College of Protection and Warning

Changes to spells from GURPS Magic

Alarm - For triple cost the alarm can be set up to 1 year into the future.

Armor - In game worlds where it is easy to do large amounts of damage, the GM can lower the cost of this spell. In this case, the cost is 1 point per point of DR given or even 1/2 point per point of DR given. He can also remove the maximum limit on how much DR can be improved. For half cost the DR can be made to protect vs. just one attack from (i.e. impaling, cutting, crushing, fire, cold, etc).

Force Dome - A Force Dome will block all purely physical phenomena (axes, lasers, VX gas, nukes, etc.), but will not stop anything that is inherently magical or enchanted (magic swords, things created using Create Object, etc.), including beings that are created or summoned by magic (demons, golems, zombies, etc.). The only real "special case" is missile spells, which are regarded as physical effects created by magic; e.g., a Force Dome will stop a Lightning spell.
Like all spells that do not explicitly specify otherwise, the affected characters' possessions - including everything carried up to Heavy Encumbrance - will be affected along with the character. Therefore, a human wearing magical armor would still be stopped by a Force Dome, while a zombie in ordinary armor would not be, even if they were carrying a living person. However, the zombie could not throw or thrust an ordinary spear through the Dome, and a human could throw or thrust a magical spear through it.
A Force Dome is not an "absolute" filter that sorts magical from nonmagical. It simply excludes non-magical effects that are not brought across its boundaries through magical means. A physical object can most certainly enter by magical means: Teleportation, Ethereal Body or even by being carried by a golem or zombie.
Physical items must be intrinsically magical (e.g., a unicorn horn, a zombie) or enchanted in order to move through a Force Dome. For example, a sword with a magic spell on it is still an ordinary sword, a sword with an enchantment on it becomes intrinsically magical. It is up to the GM to decide if a given item or creature is intrinsically magical. As a rule of thumb, if the creature would die or an object would stop working in a No Mana Zone, it is inherently magical. Magical creatures include (but are not limited to) everything in the "Creatures of Enchantment" chapter of GURPS Magic (p. M113ff): demons, elementals (all), familiars, golems (all) and undead (all). It also includes creations (animal, mount, servant, warrior, etc.), doppelgangers (p. G40), homunculi (p. G42), phantoms (p. G57), simulacra (see p. G39) and soul golems (p. G42). It does include "natural" creatures with Magery or magical powers (Bales, Elves, Leprechauns, etc.) or were-beasts, nor does it cover mages.
If a magical creature drops an ordinary object halfway through a force dome it is magically excluded from the dome, roll 1d: on 1-3, it pops in, on 4-6, it pops out.
Living creatures being carried through a force dome by a magical creature may resist with ST. If they succeed, they're torn from the creature's grasp as it walks through the dome. Willing creatures can be carried through a force dome by magical creatures. Source: Sean Punch.
The mage sets the light level (and the color of the light) when the spell is cast. The barrier will allow air to get through, filtering it if necessary. If there is no air available (like in a vacuum or underwater), the spell will trap the existing air inside the globe, but the mage is responsible for supplying his own air.
Officially, the Dome has unlimited DR and protects against all forms of damage.
GMs who dislike this can rule that the dome has PD 4, DR 20. Each multiple of energy cost adds +1 PD (up to 8) or 20 DR (no limit). It will protect against any non-magical attack form including heat, concussion, water, poison gas, and radiation. Excess damage from a single attack will penetrate the dome, though the dome will not be weakened. For this purpose, every 25 rads of radiation counts as 1 point of damage. In theory a high-tech mage could use this spell to survive at ground zero of a (non-magical) nuclear blast, if he had enough energy to power the spell!
The mage can fire spells out of the Force Dome, but he must "fire blind" unless he has some sort of remote-seeing spell on the outside. He can also fire normal missiles, but they will "stick" in the walls of the dome unless they would do sufficient damage to penetrate the dome. For double cost (or the same multiple of energy used to add extra PD and DR to the dome if it is made stronger) the mage can fire non-magical missiles through the dome without having to worry about them being blocked. He must still "fire blind" though.

Iron Arm - This spell counts as a Parry. If an unarmed fighter with Iron Arm, can cast Iron Arm and then parry once more with the other hand. The mage must have an arm free to cast Iron Arm. If both hands are on a weapon, Iron Arm won't work. The Iron Arm parries anything that a weapon can parry. Since weapons cannot normally parry missiles, neither can Iron Arm. If the mage has the Parry Missiles skill, he can roll vs. Iron Arm and then vs. Parry Missile Weapons/2 to block a missile.
Since the Iron Arm spell counts as a barehanded parry, it can be followed with an Arm-Lock. (Source: Sean Punch)
The mage must be able to see the blow he is blocking and he must be physically able to interpose his arm between the weapon and the rest of his body, otherwise this spell doesn't work. Martial artists who can parry with their legs can use this spell on their leg instead of their arm though the effects are the same. The "arm" has PD 4, DR 20. For double cost, DR can be doubled.

Magelock - The mage may specify who may pass through a magelocked door when the spell is cast but once the door is opened, the spell ends. Magelocked doors can't be opened by any non-magical means, even with a key made for the door's lock!

Missile Shield - This spell will protect against any sort of ranged attack directed specifically against the target. It will not protect against concussion or heat damage from explosions or the unpleasant effects of area spells. This spell will protect against shrapnel damage from explosions.
At high tech levels the missile shield spell becomes extremely powerful, since it allows the mage to ignore all sorts of missiles, no matter how powerful they are. GMs who wish to limit the effectiveness of the Missile Shield spell should consider the use of one or more of the following optional rules:

  1. Critical hits bypass Missile Shield.
  2. The mage must roll vs. his Missile Shield skill (at -1 for every 3d of potential damage a missile has) in order to deflect a missile that would otherwise hit him. Optionally, the GM can impose a cap on the mage's effective skill level. Each missile reduces the effective skill of the Missile Shield whether the spell deflects the incoming missile or not. The only way to renew or recharge the spell is to recast it.
  3. The Missile Shield is ablative. It starts with 100 HP. Every missile that would have hit the mage reduces the shield's HP. When the shield's HP is reduced to 0, he must recast the spell. In this case, multiple castings of the Missile Shield spell "stack".

Mystic Mist - For double cost the mist will even confuse creatures with Absolute Direction and 3D Spatial Sense.

Nightingale - When the spell is triggered, anyone within earshot gets a roll vs. Hearing + 2 to detect the noise. Each extra point of energy put into the spell gives +1 to Hearing rolls to detect the noise.
Instead of an aural warning, the mage specify that the lights in the area will dim and brighten repeatedly (giving a roll vs. Vision to detect the intrusion), or a strong (but harmless and non-offensive) scent will fill the area (allowing a roll vs. Smell). These stimuli can be made stronger, as above. For double cost two versions of this spell can be incorporated. For triple cost, all three stimuli can be included.

Reverse Missiles - This spell will reverse (or deflect) any flying or falling projectile that would hit the character. Falling objects either miss or bounce off as long as they are in flight. If an object topples over (for example, a toppling pillar), there is no protection. Source: Sean Punch.
The GM can tone down the power of this spell by ruling that reversed missiles are "wild shots" which hit on a 9 or less or the roll needed to hit the target, whichever is worse. If the attacker is using a weapon which doesn't allow them to observe the flight of the missile (like a gun or indirect fire) they must make an IQ roll after every shot (or every burst for autofire weapons) to figure out what is going on. If the subject has previously encountered the Reverse Missile spells, they can roll vs. IQ+4 instead.

Sense Danger - This spell will also give the rough direction the danger is coming from.

Teleport Shield - The caster can select whether he will block teleportation into or out of an area or both. He can also specify people who are immune to the spell's effects so he can teleport into or out of the affected area without penalty. This spell protects the area against any spell or psionic ability which transports a person through time, space, or dimension, so it also blocks attempts to time travel, open new gates, or materialize from another plane.

Utter Dome - If a character intersects with the edge of an utter dome when it is cast, roll 1d6; on 1-3, he pops in, on 4-6, he pops out. Source: Sean Punch.
The Utter Dome is exactly like the Force Dome (see above) except that it will block magic and magical weapons.

Watchdog - A watchdog only detects hostile intent towards the caster and those he names when the spell is cast. This includes people who would be hostile to the mage if they knew that he was present and people who intend to steal, vandalize, cast magic, or otherwise interfere with the mage. The spell will not detect people who cross the area with no hostile intent towards the mage, even if they have hostile intent towards someone.
The spell acts on a limited precognition of the future activities of the trespasser, and how those activities will affect the caster. Source: Sean Punch.
The caster defines the conditions that will trigger the watchdog when the spell is cast. The spell can also be used to alert the mage if anyone comes near of if anyone (or someone) of a certain description comes near.

Weather Dome - Volcanic ash and other particulate matter is Not weather and this spell won't protect against it though it will protect against rain triggered by volcanic eruptions, nuclear fallout, and so forth. Water and ice produced by natural causes (or magic which simulates natural weather) and wind are the only things that this spell will keep out. Underwater or in the air, this (and all other "dome" spells) create a sphere instead. This is also Weather (Air or Water spell).

Changes to spells from GURPS Grimoire

Catch Missile - For double cost any missile can be caught as long as it is made of solid material. In addition to this cost, it also costs 1 point for every 3 dice of impact damage that the missile would do (discounting any potential explosive damage). A high tech mage could catch an artillery shell if he had enough power to do so!

Return Missile - Returned missiles are treated as Wild Shots, just as missiles reversed using the Reverse Missiles spell.

Force Wall and Utter Wall - These spells have PD 4, DR 20 per hex. Each doubling of energy adds 1 to PD (up to 8) or doubles DR.

Protection and Warning Spells from GURPS Magic

Armor
Force Dome
Iron Arm
Magelock
Missile Shield
Mystic Mist
Nightingale
Reverse Missiles
Sense Danger
Shield
Teleport Shield
Utter Dome
Watchdog
Weather Dome

Protection and Warning Spells from GURPS Grimoire

Bladeturning
Block
Catch Missile
Coolness
Deflect Missile
Detect Poison
Force Wall
Freedom
Hardiness
Reflect Gaze (VH)
Resist Acid
Resist Disease
Resist Lightening
Resist Poison
Resist Sound
Resist Water
Return Missile
Sense Observation
Shade
Turn Blade
Utter Wall
Warmth

Protection & Warning Spells from the Codex Arcanum

Animal Warning - Animal
Astral Block - Necromantic
Block - Body Control
Blood Bond - Necromantic
Burn Weapon - Fire
Burning Shield - Fire
Close Tomb - Necromantic
Confuse Evil - Metaspells
Convenience - Making & Breaking
Deflect Beam/TL - Technology (Plasma)
Detect Curse - Knowledge
Detect Possession - Knowledge
Dodge - Body Control
Earth Warning/TL - Earth
Entangling Shield - Illusion & Creation
False History - Knowledge
False Identity - Knowledge
False Seeker - Knowledge
False Trail - Animal
False Vision - Knowledge
Filter Breath - Air
Find Safety - Knowledge
Find Shelter - Knowledge
Flower Power (VH) - Plant
Goose Chase - Animal
Guardian - Knowledge
Guardian Beast - Animal
Hold Breath - Air
Impervious - Making & Breaking
Invisibility to Undead - Necromantic
Keen Senses - Body Control
Know Law - Knowledge
Know Safety - Knowledge
Lab Safety - Metaspells
Life Support - Air
Life Support Dome - Air
Many Tracks - Animal
Metal Ward - Earth (Metal)
Mind Blank - Mind Control
Mind Shield - Communication & Empathy
Missiles to Flowers - Plant
Mountain Breath - Air
Obscure Trail - Plant
Padding - Making & Breaking
Parry - Body Control
Peacebond - Movement
Plant Barrier - Plant
Predict Earth Movement
Pressure Dome - Air
Pressure Support - Air
Pressure Wall - Air
Protection From Demons - Necromantic
Protection From Extra-Planar Being - Necromantic
Protection From Possession - Necromantic
Protection From Undead - Necromantic
Reactive Armor - Force
Reactive Block - Force
Reactive Shield - Force
Reflect Beam - Light & Darkness
Repressurize - Air
Resist Air - Air
Resist Gas - Air
Resist Gravity - Force (Gravity)
Resist Pressure - Air
Resist Vacuum - Air
Resist Wind - Air
Rubber Armor - Making & Breaking
Safe Path - Knowledge
Safety/TL - Metaspells
Scry Guardian - Knowledge
Scry Maze - Knowledge
Scryguard - Knowledge
Sense Disease - Healing
Sense Nano - Technology (Biotech)
Soft Water - Water
Spanglesand - Light & Darkness
Sticky Scabbard - Movement
Sunblock - Fire
Sustain Breath - Air
Sustain Life (VH) - Healing
Theft Warning - Knowledge
Third Eye - Body Control
Warding Garment - Enchantment
Wood Shriek - Plant
Wood Ward - Plant


360 Degree Vision Regular

Gives the subject 360-Degree Vision, as the advantage, for the duration of the spell.
This spell is similar to the Knowledge spell Mind Track except that 360 Vision gives the mage the effects of that advantage, while the Mind Track spell allows him to track the location of living beings in the area by their brainwaves. This means that 360-Degree Vision is useful against mindless creatures such as robots and zombies, but Mind Track works in the dark.

Duration: 1 minute.
Cost: 4, 2 to maintain.
Prerequisites: Peripheral Vision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Ablative Armor Regular

This spell temporarily increases the effectiveness of any armor the subject wears. However, each point of damage done reduces the DR of the spell by 1 until the DR of the spell is reduced to zero and the magic vanishes.

Duration: 1 minute.
Cost: 1 per 2 points of DR, same to maintain.
Prerequisite: Armor.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Aegis of the Hearth Area

This powerful spell can only be cast as a ritual. It allows an area to be protected with the Parma Magica advantage, preventing any mage who is not present (or named) when the Aegis spell is cast from casting magic in, into, or through the protected area.
Unlike the Parma Magica advantage, this spell does not have to be renewed on a daily basis. It is always on and can never be weakened, even if it is penetrated by hostile magic. The Aegis must be renewed once per year, it cannot be maintained. Two Aegis spells can "overlap" in duration, but their effects are not cumulative.
It is typically used to protect Covenants.
Typically, this spell can only be cast by Hermetic mages and at least 1 pawn of Vis is needed to power the spell for every 30 mana points expended.
This is also a Metaspell.

Duration: 1 year
Cost: 3 per hex per level of the Parma Magica advantage.
Time to Cast: Variable.
Prerequisites: Hermetic Magery, Vim Form.

Alarm Area

This spell produces a loud, continuous noise when unauthorized creatures enter the area.
When the spell is cast, the mage must specify the characters (or types of characters) who will not trigger the spell. Thereafter, if any creature larger than a mouse enters the area, they trigger the Alarm spell.
When the spell is triggered, it produces a loud, irritating, continuous noise, such as a siren, bell or klaxon. The noise is clearly audible up to 300 yards away. Creatures in the area are at -5 to hear anything while the alarm sounds. If the area was previously very quiet, at the GM's option, the intruder might have to make an IQ roll or be Mentally Stunned for a second due to the noise. The noise lasts until the caster wills it to stop.
At the mage's option, he can also require authorized characters to speak a password to avoid setting off the alarm. He can also allow authorized characters to "turn off" the alarm by speaking a password, which may or may not be the same as the first password.

Duration: 12 hours.
Cost: 2 to cast, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Sense Life, Nightingale, Sound.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) An area can be permanently enchanted with this spell for 25 times the base cost.
Author: Adapted from Keith Bisset (Revenant).

Avert Blocking, Resisted by subject Spell

Author: GURPS Celtic Myth.

Backguard Regular

When this spell is cast, any blow aimed at the subject's back hexes (or from any direction in which the subject cannot see, or cannot defend himself) does not get a bonus to hit.
As long as this spell is in effect, the character can't be killed automatically, even if he is helpless.
There is no resistance roll against this spell, since it is cast on the defender, not the attacker.

Duration: 1 minute.
Cost: 4, half to maintain.
Time to Cast; 3 seconds.
Prerequisite: Flank Guard.
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.

Backlash Blocking

This spell surrounds the wizard with an invisible force field.
If he is hit by any hand-held melee weapon (including natural attacks), he takes normal damage (although armor or other magics can absorb this), but the force field emits a blast of pure force. The blast does double the base damage taken by the mage against the attacker.
This is also a Force spell.

Cost: 4
Prerequisite: Missile Shield, Justice.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Barricade Area

This spell magically improves the PD or DR of anything in a given hex. Multiple hexes can be protected with this spell, and the spell can be cast on a person (or object) to give mobile zone of defense.
While the spell is in effect, anything in the protected area gets +1 to PD (up to PD3) or +1 to DR (up to DR6).
If he specifies when the spell is cast, the mage can extend the protection only to certain people, certain types of people, or certain types of objects.
Note that characters that move out of the area of effect are not protected by this spell.

Duration: 10 seconds.
Base Cost: 3 points per level of increase in either PD or DR, same to maintain.
Prerequisites: Magery 2, Shield, and Armor.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 750 points. (c) This spell can be made permanent on an area for 100 times the base cost.

Blind Sensor Regular; Resisted by sensor's Scan-5

Author: David Pulver (GURPS Technomancer)

Body of Rubber Regular

This spell makes the subject's body tough and elastic. For the duration of the spell, he is immune to Crushing or Falling damage and he has the Damage Immunity (No Cut/Impale) bonus advantage. Other forms of damage affect the subject normally.
This is also a Plant spell and a Body Control spell.

Duration: 10 seconds.
Cost: 8, 6 to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery, Armor, and Shield.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points.

Bodyguard Blocking

This spell is similar to the Iron Arm spell, except that it temporarily makes the mage's body as hard as iron in the location struck, so the blow does no damage.
In addition to the cost to cast the spell, the mage must also take Fatigue loss equal to 1/5th the energy absorbed by the spell. The mage delay the cost to pay the Fatigue cost, but it must all be paid at once. In addition, until the Fatigue penalty is paid, the Bodyguard spell counts as an "on" spell and the mage can't cast the spell again.
Each doubling of cost halves the Fatigue cost due to damage. For example, a mage who paid double cost would only have to pay 1/10 of the damage absorbed by the spell.

Cost: 2 points, plus 1/5 damage absorbed by the spell. Each doubling of cost halves the amount of Fatigue the mage must "absorb."
Prerequisite: Magery 2, Iron Arm.
Item: Clothing or Jewelry. Mage Only. Works for Wearer only. Energy Cost to Create: 450 points.

Close Window Area; resisted by Spell

This spell "closes" a planar window, blocking observation of a given area from any other plane. Closed areas appear to be black and silent to extra-planar observation.
The caster of a Planar Window spell can pierce this spell if he wins a Contest of Skills.
This is also a Gate spell.

Duration: 1 hour.
Base Cost: 2, half to maintain.
Time to Cast: 10 seconds.
Prerequisites: Planar Window.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. (c) This spell can be permanently cast on an area for 25 times the base cost.

Closed Book Regular

This spell is a variant of the Wizard Lock spell. When cast on a book or a similar item, such as a rolled up scroll, the outer cover becomes hard as steel (PD 2, DR 7, 25 HP) and the book cannot be opened by any means except for a password.
If the cover is somehow pried off, the pages stick together as if they were glued making it impossible to read the book without destroying it. At the same time, an anti-scrying spell prevents the contents of the book from being read by psionics or magic.
The only way to make the book return to its normal form is for the caster to will the spell to end or to utter the password.
The cover only becomes hard if someone attempts to open the book or remove the cover. It will have its normal PD and DR against damage, or if it is used as a shield.
Alternately, rather than specifying a password, the mage can specify which people (or types of people) can access the book. In this case, the mage can open the book without speaking a password, as long as he is on the list of authorized readers.
As long as an authorized reader is present, the book will open. The spell won't protect against eavesdroppers.
This is also a Communication and Empathy spell.

Duration: 1 day.
Cost: 3, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Scryward, Wizard Lock.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) A book can be permanently enchanted with this spell for 10 times the base cost.

Collision Warning Regular

This spell gives the subject the Faz Sense advantage for the duration of the spell. This allows him to detect objects by the flow of air around them, as long as they are within 10 hexes. The character can also "see" open areas (such as pits) ahead of him.
If the character can make and IQ roll to sense an object, they can "see" it with his Faz sense. The GM should apply bonuses for large or fast-moving objects, or penalties for small, still objects.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, 360 Degree Vision.
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.

Conceal Secrets Regular or Area, resisted by Spell

This spell makes objects invisible to normal sight, as long as they are somehow concealed. Attempts to detect the object using skills such as Holdout or Architecture (to detect hidden rooms and the like) and advantages such as Vision automatically fail unless the user rolls a Critical Success.
Sensors that detect hidden objects (such as metal detectors or chemical sniffers) automatically fail.
Hidden objects will also resist spells such as Mage Sight, See Secrets and similar spells unless they win a Contest of Skills against the Conceal Secrets spell.
The mage can cast this spell on a person. In this case, Holdout skill to detect hidden objects on the subject's body will fail as long as the object is hidden. Strip searches will reveal objects that are hidden under the character's clothes, but not hidden in the character's clothing or equipment. Cavity searches and X-rays automatically fail unless the searcher can see the object with his naked eye.
This is also an Illusion and Creation spell.

Duration: 1 minute.
Cost: 1 for a small object, 2 for an object up to 20 lbs., 3 for larger objects or per hex, half (minimum 1) to maintain.
Prerequisites: Blur.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be permanently cast on a container or area for 25 times the base cost.
Author: Adapted from GURPS Magic Items 1.

Detect Scrying Area; resisted by Spell

This spell detects any scrying or Information spells focused upon the area of effect.
Unless the scrying spell can win a Contest of Skills against the Detect Scrying spell, the mage will know that he is being watched. If he can make an IQ roll, he will get a general sense of the observer's identity and location. On a Critical Success, he gets precise information.
Note that this spell doesn't defeat observation, it just lets the mage know that someone is observing the area.
If the mage wishes, he can cast this spell on himself, so that the area of the spell moves with him.
This is also a Knowledge spell.

Duration: 12 hours.
Base Cost: 2; 1 to maintain.
Prerequisites: Scryguard or Alarm.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Some versions are Always On. Energy Cost to Create: 300 points.
Author: Adapted from Keith Bisset (Revenant).

Detect Traps Information

This spell allow the mage to detect any mechanical or electrical trap (including alarms) within 20 feet of his location. If the subject can win a Contest of Skills between his IQ + Magery vs. the other spell, he can also detect magical traps. (If the mage casts this spell on himself, he may use his Detect Traps spell skill to detect magical traps, if his spell skill is higher than his IQ + Magery).
Traps spotted by the subject are outlined with a faint glow. The more intense the glow, the more dangerous or complex the trap.
This is also a Knowledge spell.

Duration: 10 seconds
Cost: 5 points, can't be maintained.
Time to Cast: 3 seconds.
Prerequisites: Magery, Sense Danger.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Trap Light, GURPS Magic Items 1, p.77. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 1.

Electric Iron Arm Blocking, resisted by HT

This spell is an improved version of Iron Arm that does damage to the attacker.
If the mage parries a metal weapon, the attacker must roll vs. HT or take electrical damage equal to the mage's basic Punching damage. This damage bypasses the DR of all metallic armor. If the weapon has a wooden handle, damage is halved. If the weapon has a non-conductive handle or if the attacker is insulated against electrical shock, this spell has no effect, although the mage must still pay Fatigue cost.
This spell is a blocking spell, so it can't be used offensively. However, it will do damage to any attacker who strikes the mage, as long as the mage can Parry the blow.
In other respects, this spell is identical to the Iron Arm spell.
This is also an Air (Electricity) spell.

Cost: 2 points.
Prerequisites: Iron Arm, Shocking Touch.
Item: Clothing or Jewelry. Energy Cost to Create: 450 points.
Author: Adapted from Greg Littmann.

Evasion Regular

When this spell is cast, the subject is able to detect any magic spells designed to detect or thwart intruders, including the Alarm, Watchdog and Nightingale spells and spells that are triggered by the Contingency spell.
Furthermore, if subject can make a successful DX or Stealth skill roll, he can avoid setting off these traps! A new roll is required every round that the subject remains in the "trapped" area. If the subject fails his roll, he activates the spell.

Duration: 10 seconds.
Cost: 3, 2 to maintain.
Prerequisite: Magery, Detect Traps, 5 Protection and Warning spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Faerie Ward Area, resisted by Will

This spell creates an area where Faeries and similar creatures dare not tread.
Faeries cannot enter the affected area unless they make a Will roll. Even then they will find the warded area intensely uncomfortable and will try to leave as soon as possible. They must make a new Will roll every minute.
This spell does not prevent faeries from using ranged weapons against people protected by this spell. It does give anyone in the area of effect +4 to Resistance Rolls or Contests of Skill when attempting to resist or overcome spells cast by Faeries.
This is also a Gate spell.

Duration: 1 minute.
Cost: 3, same to maintain.
Time to Cast: 10 seconds.
Prerequisites: Bless, Force Dome.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 250 points. (c) This spell can be permanently cast on an area for 25 time the base cost.

Field Sense Regular

This spell gives the subject the Electrical Field Sense advantage with a range of 10 hexes.
In water this field sense is greatly expanded, and extends to 100 hexes.
This is also a Body Control spell and an Air (Electricity) spell.

Duration: 10 minutes.
Cost: 3 points, 2 to maintain. Add 1 point to the base cost for every doubling of range.
Prerequisite: Magery, Collision Warning, Detect Power or Detect Electricity.
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.

Find Friends Regular

This spell allows the mage to find a person who is likely to accept the mage as a friend.
When the spell is cast, the mage will get a rough sense of the direction and distance to the nearest friendly person. The closer the friendly character is to the mage, the more accurate the information will be. On a critical success, the mage will get a vision of the friend's appearance.
If the mage specifies when the spell is cast he can eliminate known friends or known categories of friends and allies. He can also specify the sort of ally for whom he is searching and exclude people who do not meet his criteria.
Note that if there are no friendly people in the mage's area, this spell will reveal the fact. In addition, this spell only allows the mage to find people who will accept him based on his true nature. How potential allies react is up to the GM. Due to the nature of the spell, they will not be overtly hostile the caster, but there is no guarantee that they will publicly support the mage, or assist him beyond giving minimal aid or information.
This is a also a Knowledge spell and a Communication and Empathy spell.

Cost: 4 points, 3 to maintain.
Time to Cast: 10 seconds
Prerequisite: Magery, Danger Sense.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points.

Flank Guard Regular

When this spell is cast, the subject's side hexes become front hexes for purposes of calculating which hexes he can defend, and for determining defensive bonuses and penalties. This spell does grant the subject the ability to attack into his flank hexes without penalty.
There is no obvious force blocking attacks from the subject's side hexes, he just somehow becomes harder to hit. Note that there is no Resistance Roll against this spell, since it is cast on the defender, not the attacker.

Duration: 12 hours
Cost: 2 to cast, 1 to maintain.
Prerequisites: Misdirection.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.
Author: Adapted from Keith Bisset (Revenant ).

Fleshgap Blocking

This spell creates a temporarily hole through the caster's body at the location of a thrusting blow. Rather than doing damage, the strike passes harmlessly through the mage's body.
The holes do no harm to the mage, but will not close until the missile or weapon has passed through. This "Swiss cheese" effect can be very unsettling - anyone who sees the spell for the first time must roll vs. IQ or be Mentally Stunned.
This spell will not protect against damage from Swinging attacks or whole body damage (e.g., fire, collisions or concussion). However, this spell will protect against shrapnel damage and focused energy attacks (e.g., lasers or mana bolts).
This is also a Body Control spell.
Cost: 1 point.
Prerequisites: Magery 2, Missile Shield, and Minor Rearrangement.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
Author: Adapted from the Net.

Forbiddance Area, resisted by Will

This spell damages unauthorized characters who enter the area of effect.
When the spell is cast, the mage must specify which people (or class of people) will not trigger the spell. When an unauthorized character enters the area of effect, they must roll vs. Will when they first enter the area and every 10 seconds thereafter. If they first fail their Resistance Roll, they feel an intense discomfort, as if the mage had cast the Sickness spell on them. Each 10 seconds thereafter, they must roll vs. HT or take 1 point of damage. The sickness ends when the intruder leaves the guarded area. The damage effects are permanent.

Duration: 4 hours.
Base Cost: 3, same to maintain.
Time to Cast: 1 minute.
Prerequisite: Watchdog, Sickness, and Steal Health.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: Energy Cost to Create: 450 points. (b) This spell can be made permanent on an area for 25 times the base cost.

Greater Injunction (VH) Regular, resisted by Will

This spell is exactly like the Injunction spell, except that it affects an entire class of people rather than just one person.
One class of people (who can be as broad as "all my enemies" or "all men" or "anyone of a given nationality or race") is prevented from attacking the subject. The cost of the spell depends on how large a class of opponents is affected.
Characters in the affected class resist as individuals, when they first attack the character. If they fail their Will roll, they can not harm the subject. The includes deliberate attempts to indirectly harm the subject, such as setting traps for him or shooting blindly into an area where the subject might be hiding.
Unliving, unthinking creatures (such as robots) and traps are not affected by this spell, but any creature with an IQ of 1 or more can be affected.
This is also a Mind Control spell.

Duration: 1 minute
Cost: 3 points for a small or rarely appearing group, 6 points for a large or occasionally appearing group, 12 points for a very large or commonly appearing group, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 3, Injunction.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 2,500 points if the wearer can specify who is affected by this spell or 100 times the base cost of the spell if only one (or a few) types of foes are affected.

Greater Nightingale Area

This spell is identical to the Nightingale spell, except that it will protect a larger area, as long as the mage can trace a circle around the area to be protected within one minute after casting the spell.

Duration: 8 hours.
Base Cost: 2 points, same to maintain.
Time to Cast: 1 minute.
Prerequisites: Nightingale.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 1.

Greater Watchdog Area

This spell will protect an unlimited area as long as the mage can trace a circle around the area to be protected within one minute.
In other respects, this spell is like the Watchdog spell.

Duration: 8 hours.
Base Cost: 2, same to maintain.
Time to Cast: 1 minute.
Prerequisites: Watchdog.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 1.

Guardian Weapon Regular

For the duration of this spell, the subject gets +3 to all attempts to Parry. He also gets twice his normal number of Parries with one weapon, as long as he does nothing but take the All-Out Defense maneuver.

Duration: 10 seconds.
Cost: 3 points, 2 to maintain. For double cost the subject gets +6 to all attempts to Parry and gets an unlimited number of parries.
Prerequisite: Magery 2, Defender.
Item: Glitterguard GURPS Magic Items 2, p. 115. Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 2.

Immunity (VH) Regular

This spell gives the subject immunity to one form of damage, specified when the caster begins the spell. The cost of the immunity depends on the rarity of the attack form.
Extremely Common: Cutting, Impaling, or Crushing damage, Magic, Fire. Cost: 6 points
Common: Earth, Air, Water, Electricity, Cold, Suffocation/Drowning, Specific Magic College. Cost: 4 points
Rare: Undead, Disease, Poison, Specific Class of Person, Specific Race of Monster, Light, Darkness. Cost: 3 points
Very Rare: Rare Class of Person or Monster, Specific Person, Radiation, Time. Cost: 2 point
Any attack form with which the subject is currently threatened (or which the caster knows will be a threat the near future) counts as Extremely Common when the spell is cast. Cost to maintain the spell is the same as to cast it.
Each type of Immunity is its own specialization. Different specializations of the Immunity spell default to each other at -4, and new variants of the Immunity spell can be bought up from the "base" form of the spell.
If the mage wishes to buy cheaper, more specialized forms of this spell, he may use the various "Protection From . . ." spells.

Duration: 1 minute.
Cost: See Above, Same to maintain.
Time to Cast: 5 seconds.
Prerequisites: Magery 2, Shield, 5 Protection and Warning spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 3,500 points if it protects against all forms of damage, 2,000 if it protects against a class of damage, 1,000 to 1,500 points if it just protects against one type of relatively rare damage. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 3,000 points if it protects against all forms of damage, 1,500 if it protects against a class of damage, 500 to 750 points if it just protects against one type of relatively rare damage.

Infinite Barrier (VH) Area

This spell creates an invisible, two-dimensional, immobile wall between the caster and the subject located at the midpoint between them.
The wall extends endlessly in all directions and even across time and space, so the subject cannot, under any circumstances short of a Wish, Remove Curse or Counterspell, pass beyond the barrier while the spell is in effect.
The mage can see the barrier, and can pass through it if he wishes. However, the act of passing the barrier ends the spell. The caster can also cast more than one barrier, creating multiple walls between him and the subject. Subsequent walls appear at the midpoint between the mage and any the nearest Infinite Barrier.
The caster pays the base cost for each wall, but he does not take a skill penalty for maintaining other Infinite Barriers as "On" spells.
The barrier will block all attacks through it in either direction and will even block the passage of air, sound, bright light, and fearful stimuli. Nothing can pass between the mage and the subject.
Attempts by the affected character to break through the barrier are completely ineffective, though they will not harm him. He will just find himself somehow "back where he started from" no matter what he tries.
This spell automatically ends if the caster is incapacitated, falls asleep or is rendered unconscious.

Duration: 1 minute.
Cost: 10 points, half to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 3, Utter Dome, 5 other Protection and Warning spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.
Author: Adapted from the Net.

Injunction Regular, resisted by Will

Unless he can resist with Will, this spell prevents the subject from attacking the mage, either directly or indirectly, for the duration of the spell.
If attacked by the mage, the subject can't attack, he must attempt to his disarm his foe by non-lethal means, defend, flee or call for help.
Unliving, unthinking creatures (such as robots) and traps are not affected by this spell, but any creature with an IQ of 1 or more can be affected. This spell will also block attempts to indirectly harm the mage, such as setting traps or shooting blindly into an area where he might be hiding.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 3 points, half to maintain.
Prerequisite: Suggestion, Shield.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Justice Regular, resisted by HT

This spell mystically reflects the effects of any wound taken by the subject back onto the character who caused the wound, so that both the attacker and the mage take equal damage from the subject's attack.
Unless the subject can roll vs. HT to resist, when he injures the mage with an attack, he receives an identical injury, including any special damage effects. If this is not possible, the subject takes an equivalent amount of damage to another hit location or in another form. If the mage dies, the attacker is immediately reduced to negative HT and must roll vs. HT to avoid dying.
Note that the mage is not injured if he attacks the subject. This spell also has no effects on injuries inflicted on the mage before the spell is cast.
If any of the subjects of this spell injure the caster in melee combat, they receive an identical injury.
This spell takes normal range penalties, so it is usually ineffective against missile attacks. The spell also doesn't protect the subject from pain from previous injuries, magic, or other sources. It also doesn't protect the subject against self-inflicted damage or damage from accidents or natural causes.
This is also a Necromantic spell.

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Transfer Wound, Injunction.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points.
Author: Adapted from Keith Bisset (Revenant) and Anthony Jackson.

Lab Coat Regular

This spell makes cloth garments impervious to normal caustic or poisonous chemicals. It also gives them DR 2 against fire or explosive damage. The DR of the garment is ablative and will vanish once 2 points of damage have been absorbed.
This is also a Making and Breaking spell.

Duration: 1 hour.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Armor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Jewelry. Works for wearer only. Energy Cost to Create: 150 points. (c) This spell can be permanently cast on a garment for 25 times the base cost.

Lightening Reflexes Regular

This spell improves the subject's Block and Parry Scores by up to +3. It also gives him the Combat Reflexes advantage for the duration of the spell.
Effects of this spell are cumulative with spells that improve Speed or DX such as Haste or Reflexes.
This is also a Body control spell.

Duration: 10 seconds.
Cost: 5 points for the first level (Combat Reflexes and +1 Block and Parry), 3 points per additional bonus up to +3 maximum, same to maintain.
Prerequisites: Magery 2, Shield, and Reflexes.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points.

Mage's Shield Regular

This spell makes a normal shield have the PD, DR, and hit points of a larger shield, while retaining its normal weight and apparent size.
For example, a buckler with this spell cast on it would have the defensive properties of a pavis while keeping the weight and dimensions of a buckler.
If the shield takes damage, magical HP are lost before real HP. However, when the spell ends, lost HP apply to the shield. If this takes the shield to 0 HP or less, it will be destroyed.

Duration: 1 minute.
Cost: 1, plus 1 per increase in size of the shield, same to maintain.
Prerequisites: Shield
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 350 points. (c) A shield can be enchanted with this spell for 50 times the base cost.

Magic Bonds Regular, resisted by Will

Unless the subject can resist with Will, he is surround by a field of nearly null mana. This field is sufficient to keep a magical creature alive, but so weak that mage's can't cast spells or use magic items. Magical creatures can't use their special abilities.
To cast this spell, the mage must physically touch the limbs (or wrists) of the creature he wishes to bind. Unless the mage has a very high skill level with an unarmed combat skill, it is best to cast the spell on a bound or unresisting subject, since the caster must touch both wrists at once.
If the mage attempts to touch the subject in combat, treat the attack as an All-Out Attack with an additional penalties to each attack to hit the hands, and further penalties for a double attack and an Off-Hand Attack. Martial Arts maneuvers such as Dual Strike, Strike (Hand) and Off-Hand Weapon training all help.
If he is affected by the spell, the almost-null mana zone protects the subject from spells that act on his body. Spells that create physical effects that can do damage from close proximity (such as fireballs) are not affected by the field. The field will protect against magic items that cast spells by touch. It will not protect against magic items or spells that use magic to duplicate natural effects (e.g., a sword with the Shocking Touch spell enchanted into it, or venom created with the Create Venom spell). It also does not protect against spells or magic items that use magic to assist the attack, such as the Puissance enchantment.
Note that this spell does not render the subject helpless unless he requires magic for his strength and mobility. A mage or "partially magic" creature can still attack and defend with non-magical means.
This is also a Metaspell.

Duration: 1 hour.
Cost: 4 points, half to maintain.
Time to Cast: 10 seconds
Prerequisites: Magery, Force Dome, Mana Damper, 5 other Metaspells or Protection and Warning spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry, Handcuffs or manacles. When worn, they cast this spell on the subject. Always on. Can't be removed, except by somebody else. Energy Cost to Create: 350 points.

Merciful Weapon Regular, resisted by Will

Weapons with this spell cast on them do "temporary" damage rather than lethal injury.
When a weapon with the Merciful Weapon spell on it strikes, it appears to do normal damage, including bleeding and critical hits. However, once the victim loses enough HP go below negative HT, he falls asleep if he fails a HT roll to "stay alive" or to stay conscious.
Unconscious victims get a HT roll to "wake up" every hour. The victim can't be awakened by normal means, but spells such as Counterspell, Awaken, or Heal Minor Wounds will instantly revive him.
Once the victim falls unconscious, or 1d x 30 minutes after the spell ends, all the wounds inflicted by the Merciful Weapon spell disappear. He character returns to the HP score he had before he was hit by the affected weapon.
If a victim is hit by both Merciful and normal weapons, the GM must keep track of which damage is "illusionary" and which is real. If the illusionary damage is the damage which "kills" the victim, then he falls unconscious. If the character is killed by real damage, he dies, for real no matter how much illusionary damage he took. However, "illusory" damage doesn't give a penalty to HT rolls to stay conscious or alive once the character goes below 0 HP.
The subject gets a roll vs. Will to resist this spell. Characters struck by the Merciful Weapon spell do not get a Resistance Roll.
This is also an Illusion and Creation spell.

Duration: 1 minute (wound effects last longer).
Cost: 3, 2 to maintain.
Prerequisite: Sleep, Deflect Weapon.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for Wearer Only. Some versions of this item are Always On and Can't Be Removed. Energy Cost to Create: 150 points. (b) Any weapon be enchanted with this spell for 25 times the base cost.

Mirrormind Regular, resisted by Spell

When this spell is cast, anyone using hostile mind control magic or psionics against the subject win a Contest of Skills against the mage's Mirrormind spell skill.
If the attacker loses the Contest his attack is reflected back on him as if it were cast by a hostile mage or psi! What effects the reversed spell will have on the attacker are up to the GM.
Note that "mind control" magic doesn't just include spells from the Mind Control college. It covers any spell that directly interferes with the subject's mind.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Spell Shield.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. 350 points.

Nature Ward (VH) Regular

This spell completely protects the subject from nature in all its forms.
For the duration of the spell, the subject will not get wet in the rain, poison ivy doesn't make him itch and biting insects will avoid him. Natural forces such as lightening, forest fires and tidal waves will part to avoid the subject.
This spell will not protect a subject from drowning, magical fireballs, fatigue, falls or hunger. In addition, this spell provides no protection against man-made hazards such as building fires or shocks from electric lines.
This spell will not protect the subject against animals once a fight has started. However, hostile animals will instinctively avoid him, and they react to her at +4 if they can't get out of his way.

Duration: 10 minutes.
Cost: 6, 4 to maintain.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Protection from Air, Protection from Water, Beast Ward.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.
Author: Adapted from J.C. Connors (GURPS Mummy)

Obscure Terrain Area, resisted by Spell

This spell makes an area of terrain "disappear" from magical maps. It also makes spells that provide information about the area give false or random results.
Unless they can win a Contest of Skills against the Obscure Terrain spell, spells such as Mapmaker, Pathfinder, and Determine Location will all give random results. Unless the mage wins the Contest of Skills, he will not realize that the area was protected by a spell.
If the area affected by this spell is part of a larger area covered by an Information spell, the obscured area appears as another typical part of the landscape.
This spell will also interfere with attempts to make mundane maps. Anyone attempting to make a map of the obscured terrain must roll vs. Cartography, Surveyor, or Geography skill at -4 to accurately map the area.
This is also an Illusion and Creation spell.

Duration: 1 day.
Base Cost: 1/20, same to maintain. (minimum 1, 1)
Time to Cast: 1 minute.
Prerequisite: Scry Ward.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can have this spell permanently cast on it for 25 times the base cost.
Author: Adapted from the Net.

Pacifist's Weapon Regular, resisted by Will-5

This spell makes it impossible to use an object as a weapon.
In order to attack with the object, the user must roll vs. Will-5 each turn. If they do hit with the weapon, it does 4 points less damage than it would normally, or 3 points less per die, whichever inflicts less damage.

Duration: 1 minute
Cost: 3 points, 2 to maintain.
Prerequisite: Magery, Cowardly Weapon.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On, and Can't be Removed. Energy Cost to Create: 250 points. (c) Any weapon can have this spell cast on it permanently. Energy Cost to Create: 200 points.

Peeping Tom Regular, resisted by IQ

This spell allows the subject to see through the clothing, armor and equipment of those around him, viewing their naked bodies. If he wishes, he can make certain types of objects or clothing remain visible as he scans. Carried objects always remain visible.
People who know that they are being viewed by this spell typically react to the character at -4. They will try to hide or cover their bodies so that they can't be ogled.
Other than voyeurism, this spell has one extremely practical application - it makes it virtually impossible to use the Holdout skill when this spell is in effect. A person scanning for hidden items gets +10 to his effective Holdout skill if casually scanning passers-by, or +15 to skill if he is deliberately searching a particular person for hidden items.
Note that hidden items can still be disguised behind or in carried items, held in the body, or hidden in hair, in folds of skin, etc. so this spell is not foolproof.
This is also a Knowledge and a Making and Breaking spell.

Duration: 1 minute
Cost: 3 points, 2 to maintain.
Prerequisite: Transparency
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Tom's Spectacles. GURPS Magic Items 2, p. 104. Energy Cost to Create: 450 points
Author: Adapted from GURPS Magic Items 2.

Peripheral Vision Regular

This spell gives the subject the Peripheral Vision advantage for the duration of the spell.
This is also a Body Control spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisites: Hawk Vision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.

Plane Adaptation Regular

This spell magically adapts the subjects' body and possessions so that he can survive on a different plane. For example, if the subject were transported to Hell he would become immune to the "natural" effects of that plane, as determined by the GM.
Each different plane is treated as a familiarity within this spell. The first attempt to cast this spell in an unfamiliar plane (or before entering an unfamiliar plane) is at -3. The second attempt is at -2, the third attempt is at -1, and all subsequent attempts are normal. If the new plane is very much like the mage's home plane the GM can reduce the unfamiliarity penalty.
This spell does not interfere with the subject's ability to survive on his home plane.
This is also a Gate spell.

Duration: 1 hour.
Cost: 3, 2 to maintain.
Prerequisite: Magery 2, Create Gate, and Force Dome.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Pocket Jaws Regular, resisted by DX

This spell must be cast on a pouch, sack, pocket, purse or other small, closeable container. If anyone other than the caster sticks his hand into the container, the container grows sharp teeth and clamps shut.
Unless the victim can roll vs. DX to pull his hand out in time, the jaws will do 1d-4 points of Cutting damage, and will hold his hand (or other body part) in the container. To remove his hand, the victim must win a Contest of ST against the jaws. The jaws have ST equal to the IQ of the mage who cast the spell.
At the mage's option, the jaws will continue to "gnaw" on the hand, doing 1d-4 points of damage each turn. In this case, the mage can command the jaws to stop biting (but still hold the victim), or let go.
This is also a Force spell.

Duration: 1 hour
Cost: 2 points, 1 to maintain. Each extra point of energy gives +2 ST to the jaws.
Prerequisites: Sense Danger.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) A sack, purse or other container. The item must be "attuned" to its owner by being held, empty, for an hour. The item can't be attuned if the item holds anything (so it cannot be stolen and then reattuned). Energy Cost to Create: 100 points.
Author: Adapted from Lizard.

Poison Block Blocking

This spell neutralizes poison or venom when it first enters the mage's body. If cast on the turn the poison is ingested or injected, the mage takes no damage.
If cast within 1d seconds after he is poisoned, the mage takes half damage.
This is also a Healing spell.

Cost: 3 per hex of creature.
Prerequisites: Detect Poison, Neutralize Poison.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points.
Author: Adapted from Greg Littmann.

Prismatic Mist Area

Author: David Pulver (GURPS Technomancer)

Protection From Chaos Regular

This spell is identical to the Protection from Evil spell, but affects creatures and objects strongly aligned with the ethical force of Chaos.
This is also a Metaspell.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain
Time to Cast: 5 seconds.
Prerequisites: Pentagram, Avoid.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Protection from Crushing Regular

This spell makes the subject immune to all crushing or constricting attacks for the duration of the spell. This includes falling damage, unless the subject falls on spikes or similar objects.
The crushing component of cutting or impaling weapons is cancelled. Cutting weapons have their adjusted damage reduced by 50%. Impaling weapons have their adjusted damage reduced by 25%.

Duration: 1 minute.
Cost: 10 points, same to maintain.
Prerequisite: Magery 2, Armor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 2,500 points.

Protection from Cutting Regular

This spell makes the subject immune to all cutting or impaling attacks for the duration of the spell. The damage multiplier of cutting or impaling weapons is negated.

Duration: 1 minute.
Cost: 8 points, same to maintain
Prerequisite: Magery 2, Armor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 4,000 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 2,000 points.

Protection From Evil Regular

This spell creates a magic barrier around the subject at a distance of one foot that interferes with attacks by "evil" creatures.
The barrier moves with the recipient, It gives the subject +1 PD vs. attacks by evil (or evilly enchanted) creatures or items. The spell also prevents bodily contact by evil extraplanar or conjured items or creatures. Extraplanar creatures cannot pass through the protection, although weapons wielded by such creatures can still affect the character.
The spell gives the subject +3 to resistance rolls against Possession or Mind Control spells from evil or extraplanar creatures or objects.
This spell is automatically cancelled if the subject attacks or attempts to force the barrier onto the blocked creature(s).
This is also a Metaspell.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain
Time to Cast: 5 seconds.
Prerequisites: Pentagram, Avoid.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
Author: Adapted from Keith Bisset (Revenant).

Protection From Good Regular

This spell is identical to Protection From Evil except that it protects from Good creatures and items instead of Evil.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain
Time to Cast: 5 seconds.
Prerequisites: Pentagram, Avoid.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
Author: Adapted from Keith Bisset (Revenant).

Protection From Law Regular

This spell is identical to the Protection from Evil spell, but affects creatures and objects strongly aligned with the ethical force of Law. Note that ordinary law enforcement officials are not necessarily associated with this force.
This is also a Metaspell.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain
Time to Cast: 5 seconds.
Prerequisites: Pentagram, Avoid.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Protection from Petrifaction Regular, resisted by Spell

This spell renders the subject immune Petrifaction for the duration of the spell.
Unless the mage can win a Contest of Skills against this spell, his spell automatically fails. Even if the spell wins the Contest, the subject still gets a normal Resistance Roll.
"Petrifaction" includes any of the "Flesh to . . . " or "Tomb of . . . ." spells. It also includes spells that hold the character in place, such as the Hold spell, Rooted Feet, or Suspended Animation.

Duration: 1 minute.
Cost: 4, 3 to maintain,
Prerequisite: Magery 2, Armor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.

Protection from Slimes Regular

This spell protects the subject from all damage done by unintelligent, amorphous creatures such as Reeks, Slimes, Jellies, Puddings, and Molds.
This is also an Animal spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisites: Repel Animals
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.

Protection From Vacuum Regular

This spell renders the subject immune to damage from vacuum and explosive decompression for the duration of the spell.
For the duration of the spell, the subject has the Vacuum Support and Doesn't Breathe advantages.
Note that this spell doesn't protect the character from other hazards of space, such as heat, cold, or radiation.
This is also an Air spell.

Duration: 1 minute.
Cost: 2, same to maintain.
Prerequisite: Armor, Create Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.

Radar Regular

This spell gives the subject the Radar advantage with a 25 hex range for the duration of the spell.
If the character can make and IQ roll to sense an object, they can "see" it with the radar. The GM should apply bonuses for large or highly reflective objects, or penalties for small or non-reflective objects. The radar sense can be blinded by spells or devices that interfere with radar. In this case, the character's Sensor Operations (Radar) skill is equal to his IQ. For more information, see GURPS Vehicles.

Duration: 1 minute.
Cost: 4, 3 to maintain. Each extra point of energy doubles the radar's range.
Time to Cast: 3 seconds.
Prerequisite: Collision Warning.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points.

Resist Drain Regular, resisted by Spell

This spell makes the subject immune to spells and powers that reduce or drain Skills, Attributes or Advantages.
Unless the mage can win a Contest of Skills against this spell, his spell automatically fails. Even if the spell wins the Contest, the subject still gets a normal Resistance Roll.
This spell protects against spells such as Steal Health, Steal Strength, Foolishness, Fatigue, and other spells which steal or strike skills, senses, advantages or attributes.
This spell also protects the subject from all the skills associated with the Psychic Vampire Psionic Power.

Duration: 1 minute
Cost: 5 points, 3 to maintain
Prerequisite: Magery 2, Lend Strength, Armor, 5 Protection and Warning spell.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Resist Eye Contact Regular

This spell gives the subject +4 to rolls to avoid meeting the gaze of another creature.
This gives the character a bonus to avoid being affected by spells, creatures or magic items that attack by gazing into the subject's eyes.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 100 points.

Re-Target Missile Regular, resisted by IQ

This spell deflects missiles aimed at the subject towards a third target.
For the spell to work, the subject must be visible to both the attacker and the original target of the missile.
If the new target is out of range (based on the distance from the shooter to the first target and from the first target to the second target) the missile automatically misses. Otherwise, it hits on a roll of 9, or the roll that the attacker needed to hit the original target, whichever is less.
If the total distance traveled by the missile takes it past the 1/2D range, it does half damage or no damage at all, depending on the type of missile.
The new target can defend normally. If the target is a sentient creature, it gets a roll vs. IQ to resist.
In other respects, this spell is like the Reverse Missiles spell.

Duration: 1 minute.
Cost: 5 points, 3 to maintain.
Prerequisites: Magery 2, Reverse Missiles.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.

Reverse Regular; resists incoming spells

Author: Lee Gold (GURPS Japan)

Reverse Damage Blocking, resisted by IQ

Unless the attacker rolls vs. IQ to resist, this spell reflects damage done to the subject back onto the attacker.
For example, a brigand strikes the mage with a sword for 6 points of Cutting damage. Unless the brigand can resist with IQ, he would actually do that damage to himself.
Damage reflected is base damage. The attacker's armor or DR will protect normally. However, he gets no active defense to avoid the attack.
This spell will only work against one attack per round unless multiple castings of the same spell are cast on the same subject. If there is any doubt about which attack was reversed, the GM should roll dice to randomly determine which assailant struck first.

Cost: 4 points.
Prerequisites: Justice, Steal Health.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points.
Author: Adapted from GURPS Magic Items 1.

Sanctuary Shell (VH) Enchantment, Area

This spell functions as a combination of the Scryward, Teleport Barrier, and Consecration spells all linked by the Password spell. It allows an area (usually the wizard's private quarters) to be made almost immune to magical spying or intrusion.
When cast on an area it blocks all detection spells into the area (but not out of the area). It also prevents all attempts to magically move into or out of the area (including Teleportation, Time Travel, or Planar Travel) and all attempts to view the area from other planes or through time. Finally, it prevents all attempts to remove objects from the area by use of magical or psionic powers (such as Snatcher, Exoteleport, or Recall).
The only exceptions to these prohibitions are for the mage himself and for others who the mage consciously allows to travel into or view the area. This permission must be given in advance, and it can be revoked at any time. The subject need not be present when permission is granted or revoked, nor do they need to be willing. However, if permission has been granted to pass into the sanctum, or if permission has been revoked, the caster of the scrying or movement spell will know this fact before he attempts to enter (or leave) the area.

Cost: 100 per hex.
Prerequisites: Magery, Scryward, Teleport Shield, Consecration, and Password.

Sense Disaster Information

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

Sense of Perception Regular

This spell gives the subject the Sense of Perception advantage for the duration of the spell.
This is also a Knowledge spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery, Wizard Eye.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.

Sentry Area

This spell will alert the subject when anyone comes within the spell's area of effect.
It also gives the subject +2 to Will rolls to resist falling asleep or to resist spells that cause sleep, disorientation, or loss of alertness. If the subject does fall asleep, he gets +4 to Will rolls to wake up if anyone comes within the spell's area of effect.
The Alertness, Keen Hearing, Keen Sight and Night Vision spells can also be cast simultaneously with this spell. The cost of these spells is added to the cost of the Sentry spell, but they end when the Sentry spell ends.
This is also a Metaspell.

Duration: 1 hour.
Base Cost: 1/10 point, half to maintain. (minimum 1, 1).
Time to Cast: 10 seconds.
Prerequisites: Watchdog, Magic Resistance.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Sentry's Bracers GURPS Magic Items 2, p. 97. Energy Cost to Create: 450 points.
Author: Adapted from GURPS Magic Items 2.

Spell Warning Area

This spell will instantly alert the mage whenever anyone begins to cast a spell or begins to use a spell-like power (such as magic items, super powers, or psi) in the affected area.
On a successful roll vs. IQ + Magery, the mage also gets some idea of the sort of spell that is being cast.

Duration: 1 hour.
Base Cost: 1/5, half to maintain. (minimum 1, 1).
Time to Cast: 10 seconds.
Prerequisite: Detect Magic, Watchdog.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. (c) This spell can be made permanent on an area for 25 times the base cost.

Spoil Aim Regular; resisted by Will

This spell somehow makes the subject harder to hit with aimed attacks by ranged weapons.
Unless the shooter can make a Will roll to resist, he somehow loses his aim: the subject is temporarily obscured by dust, the shooter gets the sun in his eyes, or some other minor problem interferes with the shot. The shooter loses any cumulative Acc bonus for aiming his weapon.
This roll must be made for every turn that the shooter attempts to aim at the subject and if a Will roll is failed all previously gained Aiming bonuses are lost.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Prerequisites: Magery 2, Shield.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Spoof Sensor Regular; Resisted by sensor's Scan-3

Author: David Pulver (GURPS Technomancer)

Stone Heart Regular

While this spell is in effect, the subject has a limited form of the Damage Immunity advantage. He takes no extra damage from blows to the Vitals, Throat, Groin, Brain or other similar hit locations.
Strikes to the Heart or Brain will not kill the subject outright as long as this spell is in effect.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Prerequisites: Shield, Armor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Stoutlock Regular

This spell magically locks and fortifies any door. For the duration of the spell, the door and lintel have double their normal HT and DR. The door will not open unless the spell is removed or the door is destroyed.
Lockmaster will not counter this spell. Counterspells work normally.

Duration: 1 hour.
Cost: 5 to cast; 3 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Armor, Magelock.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A door can be permanently enchanted with this spell for 25 points.
Author: Adapted from D. Barrett.

Thief Ward Regular; resisted by Special

This spell is similar to the Pocket Jaws spell, but it can be cast on any container. In addition to grabbing the intruder's hand, the container will also emit a warning.
The "container" can be any closed or semi-closed container that requires a person to stick their hand or fingers into or through in order to get at the contents (e.g., A vase, jar, pouch, box, pocket, wallet, chest, or open box.)
The action of an unauthorized person reaching into the container triggers the spell. Unless the thief can win a Contest of ST against the container, the container "grabs" his hand and holds it, with an effect similar to the Hex spell.
The ST of the container depends on the size and construction of the container. Small containers have an effective ST of 10, medium sized containers have ST 12. Large chests have ST 15 + plus 1 per cubic foot of capacity. If the thief loses the Contest, he can also free his hand by destroying the container. When the container takes enough damage to destroy it, it will loosen its grip.
In addition to grabbing an intruder's hand, mage can also program the container to emit some sort of loud, repetitive sound. Typically, this will be some sort of alarm, or a simple message such as "Stop Thief!"
The mage can release the victim and end the spell by speaking a command word.

Duration: 12 hours (once triggered, the effects last for 1 hour, until the spell is ended, or until the item is destroyed, whichever is less).
Cost: 3, 2 to maintain. Each extra point of energy adds +3 ST to the container's "grip".
Prerequisite: Watchdog, Alarm, and Pocket Jaws.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) An item can be permanently enchanted with this spell for 25 times the base cost. The item must be "attuned" to its owner by being held, empty, for an hour. The item can't be attuned if the item holds anything (so it cannot be stolen and then reattuned). Energy Cost to Create: 100 points.

Tight Pockets Regular, resisted by ST

This spell makes all the objects in a pouch, chest or other container "sticky." This makes it extremely difficult for anyone but the owner to remove them.
If anyone but the mage, and those designated by the mage attempts to remove an item from the container, they must make a Resistance Roll vs. ST to do so.
This spell also makes it more difficult to filch items quietly. Even if the subject makes his ST roll, he is still at -6 to use skills such as Pickpocketing, Sleight of Hand, or Filch. Regardless of the success of such attempts, the subject gets a +4 bonus to skills or abilities to notice the attempt.

Duration: 1 hour.
Cost: 2, 1 to maintain.
Prerequisite: Alarm.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) A container or all the pockets in a garment can be permanently enchanted with this spell for 50 points.

Total Stealth Regular

This spell combines the effects of Invisibility, Mage Stealth and No Smell into one spell. If the caster also knows Light Tread, an extra point of energy to cast and maintain will ensure that no tracks or traces are left behind at all.
This is also a Sound and Light and Dark spell.

Duration: 1 minute.
Cost: 8 to cast, 4 to maintain. For 1 extra point Light Tread can be incorporated into this spell, if the mage knows that spell.
Time to Cast: 10 seconds.
Prerequisites: Mage Stealth, Silence, Invisibility, and No Scent.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points (b) Clothing or Jewelry. Energy Cost to Create: Energy Cost to Create: 1,000 points.
Author: Adapted from the Net.

Traitorous Weapon Regular, resisted by Special

This spell makes weapons that hit the subject bounce back to hit their wielder. They do normal damage to the subject, but they also "bounce" forcing the attacker to roll vs. Block or Dodge or be hit by his own weapon.
Thrusting or Missile weapons require a simple roll vs. DX to avoid. If the victim's DX is lower than his Block or Dodge, use the better of the two abilities.
If the defense roll is failed, the attacker is hit by his own weapon for normal damage. The location his is random rolled, but no roll to hit is required.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Missile Shield.
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.

Vigilance Regular

This spell keeps the subject's mind alert and focused on his surroundings.
This gives the subject +1 to all his Sense rolls, +1 to his Initiative roll, and +3 to all rolls to avoid being surprised or Mentally Stunned. It also temporarily cancels disadvantages such as Short Attention Span or Absent-Minded that interfere with his ability to remain alert for long periods.
This is also a Mind Control spell.

Duration: 8 hours.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Watchdog.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Ward (VH) Regular

This is a powerful generic protection similar to the Bless spell. It allows the mage to create a customized protection against one natural, physical or magical force.
Each casting of this spell allows the mage to either protect one part of his body (i.e., eyes, vitals, hands, etc.) against all forms of attack, or else protect all portions of his body against one particular threat (i.e., felines, Body Control college spells, swords, water). If category is quite large (e.g., animals, weapons, magic) then the mage must specify a specific sub-category (e.g., a college of magic, a family of animals, a class of weapon).
The mage can't specify "custom" categories that mix general classifications. For example, "All weapons that are being used against me now." is not acceptable. However, the classification "all swords" or "all edged weapons" would be.
Likewise, the mage must be able to positively identify a threat before he can legitimately protect himself against it. For example, "Any danger that I might face in the next 10 minutes." or "Combat Hazards" aren't acceptable classifications. Specific, anticipated threats such as "falling damage" or "artillery barrages" would be an acceptable category.
General categories must be approved by the GM.
Wards that protect against weapons or other physical attacks add to the subject's DX, which improves active defenses. Against more subtle threats, this spell gives bonuses to skills that are directly used to protect the subject (e.g., the Body Language, Climbing, or Explosive Ordinance Disposal skills). These bonuses cannot for anything other than defending the character from a direct threat.
The cost of the spell is determined by cost to protect against the threat, plus the cost of the degree of protection, per +1 bonus up to a maximum of +5. The cost is 1/2 point for a rare threats or a very limited protection, 1 for uncommon threats partial protection and 2 for common threats or complete protection, rounded up, with a minimum of 1 point per level. Note that threats that the mage is currently facing, or which he knows he will face in the near future count as "extremely common." The spell is maintained at the same cost at which it was cast.
For example, a mage who wanted to protect against flowers (a rare attack form), just to protect his hands and arms (limited protection) would only pay (1/2+1/2=) 1 point per level. If the mage was being threatened by a rabid giant petunia when he cast the spell, he would pay 2 points for the attack form, since it counts as "common." In this case, the mage would pay (2+1/2=) 21/2 points per level, which is rounded up to 3 points. If the mage wanted complete protection against missile weapons (a common attack form), he would pay (2+2=) 4 points per level.

Duration: 1 minute.
Cost: See Spell Description.
Time to Cast: 1 second per +1 bonus.
Prerequisite: Magery 2, Force Dome, 5 other Protection and Warning spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) See the Amulet (Enchantment) spell for personalized forms of this protection.

Wizard's Key Regular, resisted by Spell

This spell creates a key that will open any door or portal, regardless of lock complexity, operability or Magic spells that lock or seal doors. This includes magical gates and time portals.
If there are non-magical traps or alarms on the portal, the spell will bypass them if opening the lock in the conventional manner would bypass them.
People other than the mage can also use the key, if the mage specifies them when he casts the spell.
If the portal is protected by a magic spell, the Wizard's Key must win a Contest of Skills against the other spell.
This is also a Movement spell and a Gate spell.

Duration: 1 minute.
Cost: 8 points.
Time to Cast: 10 seconds.
Prerequisites: Magery 3, Lockmaster, and Open Gate
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 3,000 points. (b) Passport Key, GURPS Magic Items 1, p. 76. Energy Cost to Create: 5,000 points.
Author: Adapted from GURPS Magic Items 1

Wyvern Watch Area, resisted by HT

This spell creates an illusionary beast which will guard an area, paralyzing any intruders.
When the spell is cast, the mage creates a dragon-shaped area of force with the following stats: ST: 12, DX: 12, IQ: 3, HT: 13/18, Move: 8, Dodge: 9. Its attack does no damage, but it cannot be Parried or Blocked, only Dodged. The beast cannot be disbelieved or struck with normal weapons, since it is actually just a mobile area of magical energy.
Characters who fail their Dodge roll must roll against HT. If they fail, they are paralyzed. Characters paralyzed by the wyvern are frozen in place until the spell ends or until a counterspell is cast.
The mage specifies the area that the wyvern will guard, and who can enter the area when the spell is cast. The spell is automatically triggered when unauthorized characters enter the area. On the turn after the character enters the area, the wyvern will materialize 1d hexes away from intruder.
The wyvern will not attack people who flee beyond the boundaries of the spell area, but it will pursue subjects through doors and other barriers within the spell area. Its "senses" are very acute (16 in all Perception scores) and it is intelligent enough to use effective tactics, such as ambushes.

Duration: 12 hours.
Cost: 6, plus 1 per hex of radius, half to maintain.
Prerequisite: Sleep, Watchdog, and Complex Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: Energy Cost to Create: 500 points. (b) This spell can be made permanent on an area for 25 times the base cost. If the wyvern is destroyed with the permanent version, it will reform in a random spot in the area of effect 1d hours later.

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