This section includes spells from GURPS Undead. GMs who intend to run a campaign with a strong necromantic influences are encouraged to consult this source book.
Necromantic Spells and the Undead: Spells such as Consecration, Final Rest, Turn Zombie, Repel Spirit, and so forth are useful against undead creatures. Occasionally Banish, Exorcism, and Pentagram are effective as well.
Creating Undead: Note that the Magic Resistance of a dead subject works normally, subtracting from the caster's skill and adding to resistance rolls (where applicable). Spells that create permanent undead don't count as spells "on".
Necromantic Spells and Radiation: In some High Tech campaigns (notably GURPS Technomancer) Radiation spells are also considered Necromantic spells.
Undead Senses: Undead have normal senses unless specified otherwise. Some have extra senses besides. Being eyeless, headless, etc., does not prevent sight, hearing, etc. This is because the undead are twisted magical archetypes of humanity inhabited by spirits, and have human powers for that reason.
Age
- At the GM's option, aging is based on the creature's total life span. Creatures with very short life spans might only be aged a few hours; creatures with very long life spans might be aged years. Assume that an "average" human life span is 70 years, so each application of this spell steals 1/840th of its total life span. So a creature with a 10 year life span would be aged 120/840 = .142 months or about 4 days.Animation - This spell actually summons a ghostly spirit into an item. The Animate Object spell in GURPS Grimoire produces the same effect without necromancy.
Banish - This spell can be used against any extra-planar creature, however the mage must know the creature's plane and/or planet of origin to avoid the skill penalty.
Control Demon - Item: (b) Staff, Wand or Jewelry. Mage Only. Gives a bonus up to +5 to the mage's effective spell skill and/or Will rolls to control a demon. Energy Cost to Create: 200 points per +1 bonus.
Control Zombie - Zombies can be controlled at long-range using long-distance modifiers for spell success. Control Zombie only works on undead created with the Zombie spell.
Death Vision - The mage can "program" the vision that the victim sees. However, if the vision doesn't reflect a plausible death (drowning in the desert, freezing to death in the jungle) the victim gets +2 to his Fright Check. If the mage can play on the victim's phobias, the subject's resistance roll is penalized by their Phobia disadvantage.
This spell can be used against any creature with IQ3 or better unless they have no conception of death (such as a naturally Immortal creature) or they have the Unfazeable advantage. Advantages that give bonuses to Fright Checks give bonuses to the roll to resist the Death Vision spell. Note that this spell might work against sentient undead. If the creature realizes that it has died, Death Vision will cause the undead to experience their death all over again! Undead creatures that are not aware that they are dead (such as some ghosts) or whose transformation into undeath didn't involve actual "death" (such as some types of vampires) are affected normally.
Pestilence - This spell won't work against unliving creatures (i.e., golems, robots, undead). At the GM's option, it might not work against characters with the Immunity to Disease advantage.
Planar Summons - This spell can also be used to summon ghosts and other free-willed spirits of the dead who reside on other planes.
Sense Spirit - For double cost the mage can know what sort of spirit he is dealing with.
Skull Spirit - The Preserve Bone spell (q.v.) allows the skull to be reused. Author: David Pulver (GURPS Technomancer). This spell was reprinted in GURPS Undead.
Soul Jar - Souls trapped in a soul jar project no aura. If a soul jar is taken into a No Mana Zone, the spell ends and the trapped soul is freed. Souls are unaffected by mana levels, soul jars are. Source: Sean Punch.
The "soul" consists of the personality, memory, skills, and mental advantages and disadvantages. If the mage takes over a new body, his IQ and Will are that of his previous body. ST, DX, and HT are that of the new body. Mental skills are unchanged. Points put into physical skills stay the same but they are figured from the attributes of the new body. Physical advantages and disadvantages are that of the new body. Social advantages and disadvantages might be that of the new body or that of the mage, depending on the circumstances and the GM's decision.
Soul Jar only works on willful, corporeal creatures. Creatures that have no souls (i.e., the mindless undead, golems, or robots) or no bodies (i.e., spirits, beings of pure thought) can't be affected by this spell.
Steal Strength and Steal Health - For double cost Health or Strength can be stolen from a conscious, unwilling victim. In this case, the subject gets a roll vs. Will to resist the spell. This spell won't work against creatures who aren't alive or who don't suffer fatigue, such as golems, robots, or the undead.
Also, see the discussion of the Steal Attribute spell below for other suggestions.
Steal Youth - For triple cost a member of a different race can be affected. If the creature has a shorter life span than the mage, the mage gains half as much youth as the subject loses based on the proportionate life span of the subject (see above). If the subject has a longer life span, the spell works normally. For example, if a human mage steals a "year" of life from a dog (average life span 10 years) then he would only get (10/70 = .142 years =) 1.7 months of extra life. The dog is only aged by 3.4 months. If mage were to steal youth from a tree (average life span 500 years) then he would only get 1 year of life and the tree would only be aged two years. Costs in both cases are tripled over the base cost of the spell. A desperate mage could steal youth from short-lived animals, but the benefits would hardly outweigh the costs of casting the spell.
Young creatures or creatures who grow throughout their lives do not grow or change when they are aged, except to show the ill effects of aging. For example, a child aged 50 years would look like a prematurely wizened (but still immature) child.
If the GM feels that this spell is being abused, he can limit the maximum skill level at which it can be learned. He can also rule that any critical failure "releases" all the youth the mage has ever stolen, returning him to his "proper" age. If this occurs the mage might have to make one or more Aging rolls and he could die.
This spell won't work against creatures that aren't alive (i.e., robots, golems, undead), or which are immune to aging (such as characters with the Unaging or Immortal advantages). It will have minimal effect on characters with Extended Lifespan.
Summon Demon - Greater and lesser demons can be summoned for greater or lesser costs.
Summon Spirit - If the GM wishes, he can allow a given spirit to be summoned more often than once a year. The mage can also attempt to cast this spell even if he doesn't have the subject's entire body to work with. If he only has a possession strongly linked to the deceased he can roll at -5. If he has a partial body or a single body part, he rolls at -2. When summoned, the shade rolls its reaction normally. This won't affect the accuracy of the spirit's answers, but it will determine the general tone of the "interview" and the amount of information the mage receives.
Summon Spirit can't be used to summon spectral undead, only souls in the afterlife. However, this spell can be used as a ritual invocation. An spectral undead creature invoked with this spell will be aware that the spell has been cast and will know who cast it and where. The spirit may then appear if it chooses to do so. However, when and how it manifests is entirely up to the spirit!
Turn Zombie - For half cost zombies are just kept at bay but are not harmed. This spell only works against undead animated with the Zombie spell.
Zombie - This spell works once per corpse. You can't repeatedly reanimate a former zombie that was "killed" - meaning it leaves a truly permanent magical residue behind.
The spirit animating the zombie is not the spirit of the person whose body it is inhabiting. Any mental advantages and skills the person might have had in life are lost when the body is reanimated as a zombie. For example, a zombie made from the corpse of a mage wouldn't have Magery and wouldn't be able to cast spells. Source: Sean Punch.
Any specially prepared body that has been properly preserved, dried, and wrapped can be turned into a mummy. The process of mummification takes approximately 3 days and $300 worth of ingredients. A successful roll vs. Professional Skill (Mortician) is required to do the job correctly. A failed roll will produce an imperfect mummy that will quickly rot. If animated, it produces a normal zombie.
Enchanted Skeletons:
Sculptures:
Plaster (e.g., museum model):
Plastic (e.g., modern-day anatomical model):
Soft Metal (e.g., bronze):
Hard Metal (e.g., iron)
Skeletons as Liches:
Author: Sean Punch (GURPS Undead).
Steal Attribute
- This spell can be used to steal "secondary attributes" and advantages that directly add to Attributes such as Will, Perception, Fatigue, Manual Dexterity, Fit, Very Fit and so forth. This spell can also be used to steal "figured attributes" such as Hit Points, Move and Speed, but at double cost.Steal Beauty - This spell can steal any advantage that is used to influence reaction rolls, including Pitiable, Charisma, Voice, and Attractive Appearance. Note that this spell can't be used to steal what the victim doesn't have! For example, a character can't be reduced below Average Appearance so that the mage can get extra levels of Beauty!
Turn Spirit, Repel Spirits, and Astral Block - These are also Protection and Warning spells.
This variant can be used instead of, or in conjunction with the Sacrifice spell listed below.
|
Sacrifice |
Potency |
|
Small Wild Animal |
5 |
|
Valuable Game (fur-bearers, etc) |
10 |
|
Domestic Fowl |
15 |
|
Small Domestic Animals (pets) |
20 |
|
Livestock |
30 |
|
Aging, Intelligent Creature |
50 |
|
Adult, Intelligent Creature |
80 |
|
Child, Intelligent Creature |
100 |
The distinction between domestic and wild is love. If nobody owns a stray dog, then it's a Small Wild Animal, and worth 5. If a little boy owns a pet mongoose, then it counts as a Small Domestic Animal. The table is based on how important the life is; it is presumed that the souls of the sacrificed are more valuable to Hell if they are valued and cared for. In most societies, the values of sacrifices are increased by 50% for a female victim. If the victim is of an intelligent race (male or female), double value for virginity. Double the value of the sacrifice if the sacrifice is one of the mages performing the ceremony. This must be voluntary. He doesn't die until after the spell is cast.
Time: The ceremony for the sacrifice itself may either be woven into a spell ceremony (adding 2x Potency, in minutes, to the ceremony's duration), or performed for it's own sake, to lower the Tally of the mages present (who can divide it in whatever way they agree upon). If everybody that can be reduced to zero Tally IS, the excess energy is lost unless used immediately in the ceremonial casting. If the sacrifice is a stand-alone energy-grab, the energy is simply lost.
If you don't use Umana Ignore the bit about Tally.
Age (VH)
Animation (VH)
Banish
Control Zombie
Death Vision
Pestilence
Planar Summons
Sense Spirit
Skull-Spirit (VH)
Soul Jar (VH)
Steal Health
Steal Strength
Steal Youth (VH)
Summon Demon
Summon Shade (VH)
Turn Zombie
Wither
Zombie
Resurrection - Healing
Animate Shadow
Astral Block
Astral Vision (VH)
Burning Death (VH)
Evisceration (VH)
Materialize
Repel Spirits
Rotting Death (VH)
Slow Healing
Solidify
Steal Attribute (VH)
Steal Beauty (VH)
Steal Skill (VH)
Stop Healing
Strike Barren
Summon Minor Demons
Turn Spirit
Weaken Blood
Zombie Summoning
Abortion - Healing
Animate Food - Food
Bleeding - Body Control
Blood Drinker - Enchantment
Blood Rifle - Enchantment
Bones to Jelly - Body Control
Boneshatter (VH) - Body Control
Burn Blood - Food
Coming Forth By Day - Metaspells (Clerical)
Create Body - Illusion & Creation
Crystal Map - Enchantment
Cure Hide - Making & Breaking
Death Detection - Knowledge
Death Harvest - Enchantment
Death Scarab - Animal
Dissolving Death (VH) - Water (Acid)
Drain Blood - Body Control
Health Stealer (VH) - Enchantment
Heart Seeker - Movement
Inversion (VH) - Body Control
Justice - Protection & Warning
Last Image - Knowledge
Not Allowing The Heart to Speak The Truth - Metaspells (Clerical)
Partial Resurrection - Healing
Planar Seal - Gate
Poisoner - Body Control
Preservation - Healing
Prevent Decay - Healing
Replenish Poison - Illusion & Creation
Resist Banishment - Gate
Restore Body - Healing
Resurrect Animal (VH) - Animal
Reunion - Metaspells(C)
Reverse Decay - Healing
Roast’s Revenge - Food
Sever Limb - Body Control
Shades of Prey - Animal
Slayer (VH) - Body Control
Slow Decay - Healing
Soul Stealer - Enchantment
Splice Fetus - Animal
Spooky - Mind Control
Steal Skill (VH) - Communication & Empathy
Succubus - Illusion & Creation
Temporarily Exchange Bodies - Communication & Empathy
Trip to Hell - Gate
Vampire’s Skin - Light & Darkness
Wound Image - Knowledge
This spell lets the caster determine the attributes, skills, advantages, and disadvantages of an undead creature, demon, or extra-planar being to with 80% accuracy. The greater the margin of success, the more accurate the information will be.
If the being to be analyzed is not present, long distance modifiers apply.
Unwilling subjects can resist (or mislead) this spell by rolling vs. IQ.
Cost: 5 points.
Time to Cast: 1 minute.
Prerequisites: Summon Spirit.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
For the duration of the spell, the subject seems "angelic" and somehow aligned with the forces of holiness, justice, mercy and righteousness.
For the duration of the spell, the character gets the Sanctity advantage. "Good" creatures and normal people react to the subject at +2 unless they can roll vs. IQ to resist. Unholy creatures or "evil" people react at -4 no matter what.
Holy creatures (including characters with the Blessed or Very Blessed advantages) automatically see through this spell and are completely unaffected by it. Characters with Clerical Investment, Power Investment, or Pious advantage get +2 to IQ rolls to see through the façade.
This is also a Body Control spell.
Duration: 10 minutes.
Cost: 3, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Alter Body, Planar Summons.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Any item. Works for wearer only. Always on. Many versions are hexed. Energy Cost to Create: 250 points.
This spell allows the caster to animate a soulless body (like one left behind when its owner is sucked into a Soul Jar) or a body in a comatose state. The "robot" created by this spell will be a mindless servant with 1/2 the IQ of its original owner and the Slave Mentality disadvantage. Mental skills are based on the new IQ, Physical skills are at -5.
If the original owner of the body regains consciousness or frees their soul, they immediately reclaim their body (if it is still living) and the spell is automatically cancelled.
This is also a Body Control spell.
Duration: 1 hour.
Cost: 5, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Animation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry or Clothing. When placed on an appropriate body, the magic item casts this spell and animates the body for as long as the jewelry or clothing remains on the body. Energy Cost to Create: 250 points.
This spell makes a corpse appear lifelike for the duration of the spell. Pallor or lividity vanishes from the skin, rigor mortis is removed (or delayed) and the corpse appears to have a normal temperature, heartbeat, pulse and respiration.
If this spell is cast on a recently dead corpse with only minimal wounds or mutilations, or on a body restored to the semblance of wholeness, this spell makes the corpse appear so lifelike that the Diagnosis or Physician skill and high tech medical equipment will be fooled. To casual observation, it appears that the body is alive, but in a deep sleep or coma.
Diagnosis rolls to specifically detect death are at -6 to effective skill. Magical spells to detect life must win a Contest of Skills. High tech lab tests or Ultra-Tech sensing equipment must win a Contest of Skills between the spell and the skill of the diagnostician.
This spell will not prevent rot and the body will eventually decay, so this spell is at an effective -1 to skill for every 2 hours since the body died. In very warm climates, the time is halved (-1 per hour), in cold climates the time is doubled (-1 per 4 hours). Roll vs. effective spell skill at the end of each period, if the skill roll is failed, the spell can't be cast (or renewed) for that corpse by that mage. If used in conjunction with the Slow Decay or Prevent Decay spell, a corpse can be made to appear lifelike forever, though injuries will not heal without magical aid.
If this spell is cast on a corpse more than 12 hours old (6 hours in hot climates, 1 day in cold climates), a body that is not intact, or on a corpse which has been badly mutilated, this spell only conceals the state of the body from casual inspection. Any attempt to diagnose the "patient's" condition will reveal the true condition of the body. In some cases, this might require the examining character to make a Fright Check!
This is also an Illusion and Creation spell.
Duration: 2 hours.
Cost: 2, 1 to maintain.
Time to Cast: 10 seconds.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. When placed on a corpse this spell is cast on the body. Energy Cost to Create: 50 points.
This is also a Protection and Warning spell.
Author: Sean Punch (GURPS Undead).
This spell creates an area (or object) that is incredibly attractive to demons and similar malign spirits.
Any demon within up to 20 miles (7 leagues) will eventually be attracted to the object or area. This spell doesn't compel demons to come. Instead, when they are able, they will come at their own pace. Under normal circumstances, this means that all the demons in the area will be attracted within 2d days.
Once attracted to an area, the demons will stay within 1 mile of the area or object unless they are forcibly removed or they make a Will roll. Within the area of attraction, the demons will behave and interact normally.
If this spell is cast on an object, any demons in the area where the spell was first cast follow the object, though more demons are not "accumulated" as the item travels. Once the spell ends the demons lose interest and wander off.
This is a also a Mind Control spell.
Duration: 1 day.
Cost: 6 points for an object, half to maintain. If cast as an Area spell, Base Cost is 6 per hex of radius, half to maintain.
Time to Cast: 1 minute.
Prerequisite: Summon Demon.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Any item can have this spell permanently cast on it. Energy Cost to Create: 500 points.
This spell is resisted by the appropriate attribute. Tonalli removal is resisted by the higher of ST and DX.
Author: GURPS Aztecs.
This spell imbues a weapon with the Banishment spell.
Any undead or extraplanar creature hit by the weapon takes 2d damage. In addition, creatures vulnerable to the Banish spell must roll vs. Will to avoid being sent back to their home dimension.
On a critical hit, the target is automatically banished from the wielder's plane of existence, even if it's not normally susceptible to Banishment. Demons and spirits will vanish; animated undead will collapse as their motivating spirit flees. At the GM's option, magic "spirits" such as Elementals, or magically animated creatures such as Golems might also be affected by this spell, just as if they were demons or undead, respectively.
Any critical miss ends the spell.
Creatures native to the plane where the spell is cast are immune to this spell. They take no extra damage, and can't be banished as long as they are on their home plane.
This is also a Gate spell.
Duration: 10 seconds.
Cost: 5, same to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery 2, Banish, and Turn Undead.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points (c) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,500 points. (c) Any weapon can have this spell permanently cast on it for 200 points if the weapon is a single use item (e.g., an arrow or a wooden stake), or 1,000 points if it is a reusable weapon (e.g. a sword or spear).
Author: Adapted from GURPS Magic Items 1.
Author:
Sean Punch (GURPS Undead).This spell allows the mage to equally split damage received by one person between two or more people.
In order to cast this spell, the mage must touch every character to be included in the bond. Unwilling characters resist with HT. If they resist, the bond still applies to the other characters in the bond, as long as at least two people remain involved.
While the spell is in effect, when one character takes damage, the damage is evenly split between all the characters affected by the spell. Armor and blow-through damage apply normally for the character that is hit, but damage is divided between all characters in the bond. Damage to other characters is applied to the same hit location as where the injured character was hit, or the nearest plausible hit location if a character lacks the relevant hit location.
Damage to other characters in the bond bypasses armor and DR, but still is affected by blowthrough. Odd points of damage apply to the original character, and then to the character(s) nearest to the affected character.
Special hit effects apply to all characters, but each character gets his own HT rolls to resist special damage effects. Special hit effects that affect one character don't necessarily affect the others in the bond.
If one character dies, the other characters in the Blood Bond must roll vs. HT or be immediately Stunned and take 1d damage. Thereafter, damage is split between the surviving members of the Blood Bond.
Characters who are immune to certain sorts of damage take no damage from their portion of the damage. If a character that is hit is immune to certain sorts of damage, he "absorbs" all the damage. The other characters in the blood bond don't take damage.
Example: The mage Aziel, Balthazar and Corwin all voluntarily enter into a Blood Bond. In combat, Aziel is hit in the eye with a arrow for 3 points of damage. Normally, this would destroy his eye (after 2 points of damage) and apply 1 point of damage to the brain. In addition, HT rolls to avoid Stunning and Unconsciousness would apply. However, since he is in a Blood Bond, the damage is divided three ways, so Aziel, Balthazar and Corwin would all take 1 point of damage to their eye. They would all have to roll vs. HT to avoid Stun, but they wouldn't be blinded (since they all took only 1 point of damage).
Later, Aziel is hit on the arm with a sword for 6 points of damage. He is wearing leather armor that absorbs 2 points of damage, leaving 4 points (modified for cutting damage back to 6 points) as base damage. Since he has HT 10, and the 6 points of damage is more than 1/2 HT, 1 point of damage is lost due to Blow Through. Normally, Aziel's arm would be Crippled and he would have to roll vs. HT to avoid Bleeding.
However, since he is in a Blood Bond, the damage is split three ways. Aziel (being the character who was hit) takes 2 points of damage, leaving 3 points of damage to be split between Corwin and Balthazar. Since Corwin was closer to Aziel when he was hit, Corwin takes 2 points, leaving 1 point to Balthazar. Since the damage didn't exceed 1/2 HT for any of the characters, none of them have their arms crippled, though they will each suffer Stunning effects from their wounds.
This is also a Protection and Warning spell.
Duration: 1 minute.
Cost: 4, plus 3 per person, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Justice, Steal Health.
Item: (a) Staff, Wand or Jewelry. Allows user to cast the spell. Energy Cost to Create: 500 points. (b) Two or more identical pieces of Clothing or Jewelry. When worn simultaneously by two or more people, all are affected as if the Blood Bond spell had been cast on them. Energy Cost to Create: 250 points plus 100 points per each item to be enchanted.
This spell allows the mage to take blood from a victim and use it to power spells.
To draw blood from the subject, the victim must either be willing or totally helpless (e.g., bound or unconscious). Intelligent subjects provide 1 mana for every HT taken from the victim, until the victim is drained to 0 HP. Unintelligent creatures, such as animals may also be bled, extracting 1 mana for every 2 HT drained down to 0 HP.
Blood gathered with this spell can be stored until needed, but it loses potency with time. For every hour since the spell was cast, the pooled blood loses 1 point of mana.
This is also a Metaspell.
Duration: See above.
Cost: None.
Time to Cast: 5 minutes per point of mana gained.
Prerequisite: Steal Health.
Item: Knife, Fleam, or similar object. Mage Only. Energy Cost to Create: 500 points.
When this spell is cast, it will instantly remove the flesh from a dead creature to produce a clean skeleton (or husk for creatures with exoskeletons).
At the mage's option, the flesh, cartilage, skin and other material can be piled next to the bones, or it can made to vanish.
This is also a Making and Breaking spell.
Duration: Permanent.
Cost: 1 per hex of creature affected.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 75 points. (b) Urn, coffin, or similar container. Anything placed in the container has this spell cast on it. Energy Cost to Create: 50 points.
This spell turns ordinary bone into ivory, horn, or similar material of mage's choice.
This is also an Animal spell.
Duration: Permanent.
Cost: 6 points per pound of material to be converted.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Shape Bone.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.
This spell allows the mage to liberate tremendous amounts of energy by burning his own potential life force.
When this spell is cast, the mage immediately gains 20 points of magical energy for every point by which he makes his skill roll (minimum of 20 points), but he automatically ages 1 year and must take an Aging roll. If the mage would normally take an Aging roll, he is at -4 to all attributes to resist losing attributes.
The magic energy can be used immediately or stored. If it is saved, the mana must be stored in some sort of container or a removable part of the mage's body (such as his hair or fingernails). If someone else steals the container or the body parts, they can use this mana themselves!.
If the mage wishes, the mana drawn from his body can be aspected for Mind Control, Fire, Air, Water, Body Control, Communication and Empathy, Healing, Metaspell, Movement, Necromantic or Sound. It is not possible to create mana aspected with Animal, Earth, Enchantment, Force, Food, Gate, Illusion and Creation, Making and Breaking, Plant, Protection and Warning and Tech magic.
Note that it is a legitimate tactic for the mage to use the Steal Youth spell to steal youth from a victim and then use the Burn Youth spell to "burn" the stolen youth for power.
This is also a Metaspell spell.
Duration: Permanent.
Cost: 1 year of the mage's life.
Time to Cast: 10 seconds.
Prerequisite: Magery, Steal Health.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.
This spell creates a set of human jaws (with or without the rest of the skull attached) which rapidly snap open and close with a chattering sound.
The mage can move the jaws at a rate of up to 3 hexes per turn. Anyone in the same hex with the jaws must roll vs. DX to avoid being bitten for 1d-2 Crushing damage.
The jaws can be targeted. They have PD1, DR 2, and HP 2. Due to their small size and erratic motion, they are targeted at -4 to hit, but they have no defenses except PD.
This is also a Movement spell.
Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) A pair of jaws can be permanently created using this spell. Energy Cost to Create: 200 points.
This spell closes the door or closure to a tomb or grave of any kind, presumably sealing the grave for all eternity. If a grave has previously been dug for a body, this spell will magically inter a body (or coffin containing a body) in the grave, fill the grave, and set a tombstone (if any is available) at the head.
This spell will undo the effects of an Open Tomb spell and, if the mage desires, act as a warding spell against subsequent tampering spells, such as future applications of Open Tomb. In this case, any spells that interfere with the grave must overcome the Close Tomb spell.
This is also a Protection and Warning spell.
Duration: Permanent (until the tomb is breached).
Cost: 2 for a simple closure, 4 for a complex grave (including filling in a grave), 6 for a very complex closure.
Time to Cast: 1 minute per point of base cost.
Prerequisite: Magery, Seek Remains, and Identify Body.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.
This spell allows the mage to coerce a ghost or other spirit to perform one task for him.
To resist, the spirit must roll vs. Will. If it fails it resistance roll, the spirit must do as the mage wishes or take 1d points of damage. Alternately, the mage can arrange for some other calamity to befall the spirit, either through mundane means, or by casting another spell linked to the Coerce Spirit spell. The mage and the GM must agree on the threat the mage uses before the spell is cast.
While the spell is in force, the spirit cannot attack the mage and it must work within the letter of the mage's command. However, the spirit may try to pervert the mage's intent. It might also seek revenge on the mage once the spell ends. The details are left to the GM.
If the spirit is commanded to fight for the mage, it will do so for one battle before the conditions of the bargain are fulfilled and it is freed. The mage cannot command the spirit to perform endless or long-term tasks. Any task that doesn't have an obvious end point is "finished" after 24 hours. The spirit is free to ignore any task that cannot be completed within a day. Thus, a spirit would interpret "Guard my possessions." as "Guard my possessions for a day." It would be free to ignore the command "Guard my possessions forever."
Duration: 1 day or until the task is completed, whichever is less.
Cost: 3, can't be maintained.
Time to Cast: 1 minute.
Prerequisites: Magery, Summon Spirit, and Speak With Dead.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 450 points.
This spell creates a poison that only affects the victim when two or more ingredients are combined. For example, an assassin could prepare a combination poison where one part of the poison is in the dessert, one part is in the after dinner aperitif, and the final portion of the poison is in the candles burning in the victim's bedroom.
Until the victim ingests the final portion of the poison, he takes no damage, he shows no symptoms, and spells such as Slow Poison and Neutralize poisons have no effect. Spells that detect poison will not detect the various elements of the poison. However, advantages such as Danger Sense and certain Protection and Warning spells might warn the victim to avoid certain actions.
The ingredients of the poison can be anything that the subject eats, drinks, touches or breathes. However, the mage must name the ingredients when the spell is cast, and physically touch each component to be incorporated into the spell.
When the poison is finally activated, it has the same effects as the Potent Poison spell.
Duration: 4 hours (effects last for 1 minute for contact poison, or 10 minutes for ingested poison).
Cost: 1 per ingredient in the poison, plus 3 points for the poison itself, same to maintain. For double cost, the poison will do double damage. For triple costs, it will do triple damage.
Time to Cast: 10 seconds per element.
Prerequisite: Poison, Link, and Delay.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) A combination of objects can be permanently poisoned for 50 times the base cost.
Author:
Sean Punch (GURPS Undead).This spell allows a mage to command an undead creature to do his bidding. Unless the creature rolls vs. Will to resist, it must obey the mage's orders to the best of its ability. While controlled, it cannot attack the caster, either directly or indirectly.
If the mage asks the creature to do something that goes against its principles or which is dangerous, it gets an immediate Will roll at +2. If the caster asks the creature to do something suicidal, it gets a Will roll at +6 to break the spell. If the creature is freed from the spell, it will either attack or flee, depending on the strength of the caster.
Duration: 1 hour.
Cost: 6, 4 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Summon Spirit.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
This spell permanently turns a living creature into a free-willed undead creature such as a ghost, revenant or vampire.
In order to cast the spell, the victim must be present (though not necessarily willing) when the spell is cast. Unwilling subjects roll vs. HT+Will to resist the spell.
The undead creature created is a free-willed being that can do as it wishes once the spell has been cast. It is quite likely to attack or flee its creator.
If this spell is cast on a player character, they gain the skills, advantages, and disadvantages of the appropriate Undead template from GURPS Fantasy or GURPS Undead. Any advantages or disadvantages associated with their living state are lost, and character points earned subsequent to the transformation must go towards paying off the cost of the new form.
Note that characters can't be turned into Liches with this spell.
Duration: Permanent.
Cost: 10 per point of new advantages and attribute increases, less the cost of any disadvantages or attribute decreases. Minimum 50 points.
Prerequisite: Magery 2, Zombie, Death Touch, and Command Undead.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.
This spell allows the mage to create a zombie or skeleton, which will fight for him.
The zombie appears unarmed and unarmored, but will use whatever weapons and armor the mage provides for it.
Note that this spell is not the same as the Summon Zombie or Zombie spell. The zombie is created from pure magical energy. The spell does not require a dead body and does not involve summoning a spirit. However, the magically created zombie behaves like a normal zombie in all other respects, including vulnerability to spells and powers that affect the undead.
This is also an Illusion and Creation spell.
Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Create Body, Animation or Zombie.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points (b) A zombie created with this spell can be made permanent. Energy Cost to Create: 500 points.
This spell will turn a vampire back into a living creature.
Unless the vampire can roll vs. Will+4 it is turned back into a mortal being. All advantages, disadvantages, skills and powers associated with unlife are lost, and the vampire reverts to the form, age, and personality it had just before it was "turned."
Time spent in undead form does not count towards aging. The subject is magically returned to the age they were when they were before they were turned.
Duration: Permanent.
Cost: 30 points.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Bless, Turn Undead, Soul Jar, and Youth.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.
Author: Adapted from GURPS Magic Items 1.
This spell must be cast over the body of a dying individual.
At the moment of death, unless the subject can roll vs. Will, a shadow emerges from the body that contains all of the person's negative emotions.
This shadowy creature slinks from wall to wall, causing poltergeist-like effects, and whispering to all those who come near it. Luckily, it is bound to the area near where its body died. These creatures are totally evil, and love to kill, maim, and cause trouble.
When the Shadow is created, it haunts the building where the subject died. If the subject died outdoors, it haunts an area up to 1/4 mile in radius, or the limits of some easily defined geographical feature (e.g., a forest, a hilltop). Within its area of haunting, it can cast either the Poltergeist, Spook, or Voices spell at no cost once per 10 minutes.
The Shadow has the same memories, mental skills, knowledge and mental attributes as the subject from which it came. It has no physical attributes or skills, no physical body and no direct physical attacks. It can become invisible at will. When it manifests, it appears to be a vaguely humanoid shadow. It seeks to confuse, scare, harm or kill people in the haunted area, depending on its nature.
The shadow can't be killed, but it can be dispelled. Spells such as Remove Curse or Banish will dispel a Shadow. When appropriate, the shadow resists with the Will of its former owner.
Some say that this is actually a good spell, because the soul of the person who died can now go to the afterlife without any negative thoughts. Whether this is true has yet to be confirmed.
"Good", innocent or "holy" might get a bonus to resistance rolls, at the GM's option.
Duration: Permanent.
Cost: 10 points.
Time to Cast: 5 minutes.
Prerequisites: Magery 2, Summon Spirit, and 5 other Necromantic spells.
Item: Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 750 points.
Author: Adapted from J.C. Connors (GURPS Mummy).
This spell makes the subject look, feel and smell like a moldering corpse.
Unless the subject can resist with HT, for the duration of the spell, the victim has Monstrous Appearance and is afflicted with a version of the Perfume spell.
Anyone who sees the victim's face or bare skin must make a Fright Check. (At +2 if they don't see the subject's face.) Most people who see the subject will assume that he is a zombie and will react accordingly, with fear, hatred and revulsion.
Anyone within 5 hexes of the victim must roll vs. HT or gag, even if they can't see the subject. Those who can only smell the character react to him -4.
Anything with a nose will be able to detect the character. Creatures that track by scent get +6 to track the character for the duration of the spell. In addition, this spell makes use of skills such as Stealth, Camouflage, and most Social skills impossible.
The mage, or the subject, if he is willing, determines the subject's exact appearance.
If the subject "plays dead," he will seem dead to cursory medical examination. However, a serious medical examination will quickly reveal that the subject is still alive. If this spell is combined with skills or spells that slow the subject's metabolism, this spell gives and additional +4 to skill rolls to feign death, or -4 to medical skill rolls to detect that the character isn't really dead.
This is also a Body Control spell.
Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Destroy Flesh, Perfume, Alter Visage or Simple Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 150 points.
This spell alters the appearance of a corpse. The mage can make the body appear newer or older than it actually is, he can alter the condition of the body, and he can alter the corpse's appearance.
If the mage alters the condition of the body or its age, Diagnosis, Pathology or Forensics skill rolls to positively identify the time or cause of death are at -6. If the mage alters the corpse's features, IQ or skill rolls to identify the body are at -6. Using this spell, the mage can make a body seem newly dead, as a bare skeleton, or any state in between.
If the mage is attempting to "sculpt" the features of a body to match those of another person, he must make a skill roll vs. his Death Mask skill. Alternately, the mage can use the Surgery (Cosmetic), Disguise, Sculpture or Body Sculpting skill if his skill level with one of those skills is higher than his Death Mask skill.
Unless he is familiar with the person to be imitated, the mage is at -4 to skill. If the mage is familiar with the subject to be modeled, but doesn't have the subject (or a picture of the subject) present when he alters the body's features, he is at -1 to -3 to skill.
Spells that identify bodies or see through illusions must win a Quick Contest between the information spell and the mage's Death Mask spell skill.
Duration: Permanent.
Cost: 4 per hex of creature affected.
Time to Cast: 1 minute.
Prerequisite: Shape Bone, Destroy Flesh.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
When this spell is cast, a bolt of "black light" shoots from the mage's hand. The bolt is a jet of negative power that will kill any living thing it touches.
Unless the victim resists with HT, he immediately dies. There is no obvious cause of death, the victim just dies. Spells to revive the character will automatically fail, except for Resurrection and similar spells. If it matters, the character is reduced to exactly his negative HP.
The ray has SS 14, Acc 0, 1/2D 25, Max 50. Spell Throwing (Death Ray) skill is used to target the bolt. Victims get +2 to Resistance Rolls beyond the 1/2D range.
This spell has no effect on unliving creatures, such as golems, robots or the undead.
Cost: 6 points.
Time to Cast: 3 seconds.
Prerequisites: Magery 3, Wither, Deathtouch, and Steal Health.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points.
This spell forces the subject to experience the death of another person through dying person's senses.
Subjects resist with IQ. Those who fail must make a Fright Check, with bonuses or penalties based on the circumstances of the person's death. If the subject died instantly, or in a relatively peaceful manner, the subject gets a bonus to his Fright Check. If the person died slowly, painfully, or in a traumatic way, the subject gets a penalty to his roll. Further penalties apply if the subject knew the person or was somehow involved in the person's death.
The person whose death the subject experiences need not be present when the spell is cast. However, the mage must know of the person whose death will be relived, and he must have a general idea of how, when, or where, the subject died.
Mages will occasionally cast this spell on themselves, either to further their research, or to determine how a person died. If the mage casts this spell on himself, he gets +6 to his Fright Check roll.
Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Death Vision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Large jewel or Mirror. Works for user only. Shows the death of the subject on the surface of the mirror or "within" the gem. Energy Cost to Create: 250 points. (c) Weapon or Jewelry. Works for wearer only. Always on. Can't be removed. Forces the wearer to see the deaths of the people he kills through their eyes. Energy Cost to Create: 150 points.
Author: Adapted from Peter Brodt Hansen.
When this spell is cast on a dead body, the mage will learn one piece of information about the corpse, such as the name of the victim, the time and location of death, the cause of death, or the circumstances surrounding the death.
If the victim was murdered, this spell will not tell the mage who the murderer was, but the mage will get a hint as to the killer's identity.
This is also a Knowledge spell.
Cost: 3 points.
Time to Cast: 1 minute.
Prerequisite: Summon Spirit.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
When the mage casts this spell, he can instantly transfer a wound he has just received to another person.
In order to transfer the wound, the mage must have taken the wound in the same turn as he casts the Deflect Wound spell, and the mage must successfully cast the spell, including penalties for long distance.
The subject gets a roll vs. HT to resist. If the victim fails his resistance roll, he suffers all the effects of the wound in place of the caster. If the wound would cause more than HT x 5 points of damage to the target of the spell, any excess damage is absorbed by the mage.
Duration: Instantaneous (effect are permanent until the wound is healed).
Cost: 5 points.
Prerequisite: Transfer Wound.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson.
This spell is identical to the Undead Barrier spell, except that it creates an area where demons and other extraplanar creatures (as determined by the GM) cannot go.
This is also a Gate spell.
Duration: 1 minute.
Base Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Turn Demon, 5 other Necromantic or Gate spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made permanent for 25 times the base cost.
For the duration of the spell, the subject seems "demonic" and somehow aligned with the forces of evil and chaos.
For the duration of the spell, the character gets the Unnatural Feature disadvantage. "Evil" creatures people react to the subject at +2 unless they can roll vs. IQ to resist. Normal people react to the character at -1. Holy creatures or "good" people react at -4 no matter what.
Unholy creatures (including characters with the Blessed or Very Blessed advantages from "evil" or "chaotic" gods) automatically see through this spell and are completely unaffected by it. Characters with Clerical Investment, Power Investment, or Pious advantage from the appropriate deities get +2 to IQ rolls to see through the façade. For 1 point extra, the mage can make the "demonic" changes to the subject's body, such as making their eyes grow red, claw-like nails, barbed tail, or horns on the head. Each of these changes gives an additional -1 to reaction rolls from ordinary people.
This is also a Body Control spell.
Duration: 10 minutes.
Cost: 3, 2 to maintain (each additional feature adds +1 to base cost and maintenance cost).
Time to Cast: 10 seconds.
Prerequisites: Alter Body, Summon Demon.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points, plus 50 points per additional feature. (b) Any item. Works for wearer only. Always on. Many versions are hexed. Energy Cost to Create: 250 points, plus 25 points per additional feature.
Author: Adapted from GURPS Magic Items 1.
Demonic/Planar Servant allows the mage to summon a creature and then have it voluntarily do his bidding for an entire day.
The summoning is very similar to normal demon summoning or planar summons, in that the caster must control the creature. To control the creature, the mage must win a Contest of Skills between his Demonic/Planar Servant skill + Will vs. the creature's ST + IQ. If the creature loses, it becomes the mage's voluntary, loyal servant for 24 hours. The caster gets +4 to the Contest if he knows the creature's True Name (q.v.). While enslaved, the creature will follow both the letter and the spirit of the mage's orders, to the best of its abilities. The one exception is that it will not directly commit suicide. It will willingly go into dangerous or hopeless situations, however.
Each different variant of this spell is a separate spell that must be learned separately. The Demonic Servant creates a minor demon. This demon will have -6 on all randomly generated attributes and powers, (p. G87).
Planar Servants are also relatively weak. They will have attributes similar to those of a minor demon. If the GM wishes to roll randomly for the creature's statistics, he should roll randomly for Size and Speed on the Demon summoning tables (p. G83) and subtract -6 from each roll. For Special abilities, the GM should again roll randomly, at -6 to the die roll or choose as special ability applicable to the creature.
The summoned servant will stay for one full day, and then disappear unless the spell is maintained.
Duration: 1 day.
Cost: 20 points, 10 to maintain.
Time to Cast: 5 minutes.
Prerequisites: Create Servant, Summon Demon for Demonic Servant, or Planar Summons for Planar Servant.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points, 1,500 points if it will only summon creatures of one type, or from one plane. (b) Jewelry and matching collar. The mage wears the jewelry, the collar is locked around the servant's neck. Touching the jewelry and speaking, a command word allows the mage to instantly summon the servant. Energy Cost to Create: 1,500 points.
Author: Adapted from the Net.
This spell greatly accelerates the rate at which flesh putrefies and crumbles to dust. Dead flesh and bone will decay to dust in about a minute.
This spell has no effect on living or undead creatures.
Flesh destroyed with this spell can't be revived using spells such as Reattachment, Revive, or Resurrection.
This spell will cancel the Preserve or Suspend Animation spells (if used on a dead body), if the spell can win a Contest of Skills.
Duration: Permanent.
Cost: 3 per hex of creature.
Time to Cast: 10 seconds.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.
This spell is similar to the Sterilize spell, except that this spell kills all life in the area, and make it impossible for life to return to the blasted area.
Any creature in the area of effect must roll vs. HT each minute or take 1d damage. They must also make a Will roll each minute to stay in the area. If they fail their roll, they flee.
Plants and microorganisms are killed outright. The exception to this is that large, ancient, or intelligent trees take normal damage and get normal HT rolls to resist damage. Though they will still die unless they are moved from the area of effect, they don't die instantly.
Once all living things in the area are destroyed, they crumble into dust. This dust, and the barren ground left in the area is poisoned, as if the Poisoned Earth spell had been cast on the area. Nothing will grow in the soil, and living creatures that touch or ingest the soil take damage from the poison.
The spell is countered by spells that heal or purify the earth, such as the Purify Earth spell and various Healing and Plant spells.
Duration: Permanent.
Base Cost: 6 points.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Destroy Flesh, and Death Ray.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.
This spell completely destroys an ordinary soul or spirit of a recently dead person.
Unless the spirit rolls vs. Will to resist, it is completely destroyed and ceases to exist. The soul will not "go on" to whatever fate awaits it after death. It can't be Resurrected or Reincarnated and attempts to summon the spirit automatically fail.
More importantly, this spell keeps spirits from rising as ghosts or undead. It also blocks spells that allow communication with the dead.
If cast on an undead spirit such as a ghost or a vampire, this spell does 3d points of damage if the creature fails a Will roll, but does not kill the creature outright.
Duration: Permanent.
Cost: 5 points.
Time to Cast: 1 minute.
Prerequisite: Turn Spirit, Death Touch.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
This spell causes pain and damage to any undead being targeted by the spell.
Unless the creature can roll vs. DX to resist, it takes 1d+2 points of damage. A successful resistance roll means that the creature takes 1d-3 points of damage instead.
In either case, the creature must roll vs. Will or flee from the mage, at its maximum Movement rate, for one turn.
This spell has no effect on living creatures.
Duration: 1 second.
Cost: 2 points, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Banish.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
This spell allows the caster to detect any demons or demonic creatures within 20 hexes of his location. The spell will also give him some idea as to the demon's power. The better the success roll, the better the mage's insight.
Unwilling subjects roll vs. IQ to resist.
This is also a Knowledge spell and a Protection and Warning spell.
Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery or Detect Magic.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
This spell allows the caster to detect any extraplanar creatures within 20 hexes of his location. The spell will also give him some idea as to the creature's power. The better the success roll, the better the mage's insight.
Unwilling subjects roll vs. IQ to resist.
This is also a Knowledge spell and a Protection and Warning spell.
Cost: 4 points.
Time to Cast: 10 seconds.
Prerequisites: Magery or Detect Magic.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
This will alert the mage about any precautions against possession taken by the subject.
Unless the subject rolls vs. IQ (or spell skill) to resist, this spell will reveal all protections against Possession, including spells that improve the subject's luck or which keep creatures capable of possession (such as Demons) at bay. This includes spells such as Blessing or Turn Demon.
Long range modifiers apply if the subject is not immediately at hand.
This is also a Knowledge spell.
Cost: 2 points.
Time to Cast: 10 seconds.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.
This spell allows the caster to detect any undead creatures within 20 hexes of his location, and will give the mage some sense as to the type of undead he detects. The spell also gives him some idea as to the creature's power. The better the success roll, the better the mage's insights.
The caster can exclude known sorts of undead if he specifies them before casting begins.
Unwilling subjects roll vs. IQ to resist.
This is also a Knowledge spell and a Protection and Warning spell.
Duration: 1 minute.
Cost: 4 points, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery or Magic Sense or the Detect Magic spell or Detect Danger.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Unless the subject can roll vs. HT to resist, this spell turns him into a disease carrier for the malady of the mage's choice.
Though the subject is immune to the disease he carries, anyone who touches him must roll vs. HT-3 to avoid catching the disease. Those who come within 1 hex of the character must roll vs. HT to avoid being infected. Note that since the "carrier" is immune to disease, he is unlikely to realize that he is a carrier. He gets a roll vs. IQ each day to realize that he is a carrier. He gets an additional +2 to IQ once people start getting sick. Alternately, if the subject has the Diagnosis, Pathology, or Epidemiology skill, he may substitute the appropriate skill for IQ.
Diseases spread by the subject are transmitted normally and are "normal" in all other ways, save their origin.
This spell can be removed by a Counterspell, Cure Disease, or Remove Curse. However, when the spell is lifted, the subject must roll vs. HT or catch the disease himself as a final effect of the spell.
Alternately, this spell can be cast on an inanimate object such as clothing or a doorknob. In this case, the object will spread disease to all that touch or use it.
Duration: 1 day.
Cost: 5, 4 to maintain.
Time to Cast: 1 minute.
Prerequisite: Personal Plague.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 500 points. (c) Typhoid Mary. GURPS Magic Items 2, p. 55. Energy Cost to Create: 500 points.
Author: Self, GURPS Magic Items 2.
This spell makes a poison or venom seem innocuous. To all normal analysis, it will seem harmless. Skills such as Pathology, Poisons, Chemistry or Biochemistry will all return false results except on a Critical Success. Sensors that detect toxins automatically fail, unless the sensor operator rolls a Critical Success on his Electronics Operation (Sensors) skill.
Magical spells and advantages (including Danger Sense) that detect poison must win a Contest of Skills to overcome the Innocent Poison spell before they will detect the poison.
Duration: 4 hours.
Cost: 2 points per oz. to disguise a normal poison, 4 per oz. to disguise an obvious or powerful toxin.
Time to Cast: 10 seconds.
Prerequisite: Weaken Poison, Simple Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An object can have this spell cast on it for 25 times the base cost.
This spell covers a cutting or thrusting weapon (including spikes, claws etc.) with a clear, sticky poison. On a successful strike, a character struck by the weapon must roll vs. HT or take 1d points of Poison damage in addition to weapon damage.
The poison magically renews itself until the spell ends, when it vanishes. The poison becomes inert if it is wiped off the blade, or if a spell such as Neutralize poison is cast on the weapon.
Spells that neutralize or slow poison must win a Contest of Skills to overcome the Envenom Weapon spell.
Duration: 10 seconds.
Cost: 3, same to maintain.
Time to Cast: 3 seconds.
Prerequisite: Poison.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Weapon. Energy Cost to Create: 250 points.
This spell must be cast on a dead body. The spell prevents a corpse from rising as an undead creature and makes the body poisonous to all carrion-eating creatures. Finally, the spell masks any odor of decay with a faint, pleasant smell (such as cedar or roses). The smell has the additional features of repelling scavengers, who will avoid the body.
If this spell is cast on a corporeal undead creature, they must roll vs. HT-6. On a failed roll the creature takes 2d damage and is at -4 to DX for the next four days. On a Critical failure they die. Success means 1d damage and -2 to DX for the next three days.
Creatures who eat meat must roll vs. Will to taste the body due to the uninviting smell. Those who taste the flesh must roll vs. HT or take 1 point of damage to their mouth. They must also roll vs. Will to avoid spitting out the meat. Those who ingest the creature's flesh must roll vs. HT or take 1d points of damage. On a successful resistance roll, they take 1d-3 points of damage instead.
The spell has no effect on living creatures.
Duration: Permanent.
Cost: 4 points
Time to Cast: 1 minute.
Prerequisite: Preserve Body.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Can't Be Removed. Energy Cost to Create: 100 points. Elixir of Eternal Rest GURPS Magic Items 2 p. 79. Energy Cost to Create: 100 points.
Author: Adapted from GURPS Magic Items 2.
This spell allows the mage to coerce a "bargain" from a summoned extraplanar creature or demon.
This spell must be cast on a creature that has already been summoned. When the Exaction spell is cast, the creature is wracked with excruciating pains. Unless it can roll a Quick Contest of the mage's skill + Will vs. its ST + Will, it is cowed and will obey the mage's wishes.
If the creature makes its resistance roll, it vanishes. It will react to the mage at -4 if it is ever summoned again. If the creature makes its roll by 4 or more points, it breaks free of its circle and can attack the mage.
If the mage demands that the creature do something contrary to its ethics, it gets +4 to its Resistance roll. If the mage demands that the creature do something suicidal or very dangerous, it gets +8 to its roll. The mage gets a bonus to his effective skill if he offers the summoned creature something it wants in return for its service.
If the creature is subdued, it will agree to perform one task for the mage, to not harm him for the duration of the spell, and to not pervert his orders. In return, the mage agrees to stop torturing the creature and to free it from the confines of the summoning circle. If the mage wishes, he can specify that the creature return to the place where it was summoned before the original summoning spell ends.
The Banish spell can be automatically Linked to this spell, even if the mage doesn't normally know the Link spell, as a condition of the "contract." If the mage casts the Banish spell right after he wins the Contest of Skills, he gets +6 to his effective Will to banish the creature. If the Banish spell is cast successfully, the creature is automatically banished after it fulfils the conditions set by the mage, but before it can retaliate in any way against the mage..
Duration: 1 day.
Cost: 8 points. The mage gets +1 to Will for every additional point of energy spent. Can't be maintained.
Prerequisite: Magery, Summon Demon or Summon Extraplanar Creature, Banish.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
This spell is identical to the Undead Barrier spell, except that it creates an area where creatures of Extraplanar origin (as determined by the GM) cannot go.
This is also a Gate spell and a Protection and Warning spell.
Duration: 1 minute.
Base Cost: 5, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Turn Extraplanar Being, 5 other Necromantic or Gate spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made permanent for 25 times the base cost.
This spell temporarily removes all wounds, diseases, and aging from the subject, giving him youth and perfect health for the duration of the spell.
When the spell ends, all wounds, disease and age returns to the subject, and unless he can roll vs. HT to resist, he dies. Subsequent attempts to resurrect the character are at -4 to skill and HT.
Note that this spell only removes diseases, age, and injuries incurred before the spell is cast. The subject is not immune to subsequent damage while the spell is in effect. Other healing spells can be used while the False Rejuvenation spell is in effect, but multiple castings of the False Rejuvenation spell on the same person are not allowed.
Note that while this spell is usually considered "evil", in some cases it can be used for benign purposes, such as to allow a terminally-ill character a few weeks of respite from their disease.
This is also a Healing spell.
Duration: 1 week.
Cost: 5 points, each extension of the spell costs double the previous amount to maintain (i.e., 5 points, then 10, then 20, and so forth).
Time to Cast: 1 minute.
Prerequisite: Magery, Steal Health, Lend Health, Major Healing, Cure Disease, and Youth.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.
This spell produces enough "food" to sate undead creature for one day. The type of food created depends on the type of undead.
Note that this spell doesn't actually produce physical material for the creature to consume. Instead, it creates the appropriate material or energy within the subject's body.
Note that it costs double cost for an undead mage to cast this spell on himself. If an undead mage uses this spell regularly as a way to avoid the effects of disadvantages such as Dependency, the GM should make the mage buy off some or all of the cost of the disadvantage.
Duration: Permanent (the meal lasts for 1 day).
Cost: 3 per meal.
Time to Cast: 1 minute.
Prerequisite: Steal Strength.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Bowl or platter. Casts this spell on the user. Energy Cost to Create: 150 points per "serving" it can produce per day.
This spell frees a soul trapped in Magic Jar, Soul Trap or similar container.
If the subject's body is intact, the soul is returned to the body. If the body is dead, the soul is released to the afterlife. Undead souls released by this spell do not return to unlife.
Unwilling subjects resist with Will.
This is also a Metaspell.
Duration: Permanent.
Cost: 6 points.
Time to Cast: 1 minute.
Prerequisite: Magery.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 250 points.
This powerful spell allows the mage caster to turn a ghost or spirit from its original purpose.
Unless the subject can resist vs. Will, it is freed from disadvantages such as Obsession or Vow, and it loses the advantage of Higher Purpose. This spell can also be used to free a creature from "fetters" that bind it to a specific place, object or type of behavior.
Alternately, the mage can change the creature's behavior. In this case, the disadvantages remain in place, but they are changed for different Obsessions and Vows. Depending on the mage's whim, the point value of these disadvantages can be changed. For example, if the mage casts this spell on a ghost which is haunting the attic of a house, he could force the ghost to haunt only the basement, or force it to haunt a nearby tree, or a different place entirely.
Unwilling creatures resist with Will.
Duration: Permanent.
Cost: 25 points.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Summon Spirit, and 5 other Necromantic spells.
Item: Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 750 points.
Author: Adapted from J.C. Connors (GURPS Mummy).
When this spell is cast, the horrible smell of rotting flesh fills the area of effect.
Any creature with a sense of smell must roll vs. HT or be Stunned for 2d seconds while they gag. The effects are identical to the Retch spell. At the end of the time period, they get another HT roll to recover. If they fail, they are stunned for another 2d seconds. On a critical failure, the victim is overcome by the smell and falls unconscious for 2d seconds.
Note that these rules only apply to intelligent, humanoid creatures. At the GM's option, non-humanoid creatures might get bonuses to resist this spell. They might even be attracted to the smell!
This is also an Air spell.
Duration: 1 minute.
Base Cost: 2, half to maintain.
Prerequisite: Destroy Flesh, Perfume.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) An area can be permanently affected by this spell for 25 times the base cost.
This spell allows the subject to rise after death as a Skull Spirit, Ghost, Vampire or some other powerful, free-willed undead creature.
In other respects, this spell is like the Undeath spell. Each version of this spell is a different spell that must be learned separately.
Unwilling subjects resist with Will.
Duration: Permanent.
Cost: 20, plus 1 point per character point in advantages, disadvantages or skills conferred in the undead form.
Time to Cast: 10 seconds.
Prerequisite: Magery, Summon Greater Undead.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 500 points.
Author:
David Pulver (GURPS Technomancer).This spell "freezes" zombies and skeletons in the area of effect.
Unless the caster of the Zombie spell can win a Quick Contest of spells against the Hold Zombie spell, the zombies are held motionless for the duration of the spell.
While the zombies can take other actions, such as attacking or defending, they can't move.
Free-willed zombies roll a Quick Contest between their Will and the mage's spell skill.
Duration: 1 minute.
Base Cost: 4 points, same to maintain.
Prerequisite: Turn Zombie or Control Zombie.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.
Author: Adapted from Keith Bisset (Revenant).
This spell allows the caster to make an area unhealthy. Anyone entering the affected area must roll vs. HT or become infected with the disease of the mage's choice.
The type of disease transmitted must be appropriate to the area infected. For example, a swamp could be infected with Yellow Fever or Malaria. A water source could be infected with Cholera, Typhoid, or Dysentery.
If the area of effect is naturally unhealthful, the mage can use the Infect Area spell to make naturally occurring diseases in the area even more dangerous. In this case, subjects must roll at an additional -4 to HT to avoid catching a disease from the area.
If a mage affects an area in this way, he cannot also infect the area with a new disease unless he casts this spell twice.
Duration: 1 day.
Base Cost: 4, half to maintain.
Time to Cast: 30 seconds.
Prerequisite: Personal Plague.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be permanently cast on an area for 25 times the base cost.
This spell infects an existing wound on the subject's body.
Unless the subject can roll vs. HT, one wound specified by the mage becomes infected. Though it is magical in origin, the infectious organism are normal. The infection can be treated with magic or with mundane medical technology.
If the wound is already vulnerable to infection due to the type of wound or the character's circumstances, they roll vs. HT-2 to resist this spell.
Duration: Permanent.
Cost: 3 points.
Time to Cast: 5 seconds.
Prerequisite: Pestilence.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Can't be Removed. Energy Cost to Create: 150 points.
This spell imbues a mindless undead (IQ 2 or less - typically a skeleton or a zombie) with intelligence.
To complete this spell, the mage must first enchant a specially prepared gem. Once the gem is enchanted with the spell, the mage must place the gem in the zombie's skull (or the remains thereof). The gem acts as a focus to concentrate and empower the dark spirits that animate the creature, giving it an intelligence of its own.
The intelligence and capability of the zombie depends on the size and quality of the gem (see the table below). In no case can the Intelligence of the zombie be greater than that of the mage who cast the spell.
Although the creature has Intelligence, it does not have free will - it is still subservient to its master. However, the added IQ enables it to remember and carry out commands that are more complex. Within certain limits, it can even display some initiative. The zombie also possesses skills appropriate to its IQ level, especially if the zombie's body had those skills in life. For example, the animated body of a deceased general would almost certainly have the Strategy skill if his corpse was given enough IQ. Psionic or spell casting abilities are not retained, however.
|
Gem Size |
IQ |
Skills (cumulative) |
|
1 karat |
5 |
P/E skills. Simple strategies, like ambush can be learned. |
|
2 karat |
6 |
P/A skills. Multi-step or conditional commands. |
|
3 karat |
7 |
M/E skills. |
|
4 karat |
8 |
P/H skills. |
|
6 karat |
9 |
M/A skills. Limited Initiative. |
|
8 karat |
10 |
Limited self-awareness. |
|
10 karat |
11 |
M/H skills. Initiative and Self-awareness present. |
|
15 karat |
12 |
M/VH skills. Limited leadership and planning. |
|
20 karat |
13 |
Extremely cunning. Leadership and planning possible. |
|
+5 karat |
+1 |
Each additional level of IQ requires a gem of 5 extra karats in weight.
Undead with an IQ of 7 or better gain the ability to speak with a hollow, sepulchral tone. The gem actually serves as the source of the sound, which echoes in the otherwise hollow skull.
Intelligent undead perform at a level given by the table above. They can display initiative within their orders, but no more. For example, an undead general given the order "take these troops and defeat that army", would do so to the best of his ability, using standard, if uninspired, tactics. However, he would not break off the attack to inform his master that the army he is attacking is actually an allied army!
At the higher levels of intelligence, undead actually gain self-awareness. While intelligent undead are forbidden from disobeying their orders or from taking actions not supported by orders, but they can use badly formulated orders to their own advantage. Generally, the spirits than animate intelligent undead are malevolent and seek to destroy living things. If they have been badly used by their master, they might seek to destroy or damage him or his cause. For example, the general in the former example, might order his troops to concentrate on the leaders of the allied army, knowing them to be friends of the caster.
Though there are risks in doing so, the temptation for necromancers to create intelligent undead is immense. Smart undead are absolutely loyal, and they will follow their orders with unrelenting patience.
Should their creator die, the undead created by this spell immediately gain their own free will, retaining their new IQ.
Hits to the brain of an intelligent zombie with Cutting or Crushing weapons have a chance of smashing the gem in the creature's brain, automatically destroying the monster. The gem has DR 3 and HP 1. The skull provides a natural DR of 1 for the brain, so any hit to the brain by a crushing or cutting weapon that does at least 5 points of damage will destroy the gem.
If the undead is "killed" by other means, the spell ends and the gem loses its power. In this case, the gem can be extracted without breaking it. The gem can be used for other purposes. If the gem is subsequently enchanted into a Powerstone, any Quirks it acquires will be related to the gem's previous use as a zombie brain.
Cost: 3 per point of Intelligence bestowed, plus 1 point per point of skill, up to the mage's skill with the Intelligent Zombie spell.
Prerequisite: Magery 2, Zombie, and Wisdom.
This spell makes the subject invisible to undead for the duration of the spell.
Unless an undead creature can roll vs. IQ, it will ignore the subject, just as if he were affected by the Invisibility spell. Other sorts of creatures, including unliving (but non-undead) creatures can see the character normally.
This is also a Protection and Warning spell.
Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Turn Zombie.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.
When cast on a set of remains, this spell tells the caster the identity of the corpse as well as other relevant information, such as next of kin, military rank, identification number and nationality. On a critical success, the mage gets a hint as to how (or when) the subject died and what his final hours were like.
If the person had multiple personalities or identities, this spell will reveal the name and information that the subject was using at the time of his death. Subsequent castings of this spell will reveal alternate identities.
This spell can also be cast on a gravesite. In this case, the spell will tell the mage who is buried in the grave.
If spells are used to obscure the identity of the victim, the Identify Body spell must win a Quick Contest of spell skills before it can take effect. Spells that alter the appearance of the body (such as the Death Mask spell) have no effect on this spell.
If the deceased person would have wished to keep his identity secret from the mage, he gets a Will roll to resist.
This is also a Knowledge spell.
Cost: 3 points.
Time to Cast: 1 minute.
Prerequisites: Death Vision, Find Body.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Thomas Barnes, D. Carter, and Net.
This spell summons an evil spirit into a knife, sword or other weapon.
When the weapon is used, the subject must roll a contest of Will vs. the spirit's Will of 16. If the subject wins the contest, there is no effect until he uses the weapon again. If the user loses the Contest of Skills, he is possessed by the spirit.
If the character is possessed, the weapon spirit will eventually force the subject to commit a murder using the weapon. Usually won't make the victim act immediately. Instead, it will wait until the right moment to strike. The spirit will always attempt to murder a random, innocent person, and always attempts to use the murder to maximize the amount of fear, misery, and chaos, both for the possessed subject and for the community.
As long as it is useful for the spirit to do so, it will be very cunning about its murders. This allows its "vessel" remains free to commit more murders, and increases the level of anger and fear in the community.
The spirit is very cunning (IQ13) and has access to all the subject's skills and memories, so it will have a very good idea of how to best hurt the subject and how to scare people. When the possessed character attacks, the spirit won't just kill the victim quietly. Instead, the spirit does everything it can to accentuate the fear, pathos, violence, depravity and gore associated with the murder. Ideally, the spirit will use the subject to hack the body into barely recognizable pieces that can't be resurrected and will have the subject carry off (or eat) body parts. To investigators, it will appear that a particularly demented, savage psychopath has struck.
While possessed, the subject is unaware of any activity out of the ordinary, and won't immediately be aware of any "lost time." If the character realizes that he can't remember certain portions of his life, he gets an IQ roll to get some insight into what is happening. On a successful roll, the mage gives the subject a hint in the form of a nightmare, flashback or vision. In no case will the subject ever learn (on his own) that he has been possessed or that he is committing murders. However, the victim might be able to determine what's going on by listening to the news and by noticing clues (such as blood on his hands and clothes).
Each times the subject kills someone, make a Reaction Roll. On a roll of Poor or worse, the spirit will flee. If it looks as if the "vessel" won't be committing any more murders for a while, (e.g. he's been imprisoned or is badly wounded), the GM should apply a penalty to the spirit's reaction. On a roll of Neutral or better, the spirit enjoys the mayhem it's caused and will stay in the weapon.
The spell only ends for certain when the spirit is Banished (using the spell) or when the weapon it lives in is broken or destroyed. The subject can be free of the spirit by discarding the weapon before he is possessed. However, that doesn't mean that the spirit won't leave the weapon if it senses the opportunity to use the weapon to kill again.
Note that this spell is artificially cheap for the same reason that the Summon Demon spell is cheap - the demon that possesses the weapon wants to be summoned.
GMs who have access to the Pyramid Article Willful Weapons should treat the spirit as a form of Willful weapon.
Duration: Permanent, until the spirit leaves.
Cost: 8 points.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Summon Demon.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points (b) Damnable Dagger GURPS Magic Items 2, p. 52-53. Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 2.
This spell is similar to the Death Ray spell, except that it affects an area.
When the spell is cast, any living creature in the area must roll vs. HT or die instantly. All creatures within the area of effect must roll vs. HT or die instantly. There is no obvious cause of death, the victim just dies. Spells to revive the character will automatically fail, except for Resurrection and similar spells. If it matters, the character is reduced to exactly his negative HP.
This spell has no effect on unliving creatures, such as golems, robots or the undead.
This is also a Body Control spell.
Duration: Instantaneous.
Base Cost: 10 points.
Time to Cast: 3 seconds.
Prerequisites: Death Ray.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.
Author: Adapted from Keith Bisset (Revenant).
This spell afflicts the victim with a "cinematic" version of leprosy.
Unless the subject can roll vs. HT to resist, his skin will rapidly begin slough away. Eventually the victim's fingers and toes, and then his limbs will drop off.
When this spell is first cast, the subject's body is entirely covered with welts, sores, and boils, reducing his appearance by 2 levels (to a minimum of Hideous) and causing 1d-4 points of damage.
For every minute that this spell is maintained, the victim must roll vs. HT or take 1d-4 points of damage. When he takes 2 points of damage, he must roll vs. HT again or suffer permanent cosmetic damage as his ears and nose fall away. This permanently reduces his Appearance by 2 levels. He must also roll vs. HT if he touches anything or lose a finger (as the Missing Finger disadvantage). If he moves quickly, he must roll vs. HT or lose toes. On a critical failure, he loses an arm or leg instead! Fortunately, limbs that drop off due to this spell do no bleed, nor do they cause damage beyond that inflicted by the spell.
This is also a Body Control spell.
Duration: 1 minute.
Cost: 6, same to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Plague, and Destroy Flesh.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.
The process of becoming a liche completely eliminates most physical disadvantages that are associated with living creatures. Only things that change the structure of the skeleton, like Hunchback or One Arm, will follow the Liche into unlife.
Mental disadvantages will generally transfer to the new form. Social disadvantages might transfer, or the might not depending on the disadvantage.
Physical advantages that the liche had in life generally transfer, unless they are completely irrelevant in the new form (e.g., advantages like Rapid Healing). Mental advantages always transfer. Social advantages might or might not transfer depending on the campaign.
Any Good Looks the liche might have had are replaced by Monstrous appearance. Anyone seeing a Liche must make a Fright Check at -6.
The liche's body gradually becomes desiccated. A fully preserved liche weighs about 100 lbs. less than it did in life and looks like a mummified body.
Author: Self, Sean Punch, GURPS Undead, Net.
This spell allows the mage's spirit to immediately turn into a ghost-like creature when his physical body is slain.
When the mage dies, his spirit does not go on to whatever afterlife awaits him. Instead, his soul is free to roam, in an attempt to possess the body of another person.
To possess a victim, the mage must touch the victim (or vice-versa) and must win a Contest of Wills between his Will and that of the victim.. Each attempt to possess a body costs the mage 1 Fatigue, whether he wins or loses the Contest.
The mage's spirit, while invisible and insubstantial is fairly weak and will quickly die without a host. It regenerates Fatigue (even using the Restore Strength spell) at 1/10 normal speed until it possesses a body. Until the soul possesses a body, it cannot heal damage taken while in spirit form. Without a physical body, the spirit will gradually weaken, lose its hold on this plane and pass on.
Each day that the soul is without a body, it must roll vs. HT or lose a point of ST. When ST is reduced to half, the soul starts losing HT instead. When HT is reduced to 0, the spirit "dies" and passes on.
If the spirit possesses someone, he regains Fatigue and Health normally. He can also leave his host at any time, although if we wishes to return, he must win another Contest of Skills to re-possess the victim.
While in spirit form, the mage can move as fast as he could in life, and is limited by any physical barriers that would have stopped him in life. A mage can also voluntarily die, activating this spell, whenever he is in the presence of a threat that could conceivably kill him. For example, if the mage is poisoned, he could voluntarily will himself to die, even if the damage isn't normally enough to kill him.
In other respects, this spell is exactly like the Magic Jar spell.
Duration: 1 day.
Cost: 5, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magic Jar, Soul Rider.
Item: Wand, Staff, or Jewelry. Usable only by a Mage. Allows the mage to cast this spell once. Energy Cost to Create: 250 points.
This spell is similar to the Magic Jar spell, but it only sucks out part of the victim's soul.
To cast this spell, the mage enchants an object with the Life Leech spell. He must then touch the object to the subject.
Unless he resists with Will, part of the victim's soul is sucked into the object. He is at -1 to HT, Will for each application of the Leech. If the victim loses all his HT or Will to the leech, he is trapped in the Life Leech while his body lies in a coma, just as if he was trapped by the Soul Jar spell. Note that the subject gets a Will roll to resist each application of the Life Leech spell, but each level of lost Will reduces the subject's ability to resist subsequent applications.
Once he is completely trapped, the victim's soul can functional normally within the item, all HT and Will losses are eliminated, though his body remains in a coma.
If the Life Leech is destroyed with the victim's soul inside, the subject dies. If the Leech is destroyed with only part of the subject's soul inside, the subject permanently loses any levels of HT and Will lost to the Life Leech.
If the subject gains control of the object that contains part of his soul (or if the item that contains his soul is placed on his body), the subject regains one level of lost HT and Will per 10 minutes.
Duration: 10 seconds or one application of the leech, whichever is less.
Cost: 3 points, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Steal Health, Steal Intelligence.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) Any object can have this spell permanently cast on it. When the subject touches the item, he is affected by the spell. If the item holds multiple castings of the spell, the victim is affected by all the castings simultaneously, although he gets a roll vs. Will to resist each casting. Energy Cost to Create: 50 points per casting enchanted into the item.
Author:
Elizabeth McCoy and Walter Milliken (From Student's Guide to New Magical Opportunities at Illuminati University, Pyramid 32).This spell prevents "insubstantial" creatures from entering the protected area. Insubstantial creatures include creatures of Essence, Ethereal Beings, Astral travelers, mages using Projection or Teleport spells, ghosts, demons, dimensional travelers, and the like. There is no contest of skills, the barrier of flesh creates a wall that can't be crossed.
To create the barrier, the mage must flay the skin from his victim and then cut the skin into thin strips with a ceremonial knife. The mage then weaves the strips of flesh into a web that covers the wall to be protected. Each hex of creature yields enough flesh for 2 hexes.
To normal observers, the wall appears as a very thin, red-tinted wall of haze. To those with Magery or similar abilities, the wall looks like a latticework of bloody skin.
No matter how well the mage knows this spell, the casting time can't be reduced. He must still go use physical motions to prepare the skins for this spell and to weave them together.
Note that if the mage uses the skin of a living creature, killing it in the process, he can use the Sacrifice rules in addition to getting fresh hides.
Duration: 1 month.
Cost: 4 per hex, 2 to maintain.
Time to Cast: 10 minutes, plus 30 minutes per hex of creature to be flayed.
Prerequisite: Banish.
Item: Knife. Energy Cost to Create: 250 points.
Author: Adapted from the Net.
This spell allows the mage to preserve the living brain of the subject in sealed jar of liquid. While the brain (and all the subject's memories) are normal, the brain itself has no senses and no way of communicating, except through magic or psionics.
The process of being turned into a living brain is horrifying. The victim must make a Fright Check at -10. Due to sensory deprivation, disembodied brains must make a normal Fright Check every week that they are in "storage." Most victims of this process eventually go mad from sensory deprivation. If the brain can get sensory feedback, if it can be fooled into forgetting its situation, or if it can be rendered "unconscious", the GM can reduce or eliminate the weekly Fright Check.
At the GM's option, if the subject trusts the mage, and the mage is removing the subject's brain for benevolent reasons (such as transplanting the subject's brain into another body), the initial Fright Check penalty can be reduced. The subject must still take normal Fright Check penalties for every week of "storage," since this represents the onset of madness due to sensory deprivation.
If the subject knows spells at skill level 20 or more, so he can cast them without words or gestures, he can cast spells while in this form. Likewise, psionic powers still work. Otherwise, the victim is helpless.
In order for this spell to work, the mage must remove the brain from the victim no more than 5 minutes after death, and no more than 5 minutes before the mage starts to cast the spell. The mage must also have a sealable container capable of holding at least a gallon of liquid. The spell supplies the "embalming fluid" and hermetically seals the container.
The subject brain is allowed a Will check when this spell is first cast. If the Will check is successful, the brain wills itself to die rather than being preserved.
This is also a Healing spell.
Duration: Permanent.
Cost: 15 points.
Time to Cast: 5 minutes.
Prerequisite: Magery, Major Healing, and Preserve Body.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A jar that will cast this spell once on any suitable brain placed inside it. Energy Cost to Create: 350 points.
This spell gives the mage the direction and distance to the remains of a specific person. The better the skill roll, and the closer the mage is to the grave, the more precise the information will be. In addition to normal Long Distance penalties for information spells, also use the modifiers for Familiarity given in the description of the Telescan ability (Psionics p. 26).
If the remains have been atomized or scattered (such as ashes into an ocean) the caster will get a vague sense of the area in which the remains were scattered. If the subject is still alive the spell will fail, but the mage will know that the subject is not dead.
This is also a Knowledge spell.
Cost: 4 points.
Time to Cast: 1 minute.
Prerequisites: Seeker, Identify Body.
Item: Divining rod made from bone or sinew. Energy Cost to Create: 400 points.
Author: Adapted from D. Carter.
This spell singles out the subject for the attentions of malign spirits who bring him woe.
Unless the subject can roll vs. Will, he attracts the attention of various minor evil spirits. Though the spirits can't kill the victim outright, they can make him sick, bring him bad luck, and inflict other minor miseries. As long as the spirits are active, the victim has the Unluckiness disadvantage. He is also at -1 to HT, DX, IQ and all skills.
This spell is cancelled by the Bless, Banish, or Remove Curse spells.
This is also a Metaspell.
Duration: 1 week.
Cost: 8, 6 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery, Curse, Summon Spirit.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) This spell can be made permanent for of 200 points.
This spell is identical to the Pestilence spell, except that it affects everyone in the area of effect.
Victims roll vs. HT to resist.
Duration: 1 day.
Base Cost: 5, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Pestilence.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
This spell is identical to the Skull Spirit spell, except that it creates multiple spirits all at once.
In order to cast this spell, the mage must have a skull for each spirit to be created.
Duration: Permanent.
Cost: 5 per skull spirit to be created.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Skull Spirit.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.
Author: Adapted from GURPS Magic Items 1.
Author:
Sean Punch, GURPS Undead.This spell heals all damage to a relatively intact, but dead body. The spell will reattach body parts, close wounds, repair organs, and erase the ravages of disease, leaving behind an intact, healthy-looking corpse. If a body part is missing, the spell will make the injury appear to be an healed-over. However, if the missing part is subsequently found, another casting of the Mend Body spell will reattach the part. At the GM's discretion, the effects of aging a can be repaired as well, making the body appear younger than it did in life.
The older the body, the more difficult it is to cast this spell. The mage gets -1 to skill for every 2 hours since death. In warm climates, the time is halved (-1 per hour), in cold climates the time period is doubled (-1 per 4 hours). Roll vs. effective spell skill at the end of each time period, if the skill roll is failed, the spell can't be cast (or renewed) for that corpse by that mage. In addition, the mage gets -1 to skill for every 10 points of damage inflicted on the body. He also gets -2 to skill for each major missing section of the body.
Note that this spell has no effect on the appearance of the body other than making it more complete. Effects of decay or obvious signs of death (such as rigor mortis or pallor) are not removed, and the body will decay normally.
This spell has several uses beyond making badly damaged bodies more presentable. It can be used to repair organs or limbs before they are transplanted. It will also make bodies more suitable for use as Zombies.
If cast on a zombie or skeleton, this spell will "heal" 1 point of damage per application.
Duration: Permanent, until the body decays.
Cost: 2 points.
Time to Cast: 1 minute.
Prerequisite: Appearance of Life.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Will cast this spell when placed on a body. Energy Cost to Create: 75 points.
This spell is identical to the Soul Trap spell, but the "trap" is a mirror.
If the mirror is uncovered and is forcibly presented, viewers must roll vs. DX each turn to avoid looking into the mirror. If the victim is unsuspecting, or has a reason to look into the mirror, they are at -4 to DX. If they deliberately avert their eyes, they get +4 to their roll. Vision penalties for darkness or haze are applied as a bonus to the DX roll.
Anyone who sees their reflection in the mirror must roll vs. Will. Subjects who fail are instantly sucked into the mirror, body and soul, along with anything they are holding or carrying.
While in the mirror, the victim is held in stasis, unless he is commanded to appear before the owner of the mirror. When ordered to appear, he appears as a reflection in the mirror. However, he may speak normally if the owner of the mirror commands it.
While trapped in the mirror, victims cannot use spells or psionic powers, nor can they escape the mirror by any means. Characters trapped in the mirror can only be freed spells cast from the outside, or by the command of the mirror's owner.
The owner of the mirror can cast spells on victims trapped in the mirror. By speaking the appropriate command word, he can turn off the mirror's trapping powers, and can free characters from the mirror.
If more victims are trapped in the mirror than the mirror has "cells," the victim who has been held the longest is magically expelled from the mirror. If the mirror is smashed, all the trapped victims are released.
A mage can free a trapped victim by casting a Counterspell, but he must win a Contest of Skills against the skill of the mage who enchanted the mirror.
This is also a Gate spell.
Cost: 5,000 points, plus 200 points per "cell" of storage capacity.
Prerequisite: Magery, Enchantment, Soul Jar, Suspended Animation, Hideaway, and Password.
Author: Self, GURPS Magic Items 2
This spell spontaneously aborts a fetus, killing the child and doing 1d points of damage to the mother.
The mother resists this spell with vs. HT.
This is also a Body Control spell.
Duration: Permanent.
Cost: 4 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Steal Health.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.
This spell gives the mage a vision of how a corpse appeared in life. If cast on a living subject, the mage gets a vision of how they appeared when they were younger, or how they will appear when they age.
This spell will counter spells such as Death Mask if the mage wins a Contest of Skills.
Living subjects get a roll vs. IQ to resist.
This is also a Knowledge spell.
Duration: 10 seconds.
Cost: 2 points.
Time to Cast: 3 seconds.
Prerequisite: Locate Remains.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
This spell allows the mage to transfer a wound from one part of the victim's body to another part. The amount and type of damage done is unchanged, only its location is altered.
While this spell can be used to cripple a limb (or other body part), damage beyond that needed to cripple the limb cannot be transferred, and remains in its original location. In this case, damage in the old location appears to be partially healed, while a new wound appears on the limb.
Wounds can't be transferred to the brain, vitals, eyes, nose, ears, or any other special hit location. Wounds can be transferred from these locations to the head, body or a limb.
Bleeding wounds might still cause Bleeding in their new location, although the subject gets another roll vs. HT to stop the bleeding when the injury is transferred. Wounds that are not currently Bleeding do not Bleed when they are transferred.
This spell can only be cast on a single, identifiable wound to a specific body part. Whole body damage or systemic damage can't be transferred.
Unwilling subjects resist with Will.
This is also a Healing spell.
Duration: Permanent.
Cost: 3 points, can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Wounding.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author:
Sean Punch (GURPS Undead).Necrosculpt allows the caster to create designer Zombies by mixing and matching parts. The necromancer simply joins the body parts and casts Necrosculpt to create unique horrors. A mage can create 4-armed zombies, zombie-centaurs made of human and animal corpses, winged zombies, or anything else he can imagine. He is limited only by "what he has on hand."
Although, initially, the mage must physically affix the body parts (sewn on, glued together, or what have you), once the creature is animated, the pieces are held together by magic and won't come loose. Necrosculpt does not, itself, animate the hodge-podge the mage produces - it simply allows such a construct to be subject to the Zombie spell.
On a regular failure, the Zombie spell only works on part of the creature. The rest remains inert, or comes to life but is not under the mage's control. In the latter case, the Zombie is likely to go Berserk! Every minute that the zombie is animated, the mage must concentrate and make a Will roll to control the zombie. Otherwise the zombie moves in a random fashion and attacks anyone who gets near it.
On a critical failure, some sinister spirit likes the mage's handiwork so much that it decides to possess the Zombie. The nature of the spirit and the nature of its control is entirely up to the GM's whim.
Once the zombie is animated, the GM is the sole arbitrator of the hybrid zombies abilities and statistics. He should base Hit Points, Move, and Advantages based on living creatures with similar characteristics. GMs are encouraged to be creative.
Duration: Permanent.
Cost: 2 per hex that the creation occupies when standing upright, multiplied by the number of corpses (or different types of corpses for corpses of small creatures).
Time to Cast: 1 minute, multiplied by the number of corpses from which parts were taken. Each hex worth of small creatures counts as one corpse.
Prerequisites: Enchant, Zombie, Shape Bone, 3 Necromantic Spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.
Author: Adapted from Greg Littman.
This forces a ghost to guard an area.
To cast this spell, the necromancer must bury or burn a corpse (or part of a corpse) at the site he wishes to protect, or place the remains in the object to be guarded. From the next night on, the area will be haunted by the ghost of the deceased. The ghost will attempt to frighten away anyone who comes near, no matter what its wishes would have been in life.
The ghost created by this spell is normal spirit in all respects. It has ST 12, IQ 9, DX 10, HT 13/15 and Move 6. A ghost has the Insubstantial (Limitation: Costs Fatigue to Materialized), Invisible (Limitation: Costs Fatigue to become Visible), Flight, Doesn't Sleep, Doesn't Breathe, Doesn't Eat or Drink, Injury Tolerance (No Cutting or Impaling Bonus, No Neck, No Brain, No Vitals). They have the Unliving, Body of Air (Always On) and Horrifying Appearance disadvantages. The spell also imposes the Slave Mentality and Involuntary Duty (Guard This Place/Object) disadvantages on the ghost. The GM should assign other advantages and disadvantages as appropriate. All the ghost's powers and spells have the Limitation: Won't work in sunlight.
Night Watchmen do no actual damage, but they can have a variety of inherent magical powers, all at skill level 12. The powers of a given ghost are up to the GM. Typically, a ghost can make spooky noises, create cold spots, manipulate small objects, create odd lighting effects, interfere with machinery, and cause Fright Checks. Due to their Horrifying Appearance, Fright Checks required when a ghost materializes.
The ghost is powerless in sunlight. Their powers only work at night or in places where the sun doesn't shine.
It costs the Ghost 1 point of Fatigue to materialize or to become visible for 1 minute. Because of this, ghosts prefer to stay hidden.
The spell forces the ghost to obey its masters orders and to guard the location or object to which it is bound. However, after each month of service, the ghost gets a roll vs. Will. If the ghost had any levels of Strong or Weak Will in life, it can apply them to the Resistance Roll. On a successful roll, the ghost loses the Slave Mentality disadvantage and regains some of its free will. It is still bound by the spell, but it will attempt to get others to free it. Unfortunately, the spirit might not speak coherently, and it might frighten away potential rescuers.
A guardian ghost can be freed either by removing or destroying the object they are assigned to guard, or by giving the ghost's remains proper funeral or burial rites. In addition, certain spells and religious rites will prevent a body from being used as a Night Watchman or will free a ghost from its duty.
The distance a ghost can move from the location where its body is buried is equal to the mage's Night Watchman spell skill in feet. If the remains are placed inside the object the ghost must guard, the ghost moves with the object.
The cost of this spell is based on the volume of the remains used to bind the ghost. A mage can use an object as small as a tooth or finger bone rather than using a whole body. The advantage of using just part of a body is that it's easier to incorporate a body part into an object and it's harder to find a small bit of bone to properly inter it.
Some particularly nasty necromancers will cast Night Watchman on a corpse purely as an act of revenge.
Duration: Permanent, until the ghost's body or guarded object is disrupted.
Cost: 10 for a body, 15 for a body part as small as a hand, or for an urn full of ashes, 20 for a body part as small as a tooth.
Time to Cast: 30 minutes.
Prerequisites: Magery, Enchantment, Summon Spirit.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Greg Littman.
This spell opens the door or closure to a tomb or grave. If the tomb is deliberately sealed against intrusion (such as sealed casket or a locked mausoleum) the mage win a Quick Contest against either the ST of a non-magical closure or the skill level of any spells designed to prevent opening.
If the spell succeeds, the grave will be opened, just as if the mage had done the work by hand. Dirt covering a grave will be shoveled away, seals will be pried open, doors will be unlocked and so forth. Note that if the door or seal of the tomb was booby trapped, this spell will set off the traps!
This is also a Making and Breaking spell.
Duration: Permanent.
Cost: 3 for a simple closure, 6 for a complex closure (including digging up a grave), 10 for a very complex closure (including sealed or locked portals). Can't be maintained.
Time to Cast: 10 seconds per point of energy used to cast the spell.
Prerequisite: Magery 2, Close Tomb.
Item: Staff, Wand or Jewelry. Generally made from bone and/or a mummified hand. Mage Only. Energy Cost to Create: 350 points.
Author: Adapted from Net.
This spell cancels spells that resurrect or animate a corpse. This includes spells such as Resurrect, Reincarnate, Revive, Wraith, Liche or Zombie.
Unless the mage can win a Quick Contest of his spell skill against the Permanent Death spell, his spell fails. Even if he wins the contest, he is still at -5 to skill (or the corpse is at -5 to HT rolls to revive). This penalty is cumulative with any penalties for the Destroy Flesh spell.
This is also a Metaspell (Clerical) spell.
Duration: Permanent.
Cost: 2 per hex of creature.
Time to Cast: 10 seconds.
Prerequisite: Destroy Flesh.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.
This spell makes a natural poison or venom permanent. As long as the item to which it is applied is not destroyed, the poison remains potent, no matter what. Venom applied to a blade magically renews itself after each hit. Contact poison placed on an object, or poison put in food or drink replenishes itself. The only exception is that poison or venom deliberately removed from the object (or material) on which it was originally place immediately neutralizes itself.
This spell is canceled by the Neutralize Poison spell, if that spell can win a Contest of Skills against the Permanent Poison spell.
Duration: Permanent.
Cost: 4 points for normal poisons, 6 points for highly volatile, rare or dangerous poisons.
Time to Cast: 3 seconds.
Prerequisite: Magery, Poison, and Restore Poison.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
This spell inflicts the subject with an advanced case of any disease with which the mage is familiar.
Unless the victim can roll vs. HT to resist, he loses attributes and appearance and begins to suffer severe symptoms as if the disease was at the peak of its virulence. The victim won't die immediately, but depending on the disease, he might have to make HT rolls to avoid dying unless he gets medical aid.
Except for its magical origin, the disease is normal in all other respects. It can be cured by mundane medical technology or the Cure Disease spell.
Note that the victim might be contagious!
Duration: Permanent.
Cost: 5 points, can't be maintained.
Time to Cast: 30 seconds.
Prerequisites: Magery, Pestilence, and Destroy Flesh.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.
Author: Adapted from Greg Littman.
This spell allows the caster to infect a group of small animals (such as a swarm of insects or a horde of rats), or a single large animal (the size of a dog or larger) with a single contagious disease of his choice. Alternately, the mage can cast this spell on bacteria or viruses in the area, changing some of them into pathogens.
The mage must be familiar with the disease and it must be appropriate to the sort of creatures he wishes to infect. For example, he could make mosquitoes carry malaria or yellow fever, or rats carry plague or rabies.
The dangerous microbes or infected creatures will behave as they would normally, and will spread their disease to others through the normal vector for their disease. In susceptible areas, this might cause an epidemic. For example, in areas with poor sanitation and many rats, the mage could cause an outbreak of bubonic plague. In an area that doesn't have modern (TL5+) plumbing and sewer systems, the mage could cause a cholera outbreak by infecting the bacteria in a well.
Characters who are exposed to the plague carriers must make HT rolls as per normal to avoid catching the disease.
This spell can't be cast on intelligent creatures (any creature with IQ 7 or better), see the Disease Carrier spell instead.
Large animals get a roll vs. HT to avoid becoming plague carriers. Small creatures and microbes don't get resistance rolls. The GM can assume that enough creatures in the area are infected by the spell to create a possible disease vector.
This is also an Animal spell.
Duration: 1 hour (plagues spread normally).
Cost: 1 per hex of creatures to be affected for a large creature or swarm, same to maintain. If cast on an area, base cost is 1 point, same to maintain. Large animals and swarms can't be affected by the area version of this spell.
Time to Cast: 1 minute.
Prerequisite: Pestilence, Summon Animal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be permanently cast on a group of creatures or an area for 25 times the base cost.