Enchantment Spells

Changes to Enchantment spells from GURPS Magic

Accuracy - Each level of this enchantment increases the Accuracy of a ranged weapon by +1, up to a 100% increase over the weapon's inherent Acc.

Accuracy and Puissance - You can cast multiple levels of these (and similar) spells all at once in one spell casting if you can afford the energy cost. However, you can also cast multiple castings of this spell to improve the level incrementally. Only if you cast it as +1, then improve it to +2, then to +3, is it three spells.
If a magic item is enchanted with Puissance by a first mage with skill 15 up to +1 and is subsequently enchanted by a second mage with skill 20 to +2, then the sword is now at skill level 15 for +2, 20 for +1. This means that it's +1 in low mana and +2 in normal or better mana.

Bane - Author: David Pulver (GURPS Technomancer)
Bane must be cast before all enchantments it is to influence. E.g., A mage has a Puissance +1 sword but he wishes to improve its abilities against demons. He casts Bane (Demons) and then improves the swords Puissance to +2 at the discounted cost. At this point, he could also cast other enchantments such as Accuracy, Icy Weapon, etc., at discount cost without any further use of Bane, as long as he accepts the fact that these spells will affect only demons. If he wanted to add a spell (e.g., Accuracy) that affects all creatures, he could still cast the spell, but he couldn't apply the Bane discount to it.

Cornucopia - This spell can be cast on magazines or clips for firearms, or on the barrel of a single-shot weapon, to create a gun that never needs to be reloaded and which never runs out of ammunition! Note that ammunition created with this spell is of a type specified by the mage when the spell is cast, though "mixes" can be specified (such as 1 round of tracer ammo for every 5 rounds of normal ammo). The created ammunition is as prone to failure as normal ammunition for the weapon. The user has no control over this function, though better weapons of this sort have a Password or Tool Safety (Protection and Warning, q.v.) spell on them. This allows the user to unload the gun for cleaning or maintenance, and enchanted magazines can be removed and swapped without problems. Weapons with just the Concucopia spell on the chamber of the gun can't be properly cleaned and are dangerous to use, since they are always loaded.
For low-tech firearms (or complex weapons at any TL), the cornucopia spell needs to be cast on each part of the weapon that needs to be supplied before the weapon can be fired. For example, a magic flintlock pistol would need the Cornucopia spell cast on both the barrel (for the bullet, wad, and powder) and the pan (for the priming powder). This spell could also be applied to the lock, to provide an endless supply of flints. If the mage is enchanting a firearm which fires multiple bullets in a turn, he must pay the energy cost (based on the $ cost, see below) for as many shots as the weapon can fire in one turn. Otherwise, the RoF of the weapon is reduced accordingly. Likewise, clips enchanted to produce a smaller number of bullets than the RoF of the weapon reduce the RoF of the weapon. Cost: Energy Equal to 100 times the $ value of the ammunition to be produced. Source: GURPS Celtic Myth. See Also True Cornucopia.

Crystal Ball - At the GM's option this spell can be used to enchant any permanent divination device. Like a crystal ball, the device must have a high intrinsic value due to materials and craftsmanship. Costs are halved if the device is non-portable, like a reflecting pool or a sacred chamber.

Enchant - If a mage makes an item in a Low Mana Zone, he enchants the item at his base power level with the spell, rather than his effective skill level. However, his skill level to successfully enchant the item is affected by the Low Mana Zone.
As for other ceremonial magic, Bless, Luck, Wish, and similar spells and abilities cannot be used to improve the odds of success when enchanting. Likewise, Divination cannot be used to predict the eventual success or failure of the process. The outcome of an enchantment can be neither predicted nor influenced by magic. (Source: Sean Punch)

Fortify - Author: David Pulver (GURPS Technomancer)
It is possible to "stack" weaker Fortify spells by putting a single Fortify spell on each of successive layers of clothing. Multiple layers of clothing with the Fortify spell give a maximum of +5 to DR, no matter how many layers of clothing are worn. (Source: Sean Punch)

Golem - Author: David Pulver (GURPS Technomancer)
A golem has sentience, but no will, and it's "life force" is bound more tenuously, since it takes very few hit points to kill one compared to the amount that would be needed to hack it apart if it were pure metal or stone. (Source: Sean Punch)
Golems can also be made larger than man-sized using more energy and material. Energy cost, time to build the body, hit points and DR are all multiplied as above; e.g. triple cost for a golem which occupies 3 hexes. The golem's ST, weight and material cost scale with the cube of its scale; e.g., a triple size golem weighs 16 times as much and has 16 times the normal ST. DX and IQ remain unchanged.
Also note that a Golem need not be human in shape, though golems in the shape of animals have a base IQ of 6, and can't have an IQ of better than 9 without further enchantment. Typically have the same behaviors and physical advantages and disadvantages as the natural animals they imitate, with the exception that natural attacks such as Venom, Flame Jet, etc. can't be imbued except through magic. The GM can also require other prerequisites if the mage wishes to imbue the golem with special abilities. See GURPS Magic Items 2, p. 107, Glass Turtle for an example.
For example, the following "minor" golems can be created for pest control.
Clay Cat Golem ST3, DX15, IQ5, HT 14/5
Clay Spider Golem ST1, DX15, IQ3, HT 14/3.
Add 1 HP and 1 ST if made of bronze or stone, 2 each if made from iron.
The following golems can be created as riding beasts:
Iron Horse ST 50, DX 14, IQ9, HT 15/40, PD3, DR 6, Move 15, 5d+2 crushing damage with hooves.
Crystal Horse ST 35, DX 15, IQ9, HT13/20, PD3, DR4, Move 18, 4d-1 crushing damage with hooves.
Glass Turtle: 12 hexes in size. Can travel underwater while carrying 8 people and their gear. ST250, DX8, IQ5, HT 15/200, PD4, DR25, Move 2 (land) or 16 (water), 6d trampling damage Additional Prerequisites: Shatterproof, Air, Heat, and Resist Pressure.
Also see the Special Golem rules, below.

Limit - This spell can also be used to only allow an item to be used in certain locations or circumstances. For example, an item can be limited so that it only works underground, or within the Great Temple of Set, or only under the light of a starry sky.

Power - A single Power enchantment can power multiple spells enchanted onto a magic item. Source: Sean Punch.

Powerstone - Exclusive powerstones, for all intents and purpose, have 2 or 3 times their enchanted ST, but that they cost as much and recharge as fast as a stone of their enchanted ST. For example, a 1 point exclusive powerstone would have an effective reserve of 2 or 3 points of mana. The stone would recharge at 1 point/day x 3 = 3 points/day, or 1 point every 8 hours.
If a critical success enhances a Powerstone's Power (skill) level, then the whole stone is boosted. Powerstones must have Power 15+ in order to function at all in Low Mana Zones. In order to work properly, they must have Power 20+.
Powerstones are not usually affected when a spell they are powering critically fails. The GM may rule otherwise, however.
Loose powerstones can be used to power magic items if the Staff spell is cast on the item to allow it to act as a conduit for magical energy.
Powerstones can't be used to power a Knack.
Magic Items can only be powered by the user's own ST & HT or by a dedicated or built-in Powerstone; loose Powerstones can't be used to power a magic item.
A dedicated Powerstone is only useful for powering spells that are enchanted into the item it to which it is attached. A mage cannot use the stone at double efficiency (or any efficiency) just because he's casting spells through the item it's in, even if the item does have a Staff spell on it. The stone is dedicated to the spells enchanted onto the item.
The ability of powerstones to hold, control or release mana is itself magical, rather than physical, in nature. Therefore, if there is no "environmental" mana to power the powerstone it can't release its charge. (Source: Sean Punch)
At the GM's option, this spell can be used to enchant any sort of mana collector. Such items must always have a high intrinsic equivalent to that of the gems used to make powerstones.

Scroll - At the GM's option, this spell can be used to enchant any object with a "one use" spell that can be used by anyone.
Author: David Pulver (GURPS Technomancer)
If a Scroll is enchanted with an Area spell (or a spell that has a cost per hex, gallon, pound, etc.), the time to write a scroll and its price are determine using the spell's Cost the listed minimum cost, whichever is . In the case of spells with a fixed range of variable effects, time and cost are determined from the precise level the scroll is to work at.
Example 1: Create Fire has a Cost of 2; it takes 2 days to scribe this, and the scroll is worth $50.
Example 2: Mass Daze has a Cost of 2, but it has a minimum radius of 2 hexes (4 energy); therefore, it takes 4 days to scribe this, and the scroll is worth $100.
Example 3: Major Healing costs 1 per 2 HP healed. It takes 1 day to scribe a 2-HP scroll, 2 days to scribe a 4-HP scroll, etc., at the usual cost of $25/day.
A scroll that can only undo a certain spell has a time and money cost equal to the energy cost to undo the spell, but it can only undo that spell, not cast the spell itself. For example, a dedicated "Dis-Entomb" scroll would take 6 days to scribe and cost $150, but could dis-Entomb, not Entomb. A "full" version of a scroll can also reverse the spell it is supposed to cast.
In order to use a scroll, the user must be Literate, have the Magery advantage, and understand the language in which the scroll is written.
Powerstones can be used to power a spell cast from a scroll. (Source: Sean Punch)
Magic Item: Metal Tablet inscribed with a single spell. Allows anyone who reads it to cast the spell at normal energy cost. Energy Cost to Create: 1,500 points plus the cost of enchanting the other spell. Such items are extremely rare.

Staff - Magical energy can only be conducted through one staff at a time. If a mage touches his staff to another staff, he is NOT considered to be touching anything the second staff touches.
Despite its name, the Staff spell can be cast on anything with a roughly staff-like shape, such as a wand, a clothes hanger, or a length or rope. (Source: Sean Punch)
The GM may extend the definition of a "staff" to cover any vaguely rod-like instrument. A warrior mage's sword might be his "staff" as might a modern wizard's umbrella or rifle! If the staff is also an effective weapon (like the sword or rifle in the above example) double the enchantment costs.

Changes to Spells from GURPS Grimoire

Spellstone - Any valuable, expendable item can be used for this enchantment.

Malefice - Any traditional "curse" material can serve as the basis for this spell.This is also a Necromantic spell and a Making and Breaking spell. (Source: GURPS Egypt).

Ensorcel - This spell will permanently cast any spell on a person.

Weapon Spirit - This spell is also a Necromantic spell.

Special Golem Rules by Anthony Jackson

Adding Armor to Golems

There is nothing to prevent golems from wearing additional armor to augment their natural DR. If the golem is man-sized, it can wear normal suits of armor, otherwise the mage must have a suit of armor custom-made. For some sorts of golems, it is cheaper and easier to just weld sheets of metal to the golem's skin. For stone, bronze, and iron golems, each extra point of DR adds 20 lb. and cost $20 for iron or bronze. Steel adds 15 lb. and costs $150 per point of DR. There is no extra cost to enchant armor added in this way, but the extra weight counts as encumbrance.

Petrified Golems

A mage can make a stone golem from the body of a victim of the Stone To Flesh spell. Alternately, the mage can animate the body using a permanent Animate Object spell. In either case, the resulting golem has twice the original ST and HP of the victim, PD2, DR4, Move 3 and the victim's HT+2. If the victim is willing, and the Animate Object spell is used, the DX, IQ and skills are those of the victim.
If the Golem spell is used, or the victim is unwilling, the "statue" has no skills, and has the DX and IQ of a normal golem. Other statistics are as above. The statue has the same loyalty as a golem and cannot learn; otherwise, it is free-willed.
Being a petrified golem is a net advantage. Advantages are as follows: Body of Stone (8 levels, always on), HT +2, 8 extra Hit Points, ST +10 (natural), Doesn't Eat, Immunity to Poison, Immunity to Disease, Unaging, Temperature Tolerance, Vacuum Support, and Damage Immunity (Doesn't Bleed, No Cut/Impaling bonus). Disadvantages are Appearance (Unattractive), Reduced Move (ground) x1, Dependency (Mana) (Constant. Instead of taking damage, the character "shuts down" within 1 turn in a no-mana-zone, Unnatural Feature, Unhealing, and Eunuch.
Cost to animate a statue is 600 points. The mage must also make a successful Golem or Animate Object spell skill roll.

Unusual Golem Shapes

Golems need not be humanoid. Figure the total cost of any shape-related advantages or disadvantages, and apply them as percentage modifier on the cost of the golem (minimum -75%). For example, a golem snake would have No Manipulators (-50 points), Extra Flexibility (10 points), and Constriction Attack (15 points), for a net -25 point disadvantage, for a net 25% cost reduction to the cost of the golem spell. Note that this variant doesn't allow the creation of flying golems.

Additional Golem types

Bone Golem

ST 9, DX 13, IQ 8, HT 11/9, PD/DR 1/1, Move 7. One weapon skill at 15, or the golem may attack unarmed for 1d-1 crushing damage. A bone golem requires a complete skeleton, that can be made up of parts of two or more skeletons. A bone golem can easily be mistaken for a skeleton, but is unaffected by spells and advantages that turn undead. Cost To Create: 150 points. Source: Anthony Jackson.

Cloth Golem

ST 12, DX 13, IQ 8, HT 12, PD/DR 0/1, Move 6. Cloak or Net skill at skill level 15. Cloth golems cannot strike and have half their normal ST for lifting purposes. They attack by Constriction, Suffocation and Choking. A cloth golem does 1d-2 points of Crushing damage with a constriction attack. If they successfully target a victim's head, they will begin to Suffocate the target. If they target the Throat, they will Choke their target. A cloth golem can also attempt to trip, baffle and enfold its foe using the Cloak or Net skill.
Crushing attacks do no damage, and Impaling and bullet attacks do 1 point of damage. Flame attacks do double normal damage but cold attacks do no damage.
A cloth golem requires one week, four square yards of cloth, an Air Golem skill roll, and an Golem spell skill roll to create. For double cost, a cloak, robe or similar garment can be made into cloth golems if desired. A golem enchanted from a garment can be safely worn by its owner.
For double cost, this sort of golem can fly. Flying speed is double ground movement. Energy Cost to Create: 200 points. Source: Adapted from Anthony Jackson.

Ice Golem

ST 15, DX 11, IQ 8, HT 11/15, PD/DR 1/2, Move 5. One weapon skill at 15. This golem does normal brawling or weapon damage, plus 2 points of Cold damage. The golem is immune to Cold attacks, but takes double damage from heat and fire attacks, and takes +1 point of damage per die from crushing attacks. The golem also takes 1 point of damage per day that the weather is above freezing, or 2 points if the temperature is above 65 degrees, making this sort of golem useless outside of cold regions.
It takes 2 weeks of work, 200 lbs. of ice or snow, and a Shape Water spell skill roll to create an Ice golem in addition to the Golem spell. Energy Cost to Create: 200 points. Source: Adapted from Anthony Jackson.

Paper Golem

ST 5, DX 13, IQ 9, HT 11/5, PD/DR 0/0, Move 6. One weapon skill or Flight skill at 12. This sort of golem has no effective attack except for weapon attacks. Paper golems take half damage from Crushing attacks, 1 point of damage from impaling attacks, and normal damage from Cutting attacks. They take double damage from flame attacks and can be set on fire by any flame attack that does at least 1 point of damage. They are immune to cold attacks. They take 1 point extra damage per die of damage from electricity and water attacks.
Paper golems are easily damaged and are poorly suited to most sorts of work, but some mages create them for artistic purposes. It takes 2 days of work, four square yards of paper, and an Origami hobby skill roll to create a Paper Golem. For extra cost, the mage can make a paper golem from a smaller piece of paper that will magically grow to full size when activated; add 50 energy per doubling in size to the base cost. Thus, a 4" origami figure that can grow to man size (x16) would cost 250 points.
For double cost, a paper golem can fly. Flying speed is double ground speed. Energy Cost to Create: 50 points. Source: Adapted from Anthony Jackson.

Straw Golem

ST 9, DX 13, IQ 8, HT 11/9, PD/DR 0/0, Move 6. One weapon skill at 12. This sort of golem has no effective attack except for weapon attacks. Straw golems take half damage from Crushing attacks, 1 point of damage from impaling attacks, and normal damage from Cutting attacks. They take 1 extra point of damage per die from flame attacks and can be set on fire by any fire or heat attack that does at least 4 points of damage.
It takes 4 days of work and a scarecrow to create a Straw Golem. Energy Cost to Create: 100 points. Source: Adapted from Anthony Jackson.

Wicker Golem

ST 11, DX 12, IQ 8, HT 11, PD/DR 0/1, Move 6. One weapon skill at 15. This sort of golem does 1d-2 Crushing damage or weapon damage. Wicker golems take 1 point of damage from impaling attacks, and normal damage from Cutting or Crushing attacks. They take 1 extra point of damage per die from flame attacks and can be set on fire by any fire or heat attack that does at least 4 points of damage.
It requires two weeks of work, 40 lb. of wicker, and a Weaving or Professional Skill (Basket Weaving) skill roll to create a wicker golem in addition to the Golem enchantment. Energy Cost to Create: 200 points. Source: Adapted from Anthony Jackson.

Wood Golem

ST 20, DX 12, IQ 8, HT 12/20, PD/DR 0/3, Move 6. One weapon skill at 15. This sort of golem does 1d+1 Crushing damage or weapon damage. Wood golems take 1 point of damage from impaling attacks, half damage from Crushing attacks, but normal damage from Cutting attacks. They take 1 extra point of damage per die from flame attacks. They can be set on fire by any fire or heat attack that does at least 6 points of damage.
It takes 3 weeks of work, 200 lb. of wood, and a Shape Wood spell or Sculpture skill roll to create a wood Golem in addition to the Golem enchantment. Energy Cost to Create: 400 points.

Enchantment Spells from GURPS Magic

Golem (VH)
Great Wish (VH)
Hex
Hideaway
Lesser Wish (VH)
Power
Remove Enchantment
Scroll
Suspend Enchantment
Wish (VH)

Weapon Enchantments

Accuracy
Bane
Speed
Cornucopia
Dancing Weapon
Loyal Sword
Puissance
Quick Draw

Armor Enchantments

Deflect
Fortify
Lighten

Limiting Enchantments

Limit
Link
Name
Password

Wizard's Tools

Crystal Ball
Powerstone
Staff

Enchantment Spells from GURPS Grimoire

Amulet
Doppelganger (VH)
Ensorcel (VH)
Leak
Malefice (VH)
Simulacrum (VH)
Spell Stone
Talisman

Weapon Enchantments

Defending Weapon
Ghost Weapon
Graceful Weapon
Penetrating Blade
Quick-Aim
Weapon Spirit (VH)

Armor Enchantments

Dancing Shield
Defending Shield

Wizard's Tools

Effigy (VH)
Homunculus
Manastone (VH)
One-College Powerstone
Soul Golem
Soul Stone

Enchantment Spells from the Codex Arcanum

Addictive Item - Mind Control
Create Figurine - Making & Breaking
Create Figurine: Large Animal - Making & Breaking
Create Figurine: Object - Making & Breaking
Create Figurine: Servant - Making & Breaking
Create Figurine: Skilled Servant - Making & Breaking
Create Figurine: Small Animal - Making & Breaking
Create Figurine: Structure - Making & Breaking
Cure Dragonhide - Making & Breaking
Maddening Item - Mind Control
Owner’s Mark - Communication & Empathy
Portable Pentagram - Metaspell
Seeker’s Map - Knowledge
Soul Statue (VH) - Necromantic
Temporary Golem - Illusion & Creation
True Cornucopia - Food


General Enchantments


Automaton Enchantment

This spell is similar to the Golem spell, but it allows the caster to magically animate all sorts of clockwork constructions, limited only by the caster's ingenuity. Automations must be capable of some motion, but the Create Automaton allows the creation to become more than mere clockwork. In other respects, this spell is like the Golem or Weapon Spirit spell. (The Tin Man from Wizard of Oz was an automaton, as was Herbie the VW Beetle in the "Herbie" movies.)

Cost: As per the Golem spell, plus 10 points per character point in attributes, advantages, and skills or 5 points for every point of disadvantages or quirks. Minimum of 50 points.
Prerequisites: Golem, Mechanic (Automatons) 12+

Bind Powerstone (VH) Enchantment

This spell binds a powerstone to a person's body, turning the powerstone into a "dedicated" powerstone for that person. Once placed the stone can't be removed without either killing the user or destroying the stone.
If the user is killed, any looters must make a skill roll vs. Thaumaturgy or Surgery skill in order to remove the powerstone without destroying it. As long as the user is alive, the powerstone can't be removed without destroying it. Powerstones can be targeted at -10 to hit (as long as they are visible). They have PD 1, DR 5, and take 10 Hits to destroy.
When the user recovers magical fatigue, the stone recovers mana first at its usual rate. However, once the stone is emplaced, it prevents the wearer from regaining mana until it is fully recharged. However, mages can use the Recover Strength spell to speed the recharge rate of the stone, just as if they were recovering their own Fatigue.

Cost: 500 points per point of mana in the powerstone
Prerequisite: Magery 2, Enchantment, Powerstone, and Recover Strength

Binding Enchantment

This spell magically combines two or more things into a single unit, effectively letting two or more objects occupy the same space at one time. Useful for magically combining the properties of two items into one. The exact effects of this spell are up to the GM.
Note that the one limitation of this spell is though it allows two objects to share the same volume. It doesn't allow them to share the same mass. Objects bound to each other take on the mass of both objects.
This is also a Gate spell.

Cost: 100 per pound of material to be bound
Prerequisite: Magery 2, Enchant, 5 Gate spells.

Clay of Life Enchantment

This spell allows the mage to create Life Clay (GURPS Magic Items 2 p. 126).
This is also an Earth spell and an Illusion and Creation spell.

Cost: 500 points per pound of clay.
Prerequisite: Magery 3, Enchantment, Create Animal, Create Person, Golem
Author: GURPS Magic Items 2

Cloning (VH) Enchantment

This spell creates a duplicate of the subject that is identical to the original subject in all respects. The clones may be made loyal to the original subject, the caster, or can be made free-willed as the caster wishes.
The GM should make sure that any character who uses this spell to create a horde of allies pays the price of the Ally or Ally group.
The clones are created wreathed in simple illusions which mimic the subject's possessions, though they serve no other purpose, and can be discarded at the clone's will (as the clone may have real clothes or the like available). Due to the mental overlap of the clones with the subject, while any are within 10 hexes of the original, all attempts by the subject to use magic or psi to "see" through the clone's senses (such as the Rider Within spell) or to control the clone are at +4 to succeed.
Note that in order to create the clone, the mage needs at least a ounce of fresh flesh from the creature.
This is also a Technological (Biomagic) spell.

Cost: 1,000, plus 10 points per character point of attributes, advantages, etc. of the original
Prerequisite: Magery 2, 10 Body Control spells, 10 Animal Spells

Collect Enchantment

This is another variant on the Cornucopia spell. An object enchanted with the Collect spell tends to "collect" items of a certain type which are within 1 hex of it. For example, a quiver could be made to "collect" arrows, a scabbard could be made to "collect" a sword, or a pouch could be made to "collect" coins.
When the container is placed in the presence of a type of item it "collects" the item will magically appear in the container. If the "collectable" item belongs to someone else, the container must make a "skill roll" based on the Collect spell skill of the mage who enchanted the item. This roll is at -2 to -4 if the item is in a container, and is at -6 if the item is actively being used. If the spell works, the way in which the object appears can be as subtle or as ostentatious as the enchanter wishes.

Cost: 250 points, plus 25 points per oz. of material that the container can hold.
Prerequisite: Cornucopia, Select
Author: Adapted from GURPS Magic Items 2

Contract Regular

This spell can only be cast in the presence of two willing parties, one of whom may be the mage. When the spell is cast, the parties must mutually agree to terms of a prearranged contract and mutually agree on penalties to be borne if one or both parties fail to live up to the terms of the contract.
Any penalties agreed upon must be real penalties and they must be possible to enforce. For example, "If I break the pact, I won't be able to fly", would not be a valid penalty unless the subject were normally able to fly. "If I break the contract, I will pay 100 marks of silver a day." wouldn't be a valid penalty unless the subject were fabulously rich and actually could get his hands on that sort of money. Ethical mages will generally refuse to allow any conditions that result in permanent physical harm to either party.
If at any time in the future, either party breaks the contract, the penalties agreed to will immediately occur unless the other party voluntarily agrees to release the person who violated the agreement.
This is also a Communication and Empathy spell and a Metaspell.

Duration: Permanent (until broken)
Cost: 50 points, plus the cost to enchant the spells to be enacted. If the penalties can't be specifically described, the GM should base the cost of the spells on the nearest similar spell.
Prerequisite: Magery, Oathbinder

Convertible Enchantment

This spell allows an object to permanently switch between its normal form and an item of roughly similar size, weight and composition. For example, an iron rod could turn into a sword, or a iron-shod staff could turn into a spear. In all cases, the mass and overall length of the object remain identical, only it's exact form changes.
This is also an Illusion and Creation spell.

Cost: 50 points per 100 lbs. of material (minimum of 50 points)
Prerequisites: Binding, Create Object.
Author: Adapted from GURPS Magic Items 1

Create Charm Enchantment

The charm gives +1 per level to skill rolls, resistance rolls, or other die rolls to protect against, avoid or ward off a certain type of danger, +2 to resistance rolls against a specific spell, or +1 to resistance rolls against a spell of the same college as the spell named when the amulet is created. The type of danger (or spell) must be specified when the mage creates the amulet.
Once the amulet has successfully protected its wearer it breaks, crumbles or otherwise obviously loses its power. Amulets can be made which give permanent protection against certain sorts of danger, but they cost considerably more to enchant.
In addition, the mage must be familiar with the spell or phenomenon to be protected against. Note that the mage need not know the specific spell the charm will ward against, but he must have at least 5 spell in the college of that spell, if he does not know the spell itself.
This spell also must be cast on a small object (such as a figurine or a piece of jewelry) that weighs no more than an ounce and which is made out of some material that is inherently valuable or which has been finely worked to make it valuable in the mage's culture. A temporary amulet must have an intrinsic value of at least $10 in work and materials. A permanent amulet must have an intrinsic value of at least $500.
Multiple castings of this spell can be placed within the same amulet, but the amulet will break (discharging the other spells) after successfully protecting against one threat.

Cost:25 times the cost for a permanent charm.
Prerequisites:Bless, 5 spells in the college of the spell to be warded against or the specific spell.
Author: adapted from Graeme Davis (GURPS Vikings), GURPS Middle Ages I

Create Chimera (VH) Enchantment

This is also a Technological (Biomagic) spell.
Author: David Pulver (GURPS Technomancer)

Create Life (VH) Enchantment

Allows the mage to create the body, mind and soul of a whole new creature or even a whole new species.
The exact specifics of the creature a described by the mage during the enchantment. In game terms, the player and the GM create a new character or species, with the GM having final say over what is, or isn't possible for the mage. When the spell is finished, the creature comes into being as an infant (or whatever the immature form is) and must be raised from there.
This is also a Technology (Biomagic) spell.

Cost: 5,000, plus 10 points per lb. that the creature will weigh as an adult, and 50 points per character point of attributes, advantages, and powers of the new species (minimum 100 points).
Prerequisite: Magery 3, Cloning or Create Chimera

Create Major Helm (VH) Regular

This spell transforms a normal chair or seat into a Major Spelljamming Helm. On a critical success, the helm gives a +1 SR rating to anyone who sits in it.

Duration: 1 day
Cost: 1 per 1.5 SJ tons of ship, same to maintain. This spell can be made permanent for 100 times the Cost.
Time to Cast: 30 seconds per ton of ship.
Prerequisites: Create Minor Helm
Author: Adapted from Jeff Wilson, Winterchylde, Advanced Dungeons and Dragons

Create Minor Helm (VH) Regular

This spell transforms a normal chair or seat into a Minor Spelljamming Helm. On a critical success, the helm gives a +1 SR rating to anyone who sits in it.

Duration: 1 week
Cost: 1 per SJ ton of ship, same to maintain. This spell can be made permanent for 50 times the Cost.
Time to Cast: 30 seconds
Prerequisites: Enchant
Author: Adapted from Jeff Wilson, Winterchylde, Advanced Dungeons and Dragons

Crystal Map Enchantment

Allows the mage to bind a Demon of Knowledge into a Crystal Map, as described on GURPS Magic Items 1, p. 60
Note that for the Crystal Map to be fully functional, the mage must cast many other spells as well.
This is also a Knowledge and Necromantic spell.

Cost: 750 points
Prerequisites: Magery, Summon Demon, and Enchantment
Author: Adapted from GURPS Magic Items 1

Crystal of Communication Enchantment

If the item has more than one small crystal, the item only becomes useless when all the small crystals, or the large "mother" crystal is destroyed.
Note that no skill is required to activate the crystal, though the user pays the fatigue cost as if he were casting a spell.
Author: Adapted from Curtis M. Scott (GURPS Conan)

Curse Virus/TL Enchantment

Author: David Pulver (GURPS Technomancer)

Disappearing Ink Enchantment

This spell enchants a bottle of ink so that anything written with it permanently and completely vanishes when conditions specified by the writer are met.
Note that the effects of the spell apply to everything written in that ink, not just one document.
This spell is most handy for spies and military messengers whose messages might fall into enemy hands. It is also handy for forgers and frauds, since signatures and contracts written in this ink can be made to disappear on command.
Disappearing ink will be easily detectable as magic in its liquid form, however, once dried, a Contest of Skills (the skill of the enchanter vs. the skill of the detection spell or ability) is required to see the ink's magic.
One bottle of this ink will be sufficient for about 200 pages of normal writing, or thousands of signatures.

Cost: 250 points.
Prerequisite: Magery, Enchantment, and Dye, Erase

Disenchantment(VH) Regular, resisted by Special

This spell makes a magic item completely non-magical.
In order for the spell to take effect, the mage must win a contest of skill against the highest skill level of the spells enchanted into the device.
Each enchantment placed on the item beyond the first gives the mage -2 to his skill in the Contest. Items with the Limit, Password, or Self-Destruct spells on them give -5 to skill for each spell.
The mage must touch the item in order to disenchant it.

Duration: Permanent
Cost: 25 points. Each additional 5 points of energy put into the spell gives +1 to the mage's effective skill in the Contest of Skills.
Time to Cast: 1 minute
Prerequisites: Magery 2, Enchantment, and 6 other Enchantment spells.
Item: Wand, Staff, or Jewelry. Mage Only. Energy Cost to Create: 10,000 points.

Durability Enchantment

This enchantment makes an item more resistant to damage than it normally would be. Note that garments with this enchantment don't stop blows any better than normal, but they are less likely to be damaged.
This is also a Making and Breaking spell.

Cost: 25 points per extra HP given to an item. (Double this for items that are expected to take a lot of heavy use, like bank vault doors, shields, armor, or weapons)
Prerequisite: Fortify

Electric Power/TL Enchantment

Author: S. John Ross (More Tech Magic, Pyramid 17), David Pulver (GURPS Technomancer)

Expert's Tool Enchantment

This spell imbues a tool, book or other object appropriate to the skill to be taught with the accumulated expertise of everyone who has ever used it.
In most cases the item has an effective skill of 12, but a very old item or an item that belong to a master might have much higher skill level.
The magic of the spell is that the item will "coach" any character within 3 yards who is attempting to use the skill in which the item is "expert". The item won't move but will speak in either the voice of the item's last owner or a stereotypical voice or accent appropriate for a master of that skill. (I.e., a sultry seductress voice for a dress that coaches in the Sex Appeal, an ill-tempered, outrageous French accent for a book that teaches Cooking skill, etc.) Depending on the GM's whim these "expert items" might have strong personalities and opinions that make learning from them interesting at best or humiliating at worst.
Anyone who can follow the item's advice can substitute the skill of the item for their own skill as long as no improvisation or real intuitive knowledge is required. For example, a book that teaches cooking will help someone make a recipe from the book, but it won't help him create a new recipe. A herald's tabard that "knows" Savoir-Faire wouldn't be able to help the character adapt to new social situations that the original owner of the tabard never encountered.
Alternately, if a person practices the skill under the tutelage of the object they can learn the skill at the same rate as if they had a teacher, rather than the self-taught rate.
This is also a Communication and Empathy spell and a Knowledge spell.

Cost: 1,500 points.
Prerequisites: Enchantment, Lend Skill, Imbue Skill, Mind Reading, and Voices.
Item: Correcting Cookbook. GURPS Magic Items 2, p. 17.
Author: Adapted from GURPS Magic Items 2.

Extradimensional Space Enchantment

Allows the mage to create a "pocket dimension" whose only entrance corresponds to a certain location (or object) in this universe. Typically, this entrance takes the form of a well-disguised door or a large piece of furniture, though it could be a bag or even a pocket. This space lasts until the "door" is destroyed, and then it winks out of existence taking all its contents with it.
The extradimensional space is assumed to automatically have a temperature and atmosphere that is comfortable to the caster, regardless of the conditions outside the "door." Air in the space is finite, however, unless replenished by magic or by opening the "door" to a source of air (like the outside world). If the caster wants to change the properties of the extradimensional space, he will have to use magic to change them.
This is also a Gate spell.

Cost: 10 per cubic foot of space (or fraction thereof) created (minimum of 50 points). Each foot of cubic space can "absorb" a maximum of 50 lbs. of material. Extra weight capacity requires 10 extra points per 50 extra pounds. The caster can permanently put certain enchantments on the "door", the space, and/or the item associated with the door at the regular cost. Double cost again if objects in the extradimensional space have no mass in this one.
Prerequisite: Magery, Hideaway

Go-Limb Enchantment

This spell animates a normal prosthetic so that it behaves like a natural limb as described in GURPS Magic Items 2, p. 69-70.
See also the Golem Limb spell (q.v.) This is also a Healing spell and a Making and Breaking spell.

Cost: 250 points for a minor extremity (finger, toe), 500 points for a hand or foot, 1,500 points for a full or partial limb, plus the cost of any other spells enchanted into the limb.
Prerequisite: Magery 2, Animate Object, and Dexterity, Might.
Author: GURPS Magic Items 2

Gremlin Gem Enchantment

This spell will create a Gremlin gem, as described on GURPS Magic Items 1, p. 54.
This is also a Metaspell spell.

Cost: 350 points
Prerequisite: Magery 3, Enchant, and Shatter, Curse
Author: Adapted from GURPS Magic Items 1

Handy Item Enchantment

This spell magically allows an item to be instantly found and quickly readied when needed.
An item with this spell on it can be instantly found in a pack. pocket, pouch or tool chest.
If cast on a garment or armor, this spell halves the amount of time it takes to put the item on or take it off. If cast on a weapon, this spell gives +2 to Fast-Draw skill.

Cost: 100 per pound of item (minimum of 100).
Prerequisite: Enchantment, 5 Making and Breaking spells.

Jack in the Box Enchantment

This spell allows the mage to enchant a closed container so that when it is opened the magically created or summoned creature of the mage's choice will spring out.
The behavior of the creature depends on the programming the mage gives it when the item is enchanted. It could be programmed to attack, behave as a servant or something else entirely. At the mage's option, the creature's presence can be activated or canceled when a password is spoken if he also casts the Password enchantment on the item.
If a free-willed creature is to be bound to the item (such as a demon, elemental, or djinni) the mage must also successfully summon the creature and bind it to service using the appropriate spells (Planar Summons and Great Geas or Enslave, respectively). If a golem or similar object is to be bound into the item, the mage must first Enchant it.
If a "unique" creature is bound to service, the enchantment ends when the creature is freed or killed. If a generic creature (like a zombie, created animal or created warrior) is bound into the chest, a new creature is created every time, though only one creature can be bound into the container at a time.
In any case, at the end of its term of service, the summoned creature will magically reenter the container, closing the lid behind it. If the container is subsequently opened, the creature (or a different one) will spring out again, completely healed and refreshed. The mage can also enchant other spells on the creature.
If the spell is not triggered, the container appears to be completely empty (unless a previous user put something inside it) and the user can put things into it just as if it were a mundane container of the same sort.

Cost: 500 plus cost to enchant or bind contained creature, plus cost for the power of the creature.
Prerequisites: Hideaway, Great Geas, Password, Link, plus one of Create Animal, Create Warrior, Create Zombie, Planar Summons, Summon Demon, Summon Elemental, Golem or similar summoning or creation spell.
Item: Cap'n Throttle's Treasure Chest. GURPS Magic Items 2, p. 59. Energy Cost to Create: 1,500 points.
Author: Adapted from GURPS Magic Items 2

Imbue Skill Enchantment

This spell can only be cast on an item. When the item is worn or used, the user can use skill chosen by the mage.
In order to cast this spell, the mage must have the skill he wishes to enchant into the item at skill level 10+. The mage can't enchant an item with a skill he doesn't know, nor can he enchant it to a skill level higher than his own natural level with that skill. To save energy, the mage can enchant an item so that it bestows a skill level lower than his own skill level.
Also, note that the skill level granted by this spell can't exceed the mage's skill with the Imbue Skill spell. For example, a mage has Broadsword-13, and Imbue Skill-12, so the maximum level of Broadsword skill he could enchant into an item would be Broadsword-12.

Cost: 350 points, plus 100 points per level of skill above skill level 10.
Prerequisites: Enchant Item, Lend Skill, 5 Communication and Empathy spells.
Author: Adapted from GURPS Magic Items 1

Intelligent Item Enchantment

An item with this spell on it has a certain amount of intelligence, self-awareness, and self-preservation.
The exact details of this spell are up to the GM. Unless the item has other spell which allow it to move on its own or to communicate, it won't be able to do much. Intelligent items do have some powers however. They can choose to malfunction at will, the item's IQ or Will is substituted for HT when making Resistance Rolls, if it is better, and an intelligent item can give +1 or up to -4 to skill. If an Intelligent Item doesn't wish to be used, the user must win a Contest of Will each minute (or every 10 seconds in combat) or the Item will somehow make itself impossible to handle.
Intelligent Items also possess a survival instinct. They will do what they can to avoid being damaged or destroyed, including fighting against or even harming their owners, as described above.

Cost: 100 per character point of attributes, advantages, skills and powers possessed by the item. If the GM feels that the personality of the item would make the item harder to use (like a sword inhabited by a demon which attempted to get the user to hurt and slay at every opportunity), he can rule that this spell is a limiting enchantment. This reduces the cost of the item by up to 50%.
Prerequisite: Magery 2, Dancing Weapon

Interference Enchantment

This dubious enchantment makes a weapon, shield or other tool harder to use, so that it actually subtracts from the user's skill.
Each casting of this spell reduces the user's relevant skill by 1 point when using the cursed tool. For example, a warrior's Broadsword skill would be reduced by 2 when using a sword with two levels of the Interference spell cast on it.

Cost: 50 points per level per 100 lbs. of equipment.
Prerequisites: Enchant, Malefice

Knack Tattoo Enchantment

This spell allows the mage to impart any spell he knows as a magical knack imbedded in the subject's body in the form of a tattoo, as described on GURPS Magic Items 1, p. 62.
Alien races with shells or chitin may get inlay instead of tattoos. In this case, the prerequisite skill needed is Jeweler instead of Tattooing.

Cost: 100 points or 200 points if the tattoo is invisible to normal sight, plus half the energy cost required to create a standard magic item with the same ability.
Prerequisites: Enchant, Scroll, Colors, Spellgraft, and Tattooing-13+
Author: Adapted from GURPS Magic Items 1, Jeff Wilson, Winterchylde.

Knack Tattoo (VH) Enchantment

Author: Stephen Kenson (Pyramid Magazine).

Leave Curse Enchantment

Author: GURPS Aztecs

Loyal Object Enchantment

This spell makes an object only work for the enchanter or a subject designated by the enchanter and for no other person.
Obvious, simple physical properties of the object will still work, but any magical or mechanical properties will note work except for the owner.
For example, a sword with this spell on it can still be used as a sword (since the ability to cut is a physical property of the weapon), but none of its magical properties will work except for the owner. A book with this spell on it can still be read if left open, but its pages can't be turned, since the binding and pages form a hinge, which is a mechanical property of the object. If the book is closed, it will not open except for its owner.

Cost: 500 points.
Prerequisites: Password
Author: Adapted from GURPS Magic Items 1

Luckstone (VH) Enchantment

This spell must be cast on a rock, gem, or other object small enough to be held in a human hand. As long as it is held by a living creature, it confers the Luck advantage on the holder. The moment the stone is no longer grasped by someone, it loses all its magic power.
This spell can also be cast on part of an object, as long as the enchanted part is distinct and can be grasped in a human hand (such as the hilt of a sword or the tip of a staff).
If this spell is permanently cast on a stone, it loses all its powers for 3d days when it is dropped and it won't work at all for the same user until the Luckstone has been used by someone else.
This is also a Metaspell.

Cost: 25 for Luck, 50 for Extreme Luck (Ridiculous and Super Luck aren't available using this spell). Any object can be permanently enchanted with this spell for 100 times the Cost.
Prerequisite: Magery 2, Enchant, and Luck
Author: Adapted from the Net

Magebinding Enchantment

This spell creates a pair of Magebinding Bracelets. See GURPS Magic Item 1, p. 42-43 for more details.
This is also an Metaspell spell.

Cost: 1,000 points.
Prerequisite: Magery 3, Enchant, Hex, Drain Mana, Steal Magery, and 10 other Metaspells.
Author: Adapted from GURPS Magic Items 1

Magic Paint Enchantment

Creates a magic paint that turns to any color desire upon command.
Any object painted with the pain becomes real and three-dimensional. Pictures of living creatures turn into statues or models, though plants created with the paint are alive. Pictures of non-living items turn into real items. As far as is possible, paintings turn into non-precious and ordinary things. For example, if a pile of gems were painted, the picture would turn into a pile glass gems. If a highly decorated sword were created, it would be an ordinary (Good quality) weapon, but might be worth a bit more because of the decoration.
Pictures of buildings or interior spaces turn into real buildings or spaces only if there is sufficient space for them to really exist, and they must be drawn life-size to be of any use. (Otherwise, they're just models or dollhouses).

Cost: 1000 for enough paint to cover a 6' x 6' area
Prerequisite: Create Object, Enchant

Money Multiplication (VH) Enchantment

This spell must be cast on a container used to contain or carry money - such as a pouch, wallet, or moneybag.
Any money placed in the container will magically double, up to the limits of the spell. However, the container must be left undisturbed and unopened for 24 hours, otherwise the container and all the money placed in it will disappear.
In addition, if all money is taken out of the container, the item loses its magic unless some money is placed in it within 1 day.
Money doubled by the magic of the container isn't doubled again.
In addition, whenever money is placed in the container, the GM secretly rolls against the enchanter's Money Multiplication skill level. If the skill roll is failed, half of the money vanishes. On a critical failure all the money vanishes and the item ceases to work for 1d months.

Cost: 5,000 points, plus 5 points per $10 increase in value.
Prerequisites: Magery 2, Enchantment, and Bless, 5 Making and Breaking or Illusion and Creation spells.

Permanence (VH) Enchantment

Similar to Enchantment, this spell allows the mage to make spells cast on individuals permanent.
Any Regular spell can be made Permanent on an individual for 100 times the Cost of the spell. Area spells can be made permanent on an area for 100 times the Cost to cast that spell on the desired area.
The mage can grant a person the ability to cast a spell at will (like a magical knack) for 200 times the Cost to cast the spell. The skill level of the subject is that of the mage -5, and it can never be improved.
This spell is very powerful and is prone to abuse. Its use should be severely limited by the GM.
The method for making a spell permanent is just like the method used to enchant an item, however, the Permanence spell is used instead of the Enchant spell. Both the mage and the subject must be present for the entire process, but only the mage's Fatigue can be used to power the Permanence process. If the mage is casting Permanence on himself, he must roll at -3.
When the final point of energy is put into the spell, the mage must roll vs. his spell skill. On a failure, both the mage and the subject must roll vs. HT or take 2d points of damage and they must both make a Fright Check at -5 to Will. On a Critical Failure, both the mage and the subject must roll vs. HT-3 or take 4d points of damage and they must both roll a Fright Check at Will-15!
If a character's point cost is increased by means of this spell, he must is exactly as for regular Enchantment rules, except Permanence skill rolls are used whenever Enchant would normally be used.

Cost: Special. See Above.
Prerequisite: Magery 3, Enchant, 5 Body Control and 5 Mind Control spells.

Poppet Enchantment

Allows the caster to create a "voodoo doll" which represents a real person. The caster can then cast spells on the doll which affect the person, ignoring long-range or visibility modifiers. In addition, the caster can stick pins into the doll which affect the subject as if the caster had cast the Spasm spell on him.
In order to create the doll, the caster must have some piece of the victim's body, typically something like a lock of hair or the victim's fingernail parings.
(Note that this spell is a weaker version of the Malefice spell.)

Cost: 500, 1 point to cast "Spasm" through the doll.
Prerequisite: Magery, Enchant, Spasm, Animation, and 5 Necromantic spells

Quintessence Enchantment

This odd spell allows the mage to "distill" the "essence" of a certain abstract or concrete idea into a tangible form. This mostly has magical and alchemical purposes, but the GM might rule that quintessences have effects like spells, drugs, or dreams. For example, quintessence of fear might cause anyone who ingests it to take a severe fright check. Quintessence of joy could be a powerfully addictive (but harmless) drug. Quintessence of cat might give the user intense and deep understanding of what it is to be a cat, rather like a hallucinogenic drug might seem to do.
Depending on the quintessence to be produced, the GM might rule that the quintessence requires the destruction of the original item.

Cost: 25 points per "dose" for common quintessences, 100 for uncommon ones, and up to 10000 for extremely rare or difficult to obtain ones (like quintessence of unicorn).
Prerequisite: Magery 2, 10 Mind Control or Communication and Empathy Spells, Alchemy-13+

Quirk Magic Item Enchantment

This spell allows the mage to deliberately bestow the quirk of his choice upon a magic item. This spell is similar to Limitation spell but the quirk can't be beneficial. The larger the quirk the greater the cost.
See the discussion of Powerstones in GURPS Magic Items 2 for more information about magical quirks.

Cost: 50 points for a trivial quirk, 100 points for a minor quirk, 200 points for a major quirk and 500 points for an extreme quirk.
Prerequisite: Enchantment, Powerstone, and Limitation.

Recharge Eye (VH) Regular

This spell recharges the technological devices known as "eyes" that are found on the world of Tekumel. Each casting of this spell restores one charge to the item.
This spell is extremely rare and highly sought after on the world of Tekumel.
This is also a Technology (Electricity) spell.

Cost: 500 points.
Prerequisite: Magery 2, Enchant, 3 spells from each of the Elemental Colleges
Author: Adapted from Empire of the Petal Throne.

Remove Quirk Enchantment

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

Cost: 50 points for a trivial quirk, 100 points for a minor quirk, 200 points for a major quirk and 500 points for an extreme quirk.
Prerequisite: Magery 2, Disenchant, and Quirk Magic Item.

Retribution Regular

This spell allows the caster to "self-destruct" utterly destroying himself, but also damaging or killing anything around him. It is cast in advance, and lasts as long as the mage lives, though he can voluntarily cancel the spell at any time.
When the caster dies, or when he triggers the spell, his body explodes. This does 20d points of damage to any creature within 1 hex of the mage (creatures actually in contact with the mage take double damage). Creatures 2 or 3 hexes from the mage take 10d, creatures 4 to 6 hexes away take 5d, creatures 7 to 12 hexes from the mage take 2d, and creatures up to 24 hexes from the mage take 1d points of damage. Armor and cover protect normally, though spells protecting against fire and the like do not. The energy released is partially magical and partially physical, so Force Domes and Utter Domes don't protect.
Structures in the area of effect are also affected by the blast.

Cost: 100
Time to Cast: 1 minute
Prerequisite: Magery 2, Curse

Sanctum Area

This spell creates an area permanently aspected to the casting of magic of a certain college. Unlike the Focus or Dedication spells, an area affected by this spell can be used by any mage and it doesn't affect other types of spells.

Cost: 500 per hex for +1 bonus, 1000 for +2 bonus, 2000 for +3 bonus
Prerequisite: Restore Mana.

Sorcery of Blood and the Jewel (VH) Enchantment

Author: Curtis M. Scott (GURPS Conan)

Soul Binder Enchantment, resisted by Will

Bind is a wicked spell that permanently traps the mind of an intelligent being into an item. Unlike the Soul Item spell, the victim need not be willing, though he must be present. Unlike the Soul Jar spell, the victim can never leave.
In order for the spell to work, the victim must be present, though not necessarily conscious while the enchantment is being cast. When the spell is cast, the victim rolls a contest of Will vs. the enchanter's Bind spell skill. For every 100 points of extra energy put into the spell, the mage gets +1 to his effective skill, for purposes of overcoming the victim's Will.
If the spell fails normally, the victim resists being bound, though he might not be able to escape. On a critical spell failure, the mage can never attempt to bind that subject again, in addition to any other bad effects.
If the spell is successful, then the subject's intellect is magically transferred into the item, leaving his body behind as a mindless shell. Unless the mage has cast other spells that allow the subject to talk and use his senses, the subject is completely reliant on magic or psionics to interact with the world.
If the subject has a spell at 20 or more so that he can cast it without words or gestures, then he can cast it from the item. His fatigue pool for spell-casting purposes is the same as he had in life, plus any mana he might get from Powerstones that are attached to the item. Psionics work normally. Note however that unless the item the victim is bound into has spells that allow the inmate to sense the world around him, all spell or psionics use is effectively blind (-5 for area spells, -10 for missile spells).
The victim gets the PD, DR, and HP of the item and does not age while bound, however, if the item is broken or destroyed (reduced to 0 HP) then the victim dies when the item is broken.
However, if the subject's body is still alive and present, the prison is broken, and a mage casts the Soul Jar spell, the victim may roll vs. HT-5 to reoccupy his body.
Being bound into an item is a terrifying experience. The subject must make a Fright Check at -10 when he is first bound, and he must make a normal Fright Check once every week thereafter because of the continuous sensory deprivation. If the victim has some way to communicate with the world (even if it is one way communication) he gets +3 to Fright Checks. For each sense that he has in his item form, he gets an additional +1. If he can hold normal conversations, then he gets an additional +5.

Cost: 1,000 points, every 100 points of energy beyond the minimum gives the mage +1 to skill in the contest of Will vs. skill.
Prerequisite: Magery 3, Enchant, Malefice, Weapon Self, Soul Item.

Spellgraft (VH) Enchantment

This is also a Technological (Biomagic) spell.
Author: David Pulver (GURPS Technomancer)

Spell Targeting/TL (VH) Enchantment

Author: David Pulver (GURPS Technomancer)

Suspend Enchantment Missile Missile

As the Suspend Enchantment spell, but it can be cast as a missile and has an even shorter duration. Successful use of this spell allows one enchantment (of the caster's choice) to be temporarily removed from a magic item. The missile has SS 12, Acc +3, 1/2D n/a, Max 30. Hit location modifiers apply to hit a small target.

Duration: 1 minute
Cost: 8 points, can't be maintained
Time to Cast: 10 seconds
Prerequisites: Suspend Enchantment
Item: Staff, Wand, Jewelry or Clothing. Mage Only. Cost: 5,000 points.

Sympathetic Magic Enchantment

Author: Thomas M. Kane (GURPS China)

Take Creation Enchantment, Resisted by Spell and Will

This spell allows the caster to take over magical creature made by another mage.
This spell is expensive and hard to pull off, especially if the other mage is actively resisting. An attempt to take over a creation (such as a golem) from another mage is treated as a contest of the attacking mage's Take Creation skill, plus any energy he put into the spell, and the defending mage's skill in the spell he used to create the construct. If the opposing mage is alive and conscious, he can also add his Will to his skill score.

Cost: Cost of the Creation, each 5% over the Cost to create gives +1 to skill.
Prerequisite: Magery 2, Golem, appropriate Creation spell.
Item: Staff, Wand, Jewelry or Clothing. Mage Only. Cost: 500 points.

Tattoo Object Enchantment

This spell converts a single, real object into a tattoo of a picture of an item on the subject's body.
When a command word is spoken the item springs into being, ending the spell. Optionally, this spell can be made permanent so that when the user is finished with the item, it reverts to tattoo form.
Magic items can be converted to tattoos, but can't be used while in tattoo form. The mage must have the item to be converted into a tattoo when he casts the spell and the subject must be present and willing to receive the spell.

Cost: 3 per pound of object for a single use. Objects can be turned into permanent tattoos for 25 points per pound of material.
Prerequisite: Create Object, Sheath

Temporary Enchantment Enchantment

This spell lets the enchanter create magic items that will function only a certain number of times before losing their enchantment.
The energy savings is substantial for a low number of uses, but reduces as the number of uses increases. The cost to temporarily enchant an item is a percentage of the normal enchantment cost, and can be derived from the formula P = [Uses/(Uses+6)]. Thus, the cost to enchant an item for only one use is 1/7, or 14%, of the normal enchantment cost. The cost to enchant an item for 50 uses is 50/56, or 89%, of the normal enchantment cost.
Temporary Enchantment is used in place of the Enchant spell, and is otherwise identical to that spell. However, Temporary Enchantment cannot be used with any spells from the Enchantment college or Metaspell college except the following: Speed, Power, Hex, Limit, Name, and Link. It can never be used to reduce the cost of enchantments that are already limited (e.g., Skull Spirit).

Duration: Until the item's uses have run out.
Cost: Determined by the specific spell and the number of uses.
Time to Cast: Determined by the specific spell and the number of uses.
Prerequisites: Enchant
Author: Net

Toy Soldiers Enchantment

This spell causes miniature figures of soldiers to become full size warriors under the wizard's command. In order to cast this spell, the mage must have at least one miniature of a soldier made from metal, clay or wood.
The enchanted figure is magicked so that on a word of command, it will grow to life. When the mage speaks another word of command, the figures will all revert to their miniature, non-living forms.
The soldier has ST 12, DX 10, IQ 10, HT 10, one weapon skill at 12, and Tactics skill 10. He will be armed with whatever armor and weapons are on the miniature, but the weapons and armor will be non-magical unless they are especially enchanted. Armor will never offer better protection than plate armor (PD 2, DR 5). At the GM's high tech mages can enchant figures with better weapons and armor, but never better than the mage's tech level.
In addition, at the GM's option, non-human figures with magical or special abilities can be enchanted. In this case, any special abilities must be enchanted into the soldier. Enchanted miniatures can be verbally commanded by the mage and can be controlled like any other creation.
Soldiers "killed" while in animated form are destroyed and vanish when they reach 0 HP. (Soldiers created with this spell have the Unliving disadvantage). Wounded soldiers magically heal damage at the rate of 1 point per hour after they are miniaturized. However, missing limbs are not regenerated unless the mage casts the appropriate healing spells. Lost or expended items are magically renewed or rejoined with the figure after 24 hours.

Cost: 1,000 plus the cost of any additional enchantments
Prerequisite: Create Warrior, Flesh to Stone, Stone to Flesh, Shrink, and Create Object.

Transfer Enchantment (VH) Enchantment

This powerful enchantment allows the mage to transfer one or more enchantments from one magic item to another. It is generally used to allow a mage to enchant items with spells he doesn't know. If the mage doesn't know the spell to be transferred, he gets -5 to his skill, if he is completely unfamiliar with the college the spell is from, he is at -10 to his skill. If a magic item has a Password, Link, or Self-Destruct enchantment on it then the mage is at an additional - 3 to skill.
Each spell to be transferred requires a separate casting of this spell, and any failure, even a normal failure destroys the item.

Cost: 500 points plus 10% of the cost to place the original enchantment.
Prerequisite: Magery 2, Enchant, Remove Enchantment, and 5 Enchant spells.

Unpower Regular, resisted by Will

This spell releases stored magical energy in a magic item or powerstone. If the owner of the item is nearby, the spell is resisted by his Will. If there is no owner, or the owner is more than 10 hexes away, assume that the item has an effective "Will" of 1 for every 2 charges it has, to a maximum "Will" of 15.
This is also a Metaspell.

Duration: Permanent (until recharged)
Cost: 1 per 3 points of energy to be discharged (minimum of 1)
Prerequisite: Magery, Powerstone
Item: Staff, Wand or Jewelry. Mage Only. 5,000 to create.

Video Entity/TL Enchantment

Author: David Pulver (GURPS Technomancer)

Warding Garment Enchantment

This spell allows the mage to enchant a Warding Garment, an item of clothing with a protective spell, as described in GURPS Magic Items 1, p. 66.
This is also a Metaspell and a Protection and Warning spell.

Cost: 100 points, plus the cost of any other enchantments.
Prerequisites: Enchantment
Author: GURPS Magic Items 1

Wardrobe Bands Enchantment

This spell allows the mage to create a pair of wardrobe bands. See GURPS Magic Items 1, p. 57.
This is also an Illusion and Creation spell.

Cost: 350 points, a tricked version that will cause both sets of clothes to vanish on roll of 12 on 2d can be created for 250 points.
Prerequisite: Enchantment, Hideaway
Author: Adapted from GURPS Magic Items 1

Wereshape (VH) Enchantment, resisted by HT

The subject of this spell must roll vs. HT or be permanently afflicted with a Wereform until a counterspell or the Remove Wereform spell is cast. The victim must be present while the spell is cast but need not be willing or even aware of the spell. The mage must actually touch the subject, however.
Unsuspecting victims will become aware of their condition when the wereform manifests itself (usually on the next full moon). If the subject is willing and/or the were form works out to be a net advantage, the character must apply future earned character points to buying off the cost of the advantage. If the wereform is a net disadvantage, the character gets no extra points because of his disadvantage.
Each different type of Were shape must be learned as a separate spell.
This is also an Animal spell.

Cost: 100 points
Prerequisites: Magery, Cure Weresickness, and 3 Shapeshifting spells.

Z'thoum Ritual (VH) Enchantment

This is also a Metaspell (Clerical) spell. Other cultures might have different variants of this spell.
Author: Curtis M. Scott (GURPS Conan)



Weapon Enchantments


Armor Piercing (VH) Enchantment

This spell gives a weapon an armor divisor, as if it were an ultratech weapon. Each level of this spell increases the divisor by 1 from a base of (2), up to (10) maximum. For example, a sword with two levels of this spell cast on it would have an armor divisor of (3).

Cost: 500 points per level per pound of weapon. Each doubling of cost increases the armor divisor by 1.
Prerequisites: Magery 2, Penetrator, and Cleaving

Autoload Enchantment

This spell makes a weapon that uses ammunition but which does not use a magazine (such as a bow or sling) magically reload itself from an ammunition pouch within 3 feet of its location (specified by the user if there is more than one). This eliminates the time needed to ready and load the weapon.
This spell gives a bowman +6 to his effective skill with the Fast Draw (Arrow) skill or the Speed Shooting Maneuver. Other muscle-powered missile weapons take long enough to ready that they don't get the same bonus to skill.
(Note: Single-shot firearms do not use this spell. Use the Cornucopia spell instead).

Cost: 500 points.
Prerequisite: Graceful Weapon.

Backstab Regular

When cast on a melee weapon, the PD of any shield between the user and the target is negated. Any successful hit strikes the equivalent location on the back of the target (or the front if the user is striking from the rear).
In addition to possibly surprising the target, the blow might hit the foe's thinner back armor. Backstabbing weapons can be blocked at -4 to skill. This feature can be instantly canceled by the user if he wishes to target a location on the front of the target's body.
Hit locations on the target's back can be targeted at -4 to hit (since the attacker can't clearly see the target) in addition to normal hit penalties.
This spell can't be cast on missile or thrown weapons.
This is also a Movement spell.

Duration: 10 seconds
Cost: 3, 2 to maintain.
Time to Cast: 5 seconds (Permanent spells must be cast as enchantments)
Prerequisite: Accuracy, Backbiter.
Item: (a) Staff, Wand or Jewelry. 300 to create. (b) This spell can be made permanent on a weapon for 100 points per pound of weight.

Baffling Weapon (VH) Enchantment

This spell actually lowers a foe's Active Defenses when he attempts to defend against a weapon enchanted with this spell.
Each level of the enchantment lowers the defender's Block, Dodge and Parry defenses by 1 (to a minimum of 3 or the Passive Defense of his armor, whichever is more) when he defends against the weapon.
A weapon can have up to three levels of this enchantment on it.

Cost: 5,000 points for -1 to Active Defenses, 15,000 for -2, and 50,000 for -3.
Prerequisites: Magery 3, Fumble, Deceiver, Disarmer, and 10 other Enchantment spells.
Author: Adapted from GURPS Magic Items 1

Blood Drinker Enchantment

This spell can only be cast on an edged or pointed weapon. When the weapon scores a hit, it does additional damage by sucking blood from the wound it creates. This does 1 extra point of HP damage and 2 points of Fatigue damage to the victim per strike.
Fatigue and Health taken by the sword are not transferred to the user, the sword keeps them. As it sucks blood it takes on a reddish tinge, ultimately glowing with a blood red light when it is "sated" (at least 20 points of Fatigue stolen).
This is also a Necromantic spell.

Cost: 200 points per pound of weapon.
Prerequisite: Puissance, Steal Fatigue, and Steal Health.
Item: Bloodslaker, GURPS Magic Items 2, p. 113.
Author: Adapted from GURPS Magic Items 2

Blood Rifle Enchantment

This spell allows the mage to create a Blood Rifle, as described on pp. 89-90 of GURPS Warehouse 23.

Cost: 50,000 points.
Prerequisites: Enchant, Find Weakness, Essential Fire and 5 spells each from the Necromantic collage and the Energy Sub-College of Tech Magic.
Author: S. John Ross (GURPS Warehouse 23)

Bloody Wound Enchantment

This spell can only be cast on cutting or impaling weapons. Wounds caused by weapons with this enchantment produce deep, bloody wounds that do not close except with medical aid, magic, or psionics.
Any successful hit automatically causes Bleeding. Magic or Psionic healing works normally to close the wound, as does the Surgery skill. Attempts to stop the bleeding with First Aid are at -3.

Cost: 500 points.
Prerequisite: Magery, Puissance.

Cleaving Enchantment

This enchantment allows a weapon to do extra damage to non-living items, including weapons, shields and armor.
Each level of this spell increases the amount of damage a weapon does when attacking non-living material (like chopping through wood or smashing stone) by a multiple of one. When striking armor or shields, each level of this spell allows the weapon to do 1 extra point of damage per die per level.
Extra damage is lost when figuring damage that penetrates armor - the weapon only does normal damage to a foe. If there is any question, assume that the extra damage was used to penetrate the armor and that any basic damage left over does damage.
It is the GM's call if the extra weapon damage to inanimate objects applies to unliving creatures such as zombies, golems, or robots.
Each level of this spell also gives the weapon a +1 to break any weapon that it hits or parries. (Minimum of a 1 in 6 chance).

Cost: 1,000 points for +1 to break weapons and double damage, 2,500 points for +2 and triple damage, or 5,000 points for +3 and quadruple damage.
Prerequisite: Magery 2, Shatter, and Puissance.

Deceiver Enchantment

This weapon enchantment spell gives +1 per level to all attempts to feint using the weapon, to a maximum of +4.
Note that in order to take advantage of this enchantment, the wielder must use the Feint maneuver.

Cost: 100 points for +1, 250 points for +2, 500 points for +3, or 1,000 points for +4.
Prerequisites: Puissance, Lend Skill.

Defender Enchantment

This spell allows melee weapons to block or parry blows more effectively. Each level of this enchantment gives +1 to the user's attempts to Parry using the weapon, up to a maximum bonus of +4.

Cost: 500 for a +1 to Parry, 1,000 for +2, 2,500 for +3, 10,000 for +4. Double costs for weapons that naturally have a 2/3 Parry score.
Prerequisite: Puissance, Lend Skill.

Disarmer Enchantment

This weapon enchantment gives +1 to weapon skill per level to all attempts to Disarm an opponent, up to a maximum bonus of +4.
Note that in order to take advantage of this enchantment, the wielder must choose the Disarming maneuver.

Cost: 250 points for +1, 500 points for +2, 1,000 points for +3, or 2,500 points for +4.
Prerequisites: Puissance, Lend Skill
Author: Adapted from GURPS Magic Items 1

Draining Strike (VH) Enchantment

This spell, when cast on a weapon, allows the weapon to do damage as long as it is held in contact with the victim. The blow need not do any physical damage, as long as the weapon touches the victim, the victim must roll vs. HT or lose 1 HP and 1 ST per turn.
Unless it is completely sealed or has a DR equal to 5 times the maximum damage the weapon can do as basic damage, armor does not protect against this spell. Inanimate objects are not damaged by this draining.

Cost: 1,000 points.
Prerequisite: Magery 2, Enchantment, Steal Health, and Deathtouch.

Fumble Resistance Enchantment

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

Cost: 1,000 points.
Prerequisite: Accuracy, Bless

Harmlessness Enchantment

This cursed enchantment reduces the amount of damage a weapon does.
Each casting of this spell reduces the damage done by melee weapons and low-tech missile weapons (such as arrows or spears) by 1 point per die, down to a minimum of 1 point of damage.
Guns and other high-tech weapons lose 1 die of damage per casting of this spell, down to a minimum of 1d.

Cost: 50 points per level.
Prerequisites: Enchant, Curse

Health Stealer (VH) Enchantment

This powerful weapon enchantment is a variant of the Steal Health spell. Any Hit Points taken by the sword is transferred to its wielder, though each hit costs the user 1 Fatigue, even if the sword does no damage.
HT is transferred at a 1 to 1 ratio, though the wielder's HT can't exceed his normal maximum.
Swords with this enchantment on them are always heavily death aspected. GMs may rule that enchanters who make Health Stealer blades must include rare and expensive necromantic ingredients in the enchantment.
This is also a Necromantic spell.

Cost: 10,000 points
Prerequisite: Magery 2, Blood Drinker, Puissance, 5 other Necromantic or Enchantment spells.
Author: Adapted from GURPS Magic Items 1

Homing Enchantment

This spell causes a thrown weapon or missile weapon to pursue its target, even if the victim subsequently flees or hides. If the missile misses the first time, it will turn to follow its target and will keep pursuing until it hits the target or accidentally gets stuck in some solid object. The missile will target the target designated by the firer and will move to dodge any object between it and its target. If it has to go through a hex occupied by another creature or an object, it must roll vs. its Dodge of 12 to avoid that object. Otherwise, it hits that object instead of its target.

Cost: 50 points per die of damage per missile.
Prerequisite: Accuracy

Inaccuracy Enchantment

This spell lowers the Accuracy of a weapon, possibly even reducing the user's skill below his base level.
Each casting of this spell lowers Accuracy by 1, to a maximum of -10. If the weapon doesn't have an Acc score to begin with, then each casting gives -1 to the user's basic skill roll. It is possible for a weapon with this enchantment on it to have a negative Acc score!

Cost: 50 points per level.
Prerequisites: Enchant, Curse.

Instability Enchantment

Each level of this enchantment increases the Recoil number of a weapon by 1 point, to a maximum of -10.

Cost: 50 points per level.
Prerequisite: Graceful Weapon

Killing Wound (VH) Enchantment

Any weapon enchanted with this spell is more likely to score a critical hit. The "to hit" roll is normal, but if a hit is scored, the dice are rolled again. On a roll of 7 or less (or 5 less than the score needed to hit the target in the first place), the damage done is critical.

Cost: 5,000
Prerequisite: Magery 2, Puissance, Accuracy, Bless, and 10 other Enchantment spells.

Knockback Enchantment

Each level of this enchantment doubles the Knockback Modifier for the weapon, to a maximum of +10. For purposes of this spell, Impaling weapons start with a Knockback Modifier of 1.

Cost: 100 points per level.
Prerequisite: Puissance, Slammer.

Lighten Weapon Enchantment

This enchantment makes a weapon usable by anyone, regardless of their ST score.
Anyone using the weapon has his ST score raised to the minimum needed to wield the weapon effectively. Damage, readying time, fatigue costs and recoil associated with using the weapon are all based on this new minimum ST, other aspects of the character's ST are unchanged.

Cost: 100 points, plus 25 points per minimum point of ST required to use the weapon.
Prerequisite: Enchant, Lighten, Might

Long Range Enchantment

Weapons enchanted with this spell have longer than normal range but are normal in all other respects. Range penalties are normal for missile weapons with this spell cast on them.

Cost: 500 for 1 hex reach, 1,000 for 2 hexes reach, 2,000 for 3 hexes reach. Missile weapons cost 250 for each 5% increase in 1/2D and Max.
Prerequisite: Accuracy, Extend

Loosefingers Enchantment

This weapon enchantment enchants a weapon so that when it parries (or is struck by) another weapon, the foe must roll vs. his weapon skill or drop his weapon.

Cost: 1,000 points
Prerequisites: Fumble, Disarmer
Item: Loosefingers, GURPS Magic Items 1, p.91.
Author: Adapted from GURPS Magic Items 1

Mana Warhead/TL Enchantment

Author: David Pulver (GURPS Technomancer)

Penetrator Enchantment

The weapon enchantment allows a weapon to ignore DR. The amount of DR ignored depends on the ST of the user. The target's DR is divided by a number that increases by 1 for each full 5 points of ST the user possesses. Thus, a character with ST 9 will get no benefit from this spell, but with ST 10-14 the target's DR is halved (round down), and with ST 15-19 it's divided by three! The maximum divisor is 5.

Cost: 250 points per pound of weapon.
Prerequisites: Magery 2, Piercing.
Item: Penetrating Bow, GURPS Magic Items 1, p. 95.
Author: Adapted from GURPS Magic Items 1

Piercing Enchantment

This weapon enchantment spell allows the weapon to ignore the first 2 points of PD and DR of any armor that the target is wearing. On a critical hit, it ignores DR entirely.
This spell may be combined with the Armor Piercing enhancement.

Cost: 50 points per pound of weapon.
Prerequisites: Puissance
Author: Adapted from GURPS Magic Items 1

Quick Aim Enchantment

This spell increases the rate at which a shooter gains bonuses for Aiming. The first level of this spell allows the shooter to get 2 turns of benefit from aiming in one turn. The next level gives three turns, and so on, up to a maximum of 3 levels.

Cost: 500 points per level.
Prerequisite: Quick Draw

Quick Fire Enchantment

This spell increases the RoF of a missile weapon as long as there is ammunition available for them (using the Autoload or Cornucopia spell).

Cost: 1,500 per extra attack per round.
Prerequisite: Quickdraw

Quick Strike Enchantment

Melee Weapons enchanted with this spell increase the number of attacks they can make.

Cost: 1,000 for one extra strike per turn (or removal of one second of readying time), 3,000 for two extra strikes per turn (or removal of two seconds of readying time), 10,000 for three strikes per turn (or removal of three seconds of readying time). No more than three attacks can be made per turn.
Prerequisite: Quickdraw, Cornucopia

Scope Enchantment

This spell allows a ranged weapon to function as if it had telescopic sights, though to all outward appearances it looks normal.

Cost: 500 for every x2 power sights, up to x16.
Prerequisite: Accuracy, Long Range

Short Range Enchantment

Weapons enchanted with this spell have shorter than normal range but are normal in all other respects. Range penalties are unchanged.
Anyone using a weapon with this spell on it must roll vs. IQ to realize the nature of the enchantment. Otherwise, melee weapons just appear to miss and missile weapons appear to fall short.
Normally this spell is used to produce cursed weapons, but in some cases this spell can be useful, since it allows long melee weapons to be used in close quarters and prevents missile weapons from overshooting their targets.

Cost: 150 for 1 hex reach reduction, 250 for 2 hexes reach reduction, 500 for 3 hexes reach reduction. Missile weapons cost 50 points for each 5% decrease in 1/2D and Max.
Prerequisite: Harmlessness

Singing Weapon Enchantment

Causes a weapon to "sing" with an unearthly song when used. This gives +1 to the Morale and Fright Checks of any creature friendly to the user who is within 5 hexes, and forces foes to make a Fright Check when they first hear the weapon.

Cost: 1,000
Prerequisite: Fear, Bravery

Soul Stealer Enchantment

This terrible enchantment causes the souls of people slain by the weapon to be trapped inside the weapon, preventing their souls from turning into ghosts or going on to whatever afterlife they might have.
More importantly, any soul trapped in the weapon can't be reincarnated or resurrected while trapped. If the weapon is ever broken, the souls might be released or they might be somehow "devoured" by the weapon.. Some religions and cultures consider the possession or use of such weapons to be immoral.
Typically, such swords are made by enchanting a demonic spirit into the weapon. As such, they have a "dark" aspect, and "evil" quirks, such as glowing with a "black light", moaning or howling when used, or somehow feeding on the souls they steal. In other cases, this spell need not be the stereotypical necromancer's tool. It could be used to represent a "holy" weapon that traps and destroys the souls of evil spirits. In this case, it would be strongly aspected with "good."
This is also a Necromantic spell.

Cost: 5,000
Prerequisite: Magery 3, Health Stealer, 10 other Necromantic spells

Stability Enchantment

Each level of this enchantment lowers the Recoil number of a weapon by 1 point, to a minimum of 0.

Cost: 100 points per level
Prerequisite: Graceful Weapon

Stabilizer Enchantment

This spell steadies a ranged weapon so that it can be more accurately fired from an unsteady position, such as horseback, the rigging of a ship, or while running.
Each level of this spell reduces the penalty to hit for an unstable firing platform by 1, to a maximum of -4 penalty removed. Note that this spell only reduces penalties for unstable firing position, not due to poor visibility, distraction, or movement of the target.

Cost: 100 points for one level, 250 points for two, 500 for three, and 1,000 for 4 points of penalty removed.
Prerequisite: Accuracy, Stability

Targeted Missile Regular

This spell gives +4 to hit with one specific missile. However, the target (and the specific part targeted) must be specified before the spell is cast and the magic is lost if the missile is not aimed at the specified target. For example, an arrow enchanted to seek "The elf's eye." would not get the bonus to hit unless the bowman firing the missile specifically was trying to hit the elf's eyes, even if the bowman was firing at the victim's head.
Note that the mage cannot enchant missiles in advance to be aimed at "generic" targets (such as "orcs", or even "Kraal's Palace Guard"), each missile must be magicked in the presence of the target and must be designated for a specific target (such as "the big orc with one eye", or "the short, blonde guard on the left").
This is also a Movement spell.

Duration: 10 seconds or until the missile is fired.
Cost: 3, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Accuracy.
Item: Staff, Wand or Jewelry. Energy Cost: 500 points.

Teleporting Loyal Sword Enchantment

This spell is identical to the Loyal sword, but the item teleports to the user's hand rather than flying to it.

Cost: 1000 per pound of item to be enchanted.
Prerequisite: Loyal Sword, Teleport

Temporary Accuracy Regular

This spell is cast on a weapon, causing it to increase the user's skill roll with it by +1 for every 3 points of energy spent. In all other respects, this spell is like the Accuracy enchantment.
This is also a Movement spell.

Duration: 10 seconds
Cost: 3 per +1 bonus, half to maintain.
Time to Cast: 1 second per point of energy.
Prerequisites: Magery, Accuracy.
Item: Staff, Wand or Jewelry. Mage Only. Cost: 500 points.
Author: Adapted from the Net.

Temporary Curse Weapon Regular, resisted by Will

This spell temporarily reduces the Accuracy or Damage of a weapon, to a maximum of -5 to Acc (or skill) and -3 to damage.
For melee weapons and low-tech missile weapons, the basic damage is lowered. For bullets, explosives, and high tech weapons that do more than 3d damage, the damage is lowered per basic die of damage.

Duration: 1 minute
Cost: 2 per -1 to accuracy or damage per die of damage, half to maintain.
Time to Cast: 3 seconds
Prerequisite: Accuracy, Puissance, Curse.
Item: Staff, Wand or Jewelry. Mage Only. Cost: 500 points.

Temporary Puissance Regular

This spell is cast on a weapon, causing it to increase the user's damage by +1 for every 3 points of energy spent. In all other respects, it is like the Puissance enchantment.

Duration: 10 seconds
Cost: 3 per +1 bonus, half to maintain.
Time to Cast: 1 second per point of energy.
Prerequisites: Magery, Puissance, Might
Item: Staff, Wand or Jewelry. Mage Only. Cost: 500 points.
Author: Adapted from the Net.

True Strike (VH) Regular

When this spell is cast on melee weapon, it will automatically hit on the next attack it makes.
If the weapon is aimed at a specific hit location, the user must roll against his adjusted skill, but if he fails his roll, the weapon automatically hits the Body.
The victim of this spell can Block, Dodge or Parry normally.
This spell can't be cast on missile weapons, us the Homing Missile spell instead.

Duration: 5 seconds, or 1 attack, whichever is less.
Cost: 3, can't be maintained
Time to Cast: 3 seconds
Prerequisite: Magery 2, Accuracy, Puissance, Bless
Item: Weapon. Energy Cost: 5,000 points per pound of weapon.

Turning Bullet Enchantment

This spell enchants a bullet so that rather than simply "blowing through" its victim, it turns and strikes repeatedly until all its energy is expended. The bullet loses no energy when it turns, and subsequent strikes automatically hit. The bullet only stops doing damage when it completely runs out of energy (when it runs out of damage) or misses an attack.
When the bullet is first fired, the shooter roll to hit, and the Margin of Success is noted. The target may Dodge the bullet as normal. If the victim fails to Dodge, he's hit, the shooter rolls damage (noting to total amount of base damage for each die) and the bullet strikes a target location on the victim's body. If the bullet penetrates the victim's armor, it does damage, just like normal. If the bullet doesn't do enough damage to blow through the victim (and any armor on the opposite side of the target), the spell ends.
If the bullet does manage to blow completely through the victim (and any armor he's wearing), it then turns and strikes another random location on the victim's body with it's remaining damage. The victim can't Dodge these strikes, but the shooter's base skill is reduced by -2. If the modified Margin of Success would result in a miss, the spell ends.
On its second attack, if the bullet penetrates the target's armor, it will do damage to that location. If the bullet still has enough energy (damage points) left to blow through the victim's body (and any armor on the victim's opposite side), the sequence is repeated again in another random location. The strikes continue until the victim dies or the bullet misses or runs out of energy (damage points). Hit location penalties are not applied to random location rolls.
Note that each time the bullet strikes it is treated as a "new" bullet. For example, if a HEAP (High Explosive Armor Piercing) bullet blows up inside the target, and then Blows Through, if it strikes the target again, it will explode again. Likewise, bullets like hollow-points that deform when they strike armor or flesh will be "reconstituted" when the Blow Through. This means that any special damage modifiers for bullet type can be applied to each strike, not just the first strike.
For example, Charlie is hit by a K-Bar, a marksman firing an enchanted Turning Bullet. K-Bar makes his skill roll by 5. Charlie fails his Dodge. K-Bar rolls 20 (4, 2, 6, 4, 4) points of damage on 5d. The first shot was aimed at the arm. Charlie is not wearing armor and has HT10, so the bullet does 5 (4+2) points of damage to his arm and "Blows Through". The sixth point of damage is lost. The next attack is a "hit" by 3 (5 for original margin of success -2 for second attack = 3), and the GM randomly rolls for hit location. Charlie is hit in the back (Body) by the turning bullet. The bullet does 10 points of damage (6+4 points) and "Blows Through," with no loss of energy, leaving 4 points of damage to still be applied. The third attack is a "hit" by 1 (5 for original margin -2 for second attack, -2 for third attack = 1). The GM rolls a hit for the Brain. Charlie's skull has DR 1, which subtracts 1 point from the remaining die of damage, the remaining 3 (4 points of damage -1 DR) points of damage are multiplied by 6 for a bullet hit to the brain, for a modified 18 points of damage and the bullet lodges in his brain. Note that if the GM had rolled a hit on the Foot, Charlie's boots (DR1) would have absorbed 1 point of damage, and the bullet would have done 3 points of damage and lodged in his foot, since it didn't have sufficient energy to blow through his leg and there is no damage multiplier for hits to the foot.
If the first target dies or the bullet misses, the bullet becomes a Random Attack. Roll for the nearest adjacent character. On a roll of 6 or less, the character is hit by the remaining force of the bullet, as if he were the target of the first attack. The second (and subsequent) victims get a Dodge roll to avoid the first attack, and the initial random roll to hit is used as the Margin of Success.
If the bullet misses the second character, roll for the third nearest character, and so forth, working away from the shooter. The shooter, and his allies, will never be hit by a "friendly" Turning Bullet.
If the mage specifies when the spell is cast, bullets and other ordinance with this spell on them can be used against objects. The mage can further limit the class of objects with the Bane spell. See GURPS Technomancer for further details.

Cost: 100 points, plus 50 points per pound of mass (or fraction thereof).
Prerequisite: TL 4+, Enchant, Accuracy, Puissance, Homing Missile.
Author: Adapted from Volker Bach

Unwieldliness Enchantment

This spell increases the Snap Shot number of a weapon or increases the number of turns required to ready a melee weapon. Each casting of this spell increases the SS number by 1 (up to a maximum of 18) or adds a second to the amount of time it takes to ready a melee weapon (up to 4 seconds).
In addition, any melee weapon with this enchantment on it immediately becomes unready after every blow.
Missile weapons that can normally fire multiple shots have their Recoil penalty doubled for every casting of this spell, up to a maximum penalty of -15. Beyond this, the gun is essentially a single-shot weapon, which must be readied between turns.

Cost: 50 points per level.
Prerequisites: Enchant, Clumsy, Curse.



Armor Enchantments


Animate Armor Enchantment

Allows the mage to animate a suit of armor to create a magic item like that described on p. 24 of GURPS Magic Items 1.
See also Golem Armor (q.v.).
This is also a Making and Breaking spell.

Cost: as per Golem
Prerequisites: Golem, Create Armor
Item: Animate Armor, GURPS Magic Items 1, p. 24.
Author: GURPS Magic Items 1.

Armor Bane Enchantment

This spell is identical to the Bane spell, but it reduces the cost of armor enchantments by limiting the enchantment's protection to only certain forms of attack.
Armor Bane can either allow the armor to defend only against attacks by certain foes (use the Bane enchantment rules) or it allows the armor to defend only against certain types of attacks. In the latter case, the cost is 1/2 cost for Common attacks forms, 1/3 for uncommon forms, 1/5 for rare, 1/10 for very rare types.

Cost: Variable.
Prerequisite: Enchant.
Author: Anthony Jackson

Blocker Enchantment

This enchantment can only be cast on a shield or buckler. It improves the wielder's Block score when he uses the shield, up to a maximum of +4.

Cost: 500 for a +1 to Block, 1,000 for +2, 2,500 for +3, 10,000 for +4.
Prerequisite: Puissance, Lend Skill

Critical Hit Negation Enchantment

This enchantment gives armor a chance to negate critical hits scored to hit locations it protects.
When a critical hit is rolled, the attacker must reroll the dice. Any result other than another critical hit results in normal damage.
This enchantment negates the effects of weapons with the Killing Wound enchantment.

Cost: 350 per hit location protected, or 5,000 for an entire suit of armor.
Prerequisite: Magery 2, Fortify, Bless

Extend Armor Enchantment

This spell creates a magical web to "fill" any cracks in a suit of armor. The filler has PD 1 and DR 1, plus any the value of any Deflect or Fortify spells cast on the armor. Note that if this spell is cast on material with less than PD 1, DR 1, unarmored locations will be better defended than "armored" locations.
There is no minimum size for the "real" armor. This spell can be used to extend a the protection offered by a ring or a loincloth to the entire body! This spell is most commonly used to cover the eyeslots of helmets, however.
Note that any penetrations of the Extended Armor count normally for purposes of damaging the enchantment. Also note that this web counts a layer of armor. It gives a flat PD, rather than adding to PD of other layers of armor. This spell may be cast piecemeal, like other armoring enchantments.

Cost: 500 points for PD 1, DR 1, 2,000 points for PD 2, DR 2, or 10,000 for PD 3, DR 3.
Prerequisites: Deflect, Fortify.
Author: Anthony Jackson

Frailty Enchantment

This cursed enchantment makes a weapon, armor, or shield less protective and more prone to damage by reducing its DR or HP.
Each casting of this spell reduces the DR or HP of an item by 1, down to a minimum of 0. Items with this enchantment on them appear sturdy when handled or casually inspected. Their true nature only becomes apparent when they are tested in combat. Characters who have encountered this spell before, or who have reason to be suspicious, can roll vs. IQ or the appropriate weapon skill, whichever is better, in order to detect the true quality of the object.
If this spell is cast on a weapon, this spell reduces the actual quality of the weapon by one level. For firearms, this spell reduces the Quality (Durability) of the item, reducing its Malf number by one level.

Cost: 25 points per point of HP or DR per pound of item, or 50 points per each reduction in weapon quality.
Prerequisites: Enchant, Curse, Shatter or Anneal.

Golem Crest Enchantment

This spell allows the mage to create an item that functions in a similar manner to the Golem Shield (see above) but for the decorative crest of a chivalric helm.
Anyone who is not familiar with the enchantment who sees the crest must make a Fright Check when they see it. If the crest is made in the form of a savage beast, it can actually bite and claw in close combat!
An animated crest does 1d-2 Cutting damage at range C, though it can only strike at an opponent's head, neck and shoulders if worn as a crest. The crest has PD 2, DR3 and takes 10 HP to destroy. It is targeted at -3 to hit, or -1 with melee weapons.

Cost: 100 points or 350 points if the crest can attack.
Prerequisite: Golem Shield

Golem Shield Enchantment

This spell allows the mage to create a Golem Shield as described on GURPS Magic Items 1, p. 28. A variant allows a heraldic beast painted on the shield to speak.

Cost: 500 points
Prerequisite: Voices, Suggestion, Golem
Author: GURPS Magic Items 1

Juggernaut Armor Enchantment

This spell creates a golem, which the subject can enter and control using the Soul Jar spell. While his consciousness is in the golem, the user's body lies unconscious, but he can move, see, fight, etc. using the golem's body. Mages can only cast spells while in the golem body if they know them at Skill 21+ or if the golem has the Voices spell cast on it or enchanted into it.
Some versions use the Ethereal Body spell rather than Soul Jar, so that the user's ethereal body "merges" with that of the golem, rather than leaving his helpless body behind. For more information, see GURPS Magic Items 1, p. 26.

Cost: 1,000 points, plus cost of Golem.
Prerequisites: Enchant, Golem, Soul Jar or Ethereal Body
Author: GURPS Magic Items 1

Magic Dampening Shield Enchantment

This shield enchantment creates a No Mana Zone around the user as long as he grasps the shield.
The drawback of this item is that spells and magic items on the subject's person temporarily stop working. Permanent effects by previously cast spells (such as wounds or shape changes) aren't reversed. Permanent or lasting magical effects (such as curses or spells with long durations) are only canceled while the shield is grasped. Once the shield is released, they return if they have not expired.
This is also a Metaspell.

Cost: 5,000 points.
Prerequisites: Magery 2, Drain Mana, Magic Resistant Shield
Author: Adapted from GURPS Magic Items 2.

Magic Resistant Shield Enchantment

This enchantment can only be cast on a Shield or Buckler. When cast, it increases the user's magic resistance as long as he grasps the shield, up to +5. Note that this spell works just like the Magic Resistance spell in other respects, except that all effects are lost if the shield is dropped.
This is also a Metaspell.

Cost: +1 for 250 points, +2 for 500 points, +3 for 1,000 points, +4 for 2,000 points, +5 for 5,000 points.
Prerequisites: Magery 2, Blocker, Magic Resistance

Resistant Armor Enchantment

This spell allows the mage to permanently cast spells of resistance to certain attack forms on armor. The armor is resistant to whatever attack form the spell blocks, and also prevents damage of that sort from passing through it. Attacks can still affect the wearer if they bypass the armor. Spells such as Resist Fire and Resist Metal are most commonly enchanted with this spell.

Cost: 500 times the base cost of the underlying spell.
Prerequisite: Enchant, spell to be cast.
Author: Adapted from Anthony Jackson

Armor Enchantment

This spell enchants a suit of armor so that its contents are Scryguarded, as per the spell. This spell can only be cast on a complete suit of armor.

Cost: 500 points.
Prerequisites: Enchant, Scryguard.
Author: Anthony Jackson

Sealed Armor Enchantment

This spell allows armor to seamlessly cover an entire hit location. A full suit of armor will have the same PD and DR over the entire body without any seams, openings or weak spots. This limits or defeats the effects of some sorts of attacks.
If cast on a helmet, the wearer can breathe normally as long as air is available, but is invulnerable to the effects of harmful gasses. His eyes are protected by the seal, making it impossible to target the eyes through the eyeslots, protecting the wearer's eyes, and giving the eyes the same protection as the helmet gives the rest of the head.
If this enchantment is placed on an entire suit of armor or clothing, the wearer can magically seal it against attacks that penetrate the cracks in normal armor. This includes gas, concussion from blasts, explosive decompression, thermal shock, and so forth. Unless the wearer wishes otherwise, the armor is gas and water impermeable until the armor itself has been breached. In effect, the complete suit of armor acts as a vacc suit.
It takes 1 second to seal, or unseal a complete suit of sealed armor. If the wearer is unconscious, the suit will magically know whether it would be more advantageous for the armor to be sealed or unsealed.
Note that unless the armor has an internal source of heat or cooling, a person wearing sealed armor (when he wishes it to be sealed) will quickly overheat, though sealed armor gives +1 to HT to resist the effects of sudden extreme heat and cold (such as immersion in boiling water or Thermal Shock). If the armor is made of non-metallic materials or incorporates insulated padding, it can give a bonus of +2 to resist extreme heat, or +4 to resist the effects of extreme cold. Seal armor designed to be worn in hot or cold environments is typically enchanted with the Heat or Cool spells to provide further comfort and protection.
A person wearing sealed armor will quickly suffocate when the armor is sealed unless they have an internal air supply (such as provided by the Create Air or Revitalize Air spells). Assume that a normal suit of sealed armor has enough air capacity for 5 minutes. After that, the wearer will begin to Suffocate.

Cost: 500 per hit location, 1,000 for the face and head, 5,000 for the whole body.
Prerequisite: Magery 2, Fortify, Force Dome, Create Air

Shifting Crest Enchantment

This armor enchantment spell allows the user to change the crest of a helmet to whatever design he pleases at will. In other respects, it is like the Shifting Shield spell.

Cost: 150 points
Prerequisites: Enchantment, Shape Earth or Shape Plant

Shifting Shield Enchantment

This shield enchantment allows the user to change the shield's design or arms at will. See GURPS Magic Items 1, p. 28 for more details.

Cost: 150 points
Prerequisites: Enchantment, Dye
Author: GURPS Magic Items 1

Spellshield Armor Enchantment

This spell enchants a suit of armor so that its contents are protected by a Spell Shield, as per the spell. If the spell is cast on a partial suit, it is only effective against spells delivered with by touch to the armored locations.

Cost: 1,000 points.
Prerequisites: Enchant, Spell Shield.
Author: Anthony Jackson.

Traitorous Shield Enchantment

This spell makes a shield or armor less protective. Each casting of this enchantment reduces the PD of a shield or piece by armor by 1 down to a minimum PD of 0.
In other respects (DR, HP, and weight), the shield or armor is entirely normal. Items with this enchantment on them appear sturdy when handled or casually inspected. Their true nature only becomes apparent when they are tested in combat. Characters who have encountered this spell before, or who have reason to be suspicious, can roll vs. IQ or the appropriate skill, whichever is better, in order to detect the true quality of the object.

Cost: 50 points per level of PD reduction per 5 pounds (or fraction thereof).
Prerequisites: Frailty



Limiting Enchantments


Attune Enchantment

This spell is similar to the Password spell, except that the item gradually "attunes" itself to a new user if he carries and uses the item for 2 weeks. Until the item is attuned to its new owner, none of its magical functions will work.

Cost: 350 points
Prerequisites: Aura, Password
Author: Adapted from GURPS Magic Items 1

Dedication Enchantment

Similar to the Bane spell, this spell dedicates a place or thing to specific cause or purpose or allows it to be used at a certain time.
The effect is to make the item more effective when used for a specific purpose, but limits its overall utility. The exact effects of the spell are up to the GM. As a rule of thumb, the item gives a bonus only to some specific purpose and gives a penalty equal to the bonus under any other circumstances.
For example, an area of ground which was dedicated to casting Fire spells might give the caster +1 to skill for fire related spells, but -1 to all other types of spells. A hammer dedicated to armoring would give +1 to the Armory (Armoring) skill, but would give -1 to skill when used for any other craft. A knife dedicated to an "evil" religion might give +2 to Necromantic spells cast during the solstices and equinoxes, but gives -2 to any other purpose.
In other respects, this spell is exactly like the Bane spell.

Cost: 100 (or 100 per hex if cast on an area)
Prerequisite: Bane, Imbue Skill, Aspect Mana

Ego Enchantment

Any item with this spell on it has a strong sense of self-preservation, strong opinions, and/or an agenda. In GURPS terms, the item has at least -30 points in Fanaticism, Intolerance, Megalomania, Obsessions, Codes of Honor, and/or Vows.
Anyone who carries the item for more than a few minutes must roll vs. Will or start to be influenced by the "vibrations" that the item gives off. If the item is Intelligent, treat this as a contest of Wills. Anyone actually using the item is at -2 to the Contest. If the user wins the Contest, he keeps his own personality. If he fails, he is temporarily influenced by the magic item. A normal failure of Will results in one or more of the item's "traits" manifesting itself in the character as a quirk. A critical failure means that the character temporarily picks up one or more of the "traits".
A contest of Wills is made once per day, whenever the character picks up or uses the item, or whenever the user's ethics and the ethics of the item come into conflict.. A common quirk of "egoed" magic items is that they insist that their owners carry them at all times and use them at every opportunity. Another common quirk is an insistence that they be cared for extremely well.
At the end of every month, the character must make a roll vs. Will or permanently pick up one of the item's traits. A normal failure means a quirk, a critical failure means a full disadvantage. If a character already has all the item's traits at quirk level, then subsequent failures result in the quirk turning into a full disadvantage.
Once all the item's disadvantages are "absorbed" the character's Will starts to become increasingly linked to the magic item. In game terms, this means that a character who fails a Will check starts to lose Will to the item, so the character suffers from one or more levels of Weak Will (or reduced Strong Will) if he doesn't have the item on or near his body. Eventually, the character becomes a servant of the item.
The GM rules that the owner didn't use the item much, the user gets a bonus to the Contest of Wills. If the owner didn't use the item at all, he can forgo the Contest of Wills.

Cost: 100, cost of other spells is reduced by 25% for every -25 points of "Ego" enchanted disadvantages the item has, up to 50%, -50 points.
Prerequisite: Magery, Intelligence, Expert's Tool or Summon Demon.

Limitation Enchantment

This spell puts a limitation on the way in which a magic item can be used. For example, the item could be enchanted so that it can only be used in sunlight, etc. The effect is to reduce the cost of subsequent spells, including Enchant, and other spells. The more severe the limitation, the less it costs to cast other enchantments, up to a maximum cost reduction of 75%.
The amount of the reduction is up to the GM, and should be figured in a manner similar to the way that limitations are calculated for advantages and disadvantages. The GM should be strict with limitations that aren't really limitations to the item's use.
For example, an amulet designed as a seduction aid wouldn't get the full value of a limitation for "Only vs. the Opposite Sex", or "Only vs. Women" if it was intended to be used by a man to seduce women (perhaps a 10% maximum reduction). Likewise, a magic item designed for a ritual that must take place on the dark of the moon on top of a mountaintop after the item is soaked in human blood, couldn't get a full limitation for those restrictions (perhaps a 25% reduction rather than 75% reduction that such severe limitations would normally get). On the other hand, a wand which casts the Fireball spell would get probably merit a -50% reduction to its enchantment costs if a Limitation of "Only vs. the Opposite Sex" were cast on it.

Cost: 250 points
Prerequisites: Magery 2, Aura, Password, Limit
Author: Adapted from GURPS Magic Items 1

Rightful Owner Enchantment

This spell enchants an object so that only people (or types of people) specified by the mage use the item.
If anyone not specified by the mage attempts to use (or even hold) the item, they must roll vs. DX each turn.
On a failed roll the object slips from their grasp or somehow fails to work. For example, a shoe with this spell on it wouldn't fit anyone but the person (or people) specified by the mage. A saddle with this spell on it would make any rider not specified by the mage fall off his mount when he tried to sit in the saddle.
The person or type of person named as the "rightful owner" in the enchantment does not have to be personally known to the mage, or even known by name, but the category must be unambiguous or the spell won't work as intended. In extreme cases, it might not work at all. For example, a scepter enchanted so that it can only be held by the "rightful ruler of the kingdom" could be claimed by any usurper who has the power to back up his claim. If, however, the scepter were enchanted so that it could only be used by the "hereditary heir to the throne of the kingdom" then no usurper could use the item as long as a member of the royal dynasty still lived. If no hereditary heirs exist, then the scepter wouldn't work for anyone.

Cost: 250 points.
Prerequisite: Limit, Mind Reading.
Item: Scepter of Sovereignty. GURPS Magic Items 2, p. 92.
Author: Adapted from GURPS Magic Items 2.

Self-Destruct Enchantment

When this spell is placed on a magic item, it will crumble into dust under certain conditions, specified by the enchanter.
Once the Self-Destruct spell is put in place, it is extremely difficult to remove. Attempts to use the Remove Enchantment skill are at -5 to succeed.
Note that this spell is commonly used to prevent unauthorized use of magic items. It can also be used as an elaborate curse or trap (for example, enchanting a keystone of an arch to self-destruct when a certain person walks under it).
High tech mages can use this spell to create triggers or failsafe devices. For example, the pin of a grenade could be enchanted to self-destruct when the grenade is picked up by an enemy, or after a certain date. A pin holding a sprinkler valve open could be enchanted to self-destruct (opening the valve) in the presence of smoke or fire.
The limitation to this spell is that its aura is quite distinct. Any item enchanted with the Self-Destruct spell will be obvious to characters with Magery or Second Sight, or to anyone using the Detect Magic or Aura spells. Use of the Detect Magic spell, or a roll vs. IQ will give a mage a general sense of what conditions will trigger the self-destruct. On a critical success, they will learn the exact conditions that will trigger the spell.
Another vulnerability of this enchantment is that it won't work in a No Mana Zone, even if the triggering conditions are met. However, the item will still sense the triggering conditions, even if it can't self-destruct. After the item is removed from the No Mana Zone, it will immediately self-destruct. This can cause traps designed around the Self-Destruct spell to backfire.

Cost: 25 points for a small item (less than 1 lb.) or 50 points per 10 pounds or fraction thereof.
Prerequisites: Enchant, Ruin, Limit



Wizard's Tools Enchantments


Copy Scroll Enchantment

This spell creates a copy of a magical scroll as long as the mage has an "original" scroll enchanted with the Scroll spell.
Copying scrolls with this spell inevitably leads to minor loss of resolution; any scrolls created with the Copy Scroll are at -1 to the original creator's skill, or the copyist's skill level with the Copy Scroll spell, whichever is less. Any critical failure of Copy Scroll skill roll destroys the scroll being used as a source, in any case the spell always fails on a roll of 16 or more.
A copy of a copied scroll still works, but at a cumulative -1 to effective skill for every "generation" it is away from the original scroll. For example, a copy of a copied scroll would be at -2 to effective spell skill or the enchanter's Copy Scroll spell skill -1, whichever is less. Since the spell on the first copy is likely to be degraded in skill to begin with, copies of copied spells are seldom reliable.
Note: The net effect of this spell is to make scrolls much easier to enchant, hence much cheaper and more commonly available. If this spell is available, a master enchanter with a high skill level typically makes a "master" scroll and then duplicates it several times using the Copy Scroll spell. In large operations, a master enchanter creates the originals and has his apprentices copy scrolls for him.
GMs who are uncomfortable with large numbers of cheap scrolls should increase the cost of this spell or ban it.

Cost: 10 times the base energy cost to cast the spell enchanted on the original scroll.
Time to Cast: 1 minute per point of power spent.
Prerequisites: Copy, Scroll.
Item: Pen or other writing instrument. Mage Only. Cost: 1,000 energy.
Author: Adapted from Anthony Jackson

Create Focus Enchantment

A focus is an item which the mage can use to assist in the casting of spells or through which he can cast spells. If powerstones are added to it, it can also act as a reservoir of energy dedicated to casting spells (or a certain type of spell).

Duration: Permanent
Cost: 100 for +1 to one spell, 1000 for +1 to one College of Spells, 10000 for +1 to All Spells, multiply costs by 5 for a +2 bonus, multiply them by 15 for a +3 bonus. The item used as a focus must weigh at least 1 ounce for every 100 points of mana used to enchant it.
Prerequisite: Magery 2, Powerstone

Death Harvest Enchantment, resisted by IQ

This spell may be cast on any living creature. When the creature dies, its life energy will flow into a specific receptor of magical energy (such as a Powerstone or Enchanter's Mould, or some other spell). If the subject is sacrificed to provide mana or is otherwise killed by magic draining (such as by the Steal Health spell), no mana is transferred.
Each casting of the spell will allow a mage to release and channel 1 potential mana point from the subject, up to a maximum of the subject's HT x Magery (Magery 0 gives 1/2 HT and No Magery gives 1/4). When the subject dies, the actual amount of energy which is channeled into the collector is reduced by the distance between where the subject and the collector, as follows:

Range

Energy
Reduction

Less than 100 yards

No reduction

Up to half a mile

1/2 energy

Up to a mile

1/3 energy

Up to 3 miles

1/4 energy

Up to 6 miles

1/8 energy



Each additional doubling of range halves the amount of energy that is channeled into the receptor.
If the spell subject is on another plane when he dies, the modified amount of energy his body can contribute is halved again. It is quartered if the plane that he is on is somehow hostile or cut off from his home plane.
This spell is detectable by the Aura spell and can be removed by Remove Curse or a counterspell.
If the subject is in a No Mana Zone when he dies, no mana is released into the pool unless the mage who cast spell can win a contest of skill vs. the "skill level" of the No Mana Zone (usually 12).
The mana gained from this spell cannot go directly to the mage or to another person. It must be directed to some sort of non-living mana-collector. If the amount of energy released by this spell exceeds the storage capacity of the collector, excess mana is lost. In addition, large amounts of mana flowing into the storage device at once might "crack" the storage device. For every 10% more mana than the storage device can hold in a single "surge", the storage device must make a resistance roll (equal to the spell skill of the mage who cast the appropriate enchantment on it) or else it will crack.

Cost: 5 points per point of potential mana. Every 5 points of additional skill reduces the Cost minimum of 1 point per point of potential mana.
Time to Cast: 1 minute per point of fatigue spent
Item: (a) Any item. When used or worn by the subject, the item will attempt cast this spell on him once per day, at the mage's skill level. If the spell works, the subject's mana will be directed into a collector specified by the mage when the spell is cast.. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. When the person wearing the item dies, 1 mana point is directed to a collector specified by the mage when the spell is cast.. Energy Cost to Create: 250 points, plus 10 points per point of mana gained, up to the maximum amount of mana that the creature could normally release. (c) Weapon or other item used to kill people. When this item is used to kill someone, before they die they must make a resistance roll or be affected by this spell. Energy Cost to Create: 500 points plus 20 points per point of mana gained, up to the maximum amount that the creature could normally release. If the weapon can only be used on a certain person or type of person, the energy cost is 300 points, plus 10 points per point of mana gained. (d) Area. Anyone who dies within the area must make a resistance roll or release 1 point of mana into a collector specified by the mage when the spell is cast. Energy Cost: 500 points per hex point of mana gained, up to the maximum amount that the creature could normally release. Anyone who passes through this area must make a resistance roll or have this spell cast on them. If the area only "steal" the mana of a certain person or type of person, the energy cost is 250 per point of mana gained.
Author: Travis Foster, Thomas Barnes

Divination Device Enchantment

This spell is identical to the Crystal Ball spell, but it allows other divinations devices, like tarot cards, rune sticks, or an Ouiji Board to be enchanted. The maximum bonus that can be enchanted into a divination device is +2.

Cost: 1,000 for +1, 5,000 for +2 to Divination spells.
Prerequisite: Magery, Divination (type).

Diviner's Coin Enchantment

This spell allows the mage to create a Diviner's Coin, as described on GURPS Magic Items 1, p. 61.

Cost: 750 points.
Prerequisite: Divination, Enchantment
Author: GURPS Magic Items 1

Diviner's Tiles Enchantment

This spell allows the mage to create a set of Diviner's Tiles, as described in GURPS Magic Items 1, p. 60-61.

Cost: 1,000 points.
Prerequisite: Divination, Enchantment
Author: GURPS Magic Items 1

Enchant Book Enchantment

Cost: 1000, plus 100 times Cost of each spell to be written in the book.
Prerequisite: Scroll
Author: GURPS Magic Items 2

Enchant Druid Wand Enchantment

Author: GURPS Celtic Myth

Enchanter's Carpet (VH) Enchantment

This spell is identical to the Enchanter's Workbench spell, except that it can be cast on a moveable item!
The object to be enchanted with this spell must be a flat, sturdy item large enough to surround the object to be enchanted, and it must be completely enchanted. It does not have to be resistant to wear, damage or dirt, but if the item is severely worn, damaged or destroyed, it will lose its powers, so prudent mages generally incorporate various protective spells into the finished carpet. Because of this, many mages cast the Enchanter's Carpet spell on solid, but moveable items, such as tabletops.
Enchanter's Carpets aspected to a single college are possible for 1/2 the cost of a normal carpet. In order to be effective, however, the "carpet" must be made from materials that are strongly associated with that college (i.e., a table made from wood for plant spells or a rug woven from animal hair for animal spells).
Like powerstones, Enchanter's Carpets must be at least 10 hexes apart from the outer edge of their radiuses. They will not work if placed in the area of effect of an Enchanter's Workbench or if they are taken into a No Mana Zone.

Cost: The costs are as follows:

Level

Total Cost
(per hex radius)

1

750

2

1,500

3

3,000

4

6,000

5

12,000

6

24,000

7

56,000

8

96,000

Double cost for each additional level

 


Prerequisite: Magery 3, Enchanter's Workbench, 5 other Enchantment spells.
Author: Adapted from Stan Berry

Enchanter's Mould (VH) Enchantment

This spell allows the mage to create a "mould" which allows him to channel mana into a specific enchantment. Once the mould has been placed, the mage does not need to tend to his enchantment, unless he wishes to cast a different spell on the item.
The energy cost for the "mould" is 10% of the total cost of all the spells to be enchanted into the item and all the spells used to power the enchantment. A mage must also pay 2 points of mana for every point of mana to be channeled into the spell per week.
In addition, in order to cast this spell, the mage must roll vs. all the spells to be used in the enchantment at -5 to skill. Failure to cast any spell correctly disrupts all the other spells and forces the mage to recast them. A critical failure has terrible results, the least of which is the complete destruction of the item to be enchanted. Critical success allows the mage to enchant the mould for 5% of the total energy cost of the spells involved.
Once the mould is created, it will automatically receive power from any source of mana that is "dedicated" to it, such as Powerstones, the Draw Power spell or Death's Harvest (q.v.) spell. Subsequent sources of mana can be dedicated to the mould for 10% of the cost of the new spell. When the enchantment is completed, the Enchanter's Mould spell ends and any links to sources of mana are broken. Excess mana is lost. If the mage wishes, the various "powering" spells can be automatically turned off when the Enchanter's Mould spell ends.
If this spell is used to power an ongoing spell, the mage must cast the spell to be powered as an enchantment and then create the mould and permanently dedicate some source of mana to that spell. Once the spell has been made "self-powering" and has absorbed enough mana to become "active" (i.e. fully enchanted), the spell effects are permanent and independent. The mage does not have to pay for any of the spells as an "on" spell, and if necessary the spells "attack" and "defend" at the skill level used to cast them.
The only way to "turn off" such a spell is to deprive it of the magical energy that powers it and then cast a counterspell on the Guide Mana enchantment.
Excess mana directed into the mould might "burn it out" destroying the item and ending the spells used to power the enchantment. The mage must roll vs. his Enchanter's Mould skill at -1 for every 10% increase in mana over the "basic" energy flow into the mould. See the Surge Protector spell for a possible counter to this effect.
A mage can only have one "channel" in use at any one time (though he can create any number of self-powered moulds, see above). This channel can only be directed to a single mould, which can contain no more than one item to be enchanted. The mould itself must be a heavy, relatively immobile item that weighs at least 200 lbs. like an altar, anvil, or crucible.
Duration: Until the enchanted item is finished.
Cost 10% of all spells used to enchant the item and to power the enchantment, plus 2 points for every point of mana to be channeled into the mould per week.
Prerequisites: Magery 2, Maintain Spell, Powerstone, Link
Author: Andy Travis, Thomas Barnes

Enchanter's Scabbard Enchantment

This spell allows the mage to create an Enchanter's Scabbard, as described on GURPS Magic Items 1, p. 61.

Cost: 1,500 points.
Prerequisite: Enchantment.
Author: Adapted from GURPS Magic Items 1

Enchanter's Staff (VH) Enchantment

This spell allows the mage to create a staff that aids him in any enchantment, as described on GURPS Magic Items 1, p. 67.
The Enchanter's Staff spell may also be combined with the Staff spell.

Cost: 500 for +1, 1,000 for +2, 2,500 for +3, 5,000 for +4, and 10,000 for +5
Prerequisites: Magery 2, Enchant, Staff, Bless, 5 other Metaspells or Enchantment spells.
Author: GURPS Magic Items 1

Enchanter's Workbench Area

Each level of this spell allows the enchanter mage to add one additional point per day into a slow and sure enchantment by focusing and refining mana into enchantment form.
The total amount of energy put into an enchantment per day may not exceed the lesser of the enchanter's Enchant skill or his skill with the spell being enchanted into the item. The enchanter(s) must pay the extra points each day either from his (their) own fatigue or from powerstones.
The area of the Enchanter's Workbench must be large enough to completely surround the object to be enchanted; thus enchanted daggers or wands are easier to make than enchanted halberds or staves. This enchantment effects an area and is not mobile. See the Enchanter's Carpet spell for a mobile version of this spell.
Like many other enchantments, the level of a workbench can be increased later. The Enchanter's Workbench cannot be used to speed the enchanting of itself or of any other Enchanter's Workbench. The Workbench will only aid in the enchantment of one item at a time.
Since any mage can use an Enchanter's Workbench, once it is created, and since the workbench can't be moved, prudent mages will protect their benches from hostile mages. Wars have been fought over the possession of powerful workbenches!
Enchanter's Workbenches aspected to a single college are possible for 1/2 the cost of a normal workbench. However, in order to be effective, they must be near an area that strongly represents that college (i.e., in the middle of a large graveyard for necromantic workbenches, or next to a volcano for Earth or Fire workbenches).
Like powerstones, Enchanter's Workbenches must be at least 10 hexes apart from the outer edge of their radiuses.

Cost: The costs are as follows:

Level

Total Cost
(per hex radius)

1

250

2

500

3

1,000

4

2,000

5

4,000

6

8,000

7

16,000

8

32,000

Double cost for each additional level

 



Prerequisite: Enchant
Author: Adapted from Stan Berry.

Essential Powerstone Enchantment

This spell is like the Powerstone spell, except that gems enchanted with this spell become nearly the magical essence of magic itself making them much more efficient and far more dangerous to make and use.
Essential Powerstones work as non-exclusive "exclusive" powerstones. A 1 point Essential Powerstone provides 3 points of energy for spell casting. A "dedicated" 1 point Essential Powerstone would provide 6 points; and an "exclusive" 1 point Essential Powerstone would provide 9 points.
Recharge times, warps, and quirks are all as for standard powerstones, however Essential Powerstones are harder to enchant. Any failure while enchanting an Essential Powerstone destroys the stone. A critical failure destroys the stone and releases a surge of magical energy causing something very bad to happen. The GM should use the Backfire table as a guide, but the effect should be something seriously disturbing or dangerous.
Example: Bob has a 4 point Essential Powerstone. He can tap it for 12 points when spell casting. If fully depleted, the stone will take 4 days to fully recharge.

Cost: 50 per casting.
Prerequisites: Magery 3, Powerstone, Charge Powerstone, Recover Strength.
Author: Adapted from Chad Underkoffler

Find Familiar Special

This spell calls an animal to the mage and binds it to him as his Familiar.
The familiar will take 3d hours to appear after the spell is cast. If the spell is not maintained until the familiar appears, the attraction is lost, the familiar is not bound to the mage, and the caster must try again next year.
The type of familiar is randomly chosen by the GM. The mage cannot specify the type of animal he wishes to summon. A mage may only have one familiar at a time, and he may only attempt to cast this spell once per year.
This spell is a standard of fantasy roleplaying games, but has limited utility in GURPS. Since GURPS treats Familiars as an advantage, this spell can't be learned normally. A mage with a Familiar and the appropriate prerequisite spells automatically has the Find Familiar spell at skill level 12 as a "special effect" of the Familiar advantage.
If a mage learns this spell, but doesn't have the points to buy the Familiar advantage, the GM may rule that the spell automatically fails. Points spent learning the Find Familiar spell automatically count towards the cost of buying the Familiar advantage.
This is also an Animal spell and a Metaspell.

Duration: 2 hours.
Cost: 4 to cast, 1 to maintain, for double the cost the caster can specify the type of familiar he wants.
Time to Cast: 2 hours.
Prerequisite: Beast Summoning.
Author: Adapted from Keith Bisset (Revenant).

Focus Enchantment

This spell creates a focus that aids in the casting of a certain spell or college of spells.

Cost: 250 for +1 to cast a single spell, 500 for +2 to cast a single spell, 1,500 for +3 to cast a single spell. 2,500 for +1 to all spells of a single college, 5,000 for +2 to all spells of a single college, 20,000 for +3 to all spells of single college.
Prerequisite: Bane

Improved Powerstone Recharging Rack (VH) Enchantment

As the Powerstone Recharging Rack spell, but the local mana area is increased by one level, and the rack will work in Low Mana Zones. These racks are very rare and expensive.

Cost: 2,500 points per stone held.
Prerequisite: Powerstone Recharging Rack.
Author: Adapted from GURPS Magic Items 1

Locate Powerstone (VH) Information

This spell tells the casters the direction and distance to the nearest powerstone or other magic storage device. If he specifies before he begins casting the spell, the mage can eliminate known magic storage devices or powerstones.
Note that this spell will never tell the caster the storage capacity of the device except on a critical success.
This is also a Knowledge spell.

Cost: 4 points.
Time to Cast: 1 minute.
Prerequisite: Powerstone.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) mirror, lens, or gem framed with precious metal. By looking through it, the user can "see" the nearest powerstone and knows its distance and direction. Energy Cost to Create: 250 points.
Author: Adapted from the Net.

Magic Candle Enchantment

Note: This spell defaults to Candle Magic-5
This spell binds a magic spell or alchemical elixir into a candle or stick of incense. This allows the effects of the spell or elixir to be slowly released as the candle or incense is burned during a Candle Magic ritual (see Candle Magic, in the Metaspells section).
Various sorts of candles may be made, as follows:
Red: Passion, fire, science, knowledge
Blue: water, mystery, wisdom, shaping, destiny
Brown: earth, death-rebirth, growth
Green: life, healing, money, fertility
Orange: healing
Black: protection, destruction
White: purity, light
Yellow: air, intellect, philosophy, knowledge, vision
Violet: psychic powers
Each candle must be specifically attuned to its intended use, and charged with power. Though attuning a candle costs no energy, once attuned to a specific purpose, the candle can't be used for other purposes, even if the color is the same. For example, a red candle attuned to Fire couldn't be used for magic involving Passion.
Once attuned, the candle must be charged. Until it is powered, the candle is useless, though another mage can charge an attuned candle if he knows the Magic Candle spell.
Unlike other enchantments, any result will produce a usable candle. Failure will produce candles that give a penalty to spell casting. Critical failures will produce candles that produce the opposite of their intended effect, which might be beneficial. It is impossible to determine the qualities of a candle until it is actually put to use.
The default "1 charge" candle is a 6" tall, 1/2" diameter, beeswax taper candle. Larger candles can hold more charges, but require multiple castings. Each "charge" requires the equivalent of a 6" tall by 1/2" diameter candle. Candles made from inferior materials give penalties to skill rolls. A paraffin candle gives -1 to skill, a tallow candle gives -3 to skill.
Optionally, a spell or alchemical elixir can be bound into a candle, allowing its effects to be released as the candle burns. Such candles can't be used for candle magic rituals but can be used by people who don't have the Candle Magic skill.

Duration: Permanent. (A candle lasts 1d minutes per "charge" put into it.)
Cost: 1 point per "charge" given to the candle. The type of "charge" must be specified before casting and the color of the candle must correspond to the type of charge desired. If a spell or elixir is bound into a candle, the spell must be cast for each "charge" the candle has. Elixirs bound into a candle require 3 "charges" to bind into the candle.
Time to Cast: 1 minute.

Magic Mirror Enchantment

This spell creates a mirror that can be used with the Divination (Crystal Gazing) spell. The mirror used in the enchantment must be made of crystal backed with silver and must be at least 1-foot square (or 1 foot in radius). While the exact cost to create such an item varies, it will always be expensive.
In all other respects, the magic mirror is identical to a crystal ball.

Cost: 1,000 points.
Prerequisite: Divination (Crystal gazing).

Mana Collector Enchantment

This spell is identical to the Powerstone spell, but it allows any item to become a mana collection device.
Any solid object can be used as a mana collector, but it must have approximately $1,000 worth of value for every point of mana it can hold, to a maximum of 10 points of mana, and $5,000 worth of value for every additional point of mana to a maximum of 20 points. No mana collector can hold more than 20 points of energy.

Cost: 50 per casting.
Prerequisite: Powerstone

Orb (VH) Enchantment

This spell allows the mage to create an Orb of Power, as described on GURPS Magic Items 2, p. 123.
The powers of a specific orb are immense. Each different type of orb counts as a different variant of the spell and must be learned separately. Known types of Orbs are listed on GURPS Magic Items 2, pp. 123-125. Other types of orbs might exist. New varieties of orbs will be strongly aspected to one college of magic or one "theme" (such as Nature or Thievery).

Cost: 10,000 points, plus the cost to enchant any spells or powers into the orb.
Prerequisite: Magery 3, Enchant, Crystal Ball, Damage Resistance, Shatterproof, Increase Mana, Powerstone, Bestow Advantage variants as appropriate for the specific orb, Bestow Disadvantage variants as appropriate, 20 spells related to the college or "theme" of the orb, including all spells that the Orb can cast, other than the spells already listed above.

Power Sink Enchantment

Power Sink allows for the creation of stationary batteries of magical energy, like those attributed to Stonehenge and other Places of Mystery.
The Power Sink must be built on a node where two or more ley lines meet and must be contained within an obvious terrain feature such as a fountain, circle of standing stones, cavern, or building.
The power sink has a maximum storage capacity of the weight of the materials used (or removed) to build the enchanted area divided by 10.
The process used to create a power sink is very similar to that used to create a Powerstone or Talisman. Each casting of the spell will allow the sink to hold 10 points of mana. Like Powerstones, Power Sinks are susceptible to becoming "quirked" by failure during casting.
Unlike Powerstones, a Critical Failure does not result in the destruction of the Power Sink. Instead, it tends to have more spectacular results, such as weakening the boundaries between universes, opening gates that let in nasty creatures, or awaking Elder Gods. Since the Power Sink is build at the nexus of ley lines, the bad effects are not limited to the node itself, but can travel for miles along the ley lines before manifesting. For this reason, Power Sinks can have reputations for being haunted, evil places.
Power sinks recharge at the normal rate for the local mana level, with an additional +1 point per day for every ley line that feeds into the node.
This is also a Metaspell.

Cost: 200 points per casting.
Prerequisite: Sense Ley Line, Powerstone or Talisman
Author: Michael Smith

Power Talisman Enchantment

An alternative to the Powerstone. Like Powerstone, Talisman allows for the enchantment of an object to serve as a portable "battery" for mana.
Unlike the Powerstone spell, the mage isn't just limited to enchanting gems. With Talisman, the mage can enchant any sort of personal object to serve as a power battery. Any object can be enchanted with this spell, though medicine bags and sacred amulets are traditional. As with the Powerstone, each casting of this spell allows the object to store 1 point of power.
Cost for materials is far less expensive than for Powerstones, averaging about $10 per point of power invested in the Talisman. An item can hold 1 point of mana per 4 ounces (1/4 pound) of weight.
Powerstones will interfere with the recharging of Talismans and vice-versa.
In other respects, this spell is identical to the Powerstone spell.
See also the Mana Collector spell.

Cost: 20 points per casting.
Prerequisite: Enchant
Author: Adapted from Michael Smith

Powerstone Matrix Enchantment

A Powerstone Matrix is a huge pentagram with a Powerstone located at the junction of each line in the star. This combination creates an area where tremendous magical energies can be channeled and stored.
In order for a Powerstone to recharge, it must be at least 6 feet away from every other Powerstone. Therefore, for the Powerstone Matrix to recharge, each of the ten stones must be at least 6 feet away from each other, so the matrix must be at least 18 feet across.
The Powerstones in the Matrix must match each other in power and they must be flawless. For example, a matrix could be made up of all 1 point stones, or all 2 point stones and so on, but it couldn't be a mix of some 1 point stones, some 2 point stones, etc.
In addition, the powerstones must all be made from the same sort of gems. The pentagram itself must be carved into a solid surface. Optionally, the GM can place other requirements on the Matrix, such as requiring that the pentagram be inlaid with precious metals and/or that the segments of the pentagram be painted with special magical paints, each of which has different ingredients and magical properties.
The Powerstones are a permanent part of the Matrix. The removal of even one of the stones destroys the matrix's power. All the Powerstones revert into separate stones. However, they each lose one point of strength. (i.e., 5 point stones become 4 point stones).
Powerstones in a Powerstone Matrix recharge as if they were in a high-mana zone (1 point every 12 hours) regardless of the surrounding mana level.
Two or more mages can cooperate to enchant a Matrix, up to 12 mages maximum. If any of the mages involved in the original circle dies, however, the enchantment ends, the powerstones lose power and the matrix must be re-enchanted. Only one mage can use the Matrix at a time, but all the mages who cooperated to make the matrix must be present when it is in use.
The advantage of the Powerstone Matrix is that it allows mages to pool their own power with the power of some or all of the Powerstones in the Matrix. The stones are considered"semi-dedicated" Powerstones allowing each stone to give 2 points of mana for each point of energy it has.
In addition, the mages assisting with the enchantment can use the Transfer Power spell to further increase the central mage's power. The central mage can draw all this power into himself and can add his own mana to cast powerful enchantments very quickly or to quickly enchant magic items.
The danger of a Powerstone Matrix is that if the mage casting the spell critically fails his spell roll, powerful and dangerous backfires are likely. At the very least, every mage in the circle will suffer results of a critical failure with the caster getting a result ten times worse than his colleagues. At worst, world-altering events will occur. The GM should decide exactly what happens based on the type of spell the circle is trying to cast and the amount of power they were drawing. Working with a Powerstone Matrix is very dangerous.

Cost: 10,000 points.
Prerequisites: Enchant, Power, Powerstone, Password.
Author: Adapted from Jack Croaker

Powerstone Recharger Enchantment

As described in GURPS Magic Items 1, p. 65, this spell creates a pouch that allows a powerstone to recharge as if the local mana level were one level higher. In a very high mana zone, the charger will allow the stone to regain one point per hour.

Cost: 1,500 points.
Prerequisites: Magery 2, Increase Mana, Enchantment, 10 other Metaspells.
Author: GURPS Magic Items 1

Powerstone Recharging Rack (VH) Enchantment

This spell allows the mage to create a powerstone recharging rack, as described on GURPS Magic Items 1, p. 65.

Cost: 750 energy per stone held
Prerequisite: Magery 3, Enchant, Powerstone
Author: GURPS Magic Items 1.

Powerstone Screen (VH) Enchantment

This spell allows the mage to make a Powerstone Screen, as described on GURPS Magic Items 1, p. 66.

Cost: 300 points per stone held.
Prerequisites: Powerstone, Enchant.
Author: GURPS Magic Items 1

Scrying Crystal Enchantment

Used in the Crystal Gazing Divination spell in place of a Crystal Ball. Usually the crystal is a piece of quartz or other faceted stone ranging from 2" to 6" in length. When enchanted, the crystal gives a +1 bonus to Divination (Crystal Gazing) spells. At the GM's option, the crystal can also give +1 to certain Knowledge or Communication and Empathy spells.

Cost: 500 points.
Prerequisite: Enchant, Divination (Crystal Gazing), 3 other Knowledge or Communication and Empathy spells.
Author: Adapted from Michael Smith

Soulburner Gestalt (VH) Enchantment

Author: David Pulver (GURPS Technomancer)

Speed Recharge Rate (VH) Enchantment

This spell is like the Regain Strength spell, but it works for magic items and powerstones.
Creating this enchantment is very risky. Any failure destroys the device. Unlike other enchantments, this spell can't be added to items after they're enchanted.

Cost: 1,0000 for a 25% reduction in charging time, 50,000 for a 50% reduction in charging time.
Prerequisite: Magery 2, Powerstone.

Spellbook Enchantment

This spell lets a mage enchant what would be a book of scrolls into his personal spellbook.
The contents of the spellbook can be obscured by magical or mundane means, including code, ciphers, obscure languages, allegorical literary and/or religious allusions and physical blocks to using the book. The details of obscuring spells are up to the GM. More information can be found on pp. 39-42 of GURPS Magic Items 2.
Cost: 15 +1 per page
Prerequisite: Scroll
Author: GURPS Magic Items 2.

Spellprocessor/TL Enchantment

Author: David Pulver (GURPS Technomancer).

Spell Storage (VH) Enchantment

This spell allows the mage to create a device that will store spells inside it. The user casts a spell "into" the item, which stores it until the user speaks a command word, at which point the spell is cast instantly. There is no energy cost associated with the spell when it is cast, since the Fatigue cost was paid when the mage cast the spell into the item.
This enchantment must be cast on a staff or wand (which can also have the Staff spell cast on it) or a piece of jewelry. Spell Storage devices can only be used by a Mage.
The item is limited by both the number of spells it can store, and by the total number of energy points, it can store. In addition, the item must contain a flawless gem of 1 carat for each point of spell energy it can store. These stones can't be enchanted as powerstones, nor can powerstones be placed on the item. Doing so causes both the item and the powerstones to shatter explosively the first time that the item is used!
Once a spell is stored, it is triggered either by a single condition per spell (usually a word or phrase) that is set in the item at time of enchantment, or by an condition or conditions (like those that can be set using the Delay spell) set at the time the spell is stored.
In order to prepare the storage device for use, the mage must first prepare the device to receive the spell. This requires no skill roll, but costs the mage 1 Fatigue point per spell to be cast into the item. This energy cost can't be reduced by skill. However, the act of casting the spell into the device means that the spell is stored indefinitely inside the device and no longer counts as an "On" spell for the mage.
Then the mage must cast spells that he wishes to store, paying his normal Fatigue cost to cast the spell. Spells that fail randomly "erase" one other spell already stored in the device. Spells that critically fail erase all spells in the device in addition to their usual effects.
Multiple spells of the same type can be cast, but the mage must pay the preparation cost for each casting of the spell.
Spells with extended durations can be cast into the device, but the mage must pay the Cost, and the maintenance cost for the extended duration of the spell.
Only Missile and Regular spells can be placed in the device. Special spells (such as Summoning spells) and Enchantments can't be stored. Attempts to do so will automatically fail. Area spells can be stored, but the area they affect must be chosen when the spell is cast into the item and can't be adjusted when the spell is cast from the device.
The device is limited not only by the number of spells that it can store but also by the total energy cost of the spells contained. This cost is figured based on the Base Cost of the spell (not the adjusted energy cost for the skill of the caster). Area spells calculate their total energy on the Cost of the spell cast into the item Spells with extended durations have their maintenance cost figured from the Base Cost.
For example, A mage has a staff of Spell Storage with the capacity to store 2 spells and 15 points of spell energy. The mage knows an area spell with a Cost of 3, a maintenance cost of half the Cost and a duration of 1 minute at a level 15, which allows him to cast the spell with an adjusted Cost of 2. He wants to cast a version of this spell with a radius of 3 hexes and a duration of 2 minutes. He pays 1 Fatigue point to prepare the item. Then he pays 6 points (his adjusted energy cost to cast the spell with the desired radius) to store the spell in the item, plus the extra fatigue to extend the duration (3 points), for a total of 10 points of Fatigue.
For the purposes of calculating the amount of "spell energy" is taken up by the spell within the device, the cost would be 9 points (the unadjusted Cost multiplied by the area of effect), plus 5 points (the maintenance cost, rounded up) for a total of 14 points. Therefore, the device could store one more spell, but that spell could only have a Cost of 1!
Casting a spell from a storage device takes 1 second and can be done by anyone who knows the proper command phrase, not just the mage who stored the spell. However, once the spell is cast, it counts as an "On" spell for the person who triggered the spell. The triggering mage can maintain the spell normally, as long as he knows the spell that he just cast. Otherwise, the spell automatically ends at the end of its duration.

Cost: 400 points per spell that the item can store plus 100 points per point of spell energy that can be stored.
Prerequisites: Enchant, Delay, Spellstone
Author: Adapted from the Net

Surge Protector Enchantment

This spell is cast on magical storage device such as powerstones, Enchanter's Moulds, etc. in order to keep large surges of magic from destroying the device.
Large, sudden flows of mana can destroy a collection device. For every 10% increase in magical energy over what the device can hold, the item must make a Resistance roll (at -1 per every 10% of excess) equal to the skill level of the mage who originally cast the enchanting spell.
This spell may be cast on the underlying enchantment when that spell is first cast or else it may be added to a mana collection device at a later time.

Duration: Permanent or until the underlying enchantment ends.
Cost: 1 per 5 points of mana protection. Every 5 levels of skill doubles the amount of mana protection, but the Cost to cast the spell remains unchanged.
Time to Cast: 1 minute per point of fatigue.
Prerequisite: Enchantment

Time Crystal Enchantment

This spell allows the mage to enchant a time crystal, as described on GURPS Magic Items 1, p. 66. This item allows the user to look into the past.
This is also a Knowledge spell and a Gate spell.

Cost: 5,000 points.
Prerequisites: Magery 2, Crystal Ball, Ancient History, 5 other Knowledge or Gate spells.
Author: GURPS Magic Items 1.



Subcollege of Golem spells by Anthony Jackson

The Golem college is a subcollege of the Enchantment college that deals with the enchantment, modification and control of magically-animated beings.

If the GM adopts these spells as their own subcollege, he should also include the Golem spell from GURPS Magic as the basic spell of the college. He should also use the special golem rules listed at the top of this document.

Elemental Golem Enchantment

This enchantment creates an elemental with the mentality and loyalty of a golem.
Unlike a free-willed elemental, a golem elemental is limited to a maximum DX of 12, and a maximum IQ of 8. The mage must also know the underlying "Create Elemental" spell before he can create a golem elemental of the same type.

Cost: 5 times the total cost to create the elemental using the Create Elemental spell.
Prerequisites: Enchant, Create Elemental for the type of Golem Elemental to be created.
Author: Anthony Jackson

Golem Armor Enchantment

This enchantment will turn a complete suit of armor (such as plate mail) into a golem. The golem has ST15, DX13, IQ9, HT12/15, Move 6, and one weapon skill at 15. Its PD and DR are identical to the suit of armor from which it is made. The golem takes no extra damage from Cutting attacks, and only 1 point of damage from bullets or Impaling attacks.
For double energy cost, this golem armor can be worn. In this case, the suit gives the wearer a minimum of ST15 or matches the wearer's ST, but uses the wearer's DX, IQ, weapon skills and Move. The wearer's HT and HP and the suit's HT and HP are tracked separately. Damage that penetrates the armor damages both the golem and the wearer. It's possible that the suit will be "killed" before its wearer is harmed.
As long as the suit is "alive," it does not count against the wearer's encumbrance, since the suit supports itself and moves with the wearer. If the wearer is killed or knocked unconscious, the suit takes control and uses its own attributes and skills. The wearer can also command the golem to behave in certain ways if he is incapacitated. Typically, golem armors are preprogrammed to seek medical aid if the user is unconscious or dead.
See also Animate Armor (q.v.).

Cost: 10 points per pound of armor to be animated. (Minimum 200 points). For double energy cost, the golem armor can be worn.
Prerequisites: Golem, Air Golem.
Author: Adapted from Anthony Jackson

Golem Knack Enchantment

This enchantment gives a golem a magical Knack. Note that a golem cannot spend fatigue to power magic items. Golem Knacks must either be self-powered or the should be provided with a powerstone.

Cost: half the cost of an equivalent magic item, or full cost for items that can only be used by a Mage.
Author: Anthony Jackson

Golem Limb Enchantment

This enchantment creates an artificial limb. The ST of the limb is 75% that of a similar golem or 150% of the user's ST. The DX of the limb is the either that of the golem or the user, whichever is less. Move is the average of the golem's Move and that of the user. Dodge is unmodified.
The character point cost of a Golem Limb is equal to the change in attribute scores, divided by 1/8 for a hand or foot, or 1/4 for an arm or leg. If Move is increased or decreased, the user must also pay for the cost of the increased or decreased Move as well. In all cases, there is a final -10% limitation "Doesn't Work in No Mana Zones."
Depending on the type of limb, the character might have to pay for levels of Damage Resistance, Passive Defense, Damage Immunity (Doesn't Bleed, No Cutting/Impaling), Increased Density and Immunity to Poison as modified above. In addition, certain disadvantages, such as Unnatural Feature, reduced levels of Appearance, Extra Encumbrance and the Unhealing advantage might be appropriate. Note that the limitation for "Doesn't Work in No Mana Zones" does not apply to these advantages and disadvantages.
A Golem Limb must be fitted to user. The mage must have an artificial limb that matches the limb to be replaced and cast the Golem Limb spell. A mage (not necessarily the enchanter) must then cast Restoration in order to attach the limb to the user's body.
See also the Go-Limb spell (q.v.).

Cost: 1/4 the cost of the Golem spell for a hand or foot, 1/2 cost for an arm or leg. For 100 points extra energy, the limb will attach itself.
Prerequisite: Golem, Restoration.
Author: Adapted from Anthony Jackson

Golem Limb (VH) Enchantment

Author: Stephen Kenson (Pyramid Magazine).

Golem Vehicle Enchantment

This spell enchants a vehicle as a golem. The golem vehicle has DX 12, ST equal to its body Hit Points or twice its arm Hit Points, (whichever is less) and IQ 9. Its HT is that of the vehicle. The golem can power legs, tracks, wheels, rotors, and wings as if it had a drivetrain of .02 kW per body hit point. Note that the vehicle doesn't actually need arm motors or a drivetrain in order to move. The golem controls its motion with the appropriate Vehicle skill at skill-15, but must be taught other skills.

Cost: (50 points per point of body HP + 25) times the HP of all subassemblies, plus 500 energy per "crew station" beyond the first.
Prerequisite: Golem.
Author: Anthony Jackson

Invisible Golem Enchantment

This spell creates an invisible golem that can operate a vehicle or tool. The Invisible golem has ST 15, DX12, IQ9, and no HT. It can only affect the object into which it is enchanted, and shares the HT and HP of the object into which it is enchanted. It has one skill appropriate to the device that it operates (e.g., broadsword for a sword, Driver (Car) for a car, etc.). Other skills must be enchanted into the golem or taught to it.

Cost: 1,000 points + 50 points per point of skills the golem possesses.
Prerequisites: Initiative, Air Golem.
Author: Anthony Jackson.

Possess Golem Regular

This spell allows the mage to possess a golem he controls. The mage uses the golem's physical attributes when controlling the golem, but uses his own IQ, Will, and skill levels. The mage must use his own Fatigue to cast spells.

Duration: 1 minute.
Cost: 10 to cast, 4 to maintain.
Prerequisite: Golem.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Soul Jar (as per the spell) that allows the inhabitant to control a golem to which the soul jar is attached at no cost. Energy Cost to Create: 400 points. This device must be enchanted by the creator of the golem, although the user of the item need not be the creator.
Author: Adapted from Anthony Jackson.

Teach Golem Enchantment

This spell allows a mage to give a golem skills. A golem may not have more points in a given skill than its creator, although its skill level can differ. This spell must be cast for each skill taught to the golem, and the golem must receive at least 1 point of skills. This spell may be re-cast later to give the golem a higher skill level, but the full cost of the new level of enchantment must be paid.

Cost: 50 points per point cost of skill to be taught per skill.
Prerequisites: Golem, Initiative or Lend Skill.
Author: Adapted from Anthony Jackson.

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