted from GURPS Magic Items 1

Transfer Spell Regular; Resisted by Will

When cast, this magic allows an existing spell with a longer than instantaneous duration to be taken over and powered by another mage, even if he couldn't normally cast that spell.
Either the mage who cast the spell or the mage who wishes to take over the spell can cast this spell, but the mage who takes on the spell must pay any Energy costs to maintain the spell. If the new mage doesn't know the spell, he must pay full Energy cost for it.
If either the "original owner" of the spell or the mage to whom the "owner" is shifting the spell to resists, they resist with Will.

Duration: Permanent until the "base" spell ends.
Cost: 3, plus the cost to maintain the new Spell
Time to Cast: 5 seconds
Prerequisite: Link
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Trouble Magnet Regular

This spell brings trouble to the subject, in the same way that the Weirdness Magnet disadvantage brings strangeness to a character's life.
There will be no outright calamities for the character but he will be the focus of conspiracies, manhunts, and dangerous cases of mistaken identity. For example, a demon mistakes the character for a notorious diabolist and makes him an offer he "can't" refuse. The city watch thinks that he is a notorious jewel thief. The Broken Skull orc tribe, convinced that the character has their sacred dog skull staff, has put a bounty on his head. The lovely barmaid takes a shine to the character, but doesn't bother to tell him that she's actually hiding a fortune in stolen emeralds and that she's got a very jealous prize-fighter boyfriend who also works part time for the local Assassin's Guild.
Treat this spell as the "Unluckiness" advantage, but only when setting up unfortunate coincidences and inconvenient social situations.
This spell can only be dispelled with a Counterspell or spells such as Remove Curse.

Duration: 1 minute
Cost: 8 points.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Curse.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Casts spell on wearer. Some versions are Always On and Can't Be Removed. Energy Cost to Create: 400 points

True Wish (VH) Special

This spell must be "Hung" using the Hang Spell or Great Hang Spell spell and can only be used to grant the wish of sapient being other than the mage. Duplicates or Mindshare drones of the mage do not count. The other person's wish can't be used to directly benefit the mage unless the recipient, without coercion, states that is their wish that the caster be the beneficiary of the spell.
True Wish may be used to duplicate any spell or object personally known to the recipient. It can also grant critical success (or critical failure) on any one skill roll not related to an Enchantment or another Wish spell of any sort. Alternately, the spell can be used to instantly bestow up to 20 points distributed between one or more spells or skills, grant any one advantage worth up to 20 points, or remove any one disadvantage worth up to -20 points. At the GM's option, advantages and disadvantages worth more than 20 or -20 points can be partially added or removed. If more Energy used to cast the spell, the spell can be used to produce effects that are more powerful. Each doubling of Energy beyond 1,000 points doubles the point cost of advantages or disadvantages which can be bestowed or removed, or skills which can be granted.
Unlike Great Wish, this spell may be learned at a skill level greater than skill-15, but rolls of 16+ are still failures. Consequences for failure are the same as those for Great Wish.
In other respects, this spell is like the Great Wish spell (p. M44).

Duration: Instantaneous
Cost: 1,000 points. Each doubling of Energy increases the power of the wish.
Time to Cast: 1 hour.
Prerequisites: Magery 3, Great Wish, Hang Spell, and 2 spells each from 15 different colleges and IQ16+.
Item: Ring, Energy Cost to Create: 3,000 for one use, 4,000 for two uses, 5,000 for three uses. May not be used to (directly) grant the wish of the creating mage or circle of mages.
Author: Justin Harris

Uncast Spell (VH) Regular or Area, resisted by Special

This spell makes it so that a spell was never cast. It is similar to the Reverse Stupidity spell, but it can be cast on others. Unwilling subjects resist with the same skills or attributes they would use to resist the original spell or IQ, whichever is more favorable.
Unlike dispelling a spell, this spell also cancels any consequences that spell might have had, at least within the spell's area of effect. Cost depends on cost of the original spell and. Area effect can only be used to undo area spells.
The area of the Uncast Spell spell can exceed the area of the original spell only if the effects of the original spell spread outside the original area.
This is a also a Gate spell.

Duration: Instantaneous.
Cost: Twice the cost to cast the original spell, doubled for every minute since the spell was cast.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Counterspell, and Reverse Stupidity.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.

Undo Faerie Curse Regular, resisted by Spell

Undoes any curse or negative effect on a person that has been placed by faeries or similar creatures.
If the hostile effect is overcome, it turns into a small, fanciful creature that flies, runs or scuttles away. If the faerie curse was particularly nasty, the transformed curse might stick around and fight. The GM must determine the statistics of the curse creature.
Killing the creature might transfer the curse to the killer. Letting the creature go free might allow it to work further mischief or warn its creator that it has been banished.
In other respects, this spell is identical to the Remove Curse spell.
This is a also a Gate spell.

Duration: Permanent.
Cost: 3 points.
Time to Cast: 10 seconds
Prerequisite: Remove Curse
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Whimsy (VH) Special

This is a dangerous form of magic. This principle is this; "just call up some magic and throw it at what you want. Don't call anything in particular, that would only tire you out." In addition, it works that way. The caster has no idea what is coming or how to control it once it gets there. Sometimes it's good, sometimes it's bad. Ignore the critical success and failure rules with this spell. It either happens or it doesn't. Never modify for range or anything else. The caster doesn't decide where the spell goes, after all . . .
In order to use "Whimsy Magic" the mage must specify what problem he wishes to address with the spell (i.e. "The hobbit is dead.", "We are about to be eaten by a mauve worm.") Only the problem should be specified, not a recommended solution. If any solution is specified, that particular solution will never be produced by Whimsy Magic. It isn't whimsical.
The player or the GM rolls on both effects description and effects type tables, and improvises are result.

Die Roll

Effects

3-5

Really Impressive - Positive

6-7

Impressive - Positive

8-9

Barely Positive Effect

10-11

Neutral/Pointless Effect

12-13

Barely Negative Effect

14-15

Negative Effect

16-18

Really Nasty Negative


Die Roll

Effects Description

1

Immediate Environment

2

Something Shows Up.

3

Something Goes Away.

4-5

Something (or group of something) is altered.

6

Everything OR Everybody nearby is affected.


Note that all the effects of the Whimsy spell should be silly (or at least not straightforward). Lets assume that the party is fighting a dragon that is guarding the only way out of a collapsing volcanic dungeon. The GM rolls a 4 on the Effects Description Chart and decides that the dragon, for good or ill, will be the thing altered. He could just as easily say that the thing to be altered would be the wizard's left foot, or the floor, or the party's Dwarf.
A Really Impressive Positive (R.I.P.) effect might cause the dragon to turn into a ton of fragrant marijuana! A positive effect might blind it, a barely positive effect might turn it into an iron wall (the party is saved, but they still have to escape the volcano. . .). A neutral effect might turn it into the rare Draconis Humerus, or Giggling Dragon, which would chuckle for the rest of the fight. A barely negative effect would heal the beast of 2d wounds, a negative effect would double its size (or summon a twin), a Really Nasty Negative (R.N.N.) would turn it into a dragon-shaped golem made of Off-White Ooze!
Under no circumstances should a PC with the Unluckiness disadvantage cast this spell.

Duration: GM's whim (optionally, 1dx10 seconds)
Cost: 3, usually can't be maintained (if it can, cost is equal to base cost).
Prerequisites: Magery 2 (or Magery 1 and Overconfidence), 15 spells
Item: Staff, Wand or Jewelry. Energy Cost to Create: 120 points.
Author: S. John Ross

Wild Area Area

This spell creates a random magical effect throughout an area. The mage puts in a set amount of Energy, determines the amount of area he wants to affect and makes his skill roll. Depending on the amount by which he makes his roll the more beneficial the random effect is. If he fails his roll, a mildly negative effect occurs. On a critical failure something awful occurs.
It is up to the GM to determine exactly what occurs when a Wild Magic spell goes off.

Duration: 1 minute
Cost: 1 to 10
Time to Cast: 3 seconds
Prerequisite: Magery
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000. Mage only.

Wild Magic Regular

This spell creates a random magical effect. The mage puts in a set amount of Energy and makes his skill roll. Depending on the amount by which he makes his roll the more beneficial the random effect is. If he fails his roll, a mildly negative effect occurs. On a critical failure something awful occurs.
It is up to the GM to determine exactly what occurs when a Wild Magic spell goes off.

Duration: 10 seconds
Cost: 1 to 10
Time to Cast: 3 seconds
Prerequisite: Magery
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000. Mage only.

Wizard's Mark Regular

The caster inscribes an invisible glyph on some surface at his present location. This mark reduces any long distance penalties for other spells involving the location by 1 to cast, 4 the skill it was cast at. The Wizard's Mark has a small aura and can be seen by Detect Magic at -2 to skill.
A mage's mark is unique and may not be duplicated.

Duration: 1 month
Cost: 2, 1 to maintain
Time to Cast: 3 seconds
Prerequisite: Magery
Author: D. Barrett.


Clerical Magic

These spells are appropriate for a campaign that uses "Clerical" magic. They might not be appropriate to all campaigns. Unless otherwise specified, assume that Clerical Power Investment is a prerequisite to use all of these spells. For a full description of Clerical magic, along with the full spell descriptions of some of the spells in this section, see GURPS Religion.

Changes to Spells in GURPS Magic

Steal Strength/Health - Author: GURPS Religion

Clerical Spells from the Codex Arcanum

Permanent Death - Necromantic
Prepare Body - Necromantic
Z'thoum Ritual (VH) - Enchantment (Clerical)


Absolution Regular, resisted by Spell

Removes any curses or states of impurity that might interfere with the relationship between a worshipper and his god.

Duration: Permanent (until worshipper transgresses again)
Cost: 1, can't be maintained.
Prerequisite: Bless

Avatar (VH) Regular

This spell temporarily turns the subject into an avatar of a deity, with appearance, powers and abilities that mimic the god's divine powers. The details of this spell depend on the god's powers and the campaign.
Each different avatar (of the same god or different gods) is a different spell. Typically, this spell is only taught to and used by mages or clerics that worship the deity.

Duration: 1 minute
Cost: 10, plus 2 points per 25 character points in powers and abilities possessed by the avatar (beyond the mage's normal abilities), half to maintain.
Time to Cast: 1 minute
Prerequisite: One of Clerical Power Investment, Blessed (or Very Blessed) or True Faith, 10 spells from the Clerical subcollege.

Break Tap to Faithful (VH) Regular, resisted by Tap Faithful skill

This spell functions identically to Break Holy Relic Tap, except that it allows the caster to prevent another cleric from using their followers as a source of power. The spell is at +4 if the holy item or area is aligned to the cleric's religion or +2 if the item is aligned to a friendly deity or religion. The spell is at -2 if the item is aligned with an hostile deity or religion, and -4 if aligned with a directly opposed deity or religion.

Duration: 1 minute
Cost: 5, same to maintain
Time to Cast: 10 seconds
Prerequisites: Seek Faithful, Break Holy Relic Tap, and Tap Faithful
Author: Charles Jacob Cohen

Break Holy Ground Tap (VH) Regular, resisted by Tap Holy Ground skill

This spell functions identically to Break Faithful Tap, except that it allows the caster to prevent another cleric from using holy ground as a power source. Combined with the Seek Holy Relic penalties and the inherit penalties for working against opposing holy areas, this spell has a very low chance of success!

Duration: 1 minute
Cost: 5, same to maintain
Time to Cast: 10 seconds
Prerequisites: Seek Holy Ground, Break Tap to Faithful
Author: Charles Jacob Cohen

Break Holy Relic Tap (VH) Regular, resisted by Tap Holy Relic skill

This spell allows the caster to prevent someone else from using a holy relic. As with all power source manipulation spells and skills, the long-range modifiers for seek spells should be used as a penalty if the caster is not physically touching the powerstone. If the cleric the caster is trying to block fails the resistance roll, he can try to roll his Tap Holy Relic skill vs. the caster's Break Holy Relic Tap skill to reestablish contact. The caster can choose to block any or all opposing cleric from using the source while freely permitting others to use it, but each opposing cleric resists separately. The spell is at +4 if the holy item or area is aligned to the cleric's religion, +2 if the item is aligned to a friendly deity or religion. The spell is at -2 if the item or area is aligned with an hostile deity or religion, and -4 if aligned with a directly opposed deity or religion.

Duration: 1 minute
Cost: 4, same to maintain
Time to Cast: 10 seconds
Prerequisite: Seek Holy, Tap Holy Relic
Author: Charles Jacob Cohen

Cleanse Evil Regular, Area

This spell removes the traces and taint of evil from anything. Will do actual damage (1d) to evil spirits, vampires, ghosts, demons, Skull Spirits, etc. The spell does 1d fatigue damage to any living being performing an evil act. It also suppresses Curses and "evil" Advantages or Disadvantages for 1d+5 minutes.

Duration: Instant
Time to Cast: 5 seconds
Cost: 5 per person or hex of item/area
Prerequisites: Detect Evil, Light
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Chad Underkoffler

Coming Forth By Day Special

This is also a Knowledge spell, a Necromantic spell, and a Protection and Warning spell.

Author: GURPS Egypt

Consecrate Enchantment

Author: GURPS Religion, Undead

Consecration Enchantment

Makes an item "holy" to the caster's religion or god, possibly giving it powers against enemies of that religion or deity or making that item suitable for use in some religious ritual. Consecrated items of some religions might have special power against the undead.

Duration: Permanent
Cost: 2 for up to 2 lbs. of material, 5 for up to 20 lbs., 1 point per every additional 10 pounds. A pint of water, oil, or wine can be consecrated for 2 points.
Prerequisite: Benediction

Conversion (VH) Regular, resisted by Will


Convinces members of other religions to acknowledge and accept caster's religion as their own. Note that the convert's behavior might not be notably affected by his conversion!

Duration: Permanent
Cost: 10 points
Prerequisite: Miracle, Sermon

Contact Power Special

This spell establishes a link between the caster and his god. This permits a priest's abilities to restore themselves as if the priest was in his home plane. This spell has no effect in a no-sanctity area. It also might be affected by the local reality and magical effects. The spell ends automatically upon passing through a crystal sphere or planeshifting.

Duration: 1 hour
Cost: 1 to cast, 1/2 to maintain
Time to Cast: 1 minute
Prerequisites: none
Author: Jeff Wilson, Winterchylde, Advanced Dungeons and Dragons

Deconsecrate Ground Area, Enchantment

Removes the aura of sanctity from a building or place so that it can be used for other than religious purposes without committing sacrilege. If this spell is performed by a cleric of one religion against the ground of another religion, this spell is resisted. Abandoned sites have a "Will" of 14 (-1 for each 100 years that the site has been abandoned, -4 if the building or ground has previously been defiled, +1 or more for extreme holiness to that religion). Occupied sites have a "Will" of 18 (+1 for each point of mana used by clerics or congregation to "defend" a holy site, +1 or more for extreme holiness)

Duration: Permanent
Cost: 10 per hex (2 hex radius minimum)
Time to Energy Cost to Create: 1 hour
Prerequisite: Sanctify Ground

Desecrate Special

This spell will desecrate any holy (or unholy) item if the mage wins a Contest of Skill vs. the item. If there is no obvious skill level for the item (normally the skill of the enchanter who created the item, a "normal" has a "skill" of 12, a very holy item might have a "skill" of 20 or more.
A desecrated item will immediately change in appearance. For example, a metal items will tarnish and become pitted and fragile, a stone altar would look worn and cracked. A holy item made of cloth would look dirty and frayed and be extremely fragile, holy writings would look faded, water-stained and unreadable.
A desecrated item does not lose its enchantment entirely, but it can't be used until it is reconsecrated by priests of the item's sect. This ceremony takes 1 day for each week required to make the item, or 1d months for items of divine origin. Sometimes a quest or other special ceremony will be required instead, at the GM's option.

Item: Devilstone. GURPS Magic Items 2, p. 73. Energy Cost to Create: 1,000 points.
Author: GURPS Religion

Detect Benediction Information

This spell will detect items or people blessed or affected by Clerical or Holy magics.

Cost: 2
Time to Cast: 3 seconds
Item: Staff, Wand, Jewelry or Clothing. Works only for user or wearer. 300 to create.

Detect Evil Area, Information

This spell will indicate evil actions, intents, spirits, objects, etc. "Evil" in this case means "evil in the sight of the character's deity." Please note that the character's god may not agree with what an individual cleric defines as evil!

Duration: Instant
Cost: 2 per hex
Prerequisites: Sense Foes
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for user only. Energy Cost to Create: 150 points.
Source: Chad Underkoffler

Detect Purity Information, resisted by IQ

This spell allows the mage to know if another character has been true to his Vows, Code of Honor, Duty or similar disadvantage that relates to the service of a deity.
For the spell to work, the subject must repeat his vows, his Code of Honor, or his Oath of Duty. If he has violated his ethics, some appropriate and obvious symbol or mark will appear on the subject's clothing, body, or possessions. The larger the transgression, the more obvious the mark. For example, the character might not be able to speak the vow that he violated, or a welt might appear on his face, or stains might appear on his clothes.
The signs of the character's transgression can't be removed until he does appropriate penance. Note that self-imposed or secular Vows will also trigger this spell if they are broken, but the signs might be less severe and no penance is necessary.
This is a also a Knowledge spell.

Duration: 10 seconds (effects are permanent until removed by appropriate means).
Cost: 3 points.
Time to Cast: 10 seconds
Prerequisite: Detect Evil
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Yoke of Virtue GURPS Magic Items 2, p. 76. Energy Cost to Create: 500 points

Detect Relic Information

This spell will detect any holy relic within the mage's line of sight.
If he specifies, the mage can choose to ignore known relics or relics of a given type or of a given sect.
Any fraudulent relics appear to be tarnished, shabby and/or fake. Any real relics appear to glow with a divine radiance.

Duration: 10 seconds.
Cost: 3 points.
Time to Cast: 10 seconds
Prerequisite: Power Investment or Blessed advantage.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Relic Cloth. GURPS Magic Items 2, p. 75. Energy Cost to Create: 500 points.

Divine Ecstasy Regular, resisted by IQ

The caster gives the subject a glimpse of the caster's deity in all his glory (or awfulness as the case may be). The subject writhes in ecstasy (or terror) and is oblivious of his surroundings for the duration of the spell, though a hard shake or any other physical stimulus will break the spell. While the spell is in effect, the caster is at +2 to Cast the Miracle, Sermon, Repentance, or Conversion spells on the subject.
If the caster casts the spell on himself, he gets +4 to the Prophecy spell and might receive mystical enlightenment.

Duration: 1 minute
Cost: 5, 3 to maintain
Prerequisite: Inspiration
Item: Staff, Wand or Jewelry. 500 to create.

Divine Vision Regular, resisted by IQ

This spell allows the subject to see a vision of some divine, otherworldly place chosen by the mage. For example, the mage could give the subject a vision of Heaven, Hell, Nirvana or somewhere else entirely.
If the vision is particularly unpleasant, the subject must make a Fright Check. If the subject believes in the place (i.e., a Christian shown a vision of Hell), all Fright Checks are at -2 or possibly more if the subject has a strong reason to fear going there. For example, a thief with a particularly guilty conscience who was raised in a very strict religious family, who believes that he is going to be punished in Hell might have to take a Fright Check at -10 or more!
If the subject fails the Fright Check, any disadvantages acquired will be "positive" disadvantages, such as Vows, Honesty, Truthfulness, Code of Honor, etc. that are in line with the tenets of their religion.
If the subject is shown a vision of a particularly delightful place (such as Heaven or Paradise), they must roll vs. Will-4 or stand stunned at the vision of beauty and delight. If they fail the Will roll by 4 or more points, they must spend at least half of character points they earn towards buying off a mental disadvantage that is contrary to the teachings of their faith. For example, if a Lecherous character is shown a vision of Heaven, he must spend at least half of his subsequent character points buying off that disadvantage. "Positive" disadvantages that are in keeping with the tenets of the religion will never be bought off.

Duration: 1 minute
Cost: 4 points, 2 to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery, Power Investment or Blessed advantage, Curse, and Bless.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On and Can't be Removed. Energy Cost to Create: 500 points.

Excommunicate Regular

Author: GURPS Religion

Fall From Grace Regular, resisted by Will


Fall From Grace makes a member of a religion register as "impure" or "sinful" to all spells cast by priest of the victim's religion, all supernatural creatures associated with the victim's deity, and all prayers or spells that require the subject to be "pure" or in a state of grace to work. Only the subject's deity will know the true state of the subject's soul. To all others, it will seem as if the victim is estranged from his religion. At the GM's option, advantages such as True Faith, Blessed, or Clerical Power Investiture will be temporarily lost or reduced. The subject might also suffer in other ways.
This spell can be countered by undertaking the proper rituals of atonement (which will immediately cancel the spell) or by the Atonement, Remove Curse or Bless spell.

Duration: Permanent
Cost: 10 points
Time to Cast: 10 seconds
Prerequisite: Atonement
Item: Staff or Wand. User must touch subject. 500 to create. Usable only by a cleric with Power Investment advantage.

Final Rest Regular

Author: GURPS Religion, Undead

Guardian's Shield Regular, Area

Will protect a person or area from being directly harmed by an evil spiritual being, vampire, or demon as long as spell is maintained. No hand-to-hand, biting, clawing or physical contact is allowed. In addition, no direct magical assaults, including Missile Spells, launched by such a creature will work. However, mundane weapons (hand-held or thrown) wielded by such an evil entity will not be stopped; and indirect magical effects (like fires started via Fireball) will still harm the protected person or area. Those under Guardian's Shield will gain +3 to all resistance rolls against spells cast by evil living beings.

Duration: 1 minute
Cost: 5 per person or hex of area, half cost to maintain (rounding up)
Time to Cast: 2 seconds per hex
Prerequisites: Cleanse Evil, Shield
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.
Author: Chad Underkoffler

Holy Smoke (VH) Regular

This spell creates a cloud of holy smoke that duplicates the effects of Holy Incense GURPS Magic Items 2, p. 74.
This spell can only be cast indoors in a place where there are no strong breezes or drafts and the mage (and any others who wish to benefit from the spell) must pray for the duration of the spell.
If a strong wind, or a spell which mimics a strong wind, blows through the affected area before the duration of the spell or the protective effects are up the spell is immediately canceled and any benefits are lost.
No priest can take advantage of more than one spell of this sort per day, even if they were interrupted. Furthermore, no priest can take advantage of this spell until all fatigue lost from previous uses of the spell has been regained.

Duration: 90 minutes (smoke lingers for 30 minutes, fatigue-enhancing effects last for 24 hours)
Cost: 10 points, can't be maintained.
Time to Cast: 90 minutes.
Prerequisite: Power Investment, Chant, Bless, and Lend Fatigue.
Item: (a) Holy Incense GURPS Magic Items 2, p. 74. Energy Cost to Create: 1,000 points. (b) Censer or incense burner. Any incense burned in this item has this spell cast on it. Energy Cost to Create: 1,500 points.

Holy Weapon Regular

This spell imbues a single weapon with the essence of the caster's deity, allowing the weapon to do extra damage against enemies of the deity or to creatures who are opposed to the deity's ethos. When the spell is cast, the weapon is visibly marked in some way - typically, it will glow with a pure white or dull red light. However, it might smoke, emit sparks, hum loudly, or produce a rain of tiny frogs depending on the deity. On the next strike with that weapon, it will do extra damage if it hits. If it misses, the spell is dissipated and there is no effect.
At the GM's option, the weapon will either do less damage or no damage at all to creatures that are not completely in opposition to the deity. For example, a Holy Weapon consecrated to the god of life might only do 1 extra point of damage to the followers of a death cult, though it would do full damage to undead. Weapons consecrated to some gods (such as gods of mercy or healing) might not do actual damage at all! It is up to the GM to decide the particulars.

Duration: 1 turn
Cost: 1-3, the weapon damage is increased by 1d-1 for each point of Energy.
Time to Cast: 1 second per Energy point used to cast the spell.
Prerequisites: Clerical Power Investment, Puissance, and Sharpen. Author: Peter Brockt

Inspiration Area

Similar to the Sermon spell, but the caster motivates and inspires the subjects. Morale is improved by +1 per 2 Energy points spent on the spell. (Note that this morale doesn't give a bonus against Fright Checks, but does allow increased bravery against "ordinary threats").

Duration: 30 minutes
Cost: 4 to cast, 2 to maintain (minimum radius is 2 hexes)
Time to Cast: 5 minutes
Prerequisite: Benediction
Item: Staff, Wand, Jewelry, Clothing or Holy Relic. 2,000 to create plus 1,000 per +1 bonus and 500 per hex of radius. Usable only by a cleric with Power Investment advantage.

Intercession Regular

This spell represents an attempt to gain the attention of a servant of the cleric's deity which might be linked to some particular area of expertise and who might be persuaded to intercede with the deity on behalf of supplicant.
This is a limited form of the Miracle Spell, with a +4 bonus to the miracle roll if the correct servant is invoked for a given task.

Duration: Variable
Cost: 4, +1 for every 3 extra points invested.
Prerequisite: Bless, 5 other clerical spells
Item: Idol, holy symbol, or portable shrine. 3,000 to create. Usable only by a cleric with Power Investment advantage.

Know True Name (VH) Regular, resisted by Will+4

This is also a Knowledge spell and a Necromantic spell.

Author: GURPS Egypt

Lead Worship Special

Author: GURPS Religion

Malefice (VH) Enchantment, Special Resistance

This is also a Necromantic spell and a Making and Breaking spell.
Author: GURPS Egypt

Miracle (VH) Regular

This spell increases the cleric's chance of causing a "miracle" through divine intervention. The base chance of a miracle occurring is a 3 (3d), for each point by which the cleric makes his roll on the miracle spell, subtract 1 die roll needed for a miracle. A miracle that goes against philosophy of the cleric's religion is at -1 to -5 depending on the degree of opposition.
A miracle which violates natural laws (a resurrection or turning water into wine) is at -1 to -5 depending on the number of laws to be violated. A simple miracle, which could be dumb luck (successfully hiding from pursuers, finding a coin) might be at a +1 to +3 bonus. A miracle, which in the GM's opinion, goes against the god's interests or desires, will not be granted at all and might bring down some sort of punishment on the offending cleric.
The exact nature of the miracle depends on the nature and desires of the god and the nature of the campaign. In a secret magic campaign or a low mana world, a successful miracle could easily be attributed to luck. In a high mana world or full magic campaign, a miracle could be flashy. In general though, the cleric will get whatever magical effect he wants, though his less pious comrades or followers might not be so lucky. The power of the miracle is spell is that it allows the cleric to get whatever magical effect he wants, limited by the GM's ability to prevent any spell from unbalancing a campaign.

Duration: Variable
Cost: 5, +1 to the roll for every 5 extra points invested
Time to Cast: 10 minutes
Prerequisite: Bless, 10 other clerical spells

Not Allowing The Heart to Speak The Truth Regular

This is also a Knowledge spell and a Necromantic spell.

Author: GURPS Egypt

Oath Regular

Author: GURPS Religion

Petition Regular

This spell allows the mage to inform a god, divine minion, or other powerful extra-planar being that the mage wishes to communicate with that entity. How the entity responds, if it responds at all, is up to the GM.

Duration: Instantaneous
Cost: 1 point, can't be maintained.
Item: Idol, holy symbol, or portable shrine. 400 to create. Usable only by a cleric with Power Investment advantage.

Prophesy (VH) Regular

The clerical equivalent of the Divination spell, except that the caster is given a brief vision of the future or hear voices telling him what to do. A +4 bonus is given to success if the prophecy has to do with matters relating to religious matters.

Duration: Permanent
Cost: 10
Time to Cast: 1 hour
Prerequisite: Miracle
Item: Idol, holy symbol, or portable shrine. 5,000 to create. Usable only by a cleric with Power Investment advantage.

Ritual Regular

This spell sanctifies some event in the life of the subject in terms of the subject's religion. This spell has the same effect as the Benediction spell but might also carry other effects. Unlike other spells, each variation of the ritual spell can only be cast upon a given subject once and only when certain conditions are fulfilled.
In the Christian religion, the following rituals are available, other religions will have different rituals which will give similar effects:

Baptism: Can only be performed upon conversion to the faith or 10 days (or later) after birth. (In some sects, baptism is performed at the age of consent). Prevents the use of the subject's body in certain necromantic rituals. Cost: 3 points.

Confirmation: Can only be performed at or after puberty. Confirms the subject as an adult member of the church and allows them to take part in the sacrament of Communion. Allows them to contribute Energy to spells cast by a cleric of their religion. Cost: 3 points.

Communion: Reaffirms the subject's relationship with Christ. Usually part of a worship service, but it might be a necessary part of a larger ceremony. Gives +1 to one die roll for up to an hour after the Communion service. Cost: 1 point.

Marriage: Blesses a marriage and legitimizes any children produced by that marriage in the eyes of the church. Might legally confirm the marriage as well. Gives benefits as the Harmony spell (+1 reaction) on both the participants. Cost: 10 points

Extreme Unction: Removes all the subject's sins and allows his soul to enter heaven. Can only be cast on a dying subject. Cost: 1 point

Burial: Blesses the body and the grave of a dead Christian and prevents the body from being used for necromantic spells. Also prevents the body from turning into certain forms of undead. Cost: 1 point

Ordination: Confers the Clerical Investment and/or Power Investment advantage on the subject. Cost: 3 points

Investiture: Confers an increased level of Clerical Rank advantage on the subject. Cost: 3 points

Coronation: Confers an increased level of Social Status on the subject and legitimizes the succession of a king (or possibly some lower social rank) in the eyes of the church. (Historically, there were religious or quasi-religious ceremonies for the creation of a knight or any type of noble.) Cost: 3 points

Excommunication: Bans a person from taking communion and from any other contact with the church or the congregation. In many societies, this results in social ostracism (-3 Social Stigma). -4 to cast this spell if the subject is not truly deserving of Excommunication. Cost: 20 points

Interdiction: Bans all members of a community or country from taking part in religious rituals. This results in social disruption and ostracism. -4 to cast this spell if the subjects are not truly deserving of Interdiction. Cost: 10,000 points.

Duration: Permanent
Cost: See Above.
Time to Cast: 1 minute per point of base cost of a given ritual.
Prerequisite: Clerical Power Investment.

Sanctify Ground Area, Enchantment

Makes an area of ground "holy" to the caster's religion or god, possibly giving it power against enemies of that religion or deity or making it suitable for certain religious purposes. Holy ground in some religions has power against the undead.

Duration: Permanent
Cost: 10 per hex (2 hex radius minimum)
Prerequisite: Benediction

Sermon Area, resisted by IQ+4

Identical to the Mass Suggestion spell, except that the effect lasts for as long as caster speaks on religious matters and persists for longer than the Mass Suggestion spell. Unfortunately, any creature that wishes to resist the spell resists at IQ+4 and no suggestion that goes against the subject's beliefs, convictions or knowledge can be made.

Duration: 12 hours, plus length of sermon
Cost: 4 to cast, 2 to maintain (minimum radius is 2 hexes)
Time to Cast: 5 minutes
Prerequisite: Benediction
Item: Staff, Wand, Jewelry, Clothing or Holy Relic. 800 to create plus 100 per hex of radius. Usable only by a cleric with Power Investment advantage.

Summon Allied Entity Special

Author: GURPS Religion

Repentance Regular, resisted by Will

Causes the subject of the spell to feel intense guilt and remorse at having violated the tenets of his religion. This causes the subject to have -1 to all skill and abilities until he mends his ways and receives Absolution (the spell). Of course, if the subject hasn't violated the tenets of his religion, he is immune to the effects of the spell. The caster is at +2 to affect members of his own religion.

Duration: Permanent, removed by Absolution or Remove Curse
Cost: 10 points, can't be maintained
Prerequisite: Absolution, Sermon
Item: Staff or Wand. Must touch subject. 500 to create. Usable only by a cleric with Power Investment advantage.

Reunion Area

This is also a Necromantic spell.

Author: GURPS Egypt

Sacred Messenger Information

This spell turns consecrated water, wine or similar fluid into a divination tool. If someone with the Clerical Investment or Blessed advantages drinks (or anoints himself with) the liquid, there is a strong chance that his deity or a messenger of his deity will appear in the subject's dreams to answer questions.
On the night following the drinking (or anointing), the GM rolls 3d; on a 6 or less the drinker can ask one question of his deity. The deity (or his messenger) will answer the question truthfully, though not necessarily clearly.
The deity (or messenger) might appear to someone who is not religious, but they will bring a message of admonition or reprimand rather than anything useful.
If the drinker is theologically opposed to the deity, he may be punished with a curse (type and power up to the GM's discretion). However, the liquid must be deliberately imbibed or spread on the subject's skin; it can't be forced down someone's throat or poured over them.

Duration: 1 day (vision can last for up to 8 hours).
Cost: 3 points, can't be maintained.
Time to Cast: 10 seconds
Prerequisite: Power Investment, Consecrate
Item: Sacred Ewer GURPS Magic Items 2, p. 76. Energy Cost to Create: 500 points

Sacred Writ (VH) Enchantment

This spell enchants a book (or scroll, tablet, or whatever) of sacred writings so that they become identical in form and content to the original sacred writings of the faith. They take on the magical effects of Sacred Writ (GURPS Magic Items 2 p. 76).
The special effects of the Sacred Writ of a given religion are up to the GM. They are likely to be extremely powerful, especially again those who are theologically opposed to the religion (Banishment of demons or similar evil spirits is very common). They might also have effects on those that hold or read them. For example, they might inspire Fanaticism in those who read them.

Cost: 1,500 points.
Prerequisite: Power Investment, Consecrate

Scripture Information

This spell allows the mage to recall an appropriate text or verse from the holy scriptures (or whatever) of his religion, or another religion of his choice.
To activate the spell, the mage must ask a question. The spell will mentally give the mage an appropriate quotation, along with the appropriate citation of source (i.e., chapter and verse for Biblical quotes, Surya and verse for quotes from the Koran, etc.).
If the mage wishes, the spell can be commanded to quote extensive passages, or even the entire scripture in order, as long as the spell is maintained. Alternately, the mage can use this spell to remember the words and music for holy songs, texts of sermons or theological texts, or any other book that pertains to his religion.
This is a also a Knowledge spell.

Duration: 1 minute
Cost: 2 points, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Icon of Divine Guidance GURPS Magic Items 2, p. 74. Energy Cost to Create: 300 points

Seek Faithful Information, resisted by Will

This spell is similar to Seek Holy and the Aura spell, except that it allows the caster to detect those faithful to their deity or religion. The standard long-range penalties for seek spells apply. This spell will also tell the caster if a given person is really of the cleric's faith or not.

Cost: 3
Time to Cast: 3 seconds
Item: Idol or holy symbol. Works for user only. 100 to create.

Seek Holy Information

This spell allows the caster to detect items and things that are holy to his religion or god. Alternately, it will also detect things that are holy to an allied god or a related religion that has tenets similar to that of the caster. The standard long-range penalties for information spells apply. The caster can exclude known holy items if he specifies them before he begins casting.
The spell is at +4 if the holy item or area is aligned to the cleric's religion, +2 if the item is aligned to a friendly deity or religion. The spell is at -2 if the holy item or area is aligned with an hostile deity or religion, and -4 if aligned with a directly opposed deity or religion.

Cost: 3
Time to Cast: 3 seconds
Prerequisites: Detect Benediction
Item: Idol or holy symbol. Works for user only. 200 to create.

Seek Holy Ground Information

This spell is similar to Seek Ley Line, except that it allows the caster to detect areas that hold special power for his religion or god. The standard long-range penalties for seek spells apply.
The spell is at +4 if the holy item or area is aligned to the cleric's religion, +2 if the item is aligned to a friendly deity or religion. The spell is at -2 if the holy item or area is aligned with an hostile deity or religion, and -4 if aligned with a directly opposed deity or religion.

Cost: 4
Time to Cast: 3 seconds
Prerequisite: Seek Holy
Item: Idol or holy symbol. Works for user only. 200 to create.

Steal the Heart (VH) Regular, Special Resistance

This is also a Necromantic spell.

Author: GURPS Egypt

Ushabti Enchantment

This is also a Making and Breaking spell.

Author: GURPS Egypt

Worship Special

The caster gives thanks to his deity or a servant of that deity by releasing mana to that being. Unlike other spells, the Energy cost of this spell can't be reduced. A creature summoned by the caster can be strengthened by means of this spell, as can people with the Blessed or Very Blessed advantage.

Duration: Permanent
Cost: 1 point of Energy given for 2 points invested.
Prerequisite: Belief in that god or religion, Clerical Investment is not required.

Wrath of God (VH) Area

A general-purpose attack spell that utterly obliterates an area or person is a suitably dramatic way. This spell does 3d points of damage per turn in the form that will be most hurtful to the subject or area. (For example, a fire golem would be attacked by huge waves of water. A building would be battered by an earthquake or a huge lightening bolt.)

Duration: 1 minute
Cost: 30 per hex, same to maintain
Prerequisite: Miracle, 10 clerical spells


Subcollege of Ley Line Magic

This subcollege is taken from a Pyramid Magazine article by Joshua Roby. In the original article Ley Line Magic was a separate College of Magic. I have made it a subcollege of Metaspells and have added some related spells from the net.
See the original Pyramid Article for a full listing of spells, and for more information about the the ramifications of having magic based on ley lines.

Break Ley Line Tap (VH) Regular, resisted by Tap Ley Line skill

This spell functions identically to Break Powerstone Tap, except that it allows the caster to prevent another mage from using a ley line.

Duration: 1 minute
Cost: 6, 3 to maintain
Prerequisites: Seek Ley Line, Break Powerstone Tap, Magery 3, and Tap Ley Line
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Mage only.
Author: Charles Jacob Cohen

Break Node Tap (VH) Regular, resisted by Tap Node skill

This spell functions identically to Break Ley Line Tap, except that it allows the caster to prevent another mage from using a node.

Duration: 1 minute
Cost: 8, 4 to maintain
Prerequisites: Seek Node, Break Ley Line Tap, Magery 4, and Tap Node
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Mage only.
Author: Charles Jacob Cohen

Create Ley Line (VH) Regular

Author: Joshua Roby (Pyramid Magazine)

Create Node (VH) Regular

Author: Joshua Roby (Pyramid Magazine)

Destroy Ley Line (VH) Regular

Author: Joshua Roby (Pyramid Magazine)

Destroy Ley Network (VH) Regular

Author: Joshua Roby (Pyramid Magazine)

Destroy Node (or Repair Ley Line) (VH) Regular

Author: Joshua Roby (Pyramid Magazine)

Detect Ley Line Use Information, resisted by Spell

Author: Joshua Roby (Pyramid Magazine)

Draw Ley Power Regular

Author: Joshua Roby (Pyramid Magazine)

Ley Line Look Regular

Author: Joshua Roby (Pyramid Magazine)

Ley Line Map Information

Author: Joshua Roby (Pyramid Magazine)

Ley Travel Regular

Author: Joshua Roby (Pyramid Magazine)

Mana Ley Travel (VH) Regular

Author: Joshua Roby (Pyramid Magazine)

Node Gate (VH) Regular

Author: Joshua Roby (Pyramid Magazine)

Seek Ley Line Information

Author: Joshua Roby (Pyramid Magazine)

Seek Ley Line Information

This spell is similar to Seek Powerstone, except that it allows the caster to detect a ley line. The standard long-range penalties for seek spells apply.

Cost: 4 points.
Time to Cast: 3 sec
Prerequisites: Magery, Seek Powerstone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Charles Jacob Cohen

Seek Node Information

This spell is similar to Seek Ley Line, except that it allows the caster to detect a node. The standard long-range penalties for seek spells apply.

Cost: 5 points.
Time to Cast: 3 sec
Prerequisites: Magery, Seek Ley Line
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Charles Jacob Cohen

Sense Ley Line Information

Author: Joshua Roby (Pyramid Magazine)


Missile Metaspells

Missile metaspells can only be cast on Missile spells or Regular spells that produce a missile-like effect, such as the various "Jet" spells.
They are designed to allow offensive spells to "compete" against high tech and ultratech weaponry. If he wishes, the GM can instead rule that these metaspells are "maneuvers" which are discovered at TL6 and are available for free to high tech mages.
GMs who allow these spells in a low-tech campaign should be aware that these spells will make battle mages much more powerful against "mundane" weaponry. Because of this, they have been placed in their own section.

General Notes on Missile Metaspells: Generally, a mage can cast only one missile metaspell on a given projectile.
The cost of the metaspell is added to the cost of the missile when the spell is first cast and is cast simultaneously with the missile spell. Only one skill roll is needed to cast a missile spell with a metaspell on it, but the mage must use the lower of his two spell skills. The mage's default targeting skill is based on his skill with the missile spell.
It is up to the GM whether a missile with a metaspell on it can be "built up" like a normal missile.

Missile Metaspells from the Codex Arcanum

Homing Missile - Movement

Aim Missile Regular

This spell lets the caster improve his accuracy with a missile spell. This spell cannot be used to improve the caster's skill with the spell, only his accuracy.

Duration: Length of time it takes to cast one missile spell.
Cost: 2 per +1 bonus, up to +4 maximum.
Time to Cast: 2 seconds per +1 bonus.
Prerequisite: Bless
Item: Clothing or Jewelry. Works for Wearer only. Energy Cost to Create: 500 points.

Autofire Missile (VH) Missile

For every damaging Missile spell (Fireball, etc.), there is a corresponding Autofire version.
Like Improved Missiles, Autofire Missiles take but a second to create (which can be reduced for high skill) and all of the Energy is spent at the time of casting. However, the Autofire version produces a number of small Missiles all at once instead of a single large one. These smaller Missiles cannot be "held" - they must be released as soon as the spell is cast. A special Spell Throwing (Autofire) skill is needed for each type of Autofire Missile.
Autofire Missiles have the same ACC, 1/2D and Max as the usual Missile of the same type, but SS is 10, not 13. Use the autofire rules to determine how many Missiles hit the target. Autofire Missiles can be spread over multiple targets, and all regular rules for high RoF weapons apply.

Duration: As missile spell.
Cost: 2 to12. Each fatigue point buys 1d worth of Missiles. The caster decides on the size of each Missile in the burst (1d, 2d or 3d), and the damage is distributed amongst the appropriate number of Missiles of this size, with the excess being lost. RoF equals the number of missiles in the burst. If there are more than four Missiles in the burst, divide the burst into groups of 4. Autofire Exploding Fireballs cost double!
Time to Cast: 1 second.
Prerequisites Great Haste and the Improved Missile spell of the same type.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 10 times the cost of a comparable non-autofire version of that magic item.
Author: Sean Punch.

Boost Missile Regular

When cast upon a missile spell "in hand", this spell increases the power of the missile.

Duration: until missile is thrown.
Cost: 1 to 4 points, plus the cost of underlying missile. Each point used to cast the spell either adds one extra die of damage to the missile, increases its range by 50%, or gives +1 Acc.
Prerequisites: Magery 2, Recover Strength, and any missile spell.
Item: This spell can be placed on any magic item that is enchanted with missile spells for 500 points.
Author: Anthony Jackson.

Create Missile Regular

This spell creates a missile "in hand" - the missile is created when the spell is cast, with any desired. Energy up to the normal maximum for the missile. You are limited to the lesser of your Create Missile spell and the relevant missile spell with this spell.
This spell can't be used with curse missile. With sufficient skill, this allows instant creation of missiles of any desired Energy.

Duration: Instant. The missile created is normal, however.
Cost: 1 plus the cost of missile.
Prerequisites: Magery 2, Haste, any missile spell.
Item: This spell can be placed on any magic item that is enchanted with missile spells for 150 points.
Author: Anthony Jackson.

Far Missile Regular

When cast upon a missile spell, this spell increases its range and accuracy.

Duration: Until the missile is thrown.
Cost: 1 to 4 points, plus the cost of the underlying missile. Each point doubles range and gives +2 Acc.
Prerequisites: Magery 2, Haste, any missile spell.
Item: This spell can be placed on any magic item that is enchanted with missile spells for 500 points.
Author: Anthony Jackson.

Improved Missile Missile

For every damaging Missile spell (Fireball, etc.), there is a corresponding Improved version. These spells are identical to usual Missile spell of the same type, except that they take but a single second to cast - which can be reduced for high skill - and all of the Energy is spent at the moment of casting. The Missile does not build up slowly over time, but may be "held" as usual. Improved Missiles are identical to regular ones in every other respect (fatigue cost, damage, Spell Throwing skill required, etc.).

Cost: 1-3; damage depends on the Energy used in the spell. All of the Energy is spent at once.
Time to Cast: 1 second.
Prerequisites: Magery 2 and the regular Missile spell of the same type.
Item: Staff, Wand or Jewelry. Energy Cost to Create: Triple cost to enchant the non-autofire version of the magic item.
Author: Sean Punch.

Long-Cast Special

This spell can't be cast alone, it is used to modify another spell. Roll versus skill with Long-Cast or with the modified spell, whichever is lower. The effect of the spell is to increase the range at which a spell can be cast.
For Missile spells, multiply range by x10.
For touch-only spells, range is increased to 1 yard.
For most other spells, including all Regular spells unless the GM rules otherwise, replace usual range penalties with "Seek" penalties or Teleport skill penalties, whichever is less. In addition, apply the following penalties: -5 for unseen target, -0 for target seen through optical telescope, -3 for target seen through another's eyes (e.g., the Telereceive psionic skill, locked on with Telescan or Seeker, or seen over live TV).
For "Seek" or Teleport spells, halve skill penalties for range.
On a Critical Success or a Success by 10+ on a "Seek" spell to locate a target, halve skill penalties for range for the first Long-Cast spell following. This is cumulative with a Teleport, or with another "Seek" spell on the same target - 1/4 normal range penalties.
Unlike the Spell Targeting spell from GURPS Technomancer, this is not an enchantment spell.

Duration: As for the spell modified.
Cost: 2 to cast, 0 to maintain.
Time to Cast: 2 seconds, plus the time to cast the underlying spell.
Prerequisites: Magery 2, Apportation, Seeker, Wizard Eye, one Missile spell, 4 spells from the Metaspell college, and one spell from each of 9 other colleges.
Author: Justin Harris.

Multiple Missile Regular

When cast upon a missile spell "in hand", this spell splits it into multiple duplicate missiles. All of the missiles must be fired in a single round at a single target, as per the rules for fully automatic fire.

Duration: until missile is thrown.
Cost: 1 to 4 points plus the cost of the underlying missile. Each point of Energy doubles the number of missiles.
Prerequisites: Create Object, any missile spell.
Item: This spell can be placed on any magic item that is enchanted with missile spells for 500 points.
Author: Anthony Jackson.

Penetrating Missile Regular

When cast upon a missile spell "in hand", this spell gives the missile an armor divisor.

Duration: until missile is thrown.
Cost: 1 to 5 points plus the cost of the underlying missile. Each point of Energy multiplies the armor divisor of 2 (so the first level gives (2), the next gives (4), and so forth).
Prerequisites: Magery 2, Find Weakness, and any missile Spell.
Item: This spell can be placed on any magic item that is enchanted with missile spells for 500 points.
Author: Anthony Jackson.

Repeating Missile Regular

This spell when cast upon a missile spell "in hand." It causes a new missile to appear in the mage's hand the moment the old missile is thrown.

Duration: until missile is thrown.
Cost: none to cast. Equal to cost of missile to maintain.
Prerequisites: Delay, any missile spell.
Item: This spell can be placed on any magic item that is enchanted with missile spells for 500 points.
Author: Anthony Jackson.

Tracking Missile Missile

Allows any missile spell cast by the mage to "home in on its target, even following the target around corners or through crowds.
Missiles that are aimed at targets the caster cannot see strike on a roll of 12 or the caster's Thrown Missile skill less range and target size modifiers, whichever is less. If the caster can see the target, this spell gives +4 to the caster's chance to hit with the spell, and the spell automatically avoids anyone standing between the mage and his target.

Duration: 10 seconds or the duration of one missile spell, whichever is less.
Cost: 2 points.
Prerequisite: Cornering Missile.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

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