Elemental College of Earth Spells

Changes to Spell in GURPS Magic

I have defined "Earth" as earth, dust, clay, gravel, stone, metal, and naturally occurring minerals and hydrocarbons such as salt or crude oil. Refined radioactive materials or hydrocarbons are not "Earth" by this definition, though the GM can define certain "tech magic" spells as Earth spells if he wishes.

Create Earth - The earth created is homogeneous with the surrounding earth. The mage determines the density of the soil (i.e., dust or packed earth). If dust is created in the air (see below), it will give a -2 Vision penalty per hex it occupies. Sand will fall to the ground too quickly to have any effect. For double cost valuable earth (such as rich top soil or pottery clay) can be created where there was none before.
For double cost earth can be created in midair. However, the soil is loose and it won't do anything more than distract and annoy anyone who gets underneath it. Created dirt can quickly be washed or brushed off.
Earth can be created in water for no extra cost. The soil will muddy the water as it settles to the bottom (-2 to visibility for each silt-filled hex between the observer and the target, missile weapons are also affected) but will have no other effect.
For double cost stone or gravel can be created instead of simple earth (sand can be created for normal cost). Double costs again if the stone to be created is valuable (marble, iron ore). Double costs if the mage wishes to create stone in mid-air. (Yes, you can drop a rock on someone, but it will be an expensive spell to cast.)

Earth to Stone - The stone created with this spell will be the sort of rock that would be produced by the earth if it were exposed to sufficient time and pressure to turn it into rock or the sort of rock that originally made up the earth. For example, sand would turn into sandstone, gravel would turn back into a solid chunk of whatever rock the gravel stones were made of, or a composite, and organic soil would turn into shale or limestone. If more than one type of rock could be formed (or reconstituted) from the earth, the mage may choose which type(s) he wishes to create.
In order to get igneous rock; the earth must be heated significantly while the spell is being cast. For igneous rock, the earth must be heated to the point where it liquefies. For double cost, the mage can form any non-valuable rock that he wishes no matter what soil he has to work with.
In some campaigns, the ability to use this spell to create large quantities of metal can be extremely unbalancing. If the GM wishes, he can limit the ability of mages to set themselves up as human foundries by changing the spell as follows:
When Earth to Stone is cast at double cost to produce metal, the resulting metal will depend completely on the amount of existing metal ores in the soil. Rather than creating new metal, this spell just acts as an extremely efficient extracting and refining process. If more than one ore is present in the soil, the mage gets to choose which metal(s) he wishes to extract. If the mage wishes to use this spell on existing metal ores in order to produce high quality alloys or chemically pure elements, he must roll vs. his Metallurgy skill.
If the campaign is not likely to be unbalanced because mages can produce large quantities of metal, the GM can instead rule that the mage turn the earth into a quantity of whatever metal is most common in the area where the spell is cast, or in the crust of the planet. On an earthlike planet, this means the mage is likely to get aluminum or an iron-nickel alloy.
Precious metals and gems can't be created with this spell. At the GM's option, Metal can't be created at all with this spell.

Earth Vision - The mage knows what sort of material he is looking through even as he looks through it. Each doubling of cost doubles the range that the mage can see. For double cost the caster can see through semi-finished cut stone for 1/6 the distance he could see through uncut stone (6 inches of cut stone vs. 1 yard of uncut stone) and he can see through metal brick, or finely finished stone at 1/36 the normal distance (1 inch of metal vs. 1 yard of uncut stone). Cut stone incorporated into a building other structure is assumed to have a minimum thickness of 1/2 yard even if it is thinner. These modifiers are cumulative. So a mage who could see through 60 yards of uncut stone could see through 30 feet of uncut stone, 3 yards of roughly cut dungeon walls (equal to 18 yards) and 1 foot of metal sheathing (equal to 12 yards). Spells that ward against scrying also block Earth Vision.

Earthquake - An earthquake will do 1 HP of damage per turn, per hex, to any rigid structure that is fully or partially in its area.

Entomb - If someone cracks the chamber where the subject is entombed, the spell expires and the subject awakens, but must roll vs. IQ or be mentally Stunned.

Flesh to Stone - If cast on bones or dead flesh this spell can be used to make a recently dead body look like a fossil.

Sand Jet - For twice the cost a version of this spell can be created which does 1d-1 damage or which can be used to "sand-blast" objects removing 1 DR per application to a 6 inch square. The jet can also be made wider so that it can be used for sandblasting. Sandblasting will destroy delicate objects such as paper, thin plastic, or cloth and it will seriously damage or weaken thin metal or fine glass. Stronger substances won't be affected by a normal application of the spell. Paint or rough areas can be scoured from wood, corrosion can be removed from metal, plate glass can be frosted or etched, and so on.

Shape Earth - For double costs earth can be made to flow at 2 hexes per turn. Clay or soft earth can also be compressed into walls or bricks by means of this spell. Such walls have half the volume of the loose material used to make them but will hold their shape once the spell ends.

Shape Stone - For double cost stone can be made to flow at 2 hexes per turn. Creatures trapped in stone must roll vs. ST-5 (ST -10 for hard stone) or be permanently stuck. If the subject is buried in an awkward position so that they can't use their full strength, the GM can rule that their attempts to escape are at a further penalty. If there is any question as to whether a subject is able to outrun or avoid flowing stone, he must roll vs. DX (not Dodge) to avoid being caught. Subjects who are completely buried in stone or whose chests are compressed by the stone (such as if the stone flows over a prone person) will begin to suffocate. If there is a doubt as to whether or not the target begins to suffocate, roll vs. the victim's (unmodified) ST.
Victims who are buried in loose stone might also suffer crushing damage depending on the depth and weight of the stone. Damage can range from 1d-2 points of damage per minute for just a few inches of stone to 6d or more per turn if the subject is entombed beneath tons of rock.
People who are trapped in stone can be rescued by application of Destroy Stone spell, by a further application of the Shape Stone spell, or by digging or chipping with tools using the Digging rules. Assume that half-normal volume of stone must be dug out to free a trapped victim or 1/4 the normal volume if the subject is conscious and cooperative. Fiendish GMs might require the rescuers to make a successful roll vs. Mining (Professional) skill or the appropriate weapon skill to avoid hitting the victim with their tools!

Stone to Earth - For three times the normal cost part of a larger structure can be turned from Stone to Earth. This is especially useful for collapsing masonry buildings or quickly digging tunnels through rock faces. If the spell is cast on a structure, the structure gets a resistance roll based on the Architecture skill of its builder. If the structure was specifically designed to withstand undermining, earthquakes, or other forms of shock, then add +5 to the builder's effective skill.

Stone to Flesh - If cast on fossilized objects this spell will turn them back into flesh and bone, though it won't restore life.

Changes to Spells in GURPS Grimoire

Earth to Water - If the mage creates mud, the earth will be turned into deep, gooey mud about three feet deep. Creatures in the muddy area move at half speed and must roll vs. DX every minute or trip. Anyone attempting a complex or fast maneuver (like melee combat or acrobatics) must roll vs. DX every turn or slip. Creatures falling into the mud take half damage from falls. Wheeled vehicles will become bogged down by large areas of mud, as will some tracked vehicles.
For double cost, the mud can be made six feet deep (or down to the supporting bedrock, whichever is less). Short creatures can actually drown in this mud unless they can make a Swimming or Survival (Swamp or Jungle) roll to work their way out of the muck. Movement through deep mud is at 1/2 normal Swimming speed. All vehicles will be bogged down in deep mud unless they can fly, float, or hover.
How long the mud lasts depends on the prevailing conditions. In very dry conditions, the mud could dry out within hours. In very moist conditions where there is poor drainage, it could last for weeks.

Essential Earth - This substance has twice the DR value of earth and is twice as effective at doing anything that a normal earthly substance could do. It is valued by earth elementals and alchemists. For double cost, Essential Metal can be created. Essential metal can be worked into armor, weapons, and tools with double DR and HT, but it can only by worked with magic spells such as Shape Metal and only under special conditions.
Essential Earth (like all "Essential" elements) is a magical substance. It can be detected by Mage Sight, Detect Magic and similar spells. If it passes through a No Mana Zone, it reverts to normal earth.

Mud Jet - Any Jet spell will do 1d-1 points of damage to disperse a swarm.

Rain of Stones - This spell can be cast underground or in any area with an unfinished stone or clay ceiling for normal cost. It can be cast in other indoor settings for double cost. Bucklers and small shields reduce base damage by 1 point.

SandStorm - Anyone inside a full-strength sandstorm must roll vs. ST each turn to avoid being knocked over. All DX, based skills are at -5 and ranged weapon attacks will succeed only on a critical hit.

Steelwraith - For double cost the subject is only immune to steel weapons.

Elemental College of Earth Spells in GURPS Magic

Body of Stone
Create Earth
Earth to Air
Earth to Stone
Earth Vision
Earthquake
Entombment
Flesh to Stone
Sand Jet
Seek Earth
Shape Earth
Shape Stone
Stone Missile
Stone to Earth
Stone to Flesh
Volcano
Walk through Earth
Iron Arm - Protection and Warning

Elemental College of Earth Spells in GURPS Grimoire

Alter Terrain (VH)
Earth to Water
Essential Earth
Move Terrain (VH)
Mud Jet
Partial Petrifaction (VH)
Purify Earth
Rain of Stones
Sandstorm
Steelwraith

Earth Spells from the Codex Arcanum

Analyze Isotopes/TL - Technology (Radiation)
Battle Map - Knowledge
Blighted Land - Plant
Clay of Life - Enchantment
Create Marbles - Illusion & Creation
Destroy Filth - Making & Breaking (Filth)
Landscape - Knowledge
Lava Pit - Fire
Obscure Trail - Plant
Portable Terrain* - Gate
Spill Proof - Making & Breaking
Statue Link - Making & Breaking
Stone to Wood - Plant
Surefooted - Movement
Water to Dust - Water
Wilderness Guide - Knowledge
Wood to Stone - Plant


Analyze Earth Information, Area

The caster learns everything he wants to know about a sample of rock or earth. Mages with scientific training can use this spell to perform detailed soil analysis, or geological or metallurgical testing.

Base Cost: 2
Time to Cast: 1 minute
Prerequisite: Seek Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Barren Ground Area

This spell leaches nutrients and organic material from soil turning it into hard, rocky ground that barely supports plant life. Areas afflicted with this spell have their crop yields reduced by 50%.
This spell cancels the effects of the Fertile Ground spell.

Duration: Permanent
Base Cost: 2
Time to Cast: 1 minute per hex of radius.
Prerequisite: Magery, Shape Earth
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Block Earth Vision Area, resisted by Spell

This spell makes earth, uncut stone or other material as "dense" as metal when determining whether Earth Vision and similar spells can see through them.
In high tech campaigns, this spell will block sensors that see through earth, such as ground penetrating radar. It will also cause sensors to return incorrect readings as to the density of material unless the sensor operator can roll vs. Electronics Operations (Sensors) skill.

Duration: 1 hour
Base Cost: 1/4, same to maintain. An area can be made permanently "opaque" for 25 points per hex.
Time to Cast: 10 seconds
Prerequisite: Earth Vision, Shape Earth
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Body of Earth Regular, resisted by HT

The subject becomes an animated earth statue. For the duration of the spell, he has DR 2 and takes only half damage from Fire spells and flame attacks. Furthermore, he does not need to breathe and is immune to poisons or gasses which must be absorbed through the skin or lungs. (Circulatory poisons will still affect him). The subject's clothing becomes part of his "statue" form, carried items do no change.
While in Body of Earth form, the subject is affected by spells that affect earth-based creatures. In other respects, this spell is like the Body of Stone spell.

Duration: 1 minute
Cost: 4, 3 to maintain
Prerequisite: Stone to Flesh
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 600 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.

Buoyant Earth Area

This spell makes any object in or under the earth become "buoyant" and makes the earth like water with respect to them. Anything in the area immediately comes to the surface of the earth, as corks would come to the surface of the water.
The mage specifies when the spell is cast, he can exclude certain objects or types of objects from the effects of this spell. However, unless the mage has a very good idea of the types of objects he wishes to exclude, and has some way to specify a specific object of a given type, this spell will fail or won't work as planned. For example, unless the mage has some way to distinguish the body of a particular person, if he were to cast this spell in a graveyard, all the bodies buried there would come to the surface!
Objects which are full or partially on the earth's surface, which are attached to the underlying bedrock, or which are firmly attached to an object which is on the surface (such as a stone foundation under a wooden house) are immune to the effects of this spell.
This spell is extremely handy for removing rocks from fields or for digging up buried objects.

Duration: 1 minute
Cost: 1 point, half to maintain.
Time to Cast: 10 seconds
Prerequisite: Magery, Shape Earth, and Stonecaller
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

Breathe Dust Regular

Allows the caster to suffer no ill effects from breathing in dust, sand or other particulate matter. Negates the effects of the Sand Jet spell, reduces the damage from sandstorms and similar conditions by half, and makes dusty conditions comfortable. This spell does not protect against smoke or irritating gasses produced by combustion or chemical reactions, only dust and other particulate matter kicked up by wind or other motion.

Duration: 1 hour
Cost: 1, same to maintain
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 100 points.

Catapult Stone Missile

This spell must be cast on a sling stone or thrown rock that must then immediately be hurled at the target. Once the shot reaches the top of its arc (or in the middle of its flight), it magically enlarges to take on the characteristics of a catapult shot. (up to 24d crushing damage, SS12, Acc 0, 1/2d n/a Min 50, Max 600, 50+ lbs.)

Duration: 10 seconds (stone must be hurled within 3 seconds after the spell is cast).
Cost: 3 points for 3d damage, for double cost a rock that does 6d damage and which weighs 100 lbs. can be produced, each doubling of cost beyond that doubles damage and weight, up to 24d maximum damage and 800 lbs.
Time to Cast: 1 second per point of energy used to power the spell (minimum 5 seconds).
Prerequisites: Enlarge Stone, Delay
Item: (a) Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 2,500 points. Avalanche Sling, GURPS Magic Items 1, p. 94. Energy Cost to Create: 5,000 points. (c) Any rock or sling stone can have this spell cast on it permanently, though it is destroyed after it is fired. Energy Cost to Create: 100 points.
Author: Adapted from GURPS Magic Items 1

Compact Earth Area

This spell compacts earth making it harder to dig into. Dust will be compacted into hard, dry earth. Muddy ground will become slightly less gooey. Digging rates are halved and it takes 25% longer to plow areas affected by this spell.
If cast on a pile of earth, the earth will be compacted by about 10% per casting of this spell. If this spell is cast three times on earth contained in a closed area (like inside a building form) the earth can be compacted to the hardness of soft stone!

Duration: Permanent
Cost: 1, 3 to compact earth to the hardness of soft stone.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Create Crystal Portal (VH) Area

This spell creates a portal through a given Crystal Sphere, either from the phlogiston or from Wildspace. It cannot be maintained for more than one hour. Even if the vessel in question is smaller then 10 yards in diameter, a minimum of 1 point must be spent on the spell. It cannot be used to enlarge or add on to an existing portal.
This spell does not weaken a crystal shell, and people or objects in actual contact with the shell will be unaffected by the opened portal.

Duration: 10 minutes
Base Cost: 1/5, half to maintain
Time to Cast: 15 seconds
Prerequisites: Crystal Growth, Shape Earth
Item: Staff or Wand. Energy Cost to Create: 450
Author: Jeff Wilson, Winterchylde

Create Glass Regular

Allows the caster to create a quantity of glass in the color, shape and thickness desired. The mage can create complex objects made of glass, but they will only be as good as his Glassblowing skill. Creating simple sheets or blocks of glass doesn't require any skill roll though.
The mage must be familiar with the type of glass to be created, so low-tech mages can't make bulletproof glass. High tech mages can make a roll vs. Chemistry and/or Physics skill while using this spell to produce modern types of glass such as safety glass, fiberglass, fiber optics, or bulletproof glass.

Duration: Permanent.
Cost: 2 per lb., double cost for a highly specialized modern glass like bulletproof glass.
Time to Cast: 3 seconds
Prerequisite: Magery, Create Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Create Oil Regular

Allows the caster to create a quantity of some liquid or semi-liquid hydrocarbon (such as tar, naphtha, or crude oil) or a plant-based oil (such as linseed oil). The mage must be familiar with the oil to be created, so low-tech mages can't create motor oil or gasoline.

Duration: Permanent.
Cost: 2 per pint of oil, double cost for a highly refined oil product like gasoline.
Time to Cast: 3 seconds
Prerequisite: Magery, Create Earth
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Container. Always filled with some sort of oil specified when the object is enchanted. Energy Cost to Create: 300 points.

Create Sand Regular

Creates a hill of sand or dust or turns normal earth into dust or sand. The dust or sand will appear on the ground unless it is picked up by a strong wind or is deliberately created in the air.
If dust is created in the air, it will give a -2 Vision penalty per hex for 10 seconds, until it falls to the ground. Sand will fall to the ground too quickly to have any effect.
Each application of this spell will create about 9 cubic feet of dust (enough to fill a 3 foot square area to the depth of 1/4 inch) or 1 cubic foot of sand. The listed cost for sand is 1 foot by 1 foot by 1 foot. Twice that is 2'x2'x2', thrice is 3'x3'x3', and so on. 1 cubic foot of sand weighs about 75 lbs. Dust has a negligible weight.

Duration: Permanent
Cost: 3 to create sand from nothingness, 2 to create dust from nothingness, 1 to turn earth to dust or sand. Each increase in cost increases the amount of dust or sand that can be created.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Contagious Stone Area, resisted by HT

This spell turns an area of normal stone into contagious stone. Anyone who walks through the area or contacts the stone must roll vs. HT or take on some aspects of the stone. Each round they fail a HT roll, they gain PD1, DR2, but their body weight increases by 1/5 normal each turn. The maximum benefit is PD6, DR50 gained after 25 failed rolls (but body weight is 5x normal).
However, each failed roll reduces the victim's DX by 1 along with all skills and figured attributes based on DX (including Speed and Move). If DX is reduced to 0 or if the victim's body weight exceeds the amount of weight they can carry at Maximum Encumbrance, they turn into solid, unliving stone.
If the victim can get outside of the area, he begins to regain DX at the rate of 1 point per turn. However, he also loses PD and DR at an equal rate.
Note that some characters might voluntarily fail one or more HT rolls to improve their PD and DR. However, this is very risky.

Duration: 1 minute
Cost: 3, 2 to maintain
Time to Cast: 10 seconds
Prerequisites: Magery, Flesh to Stone
Item: Contagious Stone. GURPS Magic Items 1, p. 29. Energy Cost to Create: 350 points
Author: Adapted from GURPS Magic Items 1

Destroy Earth Regular, resisted by spell or HT

Causes earth to vanish, leaving nothing or only remains of impurities. For double cost stone can be made to vanish. This spell can be used to quickly dig through earth, however, a roll vs. Professional Skill (Mining) is needed to form stable tunnels.
If this spell is cast on earth-based creatures, it does 3d per hex, but the victim is allowed a HT roll to resist. If this spell is used to destroy structures cost is doubled, and the building resists with its HT.

Duration: Permanent
Cost: 6 per hex of earth, 12 per hex of stone. Double costs to destroy structures.
Time to Cast: 1 second per point of energy used to power the spell.
Prerequisite: Create Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.
Author: Adapted from Sasha Miller and Ben W. Miller (GURPS Witch World)

Dust Area

Creates a thin layer of dust. If it is created in the air or water it will make the area slightly hazy (-1 to Vision) for about a minute. When it lands it will obscure existing tracks (-2 to tracking rolls through that area) or serve as an medium for subsequent tracks (+2 to tracking in the area).

Duration: Permanent
Base Cost: 1
Item: Staff, Wand or Jewelry. Energy Cost to Create: 100 points.

Dust Ball Missile, resisted by HT-2

Creates a ball of dust that explodes when it hits its target, possibly blinding and choking its target. It has SS 13, Acc 2, 1/2D 40, Max 80. When it hits, the subject must roll vs. HT-2 or be blinded for 1d turns and physically stunned for 1d turns by choking.

Duration: Instantaneous
Cost: 2 points.
Prerequisites: Shape Stone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Dust Cloud Area, resisted by HT

Fills an area with a thick cloud of dust which blocks vision and causes choking.
Anyone in the area must roll vs. HT each turn or begin to cough. Anyone who coughs is at -2 to ST and DX until they escape the cloud. Once they are out of the cloud they must roll vs. HT each turn to stop coughing.
In addition, Vision rolls and rolls to hit with missile weapons are at -5 into or through the cloud.
When the spell ends, the dust settles, leaving the same effects as the Dust spell.

Duration: 1 minute (dust created is permanent).
Base Cost: 2 points,. can't be maintained.
Prerequisites: Sand Jet, Dust
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Dust Proof Regular or Area

Makes a container or device impervious to dust, sand, grit or dirt. In extremely dusty or dirty environments this reduces wear on machinery and equipment, keeps guns from jamming, and prevents delicate equipment from being ruined. It can also be used to keep dust and grime out of a vehicle or tent. The exact game effects are up to the GM. In general, this spell keeps weapons from having a lowered Malf number and equipment from breaking down in gritty, dusty conditions.

Duration: 1 week
Base Cost: 1: 1 cu. foot (camera, rifle). 2: 1 cu. yard (barrel, engine). 3 per hex (2 cubic yards), same to maintain. An item or area can be made permanently Dust Proof for 25 times the base cost.
Item: Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 200 points. Usable only by a mage.

Dust Quell Area

Keeps dust and other loose material from leaving the ground. This cancels the effects of the "cloud of dust" version of Earth to Sand and cancels any Dustball or Dust Cloud spells. It also makes it impossible for dust or sand to be kicked up by high winds, negating the effects of sandstorms and similar phenomenon.

Duration: 1 hour
Base Cost: 1/4 per hex, half to maintain (minimum of 1). An area can be permanently Dust Quelled for 25 points per hex.
Item: Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 200 points. Usable only by a mage.

Earth Bolt Missile

This spell creates a bolt that shoots through the earth like a torpedo, tearing up the ground as it goes, before it slams into the victim's feet and legs. Anyone struck by the bolt takes crushing damage to his legs and must roll vs. DX-2 to avoid falling.
The missile has SS12, Acc2, 1/2D n/a, Max 30. The only limitation of this spell is that it can only affect people who are standing on the ground or who are underground. If the subject is off of the ground (for example, standing on a raised wooden floor) or is in the air or the water, this spell will have no effect, though it might be able to attack the structure on which he is standing.
Due to the nature of this spell, victim's can't Block or Parry the bolt, they can only Dodge. If the target can make a successful Acrobatics or Jumping roll, he gets +2 to his Dodge score.
If this spell is targeted at an object that is firmly rooted to the ground, such as a tree or wall, the target takes double damage.

Duration: Instantaneous.
Cost: 1 per 1d of damage, up to 3d maximum.
Time to Cast: 1 second per point of Fatigue.
Prerequisites: Enlarge Rock, Fissure
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Earth Gate (VH) Regular

When the mage casts this spell, he is immediately sucked into the earth and transported to any known location that is connected to his previous location by some sort of earth or stone.
For example, the mage could theoretically use an Earth Gate to teleport to the opposite side of the world, as long as his final location rested on the earth. However, he couldn't use an Earth Gate to reach a location suspended above the earth or to reach a patch of earth on another planet, since those areas aren't linked to his current location by earth or stone.
If the mage's desired location is blocked by magic spells which prevent magical passage, he has the options of appearing in a random hex as near the desired place as possible or of canceling the spell (paying full energy cost) and staying in his previous location. Unlike the Teleport spell, this spell will never damage the subject, except on a critical failure, and the mage will always land on solid ground.
If the mage is unsure of his location, use the range modifiers for the Teleport spell.

Duration: Instantaneous
Cost: As Teleport
Time to Cast: 10 seconds
Prerequisite: Magery 2, Walk Through Earth
Item: Staff, Wand, or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Earth Knowledge/TL Information

Will allow caster to determine the geologic makeup of an area of ground. Information given will be crude. The various layers of soil, clay and stone will be detected automatically, as will large areas (over 100 cubic feet) of other material (air for dry caves, water for springs or underground rivers, oil, gas, metals). Smaller areas of unusual materials are at -4 or more to detect, so things like graves, seams of valuable metals, or small buried treasures will usually be missed.
The mage can also sense magnetic fields, fault lines, and magical auras of the earth. In Oriental campaigns, this spell supplements the mystical art of Feng Shui. It allows a caster to know if a given location is a suitable location for a building and if so, how the building should be laid out, what sort of building it should be, and what local spirits must be propitiated or negotiated with before building can start.
The mage can also use this spell to determine his exact distance below the surface, to determine the upward or downward slope of earth or stone construction, or to determine whether a geological formation (or stonework) is natural, man-made, or magical in nature. In the latter case, the mage also learns something about the nature of the stonework. (i.e., how old it is, what tools were used, and possibly what sort of creature made it.)
At higher tech levels, this spell can be used as an adjunct to scientific geological analysis. A mage who successfully uses the appropriate version of the spell gets +4 to subsequent use of the Geology, Prospecting, Hydrology, Engineering (Petroleum or Mining) or Professional Skill (Mining) skills to discover the make-up of a given geological area.

Duration: 10 sec.
Base Cost: 1 point
Time to Cast: 1 minute.
Prerequisite: Magery, Seek Earth, 4 other Earth spells
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage. (b) Forked stick or plumb bob. Works for user only. Energy Cost to Create: 500 points.

Earth Vent Regular, resisted by Special

The mage creates a small, powerful miniature volcano that erupts in a shower of hot ash and rock before vanishing.
Anyone in the Vent's hex takes 1d points of crushing damage from flying rock fragments and 1d burn damage from hot gas. Anyone in an adjacent hex takes 1d points of crushing damage, and anyone within 2 hexes takes 1d-3 points of damage. DR protects normally against this damage. Cover between the victim and the vent gives a bonus to Resistance Rolls or Dodge.
Victims who successfully roll vs. DX but more than their Dodge scores take half damage. Victims who successfully roll under their Dodge score when they resist take no damage.

Duration: 1 second
Cost: 4, can't be maintained.
Time to Cast: 3 seconds
Prerequisites: Magery, Shape Earth
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Earth Warning/TL Information, Area

This spell gives the caster 15 minutes warning before any non-magical earthquake, landslide, or cave-in will affect him. The mage also gets a sense of the direction and intensity of the impending disaster.
If cast on an area, this spell will give a geological "forecast" for the area affected by the spell. In this case, the duration of the spell is "Instantaneous."
At higher Tech levels, this spell can be used in conjunction with scientific skills, such as Geology(Vulcanology, Seismology or Speleology), Engineer (Mining or Petroleum) or Professional Skill (Mining) in order to understand or predict the behavior of a geological threat. For example, a geologist could use this spell to map fault lines, detect the buildup of pressure within a volcano or to predict when a cave formation will collapse. This gives no special bonus to skill roll, but does allow a scientist or worker to work without sensors.
This is also a Protection and Warning spell.

Duration: 1 day or Instantaneous.
Base Cost: 3, same to maintain. Each doubling of cost doubles the warning time or the length of the forecast.
Time to Cast: 1 minute
Prerequisite: Earth Knowledge.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Sensor device. Will predict disturbances in a set radius. Energy Cost to Create: 25 times the base cost to cast the spell as an Area spell.

Earth Wave Area, resisted by DX

This spell creates a "wave" of earth that moves along the ground just under the surface of the earth.
For every hex of length, the wave has 1 foot of height and 3 ST. It moves at Move 5 in the direction the mage specifies. Anyone hit by the wave must roll vs. DX or fall as it passes beneath them. Solid objects such as buildings take 1d points of damage for every 3 hexes of length.

Duration: 10 seconds
Cost: 4 per hex (minimum of 2 hexes), same to maintain
Time to Cast: 1 second per point of energy used.
Prerequisites: Magery 2, Earth Bolt, 5 other Earth spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Earthsense Regular

By means of this spell, the mage's body is turned into a living seismograph. He can feel vibrations caused by movement of the earth. For game purposes, treat this as if the mage had the Faz Sense advantage, but he feels vibrations of the earth rather than air currents.
Man-sized creatures can be detected out to 30 hexes, smaller creatures which walk on the ground can be detected up to 15 hexes away, smaller creatures can be detected at lesser distances to a minimum of 3 hexes. Larger or heavier creatures or vehicles can be detected at a proportionately greater distance, out to a maximum of 120 hexes.
Large-scale movements of the earth like those caused by heavy equipment, herds of stampeding elephants, or explosions can be detected at proportionately larger distances (up to several miles away). Truly huge earth movements, like nuclear explosions or earthquakes, can be detected on the opposite side of the globe!
In order for this spell to work, the mage and the phenomenon he is trying to detect must both be in contact with the ground. Very light or stealthy creatures give penalties to the subject's Faz Sense roll to detect.

Duration: 1 minute
Cost: 2, 1 to maintain.
Time to Cast: 2 seconds
Prerequisite: Shape Earth
Author: Adapted from Ellion

Elemental Structure Regular; Resisted by higher of ST or IQ

This spell binds an existing earth elemental into a structure made of brick, concrete, stone or earth, strengthening and protecting the structure.
For the duration of the spell, the elemental adds its own HP to those of the structure. In addition, the elemental lends its HT, PD and DR to the building if those statistics are better than those of the building. In any case, the building gets +4 to resistance rolls to survive earthquakes, landslides and similar movements of the earth.
Finally, the building is affected as if the Heal Stone spell (q.v.) had been cast on it, though the rate at which HT (and HP) is recovered is equal to the rate at which the elemental heals.
The elemental loses point of 1 ST and 1 HP for every HP of damage done to the building, though repair work done on the building will also heal the elemental at a rate proportional to the elemental's HP in relation to those of the building.
Alternately, an elemental can be bound into an area of earth. In this case, the elemental will give the same benefits as if the Fertile Ground (q.v.) spell were cast on the area. An elemental can affect 1 hex of radius per point of ST and HT.

Duration: 1 hour.
Cost: 1/4 the total of the elemental's four attributes; the same to maintain.
Time to Cast: 2 seconds.
Prerequisite: Control Earth Elemental.
Item: An elemental can be permanently bound into a building for 100 times cost.
Author: Adapted from David Pulver.

Enlarge Rock Regular

This spell makes a thrown rock double the size just after it leaves the subject's hand. The enlarged rock will fly the same distance as the original rock would have, but will hit with the effectiveness of a larger stone.
The missile has the same statistics as a thrown rock, but does damage as if it were twice as heavy. The GM must determine the exact amount of damage.
Rocks that have this spell on them must be thrown by hand, and they must be thrown within 10 seconds of the spell being cast.

Duration: 10 seconds or until the stone is thrown.
Base Cost: 2 per pound of rock affected. Each doubling of cost allows the rock to be increased by an additional multiple of size. For example, double cost allows the rock to be trebled in size.
Prerequisites: Magery, Create Earth
Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 600 points. (b) Rock. When thrown, it enlarges as if the Enlarge Rock spell was cast on it. Energy Cost to Create: 25 points for a one-use item, 100 points for a permanent enchantment.

Exploding Lava Ball Missile

This spell creates a ball of molten lava that the mage can throw at his targets. When it strikes it bursts, covering the target and adjacent hexes with hot lava.
The missile has SS 13, Acc +1, 1/2D 20, Max 40. It is targeted with the Spell Throwing (Fireball) skill.
The lava ball does 1d damage to start to the target hex and anything in the hexes adjacent to the target. Each turn thereafter it continues to burn, doing its normal damage with a cumulative -1 penalty to base damage. When the damage roll is 0 or less, the lava stops burning. Roll separately for each hex of damage.
Flammable armor protects normally with its DR until its DR is consumed. Then it bursts into flames. Non-flammable armor protects with its DR each turn until its DR is consumed.
This spell will also set flammable materials on fire, roll each turn for ignition for each hex.
A victim of this spell can stop the damage by dousing the burn (or the hex) with at least one gallon of water, or by scraping off the burning material. Scraping off the lava requires a DX roll and a metal utensil. Failure means that the lava still sticks and burns. Critical failure means that the subject burned his hand in addition to the normal damage caused by the spell.
Alternately, if the lava sticks to armor or clothing with at least DR 1 and the lava damage doesn't penetrate the item's DR, the subject can avoid subsequent damage by removing the garment.
Like other fireball variants, there is no "blast shadow". People in the area are automatically affected. Unlike conventional explosive attacks, DR does protect, even if it is not sealed.
This is also an Elemental Fire spell.

Duration: Instantaneous
Cost: 6 points.
Time to Cast: 3 seconds
Prerequisite: Lava Ball.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,250 points

Fertile Ground Area

This spell improves the quality of soil turning rocky, worn-out, or poor soil into fertile loam suitable for growing crops. This will increase crop yields by 25%.

Duration: Permanent
Base Cost: 2
Time to Cast: 1 minute
Prerequisite: Magery, Shape Earth

Fissure Area; resisted by DX

This spell will open a huge crack in the earth, approximately 3 feet wide. The depth of the fissure depends on its length - roughly 3 feet of depth per every hex of length.(So a fissure 4 hexes long would be 12 feet deep).
A fissure will do 1d points of damage to any rigid structure for every hex of the fissure that passes under the structure. Living characters in a fissure hex must roll vs. DX or fall into the fissure taking normal falling damage.
The crack is paid for on a hex by hex basis and each hex must be contiguous with at least one other fissure hex. Other than that, the fissure can follow any course the mage desires.

Duration: Permanent
Base Cost: 4 per hex.
Time to Cast: 2 seconds per hex.
Prerequisite: Magery, Destroy Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 800 points. Usable only by a mage.

Flint Worker Regular

This spell will convert an ordinary rock into a flint or obsidian tool of the mage's choice. Each pound of rock will create 10 arrowheads or 1 larger tool such as a spearhead, knife, chopper or hand axe.
In campaigns where Stone Age technology is the norm, the GM can increase the casting cost of this spell, make it harder to learn or ban it altogether.

Duration: Permanent
Cost: 2 per lb. of material to be affected.
Time to Cast: 10 seconds
Prerequisites: Shape Stone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Floating Island Area

This spell allows an island of any size to float freely like a giant boat. If the mage desires, the island can move according to his direction at the same rate at which the mage could walk. If the mage does not consciously will the island to move, it will follow prevailing wind and water currents. Once the spell ends, the island will re-anchor itself in its new location displacing the water around it.
While the spell is in effect, the island will seem to have its normal depth to those on the island (for example caves and mines won't be flooded), but to those in the water, the island will have a depth equal to half its height above the water.
The only restrictions on this spell are that the mage must affect the entire area of the island and the area must be surrounded by at least 3 feet of standing water. However, the mage can use a suitable spell (Create Earth, Volcano) to make his own island and then cast this spell on it.
This spell is also a Water spell.

Duration: 1 hour
Base Cost: 1, same to maintain. Double costs if the mage wishes to control the island's motion. An island can be made to permanently float for 25 points per hex. Each doubling of costs give the island 1 hex of Move per turn.
Time to Cast: 1 minute
Prerequisite: Move Terrain

Fouling Stone Enchantment

This spell will create a "Fouling Stone". For a complete description, see GURPS Magic Items 1, p. 41.
This is also a Water spell and a Food spell.
Prerequisites: Enchantment, Create Earth, Poison Water
Item: Fouling Stone, GURPS Magic Items 1, p. 41. Energy Cost to Create: 450 points.
Author: GURPS Magic Items 1

Gold to Gem Regular

This spell converts a quantity of gold (or other valuable metal) into a single gem of the same cash value, less 10% (as a "conversion fee").
The mage may specify the type of gem he desires, however, if he has no preference random sort of gem appears. This spell is handy for mages who wish to create powerstones but who don't have ready access to gem markets. Alternately, the mage can convert gems to their value in gold (or other precious metal) less 10%.
Other valuable goods cannot be converted with this spell, neither can precious metals or gems which have magical properties. Normal jewelry can be affected by this spell, but the spell just serves to convert the metal to its weight in bullion and unset gems.
If the Improve Gem spell is cast on a gem and subsequently converts it to gold, he will only get as much money has he would have gotten for the unimproved gem.

Duration: Permanent
Base Cost: 2, plus 1 per pound of material to be converted. (Minimum of 3 points.)
Time to Cast: 1 minute per lb. of material.
Prerequisite: Change Earth, Coins of Change
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Box or Pouch. Any gold placed into it is converted to gems. Energy Cost to Create: 300 points.

Grow Crystals Regular

Allows the caster to create up to one pound of crystal. The crystals are attractive, but of little value, generally being a form of milky quartz. If clear crystal is required, then the amount created is halved. Valuable gems can't be affected or created by this spell.

Duration: Permanent
Cost: 1 per lb.
Prerequisites: Create Earth
Author: Jeff Wilson, Winterchylde

Greater Earthquake (VH) Area

This powerful spell causes the earth's plates to shift, generating massive earthquakes that measure 7.0 to 10.0 on the Richter Scale. All buildings in the area will collapse, unless they are extremely earthquake-proof. Anyone in a collapsing building will take 7d or more crushing damage. Cracks open in the earth, swallowing people, cars, and small houses. If the area is next to a coastline, massive tidal waves will flood the area. Fires break loose, power lines fall, and manufacturing plants might explode. It is up to the GM to determine the extent and severity of the chaos.
Even the area outside of the spell's radius will be affected by this spell. All structures will take major damage if they are within double the spell's normal area. The damage continues to spread -- people 100 times the radius away will feel a tremor in the ground with damage determined by the GM.
Use of this spell is at -5 if the quake is not directed at an existing fault line.

Duration: 1d-3 (minimum 1) minutes. The effects will last much longer.
Cost: 1/5, can't be maintained (minimum 20 points).
Time to Cast: 1 hour for each energy point used in the spell.
Prerequisites: Magery 3, Earthquake, 15 other Earth spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.
Author: Adapted from J.C. Connors (GURPS Mummy)

Hand of Earth Regular, resisted by ST

A giant hand-shaped area of earth reaches up (or out from a stone wall or hill) and grabs a subject specified by the mage in the hand's hex or in an adjacent hex.
The hand has DX 11 and ST 20 and must successfully grapple the target (using DX) before it can hold the victim. The victim can roll a Contest of ST vs. the hand each turn. If the victim wins, he escapes. If he loses the contest by 5 or more points, he takes a point of Fatigue and can't try another contest for 5 seconds.
For double cost, the hand can squeeze a grappled victim rather than just holding him. Roll a Contest of ST each turn. In addition to the effects given above, for every 2 points by which the victim loses the contest of ST, he takes 1 point of crushing damage. If the victim loses the contest by 2 points or less, he is still held, but takes no damage. Rigid armor and clothing (or other materials), add their DR to the victim's ST in the Contest of ST. If the victim still loses the contest, armor protects normally with its DR until its DR is exceeded. Then the armor fails completely and doesn't protect against damage or protect with DR.
The hand can be attacked with crushing or cutting weapons. It has PD 2, DR 5, and 35 hit points. The hand is vulnerable to Earth-based spells just like an Earth Elemental. It is invulnerable to fire, cold, bullets or impaling weapons.

Duration: 1 minute
Base Cost: 4, 3 to maintain. Each doubling of cost adds 10 points to the hand's ST, 2 points to DR, or 5 HP. DX can't be improved. For double cost, the hand can attack.
Time to Cast: 5 seconds
Prerequisite: Magery, Shape Earth
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) A hand can be permanently created in a hex for 25 times the base cost. It will activate when anyone enters its hex or an adjacent hex. The Bane or Limit spell can be used to control under what circumstance it activates. If these spells are used, the mage can choose whether the hand will grapple or crush a victim, depending on the other spell, if he's paid the extra cost to allow the hand to crush.

Hands of Clay Regular

Turns the caster's hands and forearms into semi-solid clay. This gives the caster's arms and hands PD 1, DR 3, and makes them immune to fire, cold, and electricity damage. This allows the mage to use his hands to parry small missiles, block weapons, and smother fires without damage.
For the duration of the spell, the mage can use his hands to Parry. If he knows the Missile Parry skill, he gets +2 to his effective skill as long as this spell is in effect.
This spell can also be cast on the mage's feet and legs to allow him to walk through flame hexes or similar areas.

Duration: 1 minute
Cost: 3, 2 to maintain. For double cost, the mage's hands can have PD 1, DR 5.
Time to Cast: 3 seconds
Prerequisites: Flesh to Stone
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. Usable only by a mage. (b) Bracers or bracelets. Gives wearer the benefit of this spell. Energy Cost to Create: 200 points.

Hands of Stone Regular

Makes subject's hands and forearms as hard as stone (PD 2, DR 6) and allows the subject to strike and parry weapons with his bare hands. Damage with punches or karate strikes is increased by +2 and the character can handle very hot objects. In other respects, this spell is like the Hands of Clay spell.

Duration: 1 minute.
Base Cost: 4 to cast, half to maintain.
Prerequisite: Hands of Clay.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage. (b) Bracers or bracelets. Gives wearer the benefit of this spell. Energy Cost to Create: 300 points.

Heal Stone Regular

This spell repairs damage, such as cracks, chips and even erosion to an area of stone, clay, brick, metal or earth. Each casting of this spell will restore 1d HP and DR, up to the original DR and HP that the object had. One point of PD is repaired for every 8 points of DR.
Note that this spell will not mend broken items or replace missing pieces, so things like broken blades or shattered statues cannot be repaired. However, simple stonework or metalwork, like masonry or steel doors can be mended by means of this spell. Likewise, items that have cracked or worn, but not broken can be mended.
This is also a Making and Breaking spell.

Duration: Permanent.
Base Cost: 1 per die of DR and HP repaired, double cost for metal.
Time to Cast: 1 minute.
Prerequisite: Shape Stone, Shape Metal. Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Heal the Land Area, resisted by Spell

This spell removes any malign spells that affect an area of terrain or the people and creatures living in it. For example, this spell will counter Poison Earth, Vale of Tears, Aversion, Haunted Forest, etc.
It will also gradually remove all magical "aspects" from the area except those that were "natural" to the area. For example, if cast on a waterfall used for human sacrifice whose mana is Death aspected and Water aspected, this spell would gradually remove the death aspect, but not the water aspect.
Note that this spell won't have any effect on the aspected mana until the source of the mana is removed. For example, the waterfall in the above example can't be freed of its death aspect until the death cult that uses the waterfall is destroyed and the bodies of the sacrificed victims are recovered from the water and properly laid to rest.
Finally, this spell will gradually destroy any mundane, man-made toxins or pollutants found in the area. The rate at which these toxins disappear depends on how concentrated and how dangerous they are, but in any case their decay will be greatly accelerated (by up to 100 times), though this might still be a very long time by human standards.
Note that natural toxins and pollutants won't be affected unless they arose as a result of human activities. For example, a spring that was naturally poisoned by alkali leaching from the surrounding rocks would not be "cured" with this spell. A spring contaminated by sewage runoff or toxic waste would be.
Trash and other unnatural pollutants in an area will biodegrade at a vastly accelerated rate, as if they had optimal conditions to decay.
This is a also a Plant spell and a Metaspell. A similar spell (Heal the Water) exists for watery areas.

Duration: Permanent, until "unnatural" effects on the land have been completely eradicated.
Base Cost: 1 point.
Time to Cast: 1 minute per point of energy.
Prerequisite: Magery 2, Counterspell, Fertile Ground, Purify Earth, Heal Plant, Remove Curse
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.

Hildegarde's Heavy Helper Regular, resisted by Dodge

This spell creates a large mass of wet sand in a roughly cubical form. The mage can control where the sand appears. The dimensions of the sand are regulated by the energy put into the spell.
Listed cost is 1 foot by 1 foot by 1 foot. Twice that is 2'x2'x2', thrice is 3'x3'x3', and so on. Wet sand weighs about 175 pounds per cubic foot, but does not retain its shape once created.
If sand is created over a foe's head, they may attempt to Dodge the cascade of wet sand. If they fail, they take 3 points of Stun damage for every cubic yard of sand. They must also roll vs. HT or be at -2 to Vision for 1d seconds due to sand in their eyes.

Duration: Permanent
Cost: 3 per cubic foot. See above.
Time to Cast: 2 seconds
Prerequisites: Create Sand, Create Water
Author: Adapted from S. John Ross (adapted from Arduin Grimoire).

House Mover Area

This spell makes a building or other man-made structure "move".
In actuality, the ground moves to "push" the structure along while opening ahead of the structure as necessary to accommodate foundations and underground structures. The structure can either retain its orientation in relation to the ground (possibly toppling over if it is pushed onto a hill) or can be pushed into a rising slope partially burying one side while keeping the structure's original orientation. It can also be turned as the mage sees fit.
A structure can be completely submerged in earth if it is pushed into the side of a large hill or cliff face. A structure pushed over the edge of a cliff will fall.
In order for this spell to work, the mage must affect the entire area occupied by the structure's foundation. At the mage's option, the building can be detached from other underground structures which connect to the building but which are outside of its foundations (i.e.,, pipes, escape tunnels, dungeon complexes, etc.) or the mage can pay an increased cost to move these structures with the building.
Completely buried structures can't be moved unless the mage knows their exact dimensions and locations. If the mage attempts to move a buried structure he must pay cost based on either the structure's width and depth or its length and width, whichever produces the larger area.
Structures move at a maximum speed of 1 hex per turn. With tall or delicate structures, the safe rate of movement might be considerably less.

Duration: 1 minute
Base Cost: 1/2 point, half to maintain. Each doubling of cost doubles the speed at which a building can be moved, up to 5 hexes per turn.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Shape Stone, Stonecaller, Sinkhole
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) This spell can be permanently cast on a structure, allowing it to move through the earth on its own and stabilizing it so that it takes no damage from vibrations caused by its movement. Permanently animated buildings can't merge more than 10% of their total volume (except for foundations and underground structures) with natural stone or earth formations, so they are limited to travelling over relatively flat ground. A building animated with this spell will move under the control of a "pilot" who controls the direction and speed of the building from a crew station determined by the mage. No special skill is needed to move a building, though the pilot must concentrate. Energy Cost to Create: 250 times the base cost.

Improve Gem Regular

Magically improves the quality of a gem allowing up to a 50% increase in quality. Flawless gems cannot be improved with this spell, but any other sort of gem can be. The weight of a gem (carats) cannot be increased. The danger of this spell is that any failure (not just a critical failure) destroys the gem and there is a cumulative -1 skill penalty for every 10% improvement.
This spell does not allow the mage to cut gems, only improve their quality.

Duration: Permanent
Base Cost: 3 per 10% improvement
Time to Cast: 1 minute
Prerequisite: Magery, Shape Earth, 3 other Earth spells.
Item: Wand or gem-cutting tools. Energy Cost to Create: 1,000 points. Usable only by a mage.

King of the Land (VH) Enchantment

This spell links a person who has temporal or spiritual authority over an area of land to the land itself. The person takes strength from the land and the land reflects the ruler's health, competency and state of mind.
As long as this spell is in effect, and the ruler of the land is in good health, the area he rules is affected as if the Fertile Ground and Happy Valley (Metaspell) spells were in effect. In addition, the weather and, to some extent natural events. in the area, reflect the ruler's temperament, health, and state of mind. For example, when the king is happy, the weather might be pleasant for the season. When he is sad, the sky might cloud.
In addition, for every 20 square miles of land the ruler undisputedly controls, he gets +1 to HT rolls to resist the effects of illness, poison, or injury, though not to resist aging. In addition, he gets +1 Fatigue per day that he can use to cast spells or power psionics.
The drawback is that if the ruler is seriously ill, seriously depressed (or influenced by some other strong, negative emotion), incompetent (as decided by the GM), or injured, the land he rules is affected as well.
While the ruler is in distress, the land is afflicted with unnatural occurrences, disasters, epidemics, civil strife and similar troubles that mimic the ruler's problems. Any positive benefits of the spell are lost and the area is affected by the Vale of Tears (Metaspell) spell. Fertility of plants and animals in the area is reduced by 20%.
While the land is in distress, the ruler can't draw Fatigue from it and gets no bonuses to his HT due to the link with the land.
In addition, serious damage to the land can affect the ruler! The GM must rule on the effects that despoiling the land will have on its leader, but they will be symbolic of the damage that is being done. For example, widespread pollution could cause the ruler to break out in a rash or burning a town would cause the ruler to burn himself in an accident.
Though even the most severe incident will cause no more than 1d-1 points of damage to the ruler, while the leader is ill the positive effects of the spell are canceled and the ill effects of the spell appear.
When the ruler dies or voluntarily leaves office, this spell ends.
Note that when this spell is cast, the subject of the spell must be present for the entire duration of enchantment. In addition, for the spell to be effective, the subject must be the legitimate, undisputed ruler of the territory to which he will be linked. The spell only affects territory that is undisputedly part of the ruler's territory, which is settled (or surrounded by settlements), and whose people view the leader as the legitimate ruler.
Because of its cost and the need for the subject to be present, this spell is typically cast as a Quick and Dirty Enchantment, usually as part of the ruler's investiture as head of state.
This is a also a Plant spell and a Metaspell.

Duration: The ruler's term of office.
Base Cost: 2 per square mile of territory controlled by the ruler (minimum 500 points).
Prerequisite: Magery 2, Fertile Ground, Purify Earth, Aspect Mana, Happy Valley, Bless, Recover Fatigue, Plant Growth, Heal Plant, 1 spell from 10 colleges.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points (b) Crown, Scepter, Throne or similar item denoting of leadership. Works for wearer or user only, who must be the legitimate head of the territory. Energy Cost to Create: 50,000 points. Extremely rare and usually only in the possession of powerful hereditary rulers. Wars have been fought for such items.

Landslide Area, resisted by Special

Causes an area of rock or earth to shift or collapse. The damage done depends on the individual circumstances.
A rule of thumb is that characters caught in the slide or collapse take 1d points of damage for every hex of earth involved in the slide or 2d points of damage for every hex of rock involved in a cave-in. However, falling rocks or large masses of earth or mud can do considerably more damage due to crushing and suffocation. The GM must determine the exact effects.
The earth or stone affected must be on at least a 30 degree slope or somehow be able to fall on the victims. The mage can't make rock slide along level ground.
A landslide (as opposed to a cave in) will travel down the length of the slope at a Move of 5 to 20 hexes per turn depending on the type and volume of material and the degree of slope. Characters caught in a landslide may roll vs. DX to take half damage if they can get out of the way of the slide. If they make their DX roll by 2 or more, they take no damage at all.
Characters caught in a cave-in may roll Dodge the falling rock completely. If they miss their Dodge by 1, they take half damage.

Duration: Instantaneous
Base Cost: 3 per hex. Can't be maintained.
Prerequisite: Magery, Shape Earth
Time to Cast: 1 second per hex.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Lava Area

This spell causes an area of earth, metal, sand or rock to melt.
Anyone touching the lava takes 1d burn damage per turn. Armor protects with its DR on the first turn. After that, it does not protect unless it is sealed and is heat-resistant. Anyone standing in a lava hex takes 2d damage per turn.
Lava does not move unless it would naturally flow downhill or the mage uses the Shape Earth spell to make it move. If the mage uses Shape Earth to move the lava, the lava has a maximum Move of 3 hexes per turn on level ground. On slopes, the lava might flow faster, at a rate up to 6 hexes per turn.
The lava has a temperature of 1,200 degrees F. It will melt or set fire to most things it touches.
This spell is also a Fire spell.

Duration: 1 minute
Base Cost: 6 to cast, 2 to maintain
Time to Cast: 10 seconds
Prerequisite: Magery, Create Fire, Shape Earth, 3 Earth and 3 Fire spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. Usable only by a mage.

Lava Ball Missile

This spell creates a ball of molten lava that the mage can throw at his targets.
The missile has SS 13, Acc +1, 1/2D 20, Max 40. It is targeted with the Spell Throwing (Fireball) skill.
The lava ball does 1d damage to start, each turn thereafter it continues to burn, doing its normal damage with a cumulative -1 penalty to base damage. When the damage roll is 0 or less, the lava stops burning.
Flammable armor protects normally with its DR until its DR is consumed. Then it bursts into flames. Non-flammable armor protects with its DR each turn until its DR is consumed.
This spell will also set flammable materials on fire, roll each turn for ignition for each hex.
A victim of this spell can stop the damage by dousing the burn (or the hex) with at least one gallon of water, or by scraping off the burning material. Scraping off the lava requires a DX roll and a metal utensil. Failure means that the lava still sticks and burns. Critical failure means that the subject burned his hand in addition to the normal damage caused by the spell.
Alternately, if the lava sticks to armor or clothing with at least DR 1 and the lava damage doesn't penetrate the item's DR, the subject can avoid subsequent damage by removing the garment.
Unlike conventional fire attacks, DR does protect, even if it is not sealed.

Duration: Instantaneous
Cost: 3 points.
Time to Cast: 3 seconds
Prerequisite: Lava or Fireball.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points

Lava Flow Regular

This spell makes a volcano (either natural or magically created) spew molten rock.
On the first turn that the spell is cast, the mage creates a flow of lava one hex wide from the lip of the volcano. For each addition turn that the mage concentrates, he can make the flow 1 hex wider or he can have the lava flow down the side of the volcano. As long as the mage concentrates, the lava continues to flow, with the limit that the width of the lava can't exceed the width of the volcano's caldera (crater).
The lava created with this spell is natural and normally flows at the rate of 1 hex per turn. The flow's direction is determined by the geography of the volcano.
If the mage wishes, he can speed up or slow down the lava flow by up to 1 hex per turn, up to a maximum lava flow speed of 10 hexes per turn. The mage can also change the path of the flow it moves down the volcano's slope by up to 10% of the flow's total width.
If the mage ceases to concentrate, the lava already in the flow will still move but no more lava can be added to the flow and the existing flow can't be widened or lengthened. In addition, the existing flow will revert to its natural movement rate, slowing by 2 hexes per turn to its regular speed of 1 hex. The lava will only stop when it meets a barrier that it can't flow over or around or when it reaches level ground.
The lava will eventually cool and harden into rock, but will remain hot for several days, and might stay warm for several weeks, unless it is cooled by rain or contact with water. At the GM's option, characters walking on cooling lava might take burn damage to exposed flesh or to their feet. Armor and protective clothing protect normally.
Inanimate objects in the path of the lava flow take fire damage in addition to taking a Slam attack with a ST of 50 for every hex the lava flow is wide. Lava will normally flow around objects, but might completely bury low-lying or collapsed objects. Small objects on the surface of the flow are likely to be carried along if they don't burn or melt.
This powerful spell is relatively cheap to cast and easy to learn because it requires the mage to be fairly close to a live volcano. Since active volcanoes can emit poisonous sulfur dioxide gas, clouds of ash, or rains of stones (see the Rain of Stone or Rain of Ash spell for details), this spell is not always safe or easy to cast.
This is also an Elemental Fire spell.

Duration: 1 minute
Cost: 3 points to start, plus 1/2 point per hex of "growth" in width or length of the lava flow. Up to 1 points of energy can be added to the spell per turn. 1 point to maintain, regardless of energy put into "growing" the spell.
Time to Cast: 10 seconds, plus one second per turn of "growth".
Prerequisite: Lava
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Living Earth Area

This spell makes an area of earth, stone, or metal "alive". It will grow, heal, and slowly move according to the mage's will. Using this spell, the mage can make rocks "grow" into walls, or he can make walls repair themselves or fuse together to become more resistant to damage. Note, however, that the basic form of the material will not change, and refined metals and precious gems will "grow" very slowly if at all.
Earth, gravel, or uncut stone ("natural" materials) will increase their mass and volume at the rate of 10% per day, until they reach the volume specified by the mage when the spell is cast. A volume of earth can also Move at a rate of 1 hex per day or heal 10% of its HP per day if the mage wishes it to do so. Materials can also be made to flow away from an area, to make depressions or to reduce the height of high areas of earth.
"Semi-Refined" materials (i.e., cut stone, crushed gravel) increases its mass and volume at 1% per day, and "Refined" materials (refined metal, cut or polished gems, finished stone) increases its mass and volume at a rate of .001% per day. In other respects, refined and semi-refined minerals are identical to unrefined materials.
In other respects, this spell is like the Shape Earth spell.

Duration: 1 day
Cost: 3 per hex, 2 to maintain. Double cost to affect "semi-refined" materials. Quadruple cost to affect refined materials.
Time to Cast: 1 minute
Prerequisite: Magery, Heal Stone, Grow Crystals.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Loosen Earth Area

This spell will give normal earth the consistency of freshly plowed and cultivated soil to a depth of about 1-foot. Dry earth will be turned into dust, possibly causing huge clouds of dust (equivalent to the Dust Cloud spell) if it is disturbed by movement or wind. Muddy ground will become more gooey, impeding Movement by a further 25%.
Digging rates are doubled in areas affected by this spell and seeds can be planted as if the ground were freshly plowed.

Duration: Permanent
Cost: 1
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Magic Pick Regular

Creates a magic pick which the mage can use to tunnel through stone or earth at the rate of 1 cubic foot per second (1 cubic yard for earth) leaving a tunnel behind him.
The subject must have the Professional Skill (Mining) or Engineer (Mining) skill in order to create a safe tunnel. Otherwise, he must roll vs. IQ-4 every 20 feet to see if the tunnel caves in behind him. If used against Earth- or Stone-based creatures, treat the Magic pick as a Great Maul which ignores DR of stone or earthen armor and which does double damage.

Duration: 1 minute
Base Cost: 3, 2 to maintain
Prerequisites: Destroy Earth
Item: Pick or mattock. Energy Cost to Create: 400 points.
Author: Adapted from GURPS Magic Items 2

Mass Meld with Earth Area

Anyone within the area of effect can immediately meld into earth or stone, as per the Meld With Earth spell. The mage can select just some people to Meld, but he must still pay the whole cost of the spell.

Duration: 1 hour
Cost: 2, same to maintain. (Minimum of 2 hexes).
Time to Cast: 3 seconds
Prerequisite: Magery, Meld With Earth
Item: Wand, Staff, or Jewelry. Energy Cost to Create: 750 points.

Meld With Earth Regular

This spell allows the mage to meld his body with a large body of earth or stone (at least the size of a large boulder) and assume the outward appearance of that stone while retaining all his senses. Unlike the Walk Through Earth spell, the mage cannot move through the earth. Neither is the mage's body turned into stone, like the Body of Stone spell.

Duration: 1 hour
Cost: 3, 2 to maintain
Time to Cast: 3 seconds
Prerequisites: Magery, Shape Earth.
Item: (a) Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Monolith Regular, resisted by HT

This spell causes a huge, roughly cylindrical, pyramidal or rectangular rock to erupt from the ground. If maintained long enough, the spell allows the mage to create small mountains!
The basic shape, appearance, and composition of the monolith are up to the GM, but is likely to be similar to the underlying stone in the area.
The height depends on the amount of time the caster concentrates after the casting - the column will grow 1 yard every minute until the caster ceases to concentrate on the spell. The size of the base grows with the height, allowing the monolith to stand up straight, so a cylindrical column will take on a roughly conical or pyramidal shape, and a rectangular rock will take on a roughly trapezoidal form.
When the spell ends, the monolith recedes back into the earth at the same rate as it grew.
Note that the mage can grow more than one monolith simultaneously. The base cost remains the same no matter how many stones are raised, but the fatigue cost to "grow" the stones is charged for each monolith created. If the stones grow large enough that they overlap one another, they will fuse into one large rock, but the Fatigue cost remains unchanged.
If this spell is cast underneath a building, the building gets a Resistance roll based on its HT. If the resistance roll is failed, the building takes 1d damage for every minute that the rock grows. DR is attacked first, and is permanently lost against subsequent "attacks" by the rising stone. When all DR is gone, the HP of the building is attacked instead. When the building's HP is completely gone, it collapses.

Duration: 12 hours or until the sun sets (if cast during the day) or until the sun rises (if cast at night), whichever is less.
Cost: 10 to cast, plus 1 for every 2 minutes of concentration during the "growth period." Note that a spellcaster with Recover Strength at level 20+ can simply ignore the growth period cost. Can't be maintained. This spell can be made permanent for 20 times the total cost.
Time to Cast: 30 minutes.
Prerequisites: Earthquake, Create Earth Elemental.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.
Author: Adapted from the Net.

Mud Area

Creates an area of slippery mud, 6 inches deep. Movement in the muddy area is reduced by 25% and characters moving through the area must roll vs. DX every minute or fall. Characters who are attempting strenuous actions (e.g. melee combat, running) must roll vs. DX every turn or fall.
Ground vehicles in the muddy area are at -2 to handling rolls and have their movement rates reduced by 25%. Vehicles with high ground pressure must roll to avoid being stuck. Vehicles with tracks (or similar propulsion systems) or low ground pressure are unaffected.
For double cost, the mud can be made 1 foot deep. This has no further effects on DX or vehicle handling, but reduces Move by 50%. Vehicles with high ground pressure will automatically become stuck. Drivers of wheeled vehicles must roll vs. skill every 10 seconds or become stuck.
This is also a Water spell.

Duration: 1 hour
Base Cost: 2, 1 to maintain. For double cost, the thickness of the mud can be increased.
Prerequisite: Create Earth, Create Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Multimissile Regular

This spell can be cast upon any missile. The instant it is fired, the original missile is magically duplicated into two or more missiles.
Each missile attacks separately, but at the same chance to hit as the original missile. Locations hit by multiple missiles are completely random, though the original missile can be targeted.
After they hit (or miss), the duplicates vanish. This spell can't be cast on missile spells, though it can be used to augment missiles hurled with the Apportation spell or the psionic Telekinesis power.
The missile must be fired within 10 seconds after the spell is cast on it, or the spell will dissipate.
This is also a Making and Breaking spell.

Duration: 10 seconds or until the missile is fired.
Cost: 1 per extra missile or per 2d damage to a maximum of 5 points of energy, same to maintain
Prerequisite: Stone Missile
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Missile weapon. When enchanted the weapon becomes capable of firing multiple missiles at no fatigue Cost to the user. Energy Cost to Create: 1,500 per extra missile.
Author: Adapted from Rick Hunt

Natural Stair Regular

This spell creates a natural stair, road, or ramp in stone or earth. This allows the mage to ascend steep slopes and cliffs at his normal Movement rate without having to make Climbing skill or DX rolls.
The steps or ramp appear just in front of the mage and disappear after he has passed. For extra cost, others can be included in this spell. The only limitation is that no character can be more than 3 hexes away from any other character affected by the spell and all characters affected by the spell must form a "chain" separated by no more than 3 hexes each with the mage as one of its "links".
The path created is 2 hexes wide. This is wide enough to accommodate horses and the like, but not to accommodate wagons or similar wheeled vehicles. For double cost, the width of the trail can be expanded to 4 hexes.
If stairs are created, they have a maximum slope of 45 degrees. If a road or path is created, it has a maximum slope of 10 degrees. This forces characters using the Natural Stair spell to "double back" as they ascend a tall slope. If the GM chooses, he can create a more gentle slope to accommodate heavy vehicles or to make the climb easier.

Duration: 1 minute
Cost: 3 points, plus 1 point for each hex of creature affected, half to maintain. For double cost, the width of the trail is expanded to 4 hexes.
Time to Cast: 3 seconds
Prerequisite: Magery, Shape Earth, Create Earth
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.

Netstone Regular

This spell turns an ordinary rock or sling missile to turn into a melee net when it strikes its target. The stone behaves normally until it strikes its target, then, rather than damaging its victim, it covers its victim with a net, which lasts for 1 minute. Treat the missile as a normal stone, sling stone or prodd crossbow missile depending on how it is launched.
This is also a Plant spell and a Making and Breaking spell.
The missile must be hurled within 10 seconds after the spell is cast.

Duration: 10 seconds or until the missile is fired. (net lasts 1 minute after the missile hits).
Cost: 3, 1 to maintain.
Time to Cast: 3 seconds
Prerequisite: Magery, Shape Earth, Create Plant
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Netstones, GURPS Magic Items 1, p. 95 Energy Cost to Create: 20 points (c) Prodd, Sling or other stone-throwing weapon. Any missile fired from it turns into a netstone when it hits. Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 1

Oily Regular, resisted by IQ

This spell saturates all objects in an area with flammable oil. In addition to soiling or spoiling the material, the oil allows the material to be instantly ignited if a flame source is held in contact with it for at least 1 second.
If this spell is used to saturate the clothing or possessions of a person or the fur of an animal, the victim gets a roll vs. IQ to resist the spell.
Burn damage from flaming oil is determined as if the victim had been soaked in gasoline and set alight, 1d points of damage per turn spread across the entire body. Porous armor (such as cloth or leather) doesn't protect against this damage, since the oil soaks into it. Non-porous armor (such as metal or plastic) protects with its DR for the first turn, then the burning oil seeps in through the joints. Sealed armor protects with its full DR.
The oil will naturally drip off the subject or evaporate in about a minute. It can also be wiped off or washed away with large amounts of water (at least 10 gallons). Oil that saturates into non-living materials lasts permanently until it is washed or wiped away.

Duration: 1 minute (oil created is Permanent).
Cost: 1 for a small area (like a small campfire), 2 for a 1 hex wide area, 4 per hex of living creature. Can't be maintained.
Time to Cast: 1 second per point of base cost.
Prerequisites: Create Oil
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Plow Area

When this spell is cast, deep furrows are cut into sand, loose rock or soil turning over and loosening the earth just as if the land had been plowed by hand.
Small plants in the area will be uprooted, large plants or rocks will be unaffected and the furrows will go around them. Any material on or in the ground down to 6 inches of depth will be churned along with the soil. This will either hide or reveal objects as the GM wishes.
While this spell is mostly used as an aid to gardeners and farmers, some mages also use it for other purposes - to hide tracks or to reveal (or hide) deadly objects like mines or caltraps. It can also be used to fill in shallow trenches.
This is also a Plant spell.

Duration: Permanent
Base Cost: 1
Prerequisite: Loosen Earth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Poison Earth Area

This spell poisons earth making it deadly to plants and animals that burrow in the earth. If the poisoned earth gets on a characters skin, or if the dust gets in his lungs, it will call cause damage to the skin or respiratory system.
Poisoned earth does 1 point of damage to plants and burrowing animals per 10 minutes of exposure. Characters who are exposed to poisoned earth through their skin (such as by walking barefoot in such an area, or by lying on the earth) take 1 point of damage per hour of exposure. Poisoned earth dust breathed into the lungs does 1 point of damage per 10 minutes.
Normal plants will not grow in an area affected by the Poison Earth spell. Magically created or undead plants are unaffected by this spell.

Duration: Permanent
Base Cost: 3 points. This spell can be made permanent for 50 times the base cost.
Prerequisite: Purify Earth
Item: Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 400 points.

Predict Earth Movement Information

See also the Earth Warning spell.
This is also a Protection and Warning spell.
Author: Lee Gold (GURPS Japan)

Prepare Site Area, resisted by HT

This spell levels ground, removes rocks and vegetation and otherwise prepares a site for human habitation.
The basic version of this spell prepares a campsite. It will remove small rocks and other debris, clear or flatten grass and minor vegetation, prepare a fire pit or fire circle, and, if possible, make beds from local vegetation. If the mage wishes, this spell will also create small trenches to divert water. Under normal circumstances, this spell will save the mage 1-2 man hours of unskilled labor.
For double cost, this spell will remove large rocks, clear vegetation except for trees, and will level the site for a simple, small building. For triple cost, the entire area is leveled, preparing the site for the construction of large, complex buildings or roads. Large trees in the area resist with HT. Sentient plants or natural features automatically resist this spell.
This is also a Plant spell.

Duration: Permanent.
Base Cost: 1 point to clear a campsite. 2 points to clear a simple building site, 3 points to clear a major building site or a road bed.
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisite: Plow.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Tool. Energy Cost to Create: 250 points.

Protection From Earth Area, resisted by Spell

Buildings in areas protected by this spell are immune to the effects of natural earthquakes, subsidence, landslides, and other earth-based disasters.
If a mage attempts to affect an area with a spell which mimics a natural disaster (such as Volcano, Earthquake, or Shape Earth) this spell will give the protected area a resistance roll (a contest of spell skills) to avoid being affected. Animate objects in the protected area are not protected from earth-based disasters.

Duration: 1 day
Base Cost: 1/10, an area can be permanently protected for 50 points per hex of radius.
Time to Cast: 10 seconds
Prerequisite: Resist Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Purify Earth Area

Author: Sasha Miller and Ben W. Miller (GURPS Witch World)

Quicksand Area, resisted by DX

Creates an area that appears to be solid earth, but is actually slippery, gooey muck with a 10-foot bottom. Subjects who move into the area of Quicksand must roll vs. DX or fall in. This DX roll is at -2 if the subject didn't expect the quicksand or was moving quickly.
Characters in quicksand must make a Swimming roll every minute to avoid Drowning. Heavy objects, such as metal weapons or vehicles immediately sink to the bottom. Characters in Quicksand can attempt to pull themselves out of the muck by roll vs. DX or ST-4. One attempt is allowed per minute. Each failed attempt costs 1 point of Fatigue.
Characters and equipment trapped in the quicksand when the spell ends are imprisoned in the original rock or earth and must be dug out.
This is also a Water spell.

Duration: 10 minutes
Base Cost: 3 to cast, 2 to maintain per hex. An area can have this spell permanently cast on it for 50 times the base cost.
Time to Cast: 5 seconds
Prerequisite: Mud
Item: Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 500 to create

Quintessence of Stone/TL Regular, resisted by Will

This spell gives any stone or earthen object the favorable qualities of another mineral of the mage's choice while still maintaining the favorable properties of the original mineral. For example, a clay pot could be given the hardness of granite, making it nearly unbreakable.
Likewise, if the mage wishes, unfavorable qualities can be given to metal objects. For example, a stone axe head could be given the malleability of moist clay (which would ruin the head if the axe was used).
The mage can specify any property that he is aware of for any mineral with which he is personally familiar. He can't require a mineral to take on all the properties of another mineral (since that would be a complete transmutation) and the GM can veto obviously unbalancing choices. For example, the GM can veto attempts to give objects the properties of highly radioactive minerals.
If there is any question as to whether the mage is familiar with a particular mineral or its properties, the GM can require the mage to roll vs. his Geology or Chemistry skill. Generally, the physical and chemical properties of various minerals weren't discovered until TL5.
If cast on an item held, worn or used by another person, the owner is allowed a roll vs. Will to prevent the change from occurring.
This spell can't be used to allow a material to take on the characteristics of metal. For this, the mage must use the Quintessence of Metal spell.

Duration: 1 minute
Cost: 3 per quality granted, half to maintain. Double cost for rare or dangerous qualities.
Time to Cast: 3 seconds
Prerequisites: Magery 2, Shape Stone
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points, (b) Any item. This spell can be made permanent for 50 times the base cost.

Rain of Ash Area, resisted by HT-2

This spell fills an area with hot, smothering volcanic ash.
The affected areas are treated as the Dust Cloud spell had been cast in them, except that all HT rolls to resist the spell's effects are at HT-2 and vision is completely blocked, as if the hexes had the Darkness spell cast on them.
In addition to choking, characters who fail their Resistance Rolls take 1 point of damage from burning ash and noxious fumes in addition to coughing. On a critical failure, the burns are to their lungs - damage is treated as if it hit the vitals, and all subsequent HT rolls to resist the ash are at an additional -1.
If the mage also knows the Rain of Stones spell, he can combine this spell will the Rain of Ash spell to create a rain of volcanic stones. Volcanic stones are exactly like normal stones except that they go +1 point of burn damage to exposed flesh.
When the spell ends the dust and stones fall to the ground leaving effects as if the Dust spell had been cast.

Duration: 1 minute (dust created is permanent).
Cost: 5 points, 3 to maintain, plus the cost of the Rain of Stones spell.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Dust Cloud, Volcano
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points or 1,250 if the staff also casts Rain of Stones.

Rain of Oil Area, resisted by IQ

This spell creates a rain of flammable oil, which will saturate anything in the area of effect, as if the Oily spell had been cast on it. In other respects, this spell is identical to the Oily spell.
Intelligent creatures in the area of effect resist the spell with IQ.

Duration: 1 minute. (Oil created is permanent.)
Base Cost: 4 points, half to maintain. (Minimum of 2 hexes).
Time to Cast: 10 seconds
Prerequisites: Magery, Oily
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Ready Road Regular, resisted by Spell

This spell magically converts any terrain beneath the subject's feet into smooth, clear, dry earth for the duration that it takes him to pass. Using this spell, the subject can walk through the thickest of brush, the deepest of snow, or the muddiest of swamps as if he were walking on a level, well-maintained path.
If this spell is cast over an area that has been affected by a magic spell (such as Slippery, or a Fire Hex), the Ready Road spell takes effect if it can win a contest of skills. Note that the subject might still take damage from magical effects in the hexes adjacent to him, but while he is there, the Ready Road turns the hex into ordinary earth.
This spell doesn't work if the slope is more than 60 degrees, nor does it allow the subject to walk on water. However, it does allow the subject to walk along the bottom of a body of water without problems, if he has a way to breathe.
This is also a Movement spell.

Duration: 1 minute
Cost: 4, 3 to maintain
Prerequisites: Magery, Shape Earth, Shape Plant, Destroy Water, Surefoot
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 GURPS Magic Items 1

Refine Hydrocarbon/TL Area

This spell allows the mage to refine coal, natural gas, asphaltum, or crude oil into any petroleum product with which he is familiar. At higher Tech levels, this allows the mage to produce usable fuel. At lower tech levels, this spell allows the mage to remove impurities from coal or crude oil so that it will burn a bit more cleanly.

Duration: Permanent
Base Cost: 1 per pound of material to be affected.
Time to Cast: 1 minute.
Prerequisite: Magery, Shape Earth
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 300 points. (b) Refining equipment or container for holding oil or coal. Will refine any appropriate material placed into it. Energy Cost to Create: 50 points per pound of material to be refined.

Resist Earth Regular

The subject is immune to damage from objects made of rock, clay or earth including cave-ins, building collapse, earthquakes, quicksand and landslides.
Weapons, including sling stones and thrown rocks, completely made of stone do no damage. Stone-tipped weapons do only half damage. Falling damage is halved as long as this spell is in effect. The subject takes no damage from slamming into the ground, but he does take damage from his rapid deceleration. At high tech levels this spell will protect against ceramic weapons or missiles.
While the subject is protected from the impact and weight of stone or earth, this spell does not give him immunity to being pinned underneath rubble, though he gets +4 to ST and DX to avoid being pinned or trapped by falling or sliding earth. The spell gives no protection against suffocation.
Against Earth magic or earth-based creatures (such as elementals), the character gets +1 to all Resistance and defense rolls.
This spell has no effect against metal or metal weapons.
As a side effect, this spell also gives the subject the effects of the Soilproof spell.

Duration: 1 minute.
Base Cost: 3, 2 to maintain.
Prerequisite: Magery, Shape Earth.
Time to Cast: 3 seconds.
Item: (a) Staff or Wand. Energy Cost to Create: 500 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 300 points.
Author: Thomas Barnes, Anthony Jackson.

Resist Stone Regular

This spell protects the subject from harm caused by stone, including thrown rocks, stone missiles, and the like. The spell will also protect the character from shifting or falling rock, such as cave-ins or landslides. Note that while this spell protects against harm from falling or moving rock, it does not protect the character from being trapped or suffocated, or from burning lava.
In other respects, this spell is like the Resist Earth spell.

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain. Double cost to resist landslides, large boulders, elemental stone, or enchanted stone. Triple cost to resist falling mountains.
Prerequisites: Resist Earth, Stone to Earth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson.

Rolling Hill (VH) Regular

This spell allows the mage to animate an earth or stone outcropping, just like the Rolling Hill magic item. For a full description of the item, see GURPS Magic Items 2, p. 107.

Duration: 1 minute
Cost: 10 points, 6 to maintain.
Time to Cast: 10 seconds
Prerequisite: Magery 3, Move Terrain
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points (b) Rolling Hill GURPS Magic Items 2, p. 107. Energy Cost to Create: 10,000 points.
Author: GURPS Magic Items 2.

Rolling Road Area, resisted by DX+4

When this spell is cast, a relatively smooth, area of earth or stone begins to "move" like a conveyor belt at a rate of 2 hexes per turn (Move 2). Anyone in the area when the spell is cast who is not braced or who is not expecting the spell must roll vs. DX+4 or fall.
Anything in the affected area will begin to move in the direction specified by the mage when the spell is cast. When an object standing on the spell area reaches the edge of the affected area it will stop moving, though living creatures will notice that the ground continues to move under them.
People attempting to step off the affected area in a different direction from the direction the earth is going must roll vs. DX+4 or fall in a hex adjacent to the spell area.
Items firmly attached to the ground will seem to move along of their own volition until they reach the edge of the spell area. They will magically "pop-up" on the other side of the spell area and start the journey again. It is up to the GM to determine if these moving objects cause damage to people in or next to the spell area.

Duration: 1 minute
Base Cost: 2 to cast, half to maintain. Each doubling of cost doubles the speed of movement and gives -2 to the DX roll to avoid falling, up to a maximum of Move 10. An area can have this spell permanently cast on it for 50 times the base cost.
Time to Cast: 3 seconds per hex of radius.
Prerequisite: Magery, Shape Earth, Walk Through Earth
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Root Regular

This spell "roots" an unliving object to the ground, making it impossible to remove the object from the earth short of breaking or destroying it. All ST rolls to lift or move the object automatically fail.
For example, posts could be rooted in the earth so it is impossible to pull them up or knock them over, or a sword could be rooted in a crack in a rock making it impossible to pull out.

Duration: 1 day
Cost: 1 point for an object up to 10 lbs., 2 points per 50 lbs. of material to be rooted, half to maintain (minimum 1 point). Can be made permanent for 50 times the base cost.
Time to Cast: 3 seconds per point of energy used to power the spell.
Prerequisite: Magery, Shape Earth, Rooted Feet
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points

Sand Bag Missile

This spell creates a ball of sand that will Stun its target. The ball has SS 13, Acc +2, 1/2 D 40, Max 80. Rigid armor with at least PD 1, DR 2 completely protects against stun damage. The spell is thrown using Spell Throwing (Bullet) spell.

Cost: 1 per die of damage. Each point spent on the spell does 1d-2 Crushing damage, but 2d points of Stun damage.
Time to Cast: 1 second per energy point put into the spell.
Prerequisites: Sand Jet
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Sand Missile Regular or Blocking, resisted by IQ

Causes missiles turn into sand when they hit their target. Missiles turned into sand do 1d-2 Stunning damage and 1 point of damage per basic die of damage, regardless of the missile. Rigid armor (PD 1, DR 2 or better) completely protects against Stun damage.
This spell may be cast in one of three ways: as a Blocking spell, as a defensive spell on a subject, or as an offensive spell against a foe's weapon. If cast on a weapon, any missile fired by the weapon is affected by this spell when it hits a target. Unwilling subjects roll vs. IQ to resist.
Generally this spell is used to confound enemy gunners and archers, but it can be used to allow a friendly marksman to "sand-bag" quarry with a weapon that normally does lethal damage.

Duration: 1 attack if cast as a Blocking spell, 1 minute if cast as a Regular spell.
Cost: 1 point if cast as a Blocking spell. Otherwise 3 to cast, 2 to maintain.
Prerequisite: Create Sand.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Jewelry or Clothing. Works for wearer only (often Always On). Energy Cost to Create: 400 points. (c) Missile Weapon. Any rounds fired from the weapon will automatically turn into Sand Missiles. Energy Cost to Create: 300 points.

Sandpit Area, resisted by Special

This spell creates a deep conical pit whose edges are lined with loose sand. Anyone within the spell's area must roll vs. DX-4 to avoid falling in, or vs. DX if they are on the edge of the pit.
When a victim falls into the pit, he begins to slide towards the bottom. Anyone in the pit is at DX-4 every turn to keep from sliding down 2 yards - the slope to the bottom of the pit is equal to the radius of the spell area. A successful roll means that the victim stopped sliding that second. While stopped, he needs to make a DX roll to keep from sliding again. Making any of the rolls by 5 or more means that he can actually move a yard closer to the top. Failure means that he is two yards closer to the bottom. A sliding character is at -4 to all DX-based skills. A sliding mage is at -4 to cast spells unless his skill is high enough that he doesn't need to gesture.
Anyone who reaches the bottom of the pit starts to be sucked into the earth. Victims must roll vs. ST each turn to avoid being pulled under. For each point by which the ST roll was failed, they are sucked 1 foot into the earth (feet first) until they are completely covered, at which point they begin to Suffocate. Characters who make their ST roll by 5 or more, or a critical success are able to pull themselves out of the earth and can begin making DX rolls to escape from the bottom of the pit.

Duration: 1 minute
Base Cost: 1, half to maintain. Minimum radius 5 hexes. For 50 times the base cost an area can be permanently enchanted with this spell.
Time to Cast: 3 seconds
Prerequisites: Magery, Create Sand, Shape Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Fantasy Bestiary

Seek Terrain Information

This spell allows the mage to know the direction and approximate distance to the nearest large, distinctive, natural terrain feature such as a cavern, mountain, forest, desert, pass, island, reef, or coastline. If there is more than one terrain feature of the appropriate type, this spell will give confused results. The mage can exclude known terrain features if he specifies them before he begins casting the spell.
While accurate, this spell "interprets" requests literally. For example, if a mage is seeking a cavern, then the spell might point out a cavern deep in the earth with no known entrance rather than the cavern entrance the mage was looking for. This problem can be overcome if the mage specifies what he is looking for before casting begins.
There is a -2 to penalty to skill if the mage is looking for a relatively small or insignificant feature (i.e., one specific hill in a range of hills) and an additional -2 penalty if the mage has never been to (or personally seen) the desired terrain feature.
Cost: 3, large man-made terrain features (cities, dungeons, keeps) can be detected for double normal cost.
Time to Cast: 10 seconds
Prerequisite: Seek Earth
Item: (a) Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 400 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points. If the item will only detect one type of terrain (like just mountains, or just reefs), then the cost to create is 150 points.

Sharp Stones Area

Causes a stone surface to become filled with razor-sharp spikes of stone.
Creatures walking through the affected area take 2 points of Cutting damage to their feet for every hex they walk through. Armor protects normally, although most medieval-style armor does not cover the soles of the feet. Creatures that fall down in a sharp hex take 1d points of whole body Cutting damage.

Duration: 1 minute
Base Cost: 2 per hex, half to maintain. An area can be made permanently sharp for 100 points per hex.
Prerequisite: Shape Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Shattering Stone Regular

The mage can enchant a normal, fist-sized rock that weighs at least 1 lb. so that it will violently shatter when it hits a solid object.
When it explodes, the rock will do 2d points of cutting damage to anyone who is in contact with it, or 1d points of damage to anyone in the same hex. People in adjacent hexes are hit by fragments which do 1d-2 points of cutting damage on a roll of 12 or less. People two hexes away from the explosion take 1d-4 points of damage on a die roll of 9 or less. The stone will "detonate" when it is dropped or thrown against a hard surface or living creature.
The danger of this spell is that the rocks are inherently unstable. If the person carrying a Shattering Stone takes a hard fall, or if he drops the stone, it will explode on a roll of 12 or less. If a Stone is hit with a weapon (-6 to hit, -8 if it is held in a hand) it will automatically explode, damaging the person carrying it, and possibly the attacker. If a Stone explodes in the presence of other Stones, the other stones will automatically blow up if they take damage. Since damage from the blast is doubled if the stone is in contact with the user's (or victim's) body, carrying a large number of Shattering Stones into combat is a very risky proposition!
For double energy cost, the stone can be made to do double damage, but the stone must be a cut or polished semi-precious or precious stone of at least $50 value.

Duration: 10 seconds or until the rock is thrown or dropped. (Effects are instantaneous)
Cost: 5 per stone. For double cost damage can be doubled, see above. This spell can be made permanent for 25 points (or 50 points for double damage).
Time to Cast: 10 seconds
Prerequisites: Magery 2, Shape Earth, Shatter (Making and Breaking), 5 Earth spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Sling, Prodd, or Stonebow. Any stone fired from the weapon has this spell cast on it. Energy Cost to Create: 1,500 points.

Sink Hole Area, resisted by DX-4

This spell temporarily liquefies the ground in the area sinking living creatures into the earth up to their waists. The next instant, the earth resolidifies, trapping the victims in the earth. Characters can leap to safety by making a roll vs. DX-4.
Buried characters must make a ST roll each turn in order to break free. If the ground is hard or rocky, this roll is at -2. If they are sunk into rock, the roll is at -4. Each attempt to break free costs 1 Fatigue unless the character takes time to dig himself out. Exhausted characters must be rescued by others.
Buildings are not sunk into the earth, but take 1d damage that bypasses DR. This represents the effects of extreme, sudden settling. Solid inanimate objects (such as rocks or trees) only sink a few inches and are unaffected.
Very light objects, or objects with low ground pressure get a bonus to their resistance rolls. For every 25 pounds of weight less than 100 pounds, the subject gets +2 to DX. If their weight is distributed across more than one hex (like a man lying down or walking along a board) they get an additional +1 to +4 bonus.
For double energy cost, the mage can sink victims up to their armpits (-4 to ST rolls to break free) and do double damage to buildings. For quadruple energy cost, the caster can sink characters up to their necks, preventing them from making ST rolls to break free and do triple damage to buildings.

Duration: 1 second (effects are permanent until victims are dug out).
Base Cost: 3 points. Can't be maintained. Minimum 2 hexes. Double cost to cast on hard ground or rock. See above for effects of double and triple strength castings.
Time to Cast: 5 seconds
Prerequisites: Magery 2, Quicksand
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Web

Solid Stance Regular

The subject's feet are unusually well braced on the earth. The character can't be Slammed, lifted from the earth, tripped, or knocked back. He gets +4 to DX rolls to avoid accidentally tripping or falling in slippery conditions.
This is also a Movement spell.

Duration: 10 seconds
Cost: 3, 2 to maintain
Time to Cast: 2 seconds
Prerequisites: Sure Foot
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Clothing. Works for Wearer Only. Energy Cost to Create: 300 points.

Speak Through Earth Regular

This spell allows the subject to speak and be heard through earth or stone to a range of 20 hexes. Each doubling of base cost doubles range.
This is also a Sound spell.

Duration: 1 minute
Base Cost: 2, half to maintain. (double cost for each doubling of distance)
Prerequisites: Shape Earth, Great Voice
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Clothing. Works for Wearer Only. Energy Cost to Create: 300 points.

Stabilize Earth Area

This spell keeps loose, moist, or unstable earth in place, even during landslides, cave-ins or earthquakes. For the duration of the spell any area protected by this spell will not move. People or objects standing on the earth can still be affected by things such as earthquakes.

Duration: 12 hours
Base Cost: 2 per hex, half to maintain. An area of earth can be permanently stabilized for 25 points per hex.
Time to Cast: 1 minute
Prerequisite: Shape Earth
Item: Wand, Staff or Jewelry. Energy Cost to Create: 300 points.

Stone Jet Regular

This spell allows the mage to shoot a spray of rocks from his hand.
The rocks have a maximum range of 3 hexes. The mage must roll vs. DX-2 or Magic Jet skill to hit with the spray. If they hit, the rocks do minimal damage (1d-2 damage), but they fall to the ground and can make footing difficult. Each second of rock spray can cover 1 hex with rocks.
At the mage's whim, the rocks can be sharp or perfectly round and smooth like marbles.
The rocks force any character who enters their hex to make a DX roll. This roll is at -2 if the character is running or is moving at more than half their Move. Characters who are moving slowly and carefully (no more than 1 hex per turn) and who can see the stones get +4 to their roll.
If the rocks are sharp and the character fails his DX roll, he takes 1d-2 points of Cutting damage to his foot. If the rocks are smooth, the character falls in the hex. He must make an additional roll vs. DX+2 each turn to stand up, or stands up automatically if he takes 3 turns to do so carefully.
If a character falls on sharp rocks he takes 1d-2 points of Cutting damage to a random hit location.

Duration: 1 second (rocks last for 1 minute).
Cost: 4 points, 3 to maintain.
Prerequisite: Magery, Sand Jet or Create Marbles
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points

Stone Tell Information

By "speaking" with boulder, rock or area of ground, the caster can determine roughly what transpired or what passed by the area within the last 12 hours. Information gathered will be general, only on a critical success will the mage receive details.
The mage can "skim" 30 minutes of time or view 10 minutes of time in some detail per minute.
The mage can either cast this spell to start a certain amount of time in the past (maximum of 12 hours) and work forward, or he can work back until he finds the information he wants.

Duration: 1 minute.
Cost: 3 to cast, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Earth Knowledge, Divination.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage. (b) A rock which weighs at least 5 lbs. can have this spell cast on it permanently. Anyone who grasps the rock and concentrates will get a mental impression of what happened in the area within the last 12 hours.

Stone to Glass Area

This spell turns stone into glass. Normally, this spell is used offensively, since the DR and PD of glass is half that of stone. However, it can also be used to turn the outermost layer of a stone wall in smooth, seamless wall of glass that defies most attempts to climb it. This latter application doesn't affect the DR of the wall itself, since only the outermost layer of stone is affected.

Duration: Permanent
Base Cost: 3 per 100 lb. of stone affected (minimum 3)
Time to Cast: 10 seconds
Prerequisite: Create Sand, Shape Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Stone Caller Area

This spell summons all loose stones and other metal objects buried less than a foot underground to the caster and stacks them in a neat pile at his feet.
To be summoned, the object must weigh more than 1/2 lb. and less than 10 lbs. Each multiple of cost increase allows the maximum or minimum size of stone called to be increased or decreased, or allows stones to be called from a greater depth.
Double cost allows items of metal and stone between 1/4 lb. and 20 lb. to be summoned or allows items no more than 2 feet below the surface to be called. Triple cost allows items between 1/8 lb. and 40 lb. to be summoned or allows items no more than 3 feet below the surface to be called. Increased multiples only allow items up to 1/32 lb. (1/2 oz.) to be summoned but there is no limit on upper size of rocks.
If this spell encounters bedrock or a rock solidly attached to the earth, any extra energy put into the spell is lost and the rock will not move. It's not possible to bring the bedrock to the surface or move mountains using this spell.
This spell is usually used to clear rocky fields before plowing, but it also has uses for scavenging lost items, gathering buried treasure, or (for modern-day mages) clearing mine fields.

Duration: 1 minute
Cost: 1 point, half to maintain. Increased cost increases the effect of the spell. See above.
Time to Cast: 10 seconds
Prerequisite: Shape Stone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 2.

Stone Form Regular

This spell will turn the subject into an animated stone statue. He has a natural PD2, DR 4, and his HP are doubled (but not his HT). Other characteristics are as for Body of Stone.
When the wounded character transforms back form Stoneform, any damage taken while in stoneform is halved, as long as he's still at positive HP. Any damage taken before stoneform is assumed is doubled while in stoneform.
Wearer must roll vs. HT at end of spell. On a failure the spell is permanent and can only be removed with Remove Curse or Stone to Flesh.

Duration: 1 minute
Cost: 5, 3 to maintain
Time to Cast: 3 seconds
Prerequisite: Contagious Stone, Body of Stone
Item: See Stoneform Amulet, GURPS Magic Items 1, p. 29. Energy Cost to Create: 350 points
Author: Adapted from GURPS Magic Items 1

Stonewraith Regular, resisted by IQ

This spell is identical to the Steelwraith spell except that it affects items made of stone only. The subject can pass through stone walls and objects made of stone pass through his body. However, the subject also will sink through stone floors and will sink into stone as if it were water.

Duration: 1 minute
Base Cost: 3, 2 to maintain
Time to Cast: 3 seconds
Prerequisite: Shape Earth
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Always on. Works for wearer only. Energy Cost to Create: 200 points.

Stony Death (VH) Regular; Resisted by HT

This spell kills the subject by turning him into unliving stone. If the subject fails his resistance roll, he takes 1 point of damage per turn as he slowly turns into solid rock.
Once the victim reaches 0 HP, he is completely petrified, and if he dies, he is turned into a normal stone statue. Flesh to Stone spells will return the victim's body to unliving flesh.

Duration: 1 minute (Effects are Permanent).
Cost: 10, can't be maintained.
Prerequisite: Magery 2, Flesh to Stone
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Stop Earthquake Area

This spell immediately stops or prevents earthquakes in affected area. It does not stop or prevent damage from the effects of earthquakes which come into the protected area from outside the spell's radius (for example, landslides or falling debris), nor does it protect against earthquake damage inflicted before the spell is cast.
If this spell is used to counter the Earthquake or Greater Earthquake spell, roll a Contest of Skill between the two spells. The winning spell takes effect.

Duration: 12 hours
Base Cost: 1/20 to cast, half to maintain. (min. 1/1/2 points.) This spell can be made permanent on an area for 25 times the base cost.
Prerequisite: Magery, Protection From Earth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points. Usable only by a mage.

Sure-Footed Regular

Allows subject to walk on treacherous or unstable ground as if it were stable. In other situations this spell gives +4 to Dexterity to avoid tripping or falling or to resist magic spells which might cause the subject to slip or trip.

Duration: 1 minute
Cost: 2 to cast, 1 to maintain
Prerequisite: Shape Earth
Item: (a) Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 300 points. Usable only by a mage. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 250 points.

Swallowing Soil Regular; Resisted by IQ

Author: S. John Ross (GURPS Russia)

Tower Area

This spell creates a tower (or other structure) of stone.
For every 5 hexes of area, the tower can have up to 20 feet of height. One floor is created per 20 feet of height. Ladders or narrow staircases to upper levels are provided and the mage can place windows and arrow loupes as he sees fit, to a maximum of 1 window or arrow loupe per 10 feet of wall (per 20 feet of height). The top of the tower can either be finished with a domed roof or a flat roof with 3-foot wide crenellations.
The door can be of any form the mage wishes (usually a drawbridge or large double doors) and will be made of Iron. While the tower will be structurally sound, its architectural merit is based on the mage's Architecture skill.
Skilled mages can swap area for height or to create more elaborate structures than a simple round or square tower. If the mage tries to create a fancy building, he must roll vs. Architecture or Engineering (Structural or Civil) skill in order to produce a stable building. If he fails his roll, the tower will collapse immediately.
The tower walls will have PD 4, DR 50 and 200 HP. The door will have PD 5, DR 50 and 100 HP.

Duration: 1 hour
Cost: 1 per hex, half to maintain.
Time to Cast: 1 minute per point of energy used to cast the spell. This spell can be made permanent for 100 times the base cost.
Prerequisites: Magery 2, Shape Stone, Wall of Stone, 15 other Earth spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Transmuted Earth Regular

This spell allows the caster to turn a cubic foot of earth or dust into a substance which has the same density and consistency as dust or earth, but which has the properties and obeys other physical laws like the transmuted substance.
For example, a jar of earth transmuted to fire would move and burn like fire but would have the same color, "feel", "look" and "heft" as dirt.

Duration: Permanent
Cost: 3 points.
Prerequisite: Magery, 3 spells from each of the 4 elements
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Tremor Area, resisted by DX

This spell allows the caster to create a minor tremor which will rattle windows and make hanging lamps sway but which does no damage. Unsteady items will be toppled by this spell, and characters who are balanced precariously must roll vs. DX or fall.
In modern terms, the tremor produced by this spell registers 4.5 or less on the Richter scale.

Duration: 3 seconds
Base Cost: 1 point, can't be maintained.
Prerequisite: Magery, Shape Earth
Item: Staff, Wand or Jewelry Energy Cost to Create: 400 points. Usable only by a mage.

Turn Earth Regular

Makes stone or dirt objects swerve away from subject, this gives him -5 to be hit with or stone or stone tipped weapons and gives him +5 to DX or +2 to Dodge rolls to avoid the effects of landslides, cave-ins, and the like. It also keeps the subject from getting dusty or dirty due to earth, dust or mud adhering to his body or clothes.
An irritating side effect is that the subject can't pick up anything made of stone or dirt while the spell is in effect. This repulsion effect also halves damage received from being knocked back, slammed or falling onto stone or dirt. (This effect is not cumulative with the Protection from Earth spell.) Stone or dirt carried by the subject when the spell is cast is immune.
This spell has no effect against metal or metal weapons.

Duration: 1 minute
Base Cost: 4, 2 to maintain
Prerequisite: Protection from Earth
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 300 points.

Volcanic Eruption (VH) Regular

This spell makes a dormant volcano become active, or an active volcano erupt.
The type and severity of the eruption depends on the energy put into the spell and the volcano itself. A successful Geology (Vulcanology) skill roll or use of the Seek Earth spell will allow the mage to predict what sort of eruption this spell will produce and in which direction the fallout from the eruption is likely to go.
In order to cast this spell, the mage must stand on solid ground somewhere on or near the volcano's crater. Long distance modifiers are reduced by a factor of 10 when casting this spell, but unless the mage is very skilled or is willing to trade energy for skill, he is likely to be uncomfortably close to the volcano when it erupts.
Note that even a small eruption can produce stone falls or ash falls that spread for miles. Huge eruptions can devastate an area hundreds of miles square, create tidal waves, and can even change global climatic conditions.
Normally this spell is only cast as a ritual spell by large circles of wizards with lots of time and energy to spend. It's either a "doomsday" spell or a form of (literal) "scorched-earth" warfare, since a volcanic eruption can devastate a region just as effectively as an invasion or terror raid.
On a smaller scale, a mage can use this spell to make a volcano created with the Volcano spell erupt. When this spell is cast on the volcano, it will produce dust and ash equivalent to the Rain of Ash spell in an area 3 times the area occupied by the volcano itself. For example, if a volcano is 12 hexes wide, the Rain of Ash spell would have a radius of 36 hexes.
For increased cost, the mage can create an eruption with effects like the Lava Flow and/or Rain of Stones spells in addition to the Rain of Ash effects.
The radius of the Rain of Stones spell is equal to twice the radius of the volcano. The Lava Flow can up to 50 hexes long and 5 hexes wide.

Duration: 1 eruption (or a series of minor eruptions over a period of about 1 day).
Cost: 25 points for Rain of Ash from a volcano created with the Volcano spell. Add 50 points each for the Lava Flow and Rain of Stones spells. Can't be maintained.
2,500 points to activate a dormant volcano. 500 points for a small eruption (minor lava flows, minor ash clouds, affecting an area only a few miles square), 2,500 points for a moderate eruption (lava flows about a mile long, rains of ash and stones within a 20 mile area downwind), 10,000 points or more for major eruptions with cataclysmic local effects (e.g., Mt. Vesuvius, Mt. St. Helens). 50,000 points or more for huge explosions with devastating effects on a regional level, which produce global climate change (e.g. Krakatoa, Thera).
Time to Cast: 1 second per point of energy put into the spell to affect a magically created Volcano. 1 hour per point of energy to affect a natural volcano.
Prerequisites: Magery 3, Rain of Ash, Rain of Stones, Lava Flow
Item: Any Object. Will cause dormant volcanoes to become active and will make active volcanoes erupt as long as the object remains on the slope of the volcano. Such items are extremely rare, if they exist at all, and are highly prized. Wars are fought over such items. Energy Cost to Create: 100,000 points or more, plus at least $1,500,000 in equipment and supplies.

Vibrations Regular, resisted by DX

This spell allows the mage to tap the ground in one location and cause a shock wave in another location!
In order to cast the spell, the mage must strike or tap the ground with his hand, foot or staff. If he makes his skill roll (minus any long distance modifiers) the earth in the target hex will violently rock as if struck by a powerful earthquake. Anyone in the target hex must make a DX roll or fall. If the target is a multi-hex creature, it gets +2 to DX for every hex that is outside of the target area.
Even if the target keeps his feet, he is at -2 skill to hit with any melee or weapon and he loses an accumulated Aim bonuses. In addition, he must roll vs. Will or lose his Concentration. If the victim was climbing or performing some other delicate task, he must make a skill roll at -4 in order to avoid catastrophe.

Duration: 1 second
Cost: 2 per hex, can't be maintained.
Time to Cast: 2 Seconds.
Prerequisites: Shape Earth, Earthquake Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from Greg Littmann

Wall of Earth Area

Creates 6-foot high bank of packed earth, 6 feet at the bottom, sloping to about 2 feet thick at the top. (PD 1, DR 2, HP 50 to breach)

Duration: 10 minutes.
Base Cost: 4 per hex. Each doubling of energy doubles the height, base thickness, and HP of the wall. The wall can be made permanent for 10 times the base cost.
Time to Cast: 10 seconds
Prerequisite: Create Earth, Shape Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 600 points. Usable only by a mage.

Wall of Stone Area

Creates 8-foot high, 6-inch thick wall of stone (PD 2, DR 8, 90 HP), in the hex of the caster's choice. The wall is solid and smooth surface and can have stone spikes or crenellations on the top, if the caster chooses.

Duration: 10 minutes
Base Cost: 6 per hex. Each doubling of energy doubles the height, base thickness, and HP of the wall. For 1 extra point per hex, the wall can have a fine finish or simple decoration. For 2 extra points per hex, the wall can be highly finished, decorated or carved. The wall can be made permanent for 10 times the base cost.
Time to Cast: 10 seconds
Prerequisite: Magery, Wall of Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 800 points. Usable only by a mage.

Water to Earth Area, resisted by DX

This spell transforms an area of water or other liquid into solid earth.
People in the area affected by this spell must roll vs. DX to get out. Trapped people must roll vs. ST to break lose as per the Sinkhole spell.
For double cost, this spell can create valuable earth or normal stone just like the Create Earth spell. Double costs again to create valuable stone.
Muddy areas can be turned into solid earth for half normal cost.
This is also a Water spell.

Duration: Permanent
Base Cost: 3 per hex
Prerequisites: Destroy Water, 3 Earth spells
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Weaken Stone Regular or Area, resisted by HT

This spell weakens stone so that blows do much more damage to it.
Any stone with this spell cast on it has 1/2 its normal PD and DR and any crushing blows do five times normal damage.
If this spell is cast on a living creature made of stone (such as an earth elemental or similar mineral-based life form), PD and DR are not affected, but the creature takes 3d damage from any crushing blow unless it makes a Resistance Roll vs. HT.

Duration: 1 minute
Cost: 1 point per 100 lbs. or hex of material affected (minimum 3 points), 4 points to cast on a living creature, regardless of weight, same to maintain.
Time to Cast: 5 seconds
Prerequisite: Magery 2, Earth to Water
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points (b) Stone working tool. Casts this spell on any stone it strikes. Energy Cost to Create: 500 points.


Subcollege of Metal Spells

If the GM wishes, he can make Metal spells a sub-college of Earth spells, with the basic spell of the college being Seek Metal. In this case, he should include the appropriate spells from the Technology (Metal) subcollege.

In Oriental magic, the College of Earth magic is renamed the College of Metal magic, and Metal spells are combined with Earth spells. In a high tech magic campaign, Metal spells are combined with plastic spells to form their own college.

Metal Spells from GURPS Grimoire

Body of Metal
Earth to Air
Earth to Stone
Flesh to Stone
Identify Metal
Metal Vision
Seek Metal
Shape Metal
Stone to Earth
Stone to Flesh

Metal Spells from the Codex Arcanum

Ball and Chain - Illusion & Creation
Caltrops - Illusion & Creation
Fragmentation Armor - Force
Iron Hand - Body Control
Ironwood - Plant
Steelbite - Making & Breaking
Trap - Illusion & Creation


Anneal Regular, resisted by IQ

This spell removes the temper from metal as if it had been annealed. This makes metal easier to work (+1 to skills and abilities which relate to bending or shaping metal), but ruins items that need to be hard.
Any metal weapon or firearm affected with this spell is reduced in quality (Reliability for firearms) by one level. Edged weapons are reduced by two levels of quality.
Metal armor with a PD of 3 or more and a DR of 4 or more has PD reduced by 1 and DR reduced by 1 (or 10%, whichever is more). Note that this only applies to solid metal armor, high tech composite armor is not affected by this spell.
This is also a Making and Breaking spell.

Duration: Permanent
Cost: 1 point per pound of metal to be affected.
Time to Cast: 3 seconds
Prerequisite: Seek Metal
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Forge, kiln or other item for heating metal. Any metal placed on (or in) the device has this spell cast on it. Energy Cost to Create: 20 points per pound of metal affected.

Bullet Missile

This spell creates a spherical metal ball that the caster can hurl at remarkable speeds. The missile has SS 13, Acc +3, 1/2D 40, Max 80. It is hurled with the Spell Throwing (Bullet) skill.
Cost: 1 to 3 (cost depends on the number of dice of damage, each point of energy causes 1d+1 damage. Maximum 3d+3 damage.)
Time to Cast: 2 seconds for each point of energy used.
Prerequisites: Magery, Stone Missile
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Cage Missile

This spell creates a small metal cube in the mage's hand. When the cube is thrown, it will form a hexagonal cage in the hex that it hits.
The mage rolls vs. his Throwing skill, to hit a particular target and trap it in the cage. The missile has the same statistics as a thrown rock: SS 12, Acc 0, 1/2D STx2, Max ST x31/2.
The cage will expand in the hex where it hits, bystanders and loose objects will be pushed out of the way by the expanding cage and only one being will be trapped by the spell, unless the target is actually carrying (or being carried by) someone else. If the throw misses, there is a chance that the spell will hit someone else. Use the rules for ranged attacks starting on p. B117.
If no one is in the hex where the cube hits, the cage does not expand and the spell ends. The cage will not expand in any area where there is no room for it (a low tunnel, in a narrow alley, etc.).
All six sides of the cage are made of high-grade steel and are resistant to magic (-2 to any spell cast on the bars). The cage has no door and no lock; the mage can only free victims by ending the spell. The bars have ST 100 in Contests of ST to bend them apart. They have PD 5, DR20, HT50 and each bar has 20 HP before it is cut through. People trapped in the cage must cut through at least two bars (4 cuts in all) in order to escape. If they wish to cut the bars and then bend them up, a cut bar has ST 75. People from outside the cage can assist in escape efforts, but the layout of the bars is such that only one person whether inside or outside of the cage can make an attempt to bend or cut the bars in a given area.
The cage will last for 1 minute after the spell is triggered. The missile must be thrown within 3 seconds after it is created or the spell automatically ends.
This is also an Illusion and Creation spell.

Duration: Instantaneous (must be thrown within 3 seconds, cage lasts for 1 minute)
Cost: 3 points, 1 to maintain the cage once created.
Time to Cast: 2 seconds
Prerequisite: Magery, Bullet, Create Item
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Cube of metal. Activates when any mobile object moves into the hex where it is placed, casting this spell and striking on a roll of 12 or less. Energy Cost to Create: 350 points. (c) Nykor's Instant Cage. GURPS Magic Items 2 p. 96-97 Energy Cost to Create: 400 points.
Author: Adapted from GURPS Magic Items 2.

Cloth to Iron Regular, resisted by Will

When cast, this spell turns the victim's clothes into iron. This temporarily triples the PD and DR of any normal clothing (minimum of PD 1, DR 3, maximum PD 4, DR 24), but multiplies the weight of any clothing by 10, and effectively traps the victim if he is wearing heavy or tight-fitting clothes. The GM may allow a subject wearing very light or loose clothing to roll vs. ST to move normally. Otherwise, the victim is effectively immobilized for the duration of the spell. If the subject can move, his Move and DX will be reduced by the increased encumbrance.
This spell has no effect on metal armor, or items carried in the hands or on the body, such as weapons or backpacks. Leather or cloth armor is affected by this spell, as are shoes, boots, hats, belts, and so on.

Duration: 1 minute
Base Cost: 3, 2 to maintain
Prerequisite: Earth to Metal
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Demagnetize Regular, resisted by Complexity

Causes a piece of metal or other magnetic material to lose any magnetic charge it might have had. This will destroy magnets, electromagnets, and electronic media like computer disks.
If this spell is cast on a high tech device or computer system, the item is allowed a Resistance Roll equal to its Complexity.
This is also an Electricity spell and a Technology (Power) spell.

Duration: Permanent
Base Cost: 1 for a small item. 2 per pound of material affected
Time to Cast: 3 seconds
Prerequisite: Magery, Shape Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points. Usable only by a mage.

Detect Metal Information

This spell allow the mage to know the location and general type of any metal item within 3 hexes of the mage, as long as it is not completely encased in another metal object, or isn't buried more than 3 feet deep.
If the metal has been refined or turned into an object, the mage will know this, as well as the general type of object.
If the mage wishes he can exclude items of a given sort of metal or type when he casts the spell.
This spell gives +10 to the mage's Holdout skill if he is trying to observe or find hidden metal objects on a person's body. It can also be used to find metal objects hidden underground. If the mage is attempting to find buried metal items, this spell allows him to find an item buried in the hex if he makes a successful IQ roll. If a high tech mage uses this spell to lift mines, it gives him +4 to his effective Demolitions, Explosive Ordinance Disposal, or Engineer (Combat) skill roll.
This is a also a Knowledge spell.

Duration: 1 minute
Cost: 4 points, 3 to maintain.
Time to Cast: 10 seconds
Prerequisite: Magery, Seek Metal
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. (c) Staff with a plate-shaped foot. Allows the holder to detect buried metal items within a hex where it is held. Energy Cost to Create: 300 points. (d) Wand, gate, or similar frame. When the wand is waved over a subject, or the subject walks through the gate, the user will know what metal items the subject is carrying. Energy Cost to Create: 300 points.

Flesh to Metal (VH) Regular, resisted by HT

Turns living creatures into unliving metal. The metal will be whatever the most common ore or metal type in the area is, iron/nickel is the default. Pure, refined metal costs double. Alloys or semi-precious metals cost four times, and precious metals cost 20 times the energy cost. In other respects, this spell is identical to Flesh to Stone.
Metal to Flesh or Stone to Flesh will turn victims back into unliving flesh.

Duration: Permanent
Cost: 8 points. Costs are increased for precious or refined metals as described above.
Time to Cast: 3 seconds
Prerequisites: Magery 2, Flesh to Stone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points.
Author: Adapted from GURPS Magic Items 1

Ghost Fist Regular

This spell makes the subject's hands insubstantial to metal up to DR7. Thus, the subject could do normal punching damage to someone wearing heavy plate armor. The subject can also put his hands through the door of a safe or the bars of a cage, provided the metal was less than 1" thick and/or has a DR7 or less.
The wearer's fists won't pass through enchanted metal (including magical armor). Only metal is insubstantial to the wearer's hands, and only the hands can pass through metal; nothing the subject carries in his hands will go through unless it can be completely enclosed in a fist.
One disadvantage of this spell is that the wearer can't hold metal objects (such as swords or coins) or wear rings unless they are covered in leather, cloth or some other non-metal material or they are enchanted.
For double cost, the amount of DR that can be penetrated is doubled.

Duration: 1 minute
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds
Prerequisite: Steelwraith
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Ghost-Fist Bracers. GURPS Magic Items 2, p. 118. Energy Cost to Create: 450 points
Author: Adapted from GURPS Magic Items 2.

Gild Regular or Area, resisted by IQ

This spell allows the mage to apply a thin coating of the precious or semi-precious metal of his choice to any non-living object.
While this spell is mostly used for decorative purposes, it does have practical uses. Gilding can be used to "mirror" polished, clear glass. At the mage's option, this will either make the surface reflective (blocking vision and reflecting light) or semi-reflective. In the latter case, anyone looking through the glass gets +4 to DX or Vision rolls to deal with the effects of bright light. If cast on a pair of glasses, this gives the subject the same benefits as the Sunglasses spell (q.v.).
Another use of this spell is to coat plate armor, weapons, or walls. This makes these items effective against supernatural creatures who are vulnerable to certain types of metal. If this spell is used to plate walls, it can block passage of some otherwise Insubstantial creatures.
If this spell is cast on a weapon, the weapon will do 1 point of extra damage to vulnerable creatures when it hits. If the target is otherwise immune to the effects of the weapon, it will do 1 point per die of basic damage because of the plating. However, if the weapon encounters any armor (any clothing or armor with a DR of 1 or more) or is parried, the user must roll vs. DX or the coating is stripped off the weapon and it does no extra damage.
If this spell is used to apply lead coating to a surface, it won't completely block scrying abilities or spells that are affected by lead. However, all Vision or spell skill rolls to see through the plated area are at -4. The lead plating is too thin to provide a PF vs. radiation.
This spell can't be used to make rough surfaces reflective unless they were smooth and polished before the spell is cast. It will make non-metallic items appear to be metallic, and it can be used to temporarily restore missing or damaged gilding applied by normal means.
The coating of material is extremely thin, so the value of any precious metal in the gilding is negligible. At best, the value of a gilded object is increased by 10%. Anyone who inspects or handles the object can roll vs. Merchant or Jeweler skill to realize this. Gilding will also rapidly wear off any item or area that is subjected to hard use. It is up to the GM to determine how fast this happens.
If this spell is used offensively, the target gets a roll vs. IQ to resist.
This is also a Making an Illusion and Creation spell.

Duration: 1 hour.
Cost: 1 to gild a small object (up to 5 lbs.), 2 to gild a larger object that takes up to 1 hex. If cast as an Area spell, the Base Cost is 2 per hex. Half cost to maintain.
Prerequisite: Create Metal or Create Material.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for Wearer Only. Some versions are Always On. Energy Cost to Create: 200 points. (c) This spell can be made permanent on an object for 10 times the base cost.

Golden Touch Regular, resisted by IQ

This spell turns metal weapons that touch the mage, his armor, or his shield into gold, making them extremely soft and heavy.
The mass of the weapon doubles, increasing the minimum ST to use the weapon by 50%, and reducing the weapon to Cheap quality.
Since gold is softer than metal, cutting and impaling damage is reduced by -1 per die. Crushing damage is unchanged. (The malleability of the metal is made up for by the extra mass.) Objects affected by this spell can't be made permanent.
After the spell ends, the weapon turns back to steel, keeping its modified shape. The owner must roll vs. his weapon skill, at -1 for every basic point of damage the weapon did since the spell was cast. For every 2 points by which the skill roll is failed, the quality of the weapon is reduced by one level. If the weapon is reduced below Cheap quality it is ruined because it is too dulled and twisted to be useable.
People who aren't used to this spell must roll vs. IQ to realize that a golden weapon is nearly useless. Greedy characters must roll vs. Will or be mentally stunned for 1d turns while they debate what to do with the useless, but highly valuable weapon.
A Similar spell exists for turning weapons into lead, but it doesn't have the same effects on greedy characters.

Duration: 1 minute
Cost: 3 points, can't be maintained.
Prerequisite: Magery 2, Transmute Metal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points, (c) Weapon or Shield. Will cast this spell on any weapon that strikes it. Energy Cost to Create: 350 points.

Improve Metal Regular

This spell improves the quality of metal. Iron can be turned into mild steel, mild steel can be turned into a special purpose alloy. Other metals can be combined to create alloys. Precious metals can be made more pure only by removing any base metals they have been alloyed with. This will reduce the total weight of metal proportionately.

Duration: Permanent
Base Cost: 3 per lb. of material to be improved. (minimum 3 points)
Time to Cast: 1 minute
Prerequisite: Magery, Refine
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Iron Fist Regular, resisted by HT

Turns the caster's hands and forearms into solid iron. This gives the caster's arms and hands PD 3, DR 12, and are immune to fire, cold, and electricity damage. The caster can use his hands to parry missiles, parry blows, and smother small fires. Iron fists also do +1 per die damage with bare hand attacks.

Duration: 1 minute
Cost: 5, same to maintain
Time to Cast: 10 seconds
Prerequisites: Magery 2, Hands of Clay, Iron Arm
Item: Bracers or Gauntlets. Works for wearer only. Always on. Energy Cost to Create: 500 points.

Iron Leaves Regular

This spell turns ordinary leaves or other small pieces of wood or vegetable matter into sharp, balanced, pieces of metal, which can be thrown, like darts or throwing stars. The leaves have SS 12, Acc 1, 1/2D: ST, Max: ST x 2and do Thrust-2 Cutting damage. Once they hit something solid, the leaves vanish.

Duration: 10 seconds or until thrown.
Base Cost: 1 per leaf created
Prerequisite: Earth to Metal
Item: Jewelry or Clothing. Energy Cost to Create: 400 points.

Iron Mask Regular, resisted by Will

This spell creates a full-faced iron helmet on the subject's head. At the caster's whim it can be a normal great helm (PD 2, DR 3) or it can be faceless (same PD and DR but the subject is effectively blinded). It is also up to the caster whether the mask can be removed or not. If the subject is unwilling they get a roll vs. Will to resist the spell.

Duration: 1 minute.
Base Cost: 3, 1 to maintain.
Prerequisite: Create Metal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Clothing or Jewelry. Works for wearer Only. Activated by a command word. Energy Cost to Create: 100 points for the "cursed" (faceless, unremovable) version or 300 points for the useful version. Some variants of this item are hexed or are always on. Other variants permanently switch to the cursed version after 2d uses.

Iron Rope Regular

This spell turns an ordinary rope or twine into a flexible iron cable. This triples the DR and Hit Points of the rope and allows it to bear 5 times its normal load. Similar spells exist which turn rope into bronze or copper (double DR and HP) or steel (quadruple DR and HP).

Duration: 1 minute
Cost: 2 for a spool of twine, 3 per 100' of rope, same to maintain. For 1 point base and maintenance cost, bronze or copper can be created. For 1 point more base and maintenance, steel can be created.
Prerequisites: Magery, Shape Metal.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Iron Weapon Regular

This spell makes stone or wooden weapon more durable, as if they were made of iron (DR 3, 20 HP for a 1" iron pole). Wooden or stone tipped thrusting weapons will have their damage increased by +1 for the duration of the spell. Weight is not increased.
This spell is of the most benefit to mages from primitive cultures.

Duration: 1 minute
Base Cost: 2 for a single hand weapon or 5 arrows.
Prerequisite: Create Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Lock Block Regular

This spell makes a lock "grow" a metal plate over its keyhole that can only be pushed aside by those specified by the mage when the spell is cast.
A lock with a Lockblock on it can't be picked by normal means, though the spell can be defeated with magic.
This is also a Making and Breaking spell.

Duration: 1 day
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds
Prerequisite: Magery, Shape Metal, Locksmith
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Lockblock GURPS Magic Items 2, p. 96. Energy Cost to Create: 150 points. (c) This spell can be made permanent on any lock for 50 times the base cost.
Author: Adapted from GURPS Magic Items 2

Magnetize Regular, Resisted by Special

This Causes a piece of metal to become magnetically charged, causing ferrous items to stick to it and destroying any magnetic media placed next to it. At high levels, this spell could be a serious inconvenience to anyone using metal weapons and/or wearing metal armor.
If this spell is cast offensively, the subject is allowed a roll vs. ST to resist. See the Casting Costs for details. If this spell is cast offensively against a computer system or high tech device, the device gets a Resistance Roll equal to its Complexity to resist the spell.
This is also an Electricity spell and a Technology (Power) spell.

Duration: 1 minute
Base Cost: 1 per pound of metal affected to be able to attract items up to 1 lb. 2 per pound of metal to attract items up to 10 lbs. (a ST+4 roll is required to remove items stuck to the metal at this level.). 3 per lb. for objects up to 100 lbs. (a ST roll is required to remove items stuck to the metal at this level, characters using metal weapons and/or metal armor are at -1 DX and -1 to Move.), 6 for items up to 1000 lbs. (a ST-6 roll is required to remove items stuck to the metal and characters using metal weapons and/or metal armor are at -3 DX and -2 to Move.), and so on. Half Base Cost to maintain
Time to Cast: 3 seconds
Prerequisite: Demagnetize
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 200 points.

Metal Storm Area, Resisted by Special

Lets the caster create a raging circular storm of sharp bits of metal with an "eye" of calm in the middle. The eye can be up to half the radius of the storm, or smaller if the mage wishes. By concentrating the caster can move the storm any distance up to its own diameter per turn, moving the eye with it. The caster may move up to 3 hexes per turn while concentrating on the spell.
Anyone inside a full-strength metal storm must roll vs. ST each turn to avoid being knocked over. All DX. based skills are at -5 and ranged weapon attacks will succeed only on a critical hit. In addition, everyone in the metal storm must roll vs. HT when they first enter the storm or be blinded. Finally, the storm will do 1d-2 points of damage per turn to all those inside it. Full armor, unless it is completely sealed and has a DR of 3 or more only protects with half its DR. Partial armor will give proportionally less protection against the flying debris.

Duration: 1 minute after reaching full strength
Base Cost: 2, half to maintain
Time to Cast: The storm starts immediately, but the caster must concentrate for a number of seconds equal to the storm's radius in hexes to bring the storm to full strength.
Prerequisite: Magery 2, Shape Air, Create Stone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,200 points. Usable only by a mage.

Metal Ward Blocking or Regular

Metal Ward causes all metal objects to bend and break when touching the caster unless they roll to avoid Breakage. Crowbars bend like aluminum foil and bullets splash off the mage's body.
For the duration of the spell, the caster gains PD 3, DR 5 against metal, and any damage from metal weapons which penetrates this DR is halved because the metal is softened.
Any metal melee weapon that strike the mage must roll vs. Breakage as if it had parried a weapon three times its own weight. Weapons that fail to resist are broken or bent beyond repair.
Note that weapons made of wood, stone, or ceramic material are unaffected by this spell.
This is also a Protection and Warning spell.

Duration: 1 second (as blocking spell), 10 seconds (if cast as a Regular spell.)
Cost: 3 (if cast as a blocking spell), 4 to cast, 3 to maintain (if cast as a Regular spell).
Prerequisite: Magery 2, Destroy Earth, Steelwraith, Rust
Item: (a) Staff, Wand or Jewelry. Mage Only. 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)

Needle Spray Missile

This spell allows the mage to create one or more extremely sharp needles that shoot from his fingertips.
Each needle has SS 12, Acc 3, 1/2D 50, Max 100 and does 1d+1 Impaling damage. The missiles are targeted with Spell Throwing (Needle Spray) skill.
Multiple missiles can be created at once, but they must all be thrown at the same target, and each additional missile after the first is at a cumulative -2 to hit.

Duration: Instantaneous
Cost: 2 points, plus 1 point for each additional missile created after the first.
Time to Cast: 1 second per point of energy used.
Prerequisites: Throwing Knife, Bullet, or Leaves of Iron.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points.

Pillar of Iron Area

This spell creates an 8-foot high, 12-inch diameter pillar of solid iron (PD 2, DR 8, 600 HP), in the hex of the caster's choice. The pillar can be used as a brace. Strong characters might be able to use the pillar as a battering ram or "steamroller." The main limitation to the pillar's offensive use is its weight - approximately 3,000 lbs.

Duration: 1 minute
Base Cost: 6 per hex
Time to Cast: 10 seconds
Prerequisite: Magery, Create Earth
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Quintessence of Metal/TL Regular, resisted by Will

This spell gives any metal object the qualities of one metal while still maintaining certain properties of the original metal. For example, a suit of gold armor could be made to have the strength, durability and (relative) lightness of alloy steel while retaining the appearance, luster, and corrosion-resistance of gold.
Likewise, unfavorable qualities can be given to metal objects. For example, a steel sword could be given the malleability of lead (making it into a cheap club only capable of doing crushing damage) or it could be given the melting point of mercury, making it melt in its user's hand!
The mage can specify any property that he is aware of for any metal he is personally familiar with. The mage can't make a metal take on all the properties of another metal (since that would be a complete transmutation) and the GM can veto obviously unbalancing choices. For example, the GM is well within his rights to forbid a mage in a medieval fantasy game from giving a block of lead the explosive qualities of sodium or potassium, since sodium or potassium weren't known in their pure form until after TL3, and the ability to make lead explosive would be unbalancing at any TL.
If there is any question as to whether the mage is familiar with a metal or its properties, the GM can require the mage to roll vs. his Metallurgy or Chemistry skill. As a rule, the physical and chemical properties of various metals weren't discovered until TL5.
If cast on an item held, worn or used by another person, the owner is allowed a roll vs. Will to prevent the change from occurring.

Duration: 1 minute
Cost: 3 per quality granted, half to maintain. Double cost for rare or dangerous qualities.
Time to Cast: 3 seconds
Prerequisites: Magery 2, Shape Metal, Create Metal.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points, (b) Any item. This spell can be made permanent for 50 times the base cost.

Refine Metal Regular

This spell refines pure ore from metal oxides or raw ore. Note that it can take hundreds of pounds of raw ore to get even an ounce of some rare materials.

Duration: Permanent
Base Cost: 1/10 per lb. of material to be refined (minimum 1 point).
Time to Cast: 1 minute per point of energy used.
Prerequisite: Rust.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

Resist Metal Regular

This spell protects the subject from harm caused by metal, including metal weapons, bullets, shrapnel and the like.
The spell will also protect the character from shifting or falling metal, such as falling safes, or vehicle collisions. Note that while this spell protects against harm from falling or moving metal, it does not protect the character from being trapped or suffocated, or from hot or cold metal.
In other respects, this spell is like the Resist Earth spell.

Duration: 1 minute.
Cost: 6 to cast, 3 to maintain. Double cost to resist magic weapons, hyperdense materials, or huge masses of metal such as falling girders or cars. Triple cost to resist falling skyscrapers or orbital space stations.
Prerequisites: Magery 2, Resist Stone, Steelwraith.
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.
Author: Adapted from Anthony Jackson.

Rust Regular, resisted by Special

This spell rusts or corrodes reactive metals. This will damage or destroy most metal objects. The mage must touch the target in order to affect it. Magic items and items being worn or held get a saving throw either with the item's HT or the IQ of the person wearing or using the item, whichever is better.
For every 3 seconds the spell is maintained on armor the PD and DR of the armor are permanently reduced by 1. When PD 0 and DR 0 are reached, the armor falls apart. (Chain mail doesn't fall apart until PD and DR for swing damage reaches 0.) Note that only one piece of armor can be attacked at a time, but if the breastplate or backplate falls apart, the whole torso is exposed! It takes 1d minutes to strap the good half of the torso armor back on.
If cast on firearms, every 3 seconds that this spell is maintained will lower the Malf number of a weapon by one level (Ver. becomes Crit. Crit. becomes 17) and lowers the Quality of the weapon by one level.
Maintaining the spell for three seconds on a metal melee weapon will reduce its quality by one level. For metal items such as buckles, pans, etc. 3-second intervals are recommended for determining deterioration, but the GM's ruling is final.
If this spell is cast on a vehicle, every three seconds that this spell is maintained does 1 point of damage to the vehicle's structure and increases the Breakdown number by 1. Each increase in the Breakdown number requires one period of maintenance to repair. For example, if the Breakdown number of car is reduced by two, a mechanic must spend two periods of maintenance to bring the vehicle back up to its normal level of reliability. Damage to the structure of the vehicle must be repaired separately.
If this spell is cast on a piece of metal machinery, this spell does 1 point of damage to the object's structure. In addition, when the item is used, the GM must roll 3d. On a roll of 6 or less, the item malfunctions in some way and must be repaired. Each additional 3 seconds that this spell is maintained increases this roll by 1 point, to a maximum level of 12, at which point the item seizes up or fails and can no longer be used.
Note that this spell won't normally affect "noble" metals such as gold or platinum, and non-ferrous metals (such as silver or copper) will corrode at 1/10 the normal rate. However, for double cost even noble metals and non-ferrous metals can be corroded at the normal rate.
This spell cancels and is cancelled by spells such as Repair, Restore, Polish or Sharpen.
This is also a Making and Breaking spell.

Duration: 3 seconds.
Base Cost: 2 per 10 lbs. of material to be rusted, same to maintain. For double cost noble and non-ferrous metals can be corroded.
Prerequisite: Magery, Ruin, Stone to Earth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Usually Hexed. Energy Cost to Create: 300 points.
Author: Adapted from GURPS Magic Items 1.

Rusting Touch Blocking, resisted by Special

As the Rust spell, but any metal object that touches the subject's body is affected as if the Rust spell had been cast on it. For example, a sword that strikes the mage's shield, armor, or weapons would be affected as if the Rust spell had been cast on it, even if the blow did no damage or was Blocked or Parried.
Items affected by this spell are allowed a resistance roll either with the item's HT or the IQ of the person wearing or using the item, whichever is better.
This is also a Making and Breaking spell.

Duration: Instantaneous (effects last for 3 seconds).
Cost: 3, can't be maintained.
Prerequisite: Rust
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Rustproof Regular

Makes metals immune to rusting or corrosion for the duration of the spell. This spell makes metal items immune to normal (but not magical) bases and acids for the duration of the spell. This spell also cancels the effects of Rust or Ruin spells and similar effects.
Note that if this spell is used to cancel a rusting attack, the mage does not have to recast the spell, but must immediately pay the maintenance cost for the spell if he wishes to keep it up.

Duration: 1 day (or 1 attack).
Base Cost: 1 point per 10 lbs. of metal, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Rust
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Any item can be made permanently rustproof for 50 points per 10 pounds of material to be affected (minimum of 25 points).

Sense Iron Information

This spell allows the subject to detect any iron within the 5 hexes.
He can tell approximately how much iron is present, how pure and how it has been refined but nothing more. However, a successful Blacksmith, Metallurgy, Professional Skill (Machinist), Mechanic or Armoury skill roll, or a roll vs. IQ might give the subject a good guess.
This spell is commonly possessed by demons, faeries and other creatures that are susceptible to iron weapons as innate magic.

Duration: 1 minute
Cost: 1 point, same to maintain. Each doubling of cost doubles the range at which iron can be detected.
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

Sense Silver Information

This spell allows the subject to detect any silver, or similar metal, within the 5 hexes.
He can tell approximately how much silver is present, how pure and how it has been refined but nothing more. However, a successful Jeweler or Metallurgy skill roll, or a roll vs. IQ might give the subject a good guess.
This spell is commonly possessed by demons, werewolves and other creatures that are susceptible to silver weapons as innate magic.

Duration: 1 minute
Cost: 1 point, same to maintain. Each doubling of cost doubles the range at which iron can be detected.
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

Shape Metal Regular, Resisted by Special

If this spell is cast on an object owned or carried by another, the owner gets a roll vs. IQ or the object's HT, whichever is better.
Author: Lee Gold (GURPS Japan)

Silver Weapon Regular

This spell covers a melee weapon or round of ammunition with a thick coating of silver for the duration of the spell. In all other respects, the weapon is unchanged. This allows normal weapons to damage creatures that are only harmed by silver.
If the weapon leaves its user's hand, it will revert to its normal state after 10 seconds.
This spell can't be cast on energy weapons.
This is also a Earth (Metal) spell.

Duration: 1 minute.
Cost: 1 point for a small missile like a bullet or arrow, same to maintain. 2 points, plus 1 point per 2 lb. of material for a melee weapon, 2 to maintain.
Prerequisite: Gild.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Jewelry or Gloves. Energy Cost to Create: 100 points. (c) Weapon. When a command word is spoken, it will cast this spell on itself. Energy Cost to Create: 50 points.

Steeldart Missile

This spell creates a thin metal dart, that the mage can throw for impaling damage. The missile has Acc +2, SS 10, 1/2D 80, Max 160 and an armor divisor of 2. It is thrown using the Spell Throwing (Steeldart) spell.

Duration: Instantaneous.
Cost: 2-6 points. The missile does 1d (2) Impaling per 2 Fatigue point used.
Time to Cast: 1 second per 2 points used to cast the spell.
Prerequisite: Magery, Stone Missile.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.
Author: Adapted from Anthony Jackson.

Steelpass Blocking

This spell briefly makes the subject' body insubstantial to metal weapons. A single metal weapon can be made to pass right through subject's body doing no damage. A metal-tipped weapon like an arrow or a spear does half damage. Weapons made out of other materials are unaffected. Metal items that the subject is wearing or carrying are not affected by this spell.

Duration: Instantaneous
Base Cost: 2, can't be maintained.
Prerequisite: Steelwraith
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Stone to Metal Regular

This spell turns rock to iron or similar non-precious metal. It can also be used to improves the quality of metal by removing impurities or adding desirable characteristics. Iron can be turned into mild steel, mild steel can be turned into a special purpose alloy. Gold and other precious metals can be made more pure.
In the case of refined and precious metals, this spell works by removing impurities, reducing the total mass of metal. If the material that the metal is alloyed with is also valuable, it is separated out into a separate lump of material.

Duration: Permanent
Base Cost: 5 for any item up to 20 lbs. 10 points for any item up to one hex, plus 10 points for each hex thereafter
Time to Cast: 1 minute per point of energy used to cast the spell.
Prerequisite: Magery 2, Refine, Earth to Stone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. Usable only by a mage.

Temper Regular

This spell hardens metal as if it had been tempered or hardened by forging or case hardening.
If cast on an edged iron, steel, or bronze weapon it improves the weapon's quality by one level up to a maximum of Fine. If cast on metal armor or shields it improves DR by 1 or 10% whichever is more. The PD of plate or scale metal armor (but not mail) or shields, is increased by 1.
Note that unless the GM rules otherwise, there is no effect on high tech armor made of metal or composites, since these armors are assumed to already benefit from high tech tempering and hardening techniques.
This is also a Making and Breaking spell.

Duration: Permanent
Cost: 2 points per pound of metal to be affected.
Time to Cast: 10 seconds
Prerequisite: Anneal, Shape Metal
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Forge, kiln or other item for heating metal. Any metal placed on (or in) the device has this spell cast on it. Energy Cost to Create: 50 points per pound of metal affected.

Throwing Knife Missile

This spell creates a throwing knife or any other hand-propelled missile weapon which is mostly made out of metal, such as shuriken, darts or sling bullets (which can be thrown as rocks) which weighs no more than 1 lb.
Once created, the mage must throw the weapon within 3 seconds or the weapon vanishes. It vanishes instantly after any melee attack or Parry attempt, whether successful or not.
The created weapon uses the appropriate Thrown Weapon skill and has normal statistics for a weapon of its type.
After the weapon hits the target (or any other object), it vanishes.
For extra cost, the missile can be made of silver or any other metal with which the mage is personally familiar.

Duration: Instantaneous (weapon vanishes in 3 seconds if not thrown, or instantly after one melee strike or parry).
Cost: 2 points for each missile created (up to 3 maximum). For 1 point extra per weapon, silver (or similar) weapons can be created.
Prerequisite: Magery, Stone Missile, Create Metal
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing, Jewelry, Pouch or Sheath. Works for wearer only. Energy Cost to Create: 500 points, or 350 points if it only creates one type of weapon.

Transmute to Gold (VH) Regular, resisted by Special

For the duration of this spell, a metal object is turned into gold, silver or any other precious metal with which the mage is personally familiar.
Metal objects turned to gold become twice as heavy and are less strong. HP is halved, DR is reduced by 1/3 and PD is halved. Silver and copper items aren't as badly affected. They become 50% heavier, their HP is reduced by 25%, their DR is reduced by 20% and their PD is reduced by 25%.
If the owner of the object does not wish the transmutation to take place, he may roll vs. IQ or the item's HT, whichever is better, to prevent the change.
This spell is very difficult to make permanent. It can be done, but the energy cost to do so makes it economically unfeasible.

Duration: 1 minute
Cost: 3 points per pound of material to be affected, half to maintain. Any item can be permanently turned into gold for 500 times the base cost, plus $100,000 in ingredients, supplies, and alchemical equipment.
Time to Cast: 10 seconds
Prerequisite: Magery 3, Transmute to Iron, Quintessence of Metal, 10 other Metal spells.
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: 1,250 points, (c) Philosopher's Stone. Transmutes lead into gold when the stone is touched to it. Energy Cost to Create: 50,000, plus at least $1,000,000 in materials and extremely rare, difficult to obtain ingredients.

Transmute to Iron Regular, resisted by Special

This spell turns non-living organic materials (such as wood or leather) into iron. This will greatly increase their weight and will triple their DR and Hit Points. Similar spells exist which turn organic material into Bronze or Steel.
If the owner of the object does not wish the transmutation to take place, he may roll vs. IQ or the item's HT, whichever is better, to prevent the change.

Duration: Permanent
Cost: 3 per 50 lbs. of material. Any item can be permanently turned into iron for 50 times the base cost.
Time to Cast: 1 minute
Prerequisites: Magery 2, Create Metal, 5 other Metal spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Turn Metal Regular

This spell makes metal objects swerve away from subject, he is at -5 to be hit with metal or metal tipped weapons, or +2 to Dodge rolls to avoid things such as falling metal objects, caltrops, metal spikes, and the like. It also keeps the subject from getting dirty due to metal dust or rust.
A side effect of the spell is that the subject can't put on metal armor or pick up anything made of metal while spell is in effect. It will skitter away as if pushed by a large magnet. This repulsion effect also halves damage received from being knocked back, slammed or falling onto metal surfaces. Metal on or held by subject when spell is cast is immune.

Duration: 1 minute
Base Cost: 4, 2 to maintain
Prerequisite: Turn Earth
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 800 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 800 points.

Wall of Iron Area

Creates 8' high, 3" thick wall of iron (PD 2, DR 8, 150 HP), in the hex of the caster's choice. The wall has a smooth surface and can have spikes on the top, if the caster chooses.
In other respects, this spell is like the Wall of Stone spell.

Duration: 1 minute
Base Cost: 5 per hex
Time to Cast: 10 seconds
Prerequisite: Magery 2, Wall of Stone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,200 points. Usable only by a mage.

Wave of Swords Area

This spell allows the mage to create a 10' high "wave" of magically-animated slashing swords that flows away from him at a speed of up to Move 5. Like the other "wave" spells, the hexes occupied by the spell must be contiguous and must move remain more or less parallel (no more than 1 hex ahead or behind the main body of the wave) as they move away from the mage. Also, although the mage can slow the wave (to a minimum Move of 1) he can not stop it, turn it more than 30 degrees from the direction in which the spell was originally cast, or reverse its motion.
Like any other spell, the mage can choose which targets are affected when the spell is cast. The wave will flow "around" those specified by the mage, doing them no damage.
The mage can also "extend" the wave by paying for extra hexes of effect. No skill roll is needed to enlarge the wave in this manner. Likewise, the wave can be temporarily contracted to fit through small openings. There is no point savings to temporarily contract the wave. The mage can permanently contract the wave by Will

ing some of the hexes of effect to vanish. This has no effect on base cost, but reduces subsequent maintenance costs.
Any subject caught in the wave takes 2d cutting damage per turn. Armor protects normally. Subjects can make a resistance roll vs. HT to take half damage.
This is also a Force spell.

Duration: 5 seconds
Base Cost: 4 per hex, same to maintain. For double cost, the wave can do 4d per turn.
Prerequisite: Magery, Blade Barrier or Iron Leaves
Item: Staff, Wand or Jewelry. Energy Cost to Create: 800 points. Usable only by a mage.

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