Food Spells

Changes to Food spells from GURPS Magic

Cooking - For double cost any recipe that the mage knows of, no matter how fancy, can be created as long as he has the proper ingredients.

Create Food - Cost is 1 per meal if the material was previously edible or was closely associated with something edible (e.g. bones, wheat straw, spoiled food). For 5 points per meal metallic items can be made edible, but they taste horrible. Unwholesome material (including poison) can be made safe to eat using this spell but it tastes terrible. An object which is turned into food doesn't change its properties in any way except that a person can chew and digest it - clubs still work as clubs, rocks still hurt if you throw them.

Decay (Food) - Food destroyed by means of this spell is thoroughly ruined. It will smell and look terrible and will cause anyone who tastes it to suffer as if Retch spell had been cast on them unless they have the Cast Iron Stomach advantage.

Distill - This spell can be used on hydrocarbons to create petroleum and similar products. Source: Sean Punch.
This spell can be used to remove water from any food leaving behind a more potent residue, cane syrup can be turned into syrup, maple sap can be turned into maple syrup, soft-cheese can be turned into hard cheese, fruit can be dried and so forth. The quality of the resulting brew depends on the cooking or Distilling skill of the mage and the quality of the original liquor. This spell is also a Water spell. It is the weaker version of the Destroy Water spell.

Ferment - This spell can also be used on milk to make yogurt, cheese, koumiss and the like. Honey can be turned into mead. Pure, high-quality fruit juice becomes fruit wine. Diluted fruit juice becomes "coolers" or slightly fizzy fruit-juice with mild alcoholic kick. Grains become beer or ale. Sugar-water becomes a sticky sweet "wine" which can be distilled into pure alcohol.
Other foods which rely on long-term chemical or bacterial action such as vinegar, gefilte fish, kimchee, or Tabasco sauce can be created using this spell. Distilled liquor or wine can be "aged" for about 3 months per application of this spell.
In all cases, the quality of the beverage depends on the Cooking or Brewing skill of the mage and the quality of the ingredients he has on hand. You can't get good booze if you don't have good ingredients and a decent recipe.

Poison Food - Purify Food will cancel this spell without destroying the poisoned portions.

Purify Food - For double cost decayed portions of spoiled food are not removed but are instead returned to a wholesome state.

Seek Food - The mage can specify what sort of food he is looking for.

Water to Wine - If cast on low-quality wine or unfermented beverages this spell turns them into high quality wine.

Food Spells from GURPS Magic

Banquet
Cook
Create Food
Decay Food
Distill
Ferment
Monk's Banquet
Poison Food
Preserve Food
Purify Food
Seek Food
Test Food
Water to Wine

Food Spells from GURPS Grimoire

Season
Prepare Game
Know Recipe
Far-Tasting
Wizard Mouth
Wizard Nose
Scents of the Past
Essential Food (VH)
Hunger
Thirst
Foul Water
Cure Starvation
Cure Dehydration

Food Spells from the Codex Arcanum

Analyze Water - Water
Carbonation - Water
Change Herb - Plant
Create Herb - Plant
Create Meat - Animal
Create Teapot - Illusion & Creation
Filth to Food - Making & Breaking (Filth)
Filth to Water - Making & Breaking (Filth)
Fouling Stone - Earth
Grease - Illusion & Creation
Grease Jet - Illusion & Creation
Harvest - Plant
Hatch Eggs - Animal
Hot Pepper - Plant
Ice Cubes - Water (Ice)
Insatiable Hunger - Mind Control
Insatiable Thirst - Mind Control
Intoxicating Fruit - Plant
Iron Stomach - Body Control
Lactation - Body Control
Lethal Harvest (VH) - Plant
Magic Crop - Plant
Omnipotent Wizard Nose (VH) - Knowledge
Prepare Plant - Plant
Rehydrate - Water
Remove Hunger - Healing
Shades of Prey - Animal
Summon Bartender - Illusion & Creation
Teetotaler - Water
Water to Sake - Water


Animate Food Regular

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

Assassin's Banquet (VH) Area

This spell allows the mage to cast either Poison Food, Lethal Food, or Delayed Food Poisoning, or Delayed Lethal Food as an area spell. The caster may refrain from poisoning certain meals within the area of effect.

Duration: Permanent.
Cost: Base cost 1 per hex for Poison Food, 2 for Lethal Food or Delayed Food Poisoning and 3 for Delayed Lethal Food (minimum cost 6).
Time to Cast: 1 Minute.
Prerequisites: Magery 3, Delayed Lethal Food, 15 other Food Spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points plus cost of prerequisite spell.
Author: Greg Littmann

Blood Bank Regular

The mage may drink human blood (or the blood of any other creature with IQ 8+) and retain it. When the mage casts the spell, no more than 5 minutes prior to drinking, they will be able to drink one HT worth of blood for every three points by which they make their skill roll.
The mage may consume and retain up to their own HT in blood. At any time, the mage may use up 1 HT of blood in order to replace a meal and/or a drink. In any case, the mage will lose a 1 HT worth of blood a day. Animal blood is not as nourishing as human blood. If animal blood is drunk, 2 HT worth of it must be spent in order to replace a meal and/or a drink and 2 HT worth will be lost every day.
The spell does not provide the mage with fangs or any other way of getting blood - it just allows them to drink, retain and consume it.
This is also a Necromantic spell.

Duration: Special, see above.
Cost: 1 per 2 HT of blood drunk.
Time to Cast: 10 Seconds.
Prerequisites: Preserve Food, Sterilize, Steal Health.
Item: Clothing or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Greg Littmann

Bottle Regular

This spell automatically takes food from a common pot, portions it out into glass or tin containers (mage's choice of shape and type), sterilizes the containers, and seals them allowing the mage to quickly preserve food for later use.
If necessary, this spell will create the appropriate sort of containers, however, the mage must expend more energy to create them.

Duration: Permanent.
Cost: 1 quart of food to be prepared. For 2 points extra, the mage can create appropriate bottle, jar, or can for the food.
Prerequisite: Portion, Cook. Shape Earth and Shape Metal is required if the mage wishes to create his own bottles or cans.
Item: A large stock pot with a screw on lid and a pressure valve or a wine press. Any food or drink placed into this container will automatically be bottled or canned as the mage desires. Energy Cost to Create: 250 points.

Bottomless Cup Regular

When this spell is cast on a cup full of drink or a plate of food, more food or drink of that same type appears when the container is almost empty until the subject has eaten or drunk his fill.
The food or drink created is no better than what was originally there, but it is available in seemingly endless amounts. However, in order for the spell to work, there must be some food or drink in the container when the spell is cast.

Duration: 2 hours.
Cost: 3, 2 to maintain. Double the cost for each additional person.
Prerequisite: Create Food
Item: A plate or cup. Energy Cost to Create: 150 points.

Burn Blood Special

A mage who holds blood acquired using the Blood Bank spell may use it instead of fatigue at a rate of one point per HT of human blood, and one point per 2 HT of animal blood.
This destroys any "banked" blood. This spell is cast at the same time as the spell it is to power, although the mage will not know for sure how much power will be available at the time of the casting. The amount of fatigue available will be one point for every three points by which the mage makes his roll.
The procedure for using Blood Burn is as follows.

  1. The mage states what spell is to be powered with help from Blood Burn and also states how much blood he intends to burn to help power it.
  2. The mage rolls against his skill with the spell to be cast.
  3. If the skill roll is successful, the mage roll in the same turn against his Blood Burn skill.
  4. If the mage does not get the desired power from the Blood Burn spell, he may make up the difference using his own fatigue or HT. If he is not willing to make up the difference, blood used is still lost.

This is also a Necromantic spell.

Duration: None. Simultaneous with another spell.
Cost: None.
Time to Cast: None. Simultaneous with another spell.
Prerequisites: Magery, Decay, Blood Bank.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Greg Littmann

Butcher Regular, resisted by IQ+2

This spell automatically slaughter a living or freshly dead creature and magically renders it into cuts of meat and neatly stacked piles of byproducts (such as offal, fur, feathers, horns or hide) ready for further processing.
Living creatures get a resistance roll. Otherwise they take 1d damage per turn and are automatically and dead and dismembered within 1 minute.

Duration: 1 minute per 100 lbs. of creature to be processed.
Cost: 2 points per 100 lbs. of creature (or fraction thereof) to be processed.
Time to Cast: 10 seconds.
Prerequisite: Magery, Prepare Game.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Rendering Booth GURPS Magic Items 2, p. 18. Cost: 350 points.
Author: Adapted from GURPS Magic Items 2.

Change Drink Regular

This spell changes one sort of drink into any other sort of drink the mage can imagine.
The limitations are that the basic quality of the ingredients cannot be improved and the alcoholic content of the beverage cannot be improved above its original level.
For example, rusty-flavored tap water can be turned into low-quality soda pop, but not fine wine. Spring water could be turned into fine (non-alcoholic) grape juice (or something of lesser quality) suitable for fermentation, but it couldn't be turned directly into wine using this spell.

Duration: Permanent.
Base Cost: 2 per lb. of food or quart of drink. Double cost to create rare or labor-intensive types of drinks.
Prerequisite: Create Food
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Glass or Goblet. Casts this spell on any drink placed in it. Energy Cost to Create: 100 points if the drink is turned into one specific beverage, or 250 points if the user determines the type of beverage.

Change Food Regular

This spell changes one sort of food into food of any other sort the mage can imagine. Bulk remains the same, but all other qualities can be altered. Though nutritional value can be changed, basic quality and flavor of the food cannot be improved. For example, tough, stale meat could be turned into vegetables, but they would still be tough and stale.

Duration: Permanent.
Base Cost: 2 per pound of food or quart of drink. Double cost to create rare or labor-intensive types of food.
Prerequisite: Create Food
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Plate, Platter or Bowl. Casts this spell on any food placed in it. Energy Cost to Create: 100 points if the food is turned into one specific dish, or 250 points if the user determines the type of food.

Cheese Regular

This spell turns milk or cream into cheese, yogurt or similar food.

Duration: Permanent.
Base Cost: 2 per quart of milk (which yields about 1 pound of cheese or yogurt).
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Cheese Press. Casts this spell on any milk placed in it. Energy Cost to Create: 75 to create if only one type of food can be created or 250 points if any type of food can be created.

Choking Regular, resisted by HT

Any food or drink affected by this spell becomes "sticky", and will stick in the victim's mouth and throat.
Anyone who eats the food must roll vs. HT or start to gag. They can do nothing but cough (-4 to ST, DX, and IQ, as well as skills based on those abilities). Victims can roll vs. HT every 10 seconds to clear their throats.
If the initial resistance roll was failed by 4 or more, or if it was a Critical Failure, the food lodges in the victim's windpipe and he begins to choke. While he is choking he cannot speak or do any other physical action except to roll vs. HT-4 in order to clear his trachea. At TL7+, a successful First Aid roll can substitute for the HT-4 roll. The roll can be made either by the victim himself, or by a person assisting the victim.
While choking, the victim takes Suffocation damage.
Liquids cannot suffocate their victims.

Duration: 1 hour (effects are variable).
Cost: 4 per meal (or 8 per pound of food or gallon of drink), half to maintain. Spell effects can't be maintained.
Time to Cast: 10 seconds.
Prerequisites: Shape Food, Poison Food
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Bowl or other container. Any food placed in it will automatically have this spell cast on it. (In a high tech campaign, many will look like peanut butter jars). Energy Cost to Create: 250 points.

Complete Digestion Regular

This peculiar spell can either be cast on a willing subject or on food or drink.
In both cases it allows the subject to completely digest food or drink, eliminating the need to urinate or defecate. More importantly, the subject derives twice as much nutritional benefit from such food. However, if the food is poisoned, he is at -2 to all resistance rolls since his body absorbs the poison more easily!

Duration: Permanent
Base Cost: 2 meal or lb. of food.
Prerequisite: Create Food
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Jewelry or Clothing. Works for wearer only. Always on. Energy Cost to Create: 100 points.

Concentrate Food Regular

This spell turns any food into a concentrated substance with equivalent nutrition and a taste vaguely reminiscent of the subject. This can be anything from a compact paste to a dry stick, as the caster desires. Weight and volume of the food can be reduced to as low as 1/5th the original. If taken all the way to this level, the food will also be nonperishable.

Duration: Permanent.
Cost: 3 per pound of food (original weight).
Time to Cast: 5 seconds.
Prerequisite: Preserve Food, Destroy Water.
Item:Staff or Wand. Energy cost to create: 220 points.
Author: S. John Ross (White Wolf Magazine #34)

Consume Food Regular

Author: S. John Ross (More Tech Magic, Pyramid 17)

Control Food Regular, Resisted by IQ

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

Create Beverage Regular

This spell is like the Create Food spell but it creates beverages.
This is also an Elemental Water spell.

Duration: Permanent
Cost: 2 points per quart of drink created, 4 points if the beverage alcoholic, 10 points for hard liquor.
Prerequisite: Create Water or Create Food.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Talented Mug of Many Beverages GURPS Magic Items 2, p. 18. Energy Cost to Create: 200 points.
Author: Adapted from GURPS Magic Items 2.

Create Ingredient Regular

This spell allows real food of a single type to be created. The cost of the spell depends on the rarity and value of the ingredients.

Duration: Permanent
Cost: 2 per pound for common, cheap ingredients (flour, salt or sugar at TL5+), 4 per pound for more valuable, seasonal or rare ingredients (fruits, vegetables, common meats), 8 per pound for rare or valuable ingredients (chocolate, spices, sugar in the pre-modern world). Double cost if the ingredient desired isn't normally available at the time and place the spell is cast (like asking for strawberries in December in 14th century Sweden) or is extremely rare and precious (i.e., spices in the pre-modern world). Halve cost if the ingredients desired are very common or cheaply available (like asking for wheat in Kansas in September).
Item: Platter or Ice Box. When a command word is spoken, the desired type of food appears. Energy Cost to Create: 150 points to create if only one type of food can be created or 350 points if any type of food can be created..

Delayed Food Poisoning Regular, resisted by HT

As the Food Poisoning spell, but the poison will not take effect until 1d days after the meal is eaten.

Duration: Permanent.
Cost: 5 points per meal.
Time to Cast: 10 seconds.
Prerequisites: Magery, Poison Food.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Greg Littmann.

Delayed Lethal Food (VH) Regular, resisted by HT

As the Lethal Food spell, but the poison will not take effect until 1d days after the meal is eaten.
Cost: 5 per meal.
Time to Cast: 10 seconds
Prerequisites: Lethal Food
Item: Staff, Wand or Jewelry. Energy Cost: 750 points.
Author: Adapted from Greg Littmann

Delicious Scent Regular, resisted by Will

This spell amplifies the savory aromas given off by food, making food smell absolutely irresistible.
Any creature with a nose who can smell the aroma of good food (generally, anyone within 5 hexes) must make a Will roll to resist investigating the source of the aroma. Characters with the Gluttony disadvantage must roll at -4. This spell also gives +1 to Cooking skill rolls. The food might not taste any better, but it sure smells good!
This is also an Air spell.

Duration: 10 minutes
Base Cost: 2, 1 to maintain
Prerequisite: Season, Improve Food
Item: Dish or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 100 points.

Discern Vintage Information, resisted by IQ

This spell allows the mage to trace the entire history of a morsel of food or a sip of drink.
Details include the year the item was made, its ingredients, any unorthodox materials or techniques used to make it, who made it, etc. All the stereotypical wine snob stories apply (For example: "Chateaux Pretense Montrachet '09, made from grapes grown on a southwestern facing hill approximately 20 yards from a granite boulder. The grapes were trampled by a middle-aged man named Pierre with a wooden leg made from ash wood. The juice was bottled in an 3 year old oak keg with one new stave in it.").
For purposes of showing off one's "knowledge" of food and drink this spell gives Savoir Faire (Connoisseur) 25, though it might be useful to figure out who actually prepared a poisoned dish, etc.
This is a also a Knowledge spell.
Cost: 2 points.
Time to Cast: 3 seconds.
Prerequisite: Magery, Know Recipe
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 200 points. (c) Plate or cup. Any food or beverage placed in or on the item has this spell cast on it. Energy Cost to Create: 150 points.

Diet Regular

Reduces the number of calories in a meal by 50%. Nutritional value is unaffected.

Duration: Permanent
Base Cost: 2 per pound of food. For double cost the food can be so it only has 25% of its normal calories. For triple cost, it can be made completely non-caloric.
Prerequisite: Create Food.
Item: Platter or other serving container. Cast this spell on any food placed on or in it. Energy Cost to Create: 150 points.

Dishes Regular

This spell creates any sort of dish or cooking utensil the mage can imagine. At the mage's option these containers or tools can be made edible!

Duration: 1 hour (permanent if edible)
Base Cost: 1 for a small utensil like a fork or saucer, 2 for a larger utensil like a sauce pan or flour sifter, 3 for a complete dinner service for four, 6 for a complete set of basic kitchen utensils. 8 for the fanciest table service for eight. For 2 points extra the dishes can be made edible. Same cost to maintain (if not edible.)
Prerequisite: Magery, Create Food, Cook Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Chest, cabinet, or other closed container. The user speaks the word for the utensil he desires and when he opens the container the desired item will be appear. Energy cost to Create: 350 points.

Drink of Drought Regular, resisted by Special

This spell (sometimes also called Thirsty Water) makes a potable liquid cause thirst, rather than relieving it.
Any character who drinks the liquid will become more and more thirsty. For every sip he takes, he loses a pint of water. Each sip after the first causes 1d points of dehydration damage and does 2 point of Fatigue. Should the victim fall unconscious from damage, he will die within 1d hours, his body quickly turning into a brown mummy.
Note that in hot weather this spell is even more dangerous. Each lost quart (2 pints) of fluids from the body gives -1 to HT to resist the effects of extreme heat or hot weather and costs the character an additional 1 point of Fatigue damage (5 points instead of 4).
The loss of a gallon of fluids means that the subject is extremely thirsty. The loss of two gallons of fluids means that the subject is absolutely parched and is verging on delirium (-2 to IQ).
Characters who drink this "anti-liquid" must make an IQ roll to realize the true nature of the beverage they're drinking, at +1 to IQ for every pint of beverage they've imbibed. They also get +4 to IQ if they've encountered the Drink of Drought spell before. Gluttonous or Alcoholic characters or characters who are extremely thirsty roll at -2 to IQ.
Victims must also roll vs. Will or become obsessed with getting something to drink. If no other source of fluid can be found, the victim must roll vs. Will (at a bonus equal to the bonus to his IQ roll to figure out what he was drinking) to avoid returning to the Drink of Drought!
Characters who drink "anti-liquid" must make up the lost fluids by drinking enough real beverages to cancel the effects of this spell or by having a spell that restores fluids cast on them.
This is also a Water spell.

Duration: Permanent
Base Cost: 4 per pint of liquid created.
Time to Cast: 10 seconds
Prerequisites: Magery, Create Drink, Dehydrate, Poison Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Cup, Bowl or other vessel for containing liquids. Whatever is placed in it is turned into anti-drink. Energy Cost to Create: 100 points per gallon of capacity. (c) A fountain, spring or other water source. Any water in this water source is turned into anti-water. Energy Cost to Create: 50 points per gallon of flow per minute. (d) Thirsty Flask. GURPS Magic Items I, p. 45. Energy Cost to Create: 250 points.
Author: Self, GURPS Magic Items 1

Drunkard's Cup Resisted by HT-3

This spell makes anything poured into a drinking vessel become intoxicating. The subject must roll vs. HT-3 every time he takes a sip from the vessel or begin to suffer the effects of drunkenness.
The first sip leaves him cheerful and elated. IQ, DX and Will are reduced by 3. The second makes him wild and messy, reducing attributes by an additional two points (-5 total). The next failed roll leaves him sullen and depressed, with a total -7 to IQ, DX and Will. A final missed roll will leave him unconscious for 1d+6 hours.
On a critical failure, he must roll vs. HT or go into an alcoholic coma. In a coma he must roll vs. HT every hour. If the roll fails, he loses 1 HP. On any critical success he recovers; on any critical failure, his heart stops and he goes into Cardiac Arrest. If a physician is present, the Physician's skill can be substituted for the victim's HT. In any case, a successful Physician roll gives +2 to HT rolls, or +4 if full TL6+ emergency room facilities are available.
If the contents of the vessel are already alcoholic, the victim must make two HT rolls each time he drinks.
Each time the subject drinks, he gets and IQ roll to realize what is happening. Until he makes his IQ roll, the victim will always accept a refill if one is offered or readily available. Other properties of the liquid remain unchanged (i.e., poison is still poison).
Note that this spell won't work against creatures which are naturally immune to drunkenness. However, Alcohol Resistance does not help, though Poison resistance gives bonuses to HT to avoid coma or damage while in a coma.

Duration: 1 minute, effects are permanent until naturally dispelled.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds
Prerequisite: Magery 2, Drunkenness, Suggestion
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Intoxicating Goblet. GURPS Magic Items I, p. 42. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 1

Explosive Indigestion Regular, resisted by HT

The mage must cast this spell on normal food or drink. When it is consumed, the victim begins to explosively pass gas and shoot fire from all his orifices.
The victim must immediately roll vs. HT to resist the spell. If he fails, he must roll vs. IQ or be mentally stunned for 1d seconds while explosive gasses build within his body. Every turn he will shoot a jet of foul smelling flaming gas in a random direction. On a critical failure, the victim attempts to hold the gas in, with disastrous effects.The jets of flame have the same effects as the Flame Breath spell, but they can't be aimed and reach only 1 hex out from the subject. Anyone standing next to the victim when he "erupts" will be hit by a Flame Jet on roll of 9 or less. If the victim tries to block the jet, he takes flame damage to the body part or object that he used to block the blast. If the victim tries to hold in the gas, he takes triple flame damage to his vitals as the flaming gas explodes inside him!
In any case, the escaping gas also has the same effect as the Stench spell and will affect everyone within 3 hexes of the victim and the scent will cling to the victim for 2d hours after the other effects of the spell have worn off. Everyone will react to the subject at -4. In polite (or even not so polite) society, the victim will probably suffer social ostracism for weeks and could get a permanent Bad Reputation!

Duration: 1d seconds
Cost: 5 per meal (or drink) affected.
Time to Cast: 3 seconds
Prerequisites: Magery 2, Indigestion, Poison Food or Poison Drink, Create Fire, Stench.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Cup, plate or other food container. Anything placed on or in it has this spell cast on it. Energy Cost to Create: 300 points, (c) Clothing or Jewelry. Works for wearer only. Always On. Casts this spell on any food or drink that the wearer places in his mouth. Energy Cost to Create: 250 points.

Famine's Feast Area

This spell affects all foodstuffs in the area with the Food of Famine spell. In other respects, it is identical to that spell. This spell can also be cast on edible crops.
This is also a Plant spell.

Duration: Permanent
Base Cost: 5 points
Time to Cast: 5 seconds per hex of radius.
Prerequisites: Magery, Food of Famine, Poisonous Plant.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Fast Regular; resisted by Will

This spell makes the subject forget his hunger and thirst for the duration of the spell. If the subject has to eat, he must make a Will roll to do more than peck at his food. Note that this spell only makes the subject immune to the psychological effects of hunger and thirst. The subject will still lose attributes (except for IQ) due to hunger and thirst, and will still take damage, but he can ignore his needs for the duration of the spell.
This is also a Mind Control spell.

Duration: 1 hour.
Base Cost: 2,1 to maintain.
Item: Staff, Wand, Jewelry. Energy Cost to Create: 150 points.

Fatten Regular

Food affected by this spell on it is 50% calorific than normal. Nutritional content is unaffected.
This spell is most commonly used by livestock farmers, but it is useful for men doing strenuous work in extremely cold conditions or as a way of driving dieters crazy.

Duration: Permanent
Base Cost: 2 points per pound of food. For double cost the food can be made twice as calorific. For triple cost, it can be made 3 times as fattening.
Prerequisite: Diet
Item: (a) Platter or other serving container. Casts this spell on any food placed on or in it. Energy Cost: 150 points. (b) Manger or feed stall. Casts this spell on any fodder placed in it. Energy Cost to Create: 350 points.

Feast of Emotions Regular, resisted by Will

This spell allows the mage to season his food or drink with emotions! Anyone who eats the enchanted food (or drinks an enchanted beverage) must roll vs. Will or be overcome by the emotion the mage has implanted.
These effects are not strong enough to compel action, but are very strong -- role-play them! If the emotion plays on a character's disadvantages (like aphrodisiacs placed in the food of a Lecherous character) they must roll to resist their disadvantages at -2 to Will.
Common emotions placed in food are nostalgia, contentment and sexual arousal. Anger, jealousy, and discontent can be used to start fights.
This is also a Mind Control spell.

Duration: 30 minutes
Cost: 3 per pound of food or quart of drink, 2 per pound to maintain.
Prerequisite: Magery, Create Food, Season, Emotion and two other Mind Control spells.
Item: Dish or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 350 to create.

Flavorless Regular; resisted by IQ

This spell removes all flavor from a single container of food. This is the antithesis of the Season spell. Targeted food held by another creature resists with that creature's IQ.

Duration: Permanent.
Cost: 2 per meal
Time to Cast: 10 seconds.
Prerequisites: Season and No-Smell.
Item: A slotted spoon, which when stirred through food, will remove all flavor from it. Energy cost to Create: 150 points.
Author: Chad Underkoffer

Food Color Regular

This spell allows food to be colored without affecting its taste or texture.

Duration: Permanent
Base Cost: 1 per pound
Item: (a) Platter or other serving container. Colors the food according to the user's wishes. Energy Cost to Create: 100 points. (b) Plate, bowl, or cup. Turns any food or drink placed in it a specific color. Energy Cost to Create: 50 points.

Food Fight Area, resisted by Special

Causes all edible (and/or theoretically or once edible, includes garbage, offal, waste, scraps, etc.) materials in the area to randomly fly about the area at tremendous speeds. Light or disposable containers (like milk cartons or light pie pans) will also begin flying if they have a significant amount of food in or on them. Larger containers will not move, but their contents will spill or fly.
The flying material does 1 point of damage per turn if they are solid or hot (hard fruit, frozen chickens, pots of hot coffee etc.), unless subjects in the area of effect make a DX roll. If they fail, they not only take the damage, but also must make a HT roll to avoid being blinded as for the Pie spell. Soft foods which are not hot do no damage but can still blind.
After 5 seconds, the ground in the area of effect will be slippery with goo and junk. All hexes in the area of effect are affected as if by a Grease (p. G79) spell. After the spell ends, the area will still be cluttered, but not preternaturally so.
Needless to say that any food affected by this spell is likely to be ruined and anything in the area will be covered with food.
This spell assumes that there is a significant amount of food in the area (like what you would find at a cafeteria or a banquet). If there isn't much food in the area or the food is contained in boxes, bags or barrels so it can't fly about, then the GM can reduce the effects of the spell or just rule that it fails.

Duration: 10 seconds
Base Cost: 1 to cast; 1 to maintain
Prerequisites: Magery, Shape Food, and 5 other Food spells.
Author: Adapted from Chad Underkoffer

Food Jet Regular, resisted by HT

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

Food of Famine Regular, resisted by Special

When cast on food or drink, this spell turns it into "anti-food" meaning that it subtracts calories when eaten, and leaves the subject hungrier than he was before! Each "meal" of "anti-food" negates the effects of one previously eaten meal. If too much food is eaten, it will actually cause starvation!
The food and drink appears normal in all respects, the only difference is that the more the victim eats and drinks, the hungrier he gets.
Characters who eat this food must make an IQ roll to figure out what is going on, at +1 to IQ for every pound of food (meal) they've eaten. They also get +4 to IQ if they've encountered Food of Famine before. Gluttonous characters or characters who are extremely hungry roll at -2 to IQ. Note that characters who have eaten at least 3 meals of "anti-food" are extremely hungry.
Characters who eat the "anti-food" must make up the lost calories either by weight loss from fat or by eating enough real food to cancel the effects of this spell. Every 3 meals of anti-food consumed counts as a day of Starvation with attendant losses to Fatigue and attributes.
Fat characters can use this spell to lose a lot of weight fast, with the attendant health risks of a literally "starvation diet." Unwilling characters may roll vs. HT to resist the starvation effects of each meal.

Duration: Permanent.
Base Cost: 3 per pound of food (or meal) affected.
Time to Cast: 3 seconds.
Prerequisites: Magery, Create Food, Poison Food.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Plate, Bowl or other Container, whatever is placed in it is turned into anti-food. Energy Cost to Create: 150 points.

Freshen Food Regular

This spell will freshen stale, old, or wilted food. It will not improve the quality of the food, nor will it make bad food palatable.

Duration: Permanent
Base Cost: 1 per pound of food or quart of drink.
Item: Platter or Ice Box. Casts this spell on any food placed on it. Energy Cost: 350 to create.

Gentle Wine Regular

This spell creates an alcoholic beverage which has its usual effects until the drinker wishes them to disappear. Then the alcohol in the subject's body magically vanishes, leaving him sober and free of any hang-over effects.
Alternately, the subject can reduce his level of intoxication, rather than completely eliminating the alcohol from his blood. If the character reduces his intoxication level, any remaining alcohol in his system must be eliminated by natural means, or via another spell such as Cure Poison.

Duration: Permanent
Cost: 1 per alcoholic drink, or 2 per quart of alcohol. Double cost to affect distilled liquor.
Time to Cast: 3 seconds
Prerequisites: Water to Wine.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Bottle or cup. Any alcoholic beverage placed in it has this spell cast on it. Energy Cost to Create: 250 points. (c) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 200 points.

Glutton's Delight Regular, resisted by HT

This spell is identical to the Trencherman spell, except that food and drink ingested don't have any more calories than one meal. Alcohol, drugs or poisons in the food still affect the character normally.
Unwilling characters resist with HT.
This is also a Body Control spell.

Duration: 1 hour.
Cost: 2, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Trencherman.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 100 points.

Glutton's Mint Enchantment

This spell allows the mage to create a Glutton's Mint, as described on p. 41 of GURPS Magic Items I. It's wafer thin!
Cost: 350 points
Prerequisites: Magery, Enchantment, Poison Food, Explosive Indigestion, 4 other Food spells.
Author: GURPS Magic Items 1

Good Digestion Regular

Allows a person to consume food or drink without it causing indigestion, food allergies, or other "normal" problems. Poisoned or tainted food still affects the character, and he can still get sick from overeating or overindulgence in alcohol.

Duration: 1 day.
Base Cost: 2, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Jewelry. Gives wearer benefits of this spell. Energy Cost to Create: 50 points.

Good Food Regular

When cast on food or drink, this spell gives them the effects of the Good Digestion spell. The food and drink can be consumed in any quantity without causing indigestion, food allergies, or any other health effect associated with "normal" food.
In other respects this spell is like the Good Digestion spell.

Duration: Permanent
Base Cost: 1 per pound of food.
Prerequisite: Good Digestion.
Item: (a) Plate, bowl, or cup Any food placed in this container has this spell cast on it. Energy Cost to Create: 100 points. (b) Staff, Wand or Jewelry. Energy Cost: 150 points.

Greater Create Food Regular

This spell will create food from thin-air! However, the food created by this spell is sort of a proto-food: bland, tasteless, and doughy -- but very nourishing. Half a pound of Greater Food has enough nutritional value to support a man for 1 day, and provides the same caloric value as a full meal. Casting Create Food upon Greater Created Food will give a real taste treat.

Duration: Permanent
Cost: 5 per meal (1/2 lb. of food).
Casting Time: 1 minute.
Prerequisites: Magery 2, Create Food
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) A pot (or other container), that will create food out of nothingness. Energy cost to Create: 1,000 per meal per day.
Author: Adapted from Chad Underkoffler

Guns to Butter Regular, resisted by IQ

At lower tech levels this spell can be used on melee weapons. The effects are the same, however.
If this spell is cast on a weapon that is held or carried by another person, they may roll vs. IQ to resist the effects of this spell.

Author: Adapted from David Pulver (GURPS Technomancer)

Health Food Regular

This spell removes the unhealthy qualities of food while improving its nutritional value, boosting the foods beneficial effects on the body, and undoing the ill effects of other foods.
In addition, this spell gives the same effects as the Good Food spell.
One meal of Health Food per day gives a character his complete nutritional needs for the day (but not his total caloric needs). A character who eats nothing but Health Food for the day gets +1 to HT rolls to resist the effects of disease and ingested poisons and to recover from wounds or injuries.
A character who eats nothing but Health Food for at least a year gets the benefits of the Longevity advantage for that year only. Characters who live on Health Food for most (or all) of their lives, effectively have the Longevity advantage.
Note that this spell is typically cast on "natural" foods such as macrobiotic bean sprouts, organic tofu, raw honey, or live-culture yogurt, though it doesn't have to be.
This is also a Healing spell.

Duration: Permanent
Cost: 6 per pound of food (1 meal).
Time to Cast: 1 minute.
Prerequisites: Greater Create Food, Good Food, Improve Food, Lend Health, Cure Disease.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b) Bowl, plate or other container. Any food placed in it is turned into health food. Energy Cost to Create: 2,000 points per meal created per day.

Improve Food Regular

This spell makes existing food or drink become fresher, tastier, and more nutritious, by altering the structure of the foodstuff to improve its quality. Fruits and vegetables become riper and fresher, canned foods could be made to be just as wholesome and flavorful as fresh-cooked foods, or rot-gut wine could be turned into a superior vintage.
This spell also allows cooking mistakes to be eliminated. For example, a fallen soufflé or a burnt stew could be set to rights.
While this effect cannot make bad food palatable and it can't add any ingredient is not there, it can make existing foods more desirable. It gives +2 to Cooking (or the Cook spell) skill roll since the cook has the finest ingredients to work with and can correct his mistakes.
This spell counters the Flavorless spell. Poisoned food remains poisoned (unless it spoiled due to natural bacterial action).

Duration: Permanent.
Cost: 3 per pound of food or quart of drink, double cost is the quality desired is extremely rare or valuable. Can't be maintained.
Prerequisite: Magery, Season, Nutrition
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Dish or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 250 points.

Improved Create Food Regular

This spell allows the mage to create food out of thin air, as long as he has a tiny amount of at least one of the ingredients of the recipe or a bit of food of roughly the same type.
The food created can be of any recipe that the mage is familiar with which could be made from a sufficient quantity of at least one of the ingredients present. For example, a few grains of rice and a bit of dry leather thrown into a pot would turn into a tasty beef stew over rice or a beef and rice soup!
Food created with this spell is wholesome and ordinary in every way, but the quality of the food is limited by the mage's skill with the Cook spell or his Cooking skill.

Duration: Permanent
Cost: 3 per meal created.
Time to Cast: 10 seconds
Prerequisites: Create Food, Multiply Food, Cook
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Cooking utensil (such as a spoon or ladle) or large rock. When placed in a pot of water, ingredients placed in the pot transform themselves into an appropriate and tasty dish sufficient to feed each person who contributed ingredients. Energy cost to Create: 350 points. (c) Cooking pot. When ingredients are placed in this item, they turn themselves into a tasty dish, as above. Energy Cost to Create: 350 points.

Junk Food Regular, resisted by IQ

When this spell is cast, a food or drink loses all its nutritional value, while retaining its flavor and scent, and mass.
Because the food still has bulk, anyone who eats Junk Food gets the impression that he has had a full meal. However, his body is not fooled, no Fatigue is regained by eating a meal of Junk Food.
Depending on the situation, this can be good or bad. Bacteria won't grow in food treated with this spell (since they get no nutrition from it) and dieters don't have to worry about gaining weight, but a person who eats a diet of junk food will starve to death or die of a nutritional deficiency.
If this spell is cast on food held, carried or about to be eaten by another person, they may roll vs. IQ to resist this spell.

Duration: Permanent.
Base Cost: 2 per pound of food or quart of drink.
Prerequisite: Diet.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Dish or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 100 points.

Know Recipe/TL Information; Special Resistance

Author: David Pulver (GURPS Technomancer)

Lethal Food (VH) Regular, resisted by HT-2

This spell is identical to the Poison Food spell, except that the poison is more virulent.
Anyone who eats the food must roll vs. HT-2 to Resist immediately after they ingest the food and for 1d additional days. On a failed roll, the victim takes 1d points of damage.
The progress of the poison can only be stopped with the Neutralize Poison spell. Conventional medical skills (such as Poisons or First Aid) will not help, and Diagnosis or Pathology skill will reveal nothing about the nature of the poison.
A character with the Physician skill can roll vs. his skill to assist the stricken character. For every two points by which the attending physician makes his skill roll, the period of poisoning is reduced by 1 day.
If a Slow Poison spell is cast on the victim, the victim takes 1d-3 points of damage per day over 2d days.

Duration: Permanent (effects last for 1d days).
Cost: 4 per meal.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Food Poisoning, 4 other Food spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.
Author: Adapted from Greg Littmann

Magic Ale (VH) Regular

By using magic to defy the laws of physics, this spell allows th mage to distill an alcoholic beverage that exceeds 200 proof (100% alcohol). Such beverages are incredibly tasty and incredibly potent. They can also be dangerous - a shot glass of 210% proof ale would be the equivalent of 7 pints of beer! If the Intoxication rules from GURPS Compendium II are being used, divide the Magic Ale's proof by 10 to get the beverage's Alcohol Factor. For example, a shot of 210 proof ale would have an Alcohol Factor of 21!
This spell requires that the mage have a quantity of distilled alcohol. The first casting of this spell brings any distilled beverage up to 200 proof, subsequent castings improve proof by 10%. Volume is not reduced.

Duration: Permanent.
Base Cost: 3 per pint for the first casting, 1 per 10% increase in proof beyond that.
Prerequisite: Magery 2, Potent Wine.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) A bottle or small still which is always filled with magic ale. Energy Cost to Create: 350 points per pint created per day. Such items command very high prices!

Magical Feast (VH) Regular

The caster can create real, tasty, wholesome, nutritious food and drink sufficient to feed one or more people for one meal. The food created is simple fare unless the caster wishes to pay extra to create something fancier. The food is magically created and no "raw materials" are needed.

Duration: Permanent.
Cost: 3 per meal, add 1 to the cost per meal for "gourmet" food. Add 3 to the cost of each meal for gourmet food served in sumptuous surroundings (fine table and chairs, linen tablecloths and napkins, silver table service, fine china plates, crystal goblets, service by impeccably dressed servants etc.). In the latter case, all the sumptuous and valuable settings vanish at the end of the meal. If carefully inspected, the whole set-up turns out to be an illusion, except for the food.
Time to Cast: 1 minute
Prerequisite: Water to Wine, Complex Illusion, Banquet.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Table. Casts spell when command word is spoken. Energy Cost to Create: 100 points if only one sort of meal can be created, 500 points if any meal can be created, 750 points if each guest can choose his own meal!

Monk's Fast Regular

This spell allows a subject to go without food and drink for a long period of time with no ill effects. In order to work, this spell must be cast in advance of the fast. It will not heal Fatigue or damage caused be meals missed before the spell was cast.

Duration: Variable
Cost: 1 per meal to be skipped per hex of creature (3 per day for a man-sized creature).
Time to Cast: 1 minute
Prerequisites: Monk's Banquet
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Will allow the subject to skip a set number of meals before he must eat again. Energy Cost to Create: 100 points per meal that can be skipped.

Multiply Food Regular

As long as the mage has a bit of one or more types of food or drink, he can magically "multiply" those foods so that they will feed more people.
Each "level" of this spell doubles the amount of food, so one food item becomes two, two becomes four, four becomes eight and so forth.
The basic quality or wholesomeness of the multiplied material is not changed, only the quantity is increased.

Duration: Permanent
Base Cost: 3 per pound of food or quart of liquid to be multiplied per doubling (minimum 3 points).
Time to Cast: 10 seconds per point of energy used to cast the spell.
Prerequisites: Magery, Create Food
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Plate, Bowl or other Container, whatever is placed in it is multiplied by a set amount (but only once per given portion of food). Energy Cost to Create: 75 points per multiple.

Near Beer Regular, resisted by IQ

This spell removes all alcohol from beverages, but makes them taste the same. Other poisonous or mind-altering chemicals are not removed from the drink.
If this spell is cast on beverages held or carried by another character, the owner may roll vs. IQ to resist.

Duration: Permanent
Cost: 1 per quart.
Prerequisite: Ferment, Flavor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points, (b) Drinking Vessel, any liquid poured into the vessel is affected by this spell. Energy Cost to Create: 100 points. (c) Clothing or Jewelry. Works for wearer only. Anything the wearer drinks has this spell cast on it. Most versions are Hexed and Always On. Energy Cost to Create: 100 points.

Nutrition Regular

Allows a single meal to supply all the daily nutritional requirements for a creature without adding calories.
Note that if a character is to avoid the effects of Starvation, he must eat the same number of calories. All this spell does is make the food more nutritionally valuable.

Duration: Permanent
Base Cost: 2 points per meal.
Prerequisite: Freshen.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Platter or other serving container. Casts this spell on any food placed on or in it. 100 points.

Pie Missile, Resisted by Special

This spell creates a pie in the caster's hand that he can then throw at the target's face.
To target the spell, the mage uses the Spell Throwing (Pie) skill. Due to the nature of the missile, the mage gets +3 to his effective skill, which offsets the penalty to hit the face. The pie has SS 13, Acc +1, 1/2D 25, MAX 50.
If the pie hits its target, it does 1 point of damage unless the victim can make a HT roll. Additionally, the target must make a DX roll or be blinded for 1 second, then be partially blinded (-3 DX) for 1d seconds. If the target critically fails, he will be blinded for 1d seconds. On successful DX roll, the pie mostly misses the victim's eyes, and he is only partially blinded (-3 DX) for 1 second. On a critical success, the target is unaffected by the pie and takes no damage.
If the victim has a piece of rigid material, like a sheet of cardboard or a plate, he may add +1 to his DX roll. If he has a shield, he may add the shield's PD to his DX roll. If the subject has the Shield skill or a weapon, he may Block or Parry the pie rather than rolling vs. DX.
If the subject has any sort of face protection (like a scarf, hood, or veil) he is immune to damage, but still must roll vs. DX to avoid blindness.
The pie will have no effect (other than making the subject messy) if thrown at any other part of the target's body.
Note that the mage can eat the pie rather than throwing it. It is a permanent, edible, tasty item of food. The mage can specify any type of pie with which he is personally familiar when the spell is cast (crème pie is traditional, however).
Rumors persist of variants of this spell that either do a more damage (like Acid Pies or Flaming Pies) or have special effects (like Sleep Pies or Curse Pies). Variants like these would certainly have appropriate extra prerequisites.

Duration: 10 seconds or until thrown.
Cost: 1, same to maintain.
Prerequisite: Greater Create Food and Shape Food
Item: Glove. Energy cost to Create: 500 points.
Author: Adapted from Chad Underkoffer

Potent Wine Regular, resisted by IQ

This spell makes an alcoholic beverage more or less potent without changing its taste.
Characters who drink the altered beverage may roll vs. IQ to detect the change in potency. Unwilling characters resist with IQ.

Duration: Permanent
Base Cost: 1 point for each doubling of alcohol percentage (up to 100% or 200 proof)) or halving of alcohol percentage (down to 1%) per quart.
Prerequisite: Magery, Distill, Near Beer.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Bottle or Cup. Casts this spell on any liquid placed in it. Energy Cost to Create: 100 points if alcohol percentage is increased or reduced by a set amount., 250 points if the drinker can set his own standards. (c) Clothing or Jewelry. Works for wearer only. Anything the wearer drinks has this spell cast on it. Most versions are Hexed and Always On. Energy Cost to Create: 100 points if the alcohol percentage is always increased or reduced to a set level, 250 points if the wearer can set his own standards.

Prepare Food Regular

Allows ingredients to be prepared for cooking or inclusion in a recipe. For example, this spell allows grain to be malted for brewing, cherries to be pitted, shrimp to be shelled, vegetables to be peeled, or cream to be whipped into whipped cream.
Note that the quality of the final product depends on the mage's skill (e.g., Cooking for preparing vegetables or whipped cream, or Brewing for malting grain for beer).

Duration: Permanent
Base Cost: 1 per 5 lbs. of food (minimum 1). Double cost for time consuming or complex operations.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Cutting Board, Mixing Bowl, or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 100 to create.

Purgative Regular, resisted by HT

When this spell is cast, any food or drink previously consumed by the subject magically vanishes from his system. This spell won't cure damage already done to the subject's body by food-based poisons, but it immediately halts any further damage if the poison isn't completely absorbed by the subject's body.
When this spell is cast, anything the subject consumed up to 12 hours before the spell is cast magically vanishes from his body. Since the subject's digestive tract is emptied, he becomes hungry, and loses 1 point of Fatigue, since he loses the benefit of meals consumed within the last 12 hours.
This spell is used to relieve poisoning. It will also relieve the effects of overindulgence.
Unwilling subjects resist with HT.
This is also a Healing spell.

Duration: Permanent.
Cost: 2, can't be maintained. For double cost any food eaten within 24 hours can be removed. (However, the subject doesn't lose any extra Fatigue.)
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.

Rain of Wine Area

This spell acts as the Rain spell but it produces a rain of wine (or any other beverage with which the mage is personally familiar) instead of water.
This spell is mostly used as a special effect, but adventurers might discover more practical uses, such as fertilizing soil, destroying electronics, or making an area slippery, sticky or dirty.
Approximately one pint of liquid is produced per hex affected.
This is also an Elemental Water spell.

Duration: 1 minute (liquid produced is permanent).
Cost: 2 point, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Create Beverage, Rain.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Reverse Fermentation Regular, resisted by IQ

When the mage casts this spell he can reverse bacterial action on food, making fermented or curdled food revert back to its raw ingredients.
For example, wine or vinegar would become grape juice, cheese or yogurt would revert to milk, and so forth.
Spoiled food remains spoiled, this spell doesn't remove mold, poison or harmful bacteria.
If this spell is cast on foodstuffs carried or held by another character, the owner may roll vs. IQ to resist the spell.

Duration: Permanent
Cost: 1 per quart drink or pound of food.
Item: Item: Staff, Wand or Jewelry. Energy Cost: 150 points.

Roast's Revenge Regular

This spell reanimates a cooked animal up to the size of a stag, sheep, or wild boar. The cooked carcass may be partially dismembered or carved, but as long as it is at least 50% intact, this spell will take effect.
When the spell is cast, the cooked animal begins to regrow any missing parts (but not any missing skin or plumage) taking 2d seconds to do so. In addition, it grows sharp teeth (or beak) and claws. When the regeneration is completed, the beast will attack any target the caster desires.
The beast has the same characteristics it had in life, except that it has sharp teeth and claws which do cutting damage, its ST and Move is increased by 25% (to a minimum of 5), it's HT is increased by 2 and its HP are increased by 50%. In addition, it also has one level of Toughness (or +1 DR) and the High Pain Threshold, Damage Immunity (Doesn't Bleed, No Brain, No Vitals) and Doesn't Breathe advantages.
This is also a Necromantic spell.

Duration: 1 minute
Cost: 2, plus 1 per 10 lbs. (dressed weight) of animal. Half to maintain.
Time to Cast: 3 seconds.
Prerequisite: Animate Food or Zombie.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Serving platter or other serving dish. Any animal placed on it is affected by this spell after 3d minutes. Always on. Energy Cost to Create: 250 points.

Shape Food Regular

Allows the creation of food-sculptures, wine fountains, or wedding cakes that defy the usual laws of physics. Through use of this spell, food could theoretically be shaped into some form of shield or wall; GMs please note that only rarely would food have more than DR 1 or 2.

Duration: 10 minutes
Cost: 1 per 20 lbs.; 1 (for whole shaping) to maintain.
Casting Time: 3 seconds
Prerequisites: Shape Earth, Shape Water, Preserve Food
Item: (a) Copper spoon. Energy cost to make: 200. (b) Any Shaped Food can be made to hold that shape permanently (until eaten, of course) for 10 times casting cost.
Author: Chad Underkoffer

Shape Food Regular

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

Second Stomach Regular

This spell allows the subject to eat or drink a normal amount of food but not digest it or absorb it in any way until the spell ends. The subject can also voluntarily and easily regurgitate the at any time before the spell ends. This allows the mage to eat or drink poison, hold it for a time, and then quietly purge it with no ill effects.
Second Stomach overrides the Complete Digestion spell until the subject wills that spell to take effect. Poisoned Food (including the Lethal Food spell) does not affect a person with the Second Stomach spell until the Second Stomach spell ends or the subject wills the food to be digested.
This is also a Body Control spell.

Duration: 4 hours.
Cost: 2,1 to maintain.
Prerequisites: Magery, Create Food, 3 other Food or Body Control spells.
Item: Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 100 points.

Speed Preparation Regular

This spell greatly speeds the chemical and biological processes involved in food preparation, allowing foods which normally take a long time to prepare to be readied in minutes.
This spell accelerates normal reactions by a factor of 100. For example, bread dough that would normally rise in 2 hours (120 minutes) would rise in 1.2 minutes. Pickled foods that take 3 months (90 days) to finish, could be readied in about a day, and dry beans that take a day to soften in water will be readied in about 15 minutes.
This spell can also be used to speed the production alcoholic beverages or cheese, but the Fermentation or Cheese spells are much more reliable. This spell only accelerates the action of existing biological or chemical reactions. The quality of the final product is limited by the mage's skill (either Cooking, Brewing or Distilling as the case may be). If this spell is cast on food that has harmful chemicals or bacteria in it, the food will rapidly spoil.
This spell may also be used as a prerequisite for the Decay Food spell.

Duration: Variable, see above. Effects are permanent.
Base Cost: 1 per pound of food or quart of drink.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Mixing Bowl or Crock. Casts this spell on any food placed in it. Energy Cost to Create: 50 points.

Spice Jet Regular

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

Sustenance Regular

This spell automatically creates food or drink of an identical type in certain place at the same time each day. For example, the mage could use this spell to have a pot of fresh coffee in his coffee pot each morning, or to fill a bowl with food or water for an animal.
If the food created the day before is not consumed, it will magically disappear when the new food appears or when the spell ends, leaving the container clean. If the container in which the food or drink is to appear is moved from the general location specified when the spell is cast, or if it is destroyed, the spell fails until a suitable replacement is found or the spell ends.
The mage specifies what sort of food and drink he wishes to create, as well as its time and location of appearance.
Food and drink created by this spell can never be changed once the spell is cast. In addition, food or drink created by this spell will vanish if not consumed before the next meal appears or if the food or drink is removed more than 5 hexes from the location to which the food was summoned.
This spell was designed to allow a solitary mage to feed and water the livestock on his estate and the experimental animals in his lab when he was away.

Duration: Variable (see below)
Cost: 1 per pound of food or quart of drink to be created,. plus 1 per each day that the spell will run. Double cost if more than one type of food and/or drink is to be created. Quadruple cost if the food or drink is rare and/or expensive.
Time to Cast: 1 minute.
Prerequisites: Create Food, Create Drink, Delay.
Item: (a) Staff, Wand or Jewelry. Energy Cost: 150 points. (b) Bowl or Plate. Creates one sort of food or drink at a set time each day. Energy Cost: 50 points per pound of food or drink created. (c) This spell can be made permanent for 50 times the base cost to produce the food, plus 100 points.

Summon Food Regular

This spell summons food to the mage's location from the nearest source within 1 mile. If the mage specifies, he can exclude certain known sources or types of food.
If no edible food is in the immediate area the spell brings the nearest thing to a suitable meal that it can find - leaves, carrion, bark or a live animal still on the hoof! Roll one die. On a roll of 1 the spell brings a live animal or similar object that needs a lot of preparation before it can be turned into food. On a roll of 6 it brings something inedible and foul. Otherwise the amount that the skill roll was made by determines the quality of the food.
The mage can exclude known sources of food if he specifies them before he casts this spell. In an urban area, larcenous mages use this spell whenever they wish to order "take-out" food.

Duration: Permanent
Cost: 3 points per pound of food. Each doubling of cost doubles the distance from which food can be summoned.
Time to Cast: 5 seconds
Prerequisite: Magery, Create Food.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Cattle Cleaver. GURPS Magic Items 2, p. 17. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 2.

Sweet Lotus Special, resisted by IQ-2 or Will-2

This spell imbues the target food with the essence of the legendary lotus. Any being (save the caster) who sees the ensorcelled food feels a strong urge to eat it unless they can make a Resistance roll vs. IQ-2 or Will-2 (whichever is worse) to resist.
The GM should roll vs. the subject's resistance in secret, and then give the unlucky victim very strong hints that he should try the food (i.e., "The food looks delicious, and you are suddenly reminded that you are very hungry.") rather than just forcing the character to eat the food.
If the subject eats the food, it will taste utterly delicious. However, he must then make another resistance roll, as above. If he fails, he will suffer from the effects of the Ecstasy and Loyalty spells, as if the mage had cast successfully cast those spells on him.
The duration of the Ecstasy spell is normal, but the Loyalty spell will last 6 hours.

Duration: 1 day
Cost: 6 per pound of food.
Time to Cast: 1 minute.
Prerequisites: Magery 3, Banquet, Ecstasy, Lure, Loyalty.
Author: Adapted from Chad Underkoffler

Taint Food Regular, resisted by HT

Similar to the Poison Food spell, this spell causes harmful bacteria to grow in food and drink, making anyone who eats the food very ill.
Approximately one hour after ingesting the tainted food or drink, the subject must roll vs. HT or suffer from intestinal distress.
Victims who fail their HT roll, suffer from nausea, vomiting, diarrhea and stomach cramps. Treat this as Seasickness or Space Sickness, depending on the situation.
In addition, sick characters take 1 point of damage and are at -2 to ST, DX and IQ, and skills based on those attributes.
On a critical failure, the character takes 2 points of damage and fouls himself. Until he can bathe and change his clothes, everyone reacts him at -2.
The illness passes 3d hours after it starts.
This spell can also be used as a prerequisite for the Decay Food spell.

Duration: 3d hours.
Base Cost: 1 per lb. of food or quart of drink.
Time to Cast: 10 seconds
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) Plate or Cup. Casts this spell on any food placed in it. Energy Cost to Create: 75 points.

Tasty Regular, resisted by Will

This spell makes food and drink look incredibly tasty. Anyone who tastes even a morsel of the food must roll vs. Will or eat until they are sated. Characters with Gluttony are at -4 to resist.
This spell can't make foods which the subject wouldn't normally eat appear tasty to him, for example, hay couldn't be made to appear tasty to a human, but it would look delicious to a horse. Likewise, the subject gets +4 to Will to avoid foods which he knows will adversely affect him in some way (by aggravating a food allergy or making him break a Vow, for example).
No bonus to Will is allowed if the dangers of eating don't seem serious or immediately obvious. For example, a character wouldn't get a bonus just because he was trying to lose weight or because he suspected that someone might be trying to poison him.
This is also a Mind Control spell.

Duration: 4 hours
Base Cost: 2 per pound of food or quart of drink. Can't be maintained.
Prerequisite: Delicious Aroma, Hunger
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Dish or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 350 points.

Trencherman Regular

This spell will allow the subject to eat and drink as much as he wishes and not suffer any ill effects from overeating. However, the food and drink will have their normal effects in all other ways. Food still has calories, alcohol still makes the character drunk and poisoned food still harms the character.
If the subject uses this spell to drink to excess he could very well kill himself with alcohol poisoning!
This is also a Body Control spell.

Duration: 4 hours (plus time to eliminate the food by normal means).
Cost: 2, 1 to maintain.
Prerequisites: Shape Food, Toughness.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 100 points (c) Plate, Bowl or Cup. Anything eaten or drunk from this item is treated as if the subject had the Trencherman spell on him. Energy Cost to Create: 200 points.

True Cornucopia Enchantment

Allows any container to continually produce food of any type or variety with which the mage is familiar.
The enchanter sets the amount, type and assortment of food to be created when he enchants a True Cornucopia. The food produced is real and permanent (i.e., it will not disappear after one minute like ammunition created with the Cornucopia spell), but it will disappear if it is left in the container for long enough that it begins to spoil.
Normally, the cornucopia will produce just enough food to fill itself, and someone must touch it and concentrate for a moment to produce more food (up to the maximum amount which can be created per day). If a large quantity of food is produced, it will magically "flow" out of the container into the surrounding hexes in such a way that the food remains wholesome and good.
Only food items may be created with this spell.
Energy Cost: 10 per 1 lb. of food created per day.
Prerequisites: Magery 3, Cornucopia, Greater Create Food or Sustenance.
Author: Adapted from Chad Underkoffler

Water to Alcohol Regular

This spell turns water to beer, sake, mead or any other alcoholic beverage the mage is personally familiar with up to 5% alcohol content (10 proof, or Alcohol Rating 1). Wine (up to 15% alcohol, 30 proof or Alcohol Rating 3), and distilled liquor (up to 70% alcohol, 140 proof or Alcohol Rating 14) can also be produced, but in smaller quantities.
The beverage produced is only as good as the water used to make it. Ditch water produces inferior brew, pure spring water produces excellent drink.
The quality of the final product is determined by the mage's Brewing or Distilling skill.

Duration: Permanent
Cost: 2 per quart of water. Water is turned into 1 quart of beer, 4 oz. of wine, or 1 oz of distilled liquor.
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisites: Water to Wine
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Still or Fermenting Vat. Energy Cost to Create: 350.
Author: Adapted from GURPS Japan

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