Knowledge Spells

Changes to Spells from GURPS Magic

Alarm - The caster determines the nature of the alarm when the spell is cast. In any event, only the subject will respond to the alarm. For double cost, the alarm can be set up to a month in advance. For triple cost, it can be set for up to a year in advance. Item: (b) Jewelry. Allows subject to cast this spell. Alarm type is set by the enchanter. Energy Cost to Create: 100 points.

Analyze Magic - If the GM is feeling merciful, he can allow attempts to crack Name or Password spells once a year or even once a month. Only a critical failure or a very powerful item should keep the mage from trying again.

Ancient History - The GM should lower costs for this spell. 2 for a year's history, 4 for 10 years, 6 for 100 years, 8 for 500 years, and 10 for 1,000 years. Each millennium beyond that costs 2 extra points. If the mage pays double costs he can get a detailed history, including a detailed insights into the item's previous owners, but names are still kept secret. A detailed history takes at least double the normal time to cast and could take hours.

Aura - Aura will detect aspected magery for what it is. The caster will know that the mage's Magery is aspected, and if he can make an IQ or Thaumaturgy skill roll (whichever is better), he will know what sort of Aspect the mage has.
Demons and people who have their souls stolen can only be sensed as being such on a critical success like other "secret magical traits". Source: Sean Punch.
For triple cost "secret" traits such as possession or undead status can be known.

Divination - Author: David Pulver (GURPS Technomancer)

Divination (Crystal Gazing) - Crystal gazing allows the mage to temporarily view the subject of his query. To do this the mage asks, "What is so-and-so doing right now?" If the spell is successful, he will get a vision of what the subject is doing at the moment.

Find Direction - This spell is an "always on" enchantment. Source: Sean Punch.
The mage will also know which way is "up" should that be important to know. Alternately, the mage can determine a direction other than north and/or up. For double cost, this spell can also be used to point the direction to a place that the mage has visited or with which he is familiar. If that place doesn't exist or if the mage gives ambiguous instructions, then the spell will return confusing results. For example, an Islamic mage could use this spell to know in which direction Mecca lies, but unless he specifies the proper Mecca, he could get some little town named Mecca instead.

Glass Wall - Each multiple of cost multiplies the distance the mage can see. For example, doubling cost doubles the distance he can see. Each doubling of cost also allows the mage to look through another distinct barrier. These costs are cumulative. Therefore, for example, if the mage wanted to look through two eight foot thick walls; he would have to pay eight times the normal cost!

History - The GM should lower costs for this spell. 2 for 1 day's history, 4 for a week's history, 6 for a month's history, and 8 for 3 month's worth of history. If the mage pays double costs he can get a detailed history, including a detailed portrait of the owner's personality, but names are still kept secret. A detailed history takes at least double the normal time to cast and could take hours.

Identify Spell - For double cost, the mage can know details - the college of magic a spell is from, its general effects, and the approximate amount of power that went into the spell. This applies even to completely unknown spells. Information gleaned can include the spell's college, type, duration, base cost, prerequisites, etc. as well as if it is a "standard" spell (i.e., in GURPS Basic, Magic or Grimoire).
If cast on other types of magic, it will reveal similar "game mechanics" details, like what sort of magic was used (voodoo ritual, improvised magic, rune magic, etc.), level, etc.
If cast on a spell that the mage is casting, it allows detailed study and analysis of the spell's inner workings. This gives +4 to effective Thaumaturgy or spell skill rolls to detect problems with spells, to understand how they work, and to develop variants of them. This spell also reduces the amount of time required to master a spell. Time spent improving spell skill is doubled if the spell is practiced with this spell on.

Mage Sight - For double costs the mage can know rough details - the college of magic a spell is from, its "aura" and its approximate power.

Measurement - This spell can also be used to give an accurate count of a group of identical (or similar objects).
Author: David Pulver (GURPS Technomancer)

Pathfinder - The mage can exclude known routes to his destination if he specifies them before casting this spell. For double cost the mage can ask for a certain type of path - the most scenic, the easiest, the most direct, the least traveled, etc. If the criteria he asks for doesn't exist or two or more routes are equally acceptable he will know this fact.
If Detect Danger is cast immediately before this spell is cast the mage will know if a given route is dangerous and if so, how dangerous it is. The exact nature of the danger is not known. The mage can also use these spells to choose the least dangerous route or the most dangerous route. If Detect Foes or Divination is cast immediately afterwards, the mage can use that spell to get some insight as to the nature of the danger (i.e., bad roads, blizzards, motorcycle gangs, Jehovah's Witnesses, etc.)

See Secrets - If the mage pays double cost accidentally or naturally hidden items can be seen.

Seeker - This spell can also be used to identify the person who recently cast a spell, but there is a -5 skill penalty for no associated item. In addition, any long distance modifiers must be taken into account. Source: Sean Punch.
If this spell is cast on an unwilling subject they get a resistance roll vs. Will to shake off the spell.

Tell Time - This spell is an "always on" enchantment. Source: Sean Punch.
The mage will also know the "local" time for any place that he has heard of or has seen even if he has never been there. Two applications of this spell will allow the mage to determine the difference in the rate at which time passes in his current location and his "home". Item: (b) Jewelry which will always give the correct time for a location set by the mage when the time is cast. Energy Cost to Create: 100 points. (c) Jewelry. Allows user to cast this spell. Energy Cost to Create: 300 points.

Trace - If this spell is cast on an unwilling subject they get a resistance roll vs. Will to shake off the spell. This spell can be made permanent for 100 points plus 5 points per pound of object. It is common for valuables, keys, eyeglasses, livestock and pets to be enchanted with this spell to keep them from being lost or stolen. The spell interprets the "owner" as the person to whom the spell is keyed when the spell is cast. If the item is sold or given away or the owner dies, the item senses this and the spell ends.

Changes to Spells from GURPS Grimoire

Detect Poison - This spell will detect any poison sources within 3 hexes of the caster and their general nature and toxicity. If the mage specifies before casting, he can exclude known sources of poison or exclude toxic substances below a certain threshold of danger. Poisonous materials will glow with a blue light. The brighter the light the more deadly the poison. Note that many common household items, including some sorts of food, are poisonous to some degree or another!

Homeseeker - The caster will recognize any item with this spell cast on it, even if it is otherwise "generic". Hidden objects with the spell on them remain invisible to the mage, but magic of the spell makes the object try to "escape" from confinement. For example, a stolen ring would somehow fall out of the thief's pocket when the wizard was nearby.
A Homeseeker tagged object is noticeably "tagged" to a mage's eyes. Magically aware thieves will attempt to dispel the Homeseeker spell using Dispel Magic.

Memorize - This spell can be extended for the same cost as it took to cast the spell. For double base cost the time until the memory starts to fade can be doubled.

Seek Magic - The mage can also search for a specific type of object (i.e. items from a specific college of magic, one sort of magical creature, etc.). If the mage is searching for a specific magic item or magical creature, he is at -5 to cast this spell.

Test Area - This spell can be used to determine how much force or energy a given object or area can stand before it fails. It can determine maximum amperage a fuse can take, how much force is needed to break a wall, and so forth.

Knowledge Spells from GURPS Magic

Alarm
Analyze Magic
Ancient History
Aura
Detect Magic
Divination
Find Direction
Glass Wall
History
Identify Spell
Invisible Wizard Eye
Mage Sense
Mage Sight
Measurement
Pathfinder
See Secrets
Seeker
Tell Time
Trace
Wizard Eye

Knowledge Spells from GURPS Grimoire

Air Vision
Astral Vision (VH)
Divination (Additions)
Echoes of the Past
Far-Feeling
Far-Tasting
Images of the Past
Know Location
Know Recipe
Know True Shape
Memorize
Plant Vision
Projection
Recall
Remember Path
Scents of the Past
Seek Magic
Small Vision
Tell Position
Test Area
Wizard Hand
Wizard Mouth
Wizard Nose

Knowledge Spells from the Codex Arcanum

Accurate Scribe - Communication & Empathy
Analyze Isotopes/TL - Technology (Radiation)
Awaken Gei-ryo - Necromantic (Japanese Spirit)
Beast Image - Animal
Constellation - Air (Weather)
Crystal Map - Enchantment
Death's Tale - Necromantic
Detect Beasts - Animal
Detect Demons - Necromantic
Detect Evil - Metaspells (Clerical)
Detect Extraplanar Being - Necromantic
Detect Magic Link - Metaspells
Detect Metal - Earth (Metal)
Detect Possession Wards - Necromantic
Detect Purity - Metaspells (Clerical)
Detect Scrying - Protection & Warning
Detect Traps - Protection & Warning
Detect Undead - Necromantic
Detect Vis - Metaspells
Directions - Movement
Discern Vintage - Food
Expert’s Tool - Enchantment
Find Friends - Protection & Warning
Hunter’s Sense - Animal
Identify Body - Necromantic
Identify Species - Animal
Index - Communication & Empathy
Instant Library - Illusion & Creation
Keen Senses - Body Control
Know Artist - Making & Breaking
Know Mage - Metaspells
Know Mana Level - Metaspells
Know Organization - Making & Breaking
Know Recipe/TL - Food
Know User - Technology(Machine)
Life Token - Healing
Lifetimer - Healing
Locate Powerstone (VH) - Enchantment
Locate Remains - Necromantic
Magic Beacon - Communication & Empathy
Magic Traces - Metaspells
Mana Compass - Metaspells
Message Stick - Communication & Empathy
Mirror Communication - Communication & Empathy
Miscount - Mind Control
Misdirect - Mind Control
Mortal Appearance - Necromantic
Muse - Mind Control
Not Allowing The Heart to Speak The Truth - Metaspells (Clerical)
Peeping Tom - Protection & Warning
Predict Eclipse - Air (Weather)
Predict Flood - Water
Read Ashes - Fire
Read Gem - Communication & Empathy
Recollection - Mind Control
Record Dreams - Communication & Empathy (Dream)
Record Thoughts - Communication & Empathy
Remote Touch - Making & Breaking
Root Sense - Plant
Scan Book - Communication & Empathy
Scripture - Metaspells (Clerical)
Scry Otherworld Gate - Gate
Scry Stargate - Gate
See Magic Link - Metaspells
See Symbolism - Communication & Empathy
See Values - Communication & Empathy
Seek Artifact/TL - Technology (Machine)
Seek Author - Communication & Empathy
Seek Filth - Making & Breaking(Filth)
Seek Genome - Technology (Biotech)
Seek Number/TL - Communication & Empathy
Seek Otherworld Gate - Gate
Seek Stargate - Gate
Sense Djinni - Necromantic (Djinni Spirits)
Sense Health - Healing
Sense Japanese Spirit - Necromantic (Japanese Spirits)
Sense Morale - Communication & Empathy
Sense Nano - Technology (Biotech)
Sense of Perception - Protection & Warning
Sense Plant Magic - Plant
Small Vision - Light & Darkness
Speak with Dead - Necromantic
Thaumaturgic Probe - Metaspells
Time Crystal - Enchantment
Trace/TL - Technology (Machine)
Treespeech - Plant
Unseen Accountant - Illusion & Creation


Alert Information

This spell allows the mage to know when a specific event has occurred in a particular place.
The mage must specify the event and must be in the location where he wants to place the alert when he casts the spell. Long distance modifiers apply.

Duration: 1 hour.
Cost: 3, 2 to maintain.
Prerequisite: Alarm.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) An area can be permanently enchanted with this spell for 25 times the base cost.

Analyze Genetics Information

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

Analyze Tactics Information, resisted by IQ

This spell allows the mage to analyze either the strategy or tactics currently in use by a specified military or paramilitary force.
Use penalties for distance, unless the mage is in the headquarters of the force that he wishes to analyze or is touching the leader of the force he wishes to scrutinize. Unwilling subjects resist with the IQ of their leader, although he will be unaware of the spell if he resists, except on either a critical success or a critical failure by the mage.
On a successful roll, the mage either learns something about the force he is observing (as he made a successful Intelligence Analysis skill roll), or he learns something about the Tactics or Strategy the force will use. In the latter case, the mage gets +1 to either his Strategy or Tactics skill roll (or the roll of the commander of the force the mage is advising) for every 2 points by which he made his skill roll, up to a maximum bonus of +5.
Subsequent castings of this spell by the same mage, against the same force, will have no effect unless tactical or strategic conditions have changed significantly since the last time the mage cast the spell. It is GM's option as to how long this will be, but generally, the spell can't be cast more than once a week unless tactical conditions are changing very rapidly.
Note that if multiple mages are casting this spell against the same force, only one mage can provide give a bonus. This will be either the mage who is actually making the Strategy or Tactics roll or only the mage to whom the commander chooses to listen.

Cost: 5 points, can't be maintained.
Time to Cast: 1 second per 10 people in the force to be analyzed (round up), to a maximum of 10 minutes.
Prerequisites: Seek Combat, Divination, and 5 Knowledge spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: adapted from Steven Andrew Smith.

Appraise Information, resisted by IQ

This spell allows the caster to judge the quality and value of a given item to within 10% of its actual value. The mage can choose whether the "actual" value represents the current market price, the actual value of the item (based on its price in the appropriate GURPS worldbook), the item's value as an antique or collectable, or some other price.
If the owner of the item is unwilling, he resists this spell with IQ.

Cost: 3 points.
Time to Cast: 10 seconds.
Prerequisite: See Secrets, History
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Jeweler's Loupe. Works for user only. Must be held next to the item to be appraised. Energy Cost to Create: 350 points.
Author: Self, Net.

Assay Compound/TL Information, resisted by IQ

This spell allows the caster can determine the material components of any liquid or solid compound, within the limits of his tech level's understanding of chemistry. A TL3 mage could ask "Is there sulfur in this water?" or "Is this rock suitable for building a castle?" and get an accurate answer. A TL7 mage could get information equivalent to that revealed by a battery of chemical tests.
At the appropriate TL, the mage will learn chemical names and measurements by approximate weight and volume. However, the caster does not necessarily know the individual properties of the components, nor will he necessarily learn what the compound does.
At the GM's option this spell will give the mage +4 to skills where knowing the contents of a compound would be an advantage, such as rolls to Chemistry, Forensics, Hydrology and the like.
In order to cast this spell, the mage must touch the item to be assayed. If the owner of the material objects, he may roll vs. IQ to resist.

Cost: 5 points.
Time to Cast: 10 seconds.
Prerequisite: Trace.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Beaker, crucible, scales, or other piece of lab equipment. Works for user only.. Energy Cost to Create: 350 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Association Information, resisted by IQ

This spell allows the mage to know if two inanimate objects were ever in contact. For example, a mage could know if an arrow was ever fired from a specific bow or if a gem was ever in a specific chest. If the items were ever strongly linked, for example, if two pieces of armor were both parts of a custom-made suit of armor, then the GM can give a bonus to the die roll.
If the owner of the object is unwilling, he gets a roll vs. IQ to resist this spell.

Cost: 2 points
Prerequisite: Divination.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Badge Regular

This spell allows the mage to consciously alter his (or a willing subject's) aura so that if forms a distinct pattern.
Anyone who views the character using the Second Sight advantage, Magery, or the Aura spell will be able to see the pattern. In addition, other people with the same version of the Badge spell will be able to see the aura of each other's badges, even if they can't normally see auras. Alternately, the mage can allow them to see the auras of a related group of badges.
By concentrating for a second, the subject can temporarily "turn off" the aura, requiring any observers to make a roll vs. IQ-4 in order to see the aura. By concentrating again, the subject can turn the badge back on.
What this pattern means is up to the mage (or the organization he serves). It could serve the same function as a political party campaign button, gang colors, a police or military uniform or anything else that the caster can imagine. This spell is commonly used to allow members of a magically aware organization to identify each other at a glance.
This spell can also be cast on equipment.

Duration: 1 day.
Cost: 1 point per hex the creature (or equipment) occupies, same to maintain.
Prerequisite: Seeker.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 150 points if the subject can change his aura at will, or 25 points if it only projects one set aura. (c) For 25 times the base cost this spell can be made permanent on an object or willing subject.

Biography Information, resisted by Will

This spell will give a capsule history of a person. The biography will consist of publicly known information; the equivalent of reading an entry abut the person in "Who's Who" or an encyclopedia, including common rumors about the person.
For double cost, the mage can learn personal information, such as the subject would give out to friends or family. However, "secret" or extremely private information cannot be learned using this spell.
Unlike the Character Study spell, the subject need not be present when this spell is cast. The subject gets a roll vs. Will to resist.

Cost: 2, 4 for personal information.
Time to Cast: 10 seconds.
Prerequisite: History.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Book. Works for user only. Energy Cost to Create: 400 points.

Battle Map Information

This spell turns an ordinary map into a detailed three-dimensional topographical rendering of the area covered by the map.
The diagram includes the precise location of tactically or strategically important objects such hills, houses, bridges, fortifications, trench lines and formed bodies of friendly troops. Enemy troops or unknown formations are only shown on the map if they are visible to the mage when the spell is cast. Otherwise, they appear as a hazy, but still distinct shape in their last known location.
The effect of this skill is to give a commander +2 to his Tactics or Strategy roll if he can make a battle plan based on the map.
If the spell fails, an inaccurate map will be produced that gives -1 to Tactics or Strategy skill. On a critical failure the map will be completely wrong and will give -4 to Strategy or Tactics.
This is also an Elemental Earth spell.

Duration: 1 minute.
Cost: 5 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Know Earth, and Seeker
Item: (a) (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) Tacticians Fieldscroll. GURPS Magic Items 2, p. 37. Energy Cost to Create: 750 points.
Author: Adapted from GURPS Magic Items 2.

Calculate Odds Information

This spell allows the subject to know the exact probability that he will be able to perform a specific task and why the odds are the way they are.
In game terms, this means the GM must reveal any die roll modifiers that affect a specific die roll and tell the player what number he needs to roll for the character to succeed.
This spell gives +2 to Gambling skill, or +6 Gambling skill to fixed games (since the character knows the probable winner). Other skills where the subject would benefit from knowing the odds (such as economic ventures or tactical gambits), might get a +1 bonus to skill if aided by this spell.
If the subject has at least one point in Mathematics skill (or is from a culture of at least TL5, where probability theory is taught in school) he will know the exact odds. Otherwise, the subject gets a sense of how good his chances are.

Cost: 2 points.
Prerequisite: Divination.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Calculator Regular

This spell grants the subject the Lightening Calculator advantage for the duration of the spell.
Characters who already have the Lightening Calculator advantage get no further bonus.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Measurement.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Pen, Clothing or Jewelry. Works for wearer or user only. Energy Cost to Create: 300 points.

Clairsentience Regular

This spell allows the caster's consciousness to be transported to a place that he wishes to view while his body lies in a trance.
While in the trance the caster can see and hear things in the remote location, just as if he were there in body. While in a trance however, the mage is unaware of what's going on around his body unless he can make an IQ roll. If his body is attacked or threatened, he can break the trance and return to his body at any time before the spell ends. If he cancels the spell, though, he must roll vs. IQ or be Mentally Stunned when he returns.
The caster can move up to 10 hexes from the center of the remote "location" he is observing at his normal Move. His "consciousness" remains invisible while it is observing, but if detected with a spell, it will appear as a rough image of the caster's face.

Duration: 1 minute.
Cost: 5 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Wizard Eye, Wizard Ear.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Command True Name Regular, resisted by Will

This spell allows the mage to use a creature's true name to control the subject.
By casting this spell, the mage weaves an individual's true name into a spell of charming. Like the Command spell, the caster may control the individual with verbal commands, though they are allowed a Will roll to resist.
The moment the victim is released he will flee from the mage in fear. If the caster commands the victim to harm himself or break his ethics, the victim may try to resist the command with a Contest of Will versus the caster's skill.
The subject must know the subject's true name before he can cast this spell.

Duration: Until released.
Cost: Equal to the victim's Will.
Prerequisites: Know True Name.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.
Author: Adapted from J.C. Connors (GURPS Mummy).

Concentrate Regular

Allows the caster to concentrate on a specific task, ignoring all distractions.
For the duration of the spell, the subject gets +4 to Will rolls to ignore distractions that might disrupt concentration or spoil spells, including pain, heat, cold or damage.
This is also a Mind Control spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Jewelry or Clothing. Works for Wearer Only. Energy Cost to Create: 250 points.

Confirmed Pact Regular

This spell can only be cast on two or more characters that have just reached an agreement. All subjects must be willing to be bound by the spell. If any character resists, the spell will automatically fail in a way that is obvious to all parties involved.
For the duration of the spell, the subjects and the mage will immediately know if any subject to the spell has broken his agreement. They will also learn whether the violation was intentional or not.
The spell will also reveal violations of the spirit of the agreement, as well as actual breaches of the pact. For example, if two leaders made a peace agreement, the opposing leader would know if the other character was planning a sneak attack even before the attack was launched.
This is also a Communication and Empathy spell.

Duration: Permanent (until pact is broken or ended).
Cost: 5 points, plus 1 per extra person beyond the three.
Time to Cast: 1 minute.
Prerequisite: Alert, Truthsayer.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Sacred Book, Altar, Sword, or other object upon which oaths are sworn. Anyone who agrees to a pact and then touches this item has this spell cast on him. Energy Cost to Create: 300 points.

Contact Different Plane Information

When this spell is cast, the caster is able to ask questions of a nearly omniscient being that resides on another plane. The type and nature of the extraplanar informant is up to the GM.
The entity will respond to a simple question once every 10 seconds. Questions that are more complex take longer to answer. After each question is answered, the GM must make a Reaction Roll for the creature. On any result worse than Neutral, the being breaks contact, ending the spell.
While the character is very wise and extremely knowledgeable, it might not know the answer to a given question, nor will its answers necessarily be accurate or truthful. The creature might also have its own agenda and might even seek to harm the caster.
Each plane is a different variant of this spell that must be learned separately. The first contact with a given plane is at -5 to skill. This penalty is worked off at -1 per subsequent contact until the base skill level is reached.

Duration: 1 minute, or until the entity breaks contact.
Cost: 5, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Divination, Summon Demon or Summon Extraplanar Being.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Contact Higher Being Information

This spell is similar to the Contact Different Plane spell, but this spell allows the mage to commune with a saint, god or other omnipotent or nearly omnipotent being. The willingness of the being to speak and its attitude is up to the GM. The mage might get far more than he reckoned with if he attempts to commune with the wrong higher being!
The caster can ask one question of the higher being. The being will answer to the best of its ability, but the answer could be very well be "I don't know." or "I don't care." Immediately after the question is asked, the higher being must make a reaction roll to the caster. If the result is worse than neutral, the higher being might harass the caster in some way, unless the character is especially attuned to the ethics and goals of that particular power. Repeated use of this spell within a short period of time (as defined by the GM and the power) give penalties to the entity's reaction rolls.
This spell is also a Metaspell (Clerical).

Duration: 1 minute.
Cost: 10 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Magery or Clerical Investment, Contact Different Plane.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Correlate Information

This spell allows the caster to find statistical correlation's and trends within a body of data. This gives the mage +1 to skills where such information is useful, such as Scientific skills.
The mage can also see pattern in seemingly random parts of a puzzle or in apparently unrelated events, if there is an underlying pattern to be discerned. For example, the mage could visualize the true shape of a broken pot by looking at its fragments, or he could see pattern in an otherwise random series of bandit raids. In this case, the mage gets +2 to the appropriate skill roll, such as Archeology, Cryptanalysis, Enigmas or Intelligence Analysis.
At the appropriate Tech Level, this spell gives the mage the same sort of information he could get from a detailed statistical analysis of the problem.

Cost: 3 points.
Time to Cast: 10 seconds.
Prerequisite: Calculator, Calculate Odds.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Cosmic Truth (VH) Information

This spell allows the mage to intuitively understand one fact about the true nature of his world.
If this spell is cast successfully, the GM must truthfully answer one question posed by the spellcaster's player. The question can be about any aspect of the mage's world or the situation he is in, even if the character would have no reason to know (or even suspect) the truth.
However, the psychic stress of tapping into even a small part of the wisdom of the cosmos completely drains the mage. In addition to the energy cost of the spell, the caster takes 1 point of damage, his ST and Will scores drop by 5 points for 3d hours, and he regains Fatigue at half the normal rate. In addition, he can only regain lost Fatigue by normal rest, use of the Regain Strength spell will not work. On a critical failure, the mage takes 1d damage, permanently loses a point of HT, and falls unconscious for 1d days!
As with other information spells, the GM shouldn't let this spell short-circuit an adventure or spoil a campaign. He should always reveal some information (or give a strong hint about secret information), but he doesn't have to tell the character everything. Alternately, he can rule that the caster is overwhelmed by the magnitude of the information and only remembers part of what he learned. Then, as the game progresses, the mage can recall more information by making IQ rolls.
In addition, the question asked and the wisdom gained through use of this spell is secret - known only to the mage - though of course the mage can tell others what he learned. Of course, just because the mage claims to know the Absolute Truth doesn't mean that others have to believe him! It is also possible that the mage's newfound knowledge will attract the attention of powerful, possibly hostile entities. Omniscience is a power that gods guard jealously . . .

Cost: 20 points.
Time to Cast: 1 hour.
Prerequisites: Magery 3, Divination, Speak Truth, and 10 other Knowledge spells.
Item: Altar or other large immobile item. Anyone touching the altar can cast this spell. This item is extremely rare and valuable. Wars have been fought for the possession of such an item. Energy Cost to Create: 50,000 points.
Author: Adapted from the Net.

Crow's Perch Regular

This spell allows the mage to view his surroundings from any position within 30' (10 hexes) of his actual location.
The only limit is that the mage must be able to see the proposed viewpoint with his naked eye from his current location. For example, the mage can't use this spell to look into sealed rooms, through doors, or from inside areas of Darkness, but he can use the spell to look around corners or over walls.
Unlike the Wizard Eye spell, this spell doesn't create an actual "wizard eye" but range is much more limited.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Prerequisite: Tell Position.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Glass, Telescope or Lens. Works for wearer only. Energy Cost to Create: 200 points.

Death Detection Information, resisted by IQ

This spell will detect dead bodies, undead creatures, or the site of a recent death (within 1 month) within 10 hexes of the caster.
If the mage specifies when the spell is cast, he can exclude known bodies or deaths in the area of effect.
Undead creatures that wish to conceal their presence or their true nature roll vs. IQ to resist.
This is also a Necromantic spell.

Duration: 1 minute.
Cost: 3 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Detect Danger.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Detailed History Information, resisted by IQ

This spell is similar to the History spell, but the caster gets the same sort of information about an item that he would get if he cast the Biography spell on a person.
This spell will tell the mage the name of the item (if any), the date of its creation, its creator(s), its previous owners and their dates of ownership, its previous usage, its provenance, and other information. At the GM's option, this spell will give bonuses to the Merchant skill to determine the quality of used goods or the true value of an antique. It might also give bonuses to the History or Archeology skills.
If the creator or enchanter of the object, or its current owner, is alive they may roll vs. IQ to resist the spell. Note that these people do not have to be present when the spell is cast in order to resist.
Note that this spell will not reveal magic spells on the item, though the spell will tell the mage that the item was enchanted, and the dates when that occurred.

Cost: 6 points.
Time to Cast: 10 seconds.
Prerequisite: History, Biography.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Detect Altitude Information, resisted by IQ

This spell allows the mage to determine his altitude above or below sea level, as well as his elevation above or below the surface of the earth or sea. Alternately, it can be used to detect the altitude (or depth) of a location or target within the caster's line of sight.
Unwilling subjects resist vs. IQ.
This is also an Air spell and a Water spell.

Cost: 1 point.
Time to Cast: 2 seconds.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 75 points. (b) Clothing, Jewelry or Scientific Instrument. Works for wearer or user only. Energy Cost to Create: 25 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Detect Anti-Scrying Information

This spell will detect the presence of spells designed to thwart magical observation on the person or area that the mage wishes to observe.
The spell will automatically detect spells such as Misdirect Scrying, Scrying Guardian, and the like, though it will not reveal their nature. If the mage can a Contest of Skills against the anti-scrying spell and is personally familiar with it, he will learn the exact nature of the spell.

Cost: 3 points.
Time to Cast: 3 seconds.
Prerequisite: See Secrets.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 250 points.

Detect Casting Area, resisted by Spell

This spell immediately informs the mage whenever any spell is cast in the area, unless the opposing spellcaster wins a Contest of Skills to resist.
Note that this spell will not detect magic items within the area of effect, nor will it detect existing magic spells.

Duration: 1 minute.
Cost: 1/2, same to maintain.
Prerequisite: Detect Magic.
Item: (a) An area can have this spell permanently cast on it for 50 times the base energy cost per hex, (b) Wand, Staff, or Jewelry. Energy Cost to Create: 500 points.

Detect Changes Information, resisted by Will

This spell allows the caster to determine what physical changes have been made to a person, place or thing since he last saw it, even if the changes aren't visible to the naked eye.
Spells that are designed to defeat scrying, including Soul Jar, Mind Control and Possession do not automatically appear when this spell is cast, since this spell only detects physical changes, not psychic ones. The only exception to this is if those changes leave physical or metaphysical residue (such as a change in a person's aura), then the mage must win a Contest of Spell skills in order to reveal the change.
All changes that have occurred since the last casting of this spell on the subject by the same caster will be detected. However, if the subject wishes to hide a change (or many changes), he may roll vs. Will to resist.

Cost: 3 points.
Time to Cast: 3 seconds.
Prerequisite: Magery, Detect Danger, and 5 other Knowledge spells.
Item: Staff, Wand, Jewelry or Lens. Mage Only. Energy Cost to Create: 350 points.

Detect Counterfeit Information, resisted by IQ

This spell allows the mage to determine whether an item is genuine (as represented by the seller or creator) or if it is counterfeit. It can be used to detect counterfeit counts, forged documents or bogus works of art.
Note that this spell doesn't detect false magical auras, unless the magical aura is an essential part of the counterfeit, such as allegedly enchanted items that actually just have the a False Magic spell on them.
If he is present, the owner of the item may roll vs. IQ to resist this spell.

Cost: 5 points, can't be maintained.
Time to Cast: 1 minute.
Prerequisite: Appraise, See Secrets.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Counterfeit Checker, GURPS Magic Items 1, p. 78. Energy Cost to Create: 450 points.
Author: Adapted from GURPS Magic Items 1.

Detect Crime Regular, resisted by IQ

This spell allows the subject to detect any crimes currently in progress in his line of sight. If the subject can make a roll vs. IQ, he gets a sense of what sort of crime is being committed. At the GM's option, skills such as Streetwise, Criminology, or Professional Skill (Law Enforcement), can be substituted for IQ.
If the mage specifies before the spell is cast, he can eliminate known crimes or certain types of crimes. If there is no crime in his line of sight, this spell gives the subject a sense of the direction and distance to the nearest crime (or the nearest crime of the sort he specified).
Note that this spell only detects crimes currently in progress. It will not detect the fact that a person has a criminal background or is thinking about committing a criminal act. However, if the person's presence is a criminal act in itself (i.e., he is a fugitive, exile or a wanted criminal) this spell will reveal the fact. This spell will also identify people who are engaged in criminal behavior, even if "the scene of the crime" is not visible. For example, a murderer making a getaway from the scene of his crime would be identified as a criminal, even if he's not carrying the murder weapon. In this case, a person's "criminal" aura vanishes 30 minutes after they have disposed of any evidence of their crime, or 1 hour after the fact, whichever is less.
If a criminal wishes to remain undetected, he must roll vs. IQ to resist.

Duration: 1 minute.
Cost: 4 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Sense Danger, Aura, See Secrets.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points. (c) Lantern of the Night Watch. GURPS Magic Items 2, p. 96. Energy Cost to Create: 750 points.
Author: Adapted from GURPS Magic Items 2.

Detect Curse Information, resisted by Spell

This spell allows the mage to detect curses on people, places and things within 10 hexes. A critical success will let the mage know the nature of the curse. Note that this spell will also allow the mage to detect magic items that have harmful or inconveniencing enchantments on them, such as the Hex spell.
If the mage who cast the curse wishes to hide the spell, this spell must win a Contest of Skills.
This is also a Protection and Warning spell and a Metaspell.

Cost: 3 points.
Time to Cast: 1 minute.
Prerequisite: Detect Magic.
Item: (a) Wand, Jewelry or Lens. Energy Cost to Create: 350 points. (b) Knowing Rose. GURPS Magic Items 2, p. 56. Energy Cost to Create: 300 points.
Author: Adapted from GURPS Magic Items 2.

Detect Destiny Information

This spell reveals the ultimate destiny or fate of the subject, as well as their past.
In order to cast this spell, the subject must be willing and the mage must touch the subject, or be in contact with the subject through a magic item. If the spell is successful, the mage will learn the subject's ultimate destiny, his past, and as well as any past lives he might have had.
In game terms, this spell will detect the presence of advantages or disadvantages such as Karmic Ties or Destiny. It also reveals general details about the subject's past, and vague details of any past lives the subject might have had. If the subject doesn't have any strong events in his past or in the future, this spell will reveal the sort of information that a clever fortuneteller might provide.
One advantage or past life can be detected per minute.
The caster can exclude known advantages or past events, if he specifies them before casting begins.

Duration; 1 minute.
Cost: 5, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: See Invisible, History, Divination.
Item: (a) Wand, Jewelry or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Crystal Ball, Lens, or Reflecting Pool. The subject and the mage must both touch the item and peer into it for this spell to work. Energy Cost to Create: 300 points.

Detect Flattery Regular, resisted by IQ

This spell will allow the mage to detect flattery uttered in his hearing, be it sincere or insincere. If the flatterer is being insincere, the subject will know it. Other sorts of lies (be they outright lies or half-truths) will not be detected by this spell.
This is also a Communication and Empathy spell.

Duration: 1 minute.
Cost: 2 points, 1 to maintain.
Prerequisite: Sense Emotions.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Flatterer's Foil GURPS Magic Items 2 p. 47. Energy Cost to Create: 250 points.
Author: Adapted from GURPS Magic Items 2.

Detect Gesa Information, Resisted by IQ

Author: GURPS Celtic Myth

Detect Motives Information, resisted by IQ

This spell allows the mage to know the motivations that made the subject to perform a specific act or to hold a certain point of view.
If the subject had conflicting motives when he performed the act (or took the position) this spell will reveal them. The subject needs to be present (but not necessarily aware of the casting) when the spell is cast. Unwilling subjects roll vs. IQ to resist.
Note that this spell has the potential to short-circuit some sorts of adventures. If the GM feels that this spell might be abused or interfere with his campaign, he can make it more difficult to cast or ban it entirely.
This spell is also a Communication and Empathy spell.

Cost: 4 points.
Time to Cast: 1 minute.
Prerequisites: Divination, Sense Emotion.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Detect Passage Information, resisted by IQ

This spell allows the caster to know whether or not a certain person (or type of person) passed within 10 hexes of a the mage's location, within the period specified by the mage.
There is a -1 penalty to skill for every hour since the subject passed. There is an additional -1 to skill for every person of the same (or similar) type that passed though the area of effect, if the caster is looking for a specific person of a given type. The better the skill roll, the better the information will be.
Unwilling subjects roll vs. IQ to resist.

Cost: 3 points.
Time to Cast: 3 seconds.
Prerequisite: Trace.
Item: Wand, Jewelry or Lens. Energy Cost to Create: 500 points.

Detect Past Life Information

Allows the mage to determine what form the subject had in his former life (or lives). If the subject was a sentient creature in a previous life, the mage will know something of that creature's life, personality, social status, etc.
A second application of this spell will reveal important events in the life of that person. Multiple castings will reveal multiple past lives, if the subject had more than one.
Past lives will always be revealed from most recent to most ancient. Each new mage must start with the most recent past life. However, there is no time or distance penalty to cast this spell to reveal an ancient past life.
In order to cast this spell, the subject must be present and willing to cooperate with the mage for the duration of the spell.

Cost: 5 points.
Time to Cast: 1 hour.
Prerequisites: Divination, Detect Destiny.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 300 points.

Detect Policeman Information, resisted by IQ

This spell identifies every character in sight who has the Legal Enforcement Powers advantage, or who is otherwise authorized to act as a law officer.
For the duration of the spell, any lawmen in the mage's sight will glow with a distinctive blue aura that is visible only to the caster. If he can make an IQ roll (or a roll vs. the appropriate skill, such as Professional Skill (Law Enforcement), the mage can determine additional details about the officer. For example, their rank, whether they are on- or off-duty, and with which police department they are affiliated.
Alternately, this spell can be used to detect the location of the nearest police officer, even if the officer is out of the mage's line of sight. The mage can specify officers of a particular rank or department, and he can exclude known policemen from his search if he wishes.
Policemen who do not wish to be identified may roll vs. IQ to resist this spell. They get +2 to their IQ roll if they are specifically working undercover. They get an additional +2 to their roll if the fact that they have Legal Enforcement Powers is a secret or is not widely known. For example, an undercover officer from a secret law enforcement organization would get +4 to his resistance roll.

Duration: 1 minute.
Cost: 3 points, 1 to maintain.
Prerequisites: Seeker, Sense Danger.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 350 points.
Author: adapted from Net.

Detect Possession Information, resisted by Spell

If the mage wins a Contest of skills, this spell will tell him whether the subject is possessed, under the effects of Exchange Bodies, or is affected by any similar enchantment.
This is also a Protection and Warning spell.

Cost: 3 points.
Time to Cast: 10 seconds.
Prerequisite: Sense Danger or Detect Magic.
Item: Wand, Jewelry or Lens. Energy Cost to Create: 500 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS" )

Detect Written Lies Regular, resisted by IQ

When this spell is cast, the mage will know whether the author of a page of text considered what he was writing to be true or false.
If the writer knew that the information was false, the mage will know if the author intended the writing to be a work of fiction, or if he was deliberately trying to distort or hide the truth. If the writer believed the information to be true, the mage will know whether the writer could confirm the facts, or if he accepted them as truth.
If the mage specifies when the spell is cast, he can ignore known truths or falsehoods within the text, or can judge the veracity of a specific portion of the text.
If the writer is still alive (but not necessarily present), he gets a Resistance Roll vs. IQ. In addition, spells that block comprehension or true meaning of a text (such as Mage Seal or Illusionary Script) will also block this spell.
This is also a Communication and Empathy spell.

Cost: 2 points per page.
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisites: Truthsayer, Mage Writing.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b) Lens. Always on. When a script is read through the lens, written lies will become obvious to the reader. Energy cost to Create: 2,000 points.
Author: Adapted from Tim Morgan and Richard LeDuc.

Determine Guilt Information, resisted by Will

This spell allows the mage to determine the subject's degree of involvement in a particular event specified by the mage.
In order to cast the spell, the subject must be present and the mage must touch the subject. The mage must also have personally seen the "scene of the crime" or somehow been impacted by the incident. Note that if the caster has been appointed as a judge or a policeman, or if the crime threatens the wellbeing of the mage's culture, he is impacted by the incident. However, for the spell to work, the mage must know that a crime has been committed, as well as the general details of the crime. For example, this spell can't be used to detect a murderer until the body of the murder victim has been found. Of course, the murderer would register as guilty of the person's disappearance.
Unwilling subjects resist with Will, with a cumulative +1 bonus for every day that has passed since the crime occurred.
Spells that obscure lies automatically resist this spell. In addition, this spell only determines the subject's degree of involvement, not his motives or his state of mind when the incident occurred. For example, this spell will indicate that a character that committed murder while possessed by a demon is guilty. It won't detect the possession, or the victim's unwillingness to commit the act.
This spell can also be used to determine credit as well as blame. For example, this spell could be used to reveal a person's involvement with anonymous acts of charity or heroism. It can also be used to determine the creator of a disputed plan or invention.
This spell can completely short-circuit some adventure plots. GMs may choose to make this spell more difficult to cast or ban it outright.

Cost: 5 points.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Truthsayer, Detect Danger.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points. (b) Pointing Bone. This is the index finger from a murdered person. It will point to anyone who has committed a violent crime. Energy Cost to Create: 500 points.

Divination (Additions)

If repeated answers are asked on the same subject in the same day, the "vibes" are muddled; -4 to skill roll for the second question, -8 for the third and so on. Questions about the past or future are also harder; use the standard long-distance modifiers again, substituting "days" for "miles."

Personal Divinations

Arithmancy (Numerology)

Chiromancy

Graphology is reading the handwriting of someone to gain information about them. At least 30 words are required for a proper reading, and the signature must be among them. The signature alone may be read at -5. Prerequisites: 6 each Air and Earth spells and Literacy!

Lunomancy

Pedomancy

Elemental Divinations


Although Pyromancy (divination by fire) is discussed in Magic, the other three elements are not detailed. All of the methods listed below have the same Prerequisites: 10 spells of the appropriate elemental college (Earth for Geomancy, Water for Hydromancy, etc.)

Geomancy

Aeromancy

Hydromancy

Miscellaneous Divination Methods

Astragyromancy

Belomancy

Botanomancy

Coin Toss is divination by tossing a coin. The mage asks a Yes-No question and flips a coin, once or several times. The way that the coin lands provides the answer to the mage's question. Ambiguous or unknown results mean that the coin doesn't return a consistent result or comes to rest on its edge!

Gastromancy

Lithomancy

Libranomancy

Melted Wax is where the mage lights a special candle and then drips the molten wax from the candle into a special bowl. The divination comes from the patterns the wax forms as it solidifies. Prerequisites: 5 Fire spells and 5 Water spells.

Tile Reading is divination by reading the pattern in which a handful of tiles with magic symbols on them fall. The spell requires a set of 20-40 tiles with runes, figures, or letters on them. When spilled on a flat surface, the arrangement of the tiles will give the mage a message about the future. Prerequisites: 2 Water spells and 5 Earth spells.

Aztec Divinations

Arm Measuring

Daybook Reading

Maize Kernel Reading

Mirror Scrying

Vision Interpretation
Author: GURPS Aztecs.

Chinese Divinations

Feng Shui (Geomancy)

I Ching

Physiognomy

Ming Sun

Fish Scale Divination
Author: GURPS China

High Tech Divinations

The following divination forms might be introduced to a modern or Ultra-Tech setting:

Automancy: Use of this method requires a busy thoroughfare. The caster makes predictions by observing the sorts of vehicles that pass. Prerequisites: 3 spells of each element. Author: S. John Ross (White Wolf Magazine #34)

Bibliomancy: Divination by reading randomly chosen passages in newspapers. Prerequisites: 6 Air spells. Author: S. John Ross (White Wolf Magazine #34)

Cybermancy: Author: David Pulver (GURPS Technomancer)

Genomancy: Author: David Pulver (GURPS Technomancer)

Hyperphotomancy: Divination by observing the hull of a ship while in warp or hyperspace. Prerequisites: 3 Light and 4 Air spells. Author: S. John Ross (White Wolf Magazine #34)

Plutomancy: Author: David Pulver (GURPS Technomancer)

Quantumancy: Author: David Pulver (GURPS Technomancer)

Technomancy: Divination by examining the interior components of broken electronic gear. Prerequisites: 2 spells of each element. Author: S. John Ross (White Wolf Magazine #34)

Videomancy: This is a name applied to two different methods. One involves randomly flipping channels, while the other involves staring at static "snow" and observing the shapes that form. Prerequisites: 2 spells of each element, and 2 Light spells. Author: S. John Ross (White Wolf Magazine #34)

Japanese Divinations

Geomancy

I Ching Astrology Author: Lee Gold (GURPS Japan).

Russian Divination

Graveweed Summoning

Sympathetic Tidings

Ursomancy

Author: S. John Ross (GURPS Russia)

Efficiency Information

This spell allows caster to know the quickest way to achieve a single, specific goal.
In game terms, this gives the mage +1d-3 (minimum of +1) to skill rolls to finish long term tasks or for skills that involve organization or logistics (e.g., Administration or Strategy). In addition, the time to complete any task is reduced by 1% for every point by which the mage made his skill roll, as long as the mage is also the person performing or supervising the task.
This spell has less impact on short term tasks that don't involve extensive planning. In this case, the spell is likely to have no effect. However, if the mage makes his skill roll by 5 or more, and the GM rules that there is a truly time-saving way of solving a problem, he can grant the mage a +1 skill bonus for a short-term with a non-combat skill (e.g., Lockpicking, Stealth, Climbing, Boating, etc.)
Alternately, the GM can tell the player the most efficient way about solving a problem, though there is no bonus to skill or time savings if the GM does this.
Multiple castings of this spell, when related to the same task, will automatically fail unless conditions relating to the task have significantly changed. If two or more mages cast the spell on the same subject, only the most beneficial result applies.
Note that the most efficient method of solving a problem isn't the most practical, or the most desirable! For example, a mage who uses this spell to answer the question "What's the best way to avoid the death trap?" might get accurate but useless answers such as; "Disarm it.", "Let someone else trigger it and then go through.", or "Go around it".
In addition, it might not be possible to reduce the difficulty or time required for a task. A given task might also be impossible given the resources at hand. In these cases, the GM can rule that the spell fails, gives a vague answer, or that it tells the mage the truth.

Cost: 4 points.
Prerequisite: Divination.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing, Jewelry, Lens or Scientific Instrument. Works for Wearer Only. Energy Cost to Create: 450 points.

Encyclopedia Regular

This spell creates a book, or the appropriate volume of a set of books, that contains the answer to one general, factual question.
Detailed questions about specific problems (such as "How do we steal the Sacred Eye of Ygolonac?" or "How do we win this battle?") will produce unhelpful general and historical information. Philosophical questions will produce scholarly treatises on philosophy. Secret or obscure information will never be revealed outright, though the text might give hints.
For general information, the book will have an effective skill of 12 in the appropriate skill. Alternately, the mage can make the book specialized in one area of skill or for one part of the world. In this case, the book only gives detailed information about one skill or area, but it has skill-15. For example, the mage could use this spell create a specialized cookbook with Cooking-15 skill, that would only suggest recipes for ingredients that the mage has on hand, or can easily acquire.
If the mage wishes, and if he knows the Magic Mouth spell, he can have the book give him instructions or speak its information aloud. In this case, some books have distinct personalities that make their advice harder, or easier, to use. For example, a book on Tactics or Guns skill might have the personality of a drill sergeant.
This is also a Communication and Empathy spell.

Duration: 10 minutes.
Cost: 5 points, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Mind Reading, Lend Skill, Divination, Manual (and optionally, Magic Mouth).
Item: (a) How-To Book. GURPS Magic Items 2, p. 36. Energy Cost to Create: 500 points. (b) Cookbook of Tacia the Renowned. GURPS Magic Items 2, p. 36-37. Energy Cost to Create: 1,000 points. (c) A book can be permanently enchanted with this spell for a base cost of 250 points, plus 50 points for every level of skill above 12 (or 15 for a specialized text) or a cost of 5,000 points if it is knowledgeable in all areas at a skill level of 12.
Author: Adapted from GURPS Magic Items 2.

Erase from Memory (VH) Area, resisted by IQ

This spell erases the true name of any one animal, vegetable, mineral, ore, or metal from reality's memory, causing any material or creature of that type to vanish within the area of effect. Man-made objects can also be affected by this spell, as long as they are made from natural animal, vegetable or mineral materials. Magic items and synthetic materials can't be affected.
Note that while the mage could theoretically cause the extinction (or, rather, the non-existence) of an entire species, the high cost to cast this spell makes it prohibitively expensive to do so. The mage must also know the true name of the object or creature. Since each sentient creature has its own true name, it is nearly impossible to use this spell against a large number of sentient beings.
If a sentient being is "erased" using this spell, the effects are identical to the Gate spell, Nonexistence.
Living creatures get a roll vs. IQ to resist.

Duration: Permanent.
Base Cost: 6 points.
Time to Cast: 1 minute.
Prerequisites: Magery 3, Know True Name
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 15,000 points.
Author: Adapted from J.C. Connors (GURPS Mummy).

False History Regular or Area, resisted by Special

This spell makes an object or area reveal any "history" that the mage specifies. This will fool scrying spells and similar powers, such as the Psionic Psychometry power.
For the duration of the spell, unless the reader wins a Contest of Skills, the object will give him false "memories." The reader is at a penalty to the skill roll if the mage who cast the False History skill created an exceptionally detailed or plausible false history. In order to do this, the GM might require the mage to make a successful skill roll against skills such as History, Disguise, Acting, Performance, or Illusion Art. If the mage also casts spells such as Illusions before he casts the False History spell, the reader might be at an additional bonus, up to a maximum of -4.
If cast on an object that belongs to another person, they get a roll vs. IQ to resist. This spell can also be canceled by spells such as Dispel Magic.
This is also a Protection and Warning spell.

Duration: Permanent.
Cost: 3 points for a small object (up to 1 lb.), 4 points for a large object (up to 50 lbs.). If cast on an area, the Base Cost is 5 points.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, False Image, Ancient History.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points (b) Any Item can be enchanted so that it doesn't absorb any "history" when used. Information spells cast on the item will automatically fail. Energy Cost to Create: 350 points. (c) This spell can be made permanent on an item or area for 50 times the base cost.

False Identity Regular or Area, resisted by Special

This spell is similar to the False History spell, except that it works on people. The spell will fool scrying spells and similar powers, such as the Psionic Psychometry power.
For the duration of the spell, unless the reader wins a Contest of Skills, the person will reveal false "memories" or "facts" about him, his aura is also changed according to his "new" personality. The reader is at a penalty to the skill roll if the mage who cast the False Identity created an exceptionally detailed or plausible false history for the character. In order to do this, the GM might require the mage to make a successful skill roll against skills such as Psychology, Area Knowledge, Disguise, Acting, or Illusion Art. If the mage also casts spells such as Illusions before he casts the False Identity spell, the reader might be at an additional bonus, up to a maximum of -4.
Alternately, rather than having this spell return false information, the mage can have readers receive random information or no information at all.
In order to see the true information, the person doing the reading must win a Contest of Skills against this spell.
If cast on an unwilling person, they get a roll vs. IQ to resist. This spell can also be canceled by spells such as Dispel Magic.
This is also a Protection and Warning spell.

Duration: 1 hour.
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: False Image, Change Aura.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Works for Wearer Only. Always On. Energy Cost to Create: 250 points if the item imbues its wearer with a set, false "personality", no results, or random information or 450 points if the item returns a false image set by the wearer.

False Image Area; resisted by Spell

This spell presents a false "scene" to scrying spells and psionic powers such as Clairsentience. The scene create is entirely up to the caster, but unless he creates a relatively simple, repetitious scene, he must pay an increased energy cost.
Simple scenes will have enough variation or detail in them to seem realistic for the first hour of the spell. When the spell is maintained, the sequence starts over again, unless the mage pays the full casting cost of the spell again. For example, a false image of the mage working at his desk would show him shifting his seat, leaning forward, making notes, and turning pages in a book he was reading on a seemingly random basis for up to 1 hour. After that, the spell would "loop" unless the mage paid the full casting cost to maintain the spell.
If the observer has a reason to be suspicious, he may attempt a Contest of Skills between his skill and the mage's False Image spell skill. If he wins, he penetrate the false image and sees the real image.
Note that if a character is given a false image of his target location and subsequently uses as spell such as Teleport in attempt to move to that location, he gets the appropriate penalties to skill as if he had never seen the place before.

Duration: 1 hour.
Base Cost: 2 points for an almost unchanging scene, double cost for scenes of simple repetitive movement, triple cost for scenes with complex repetitive movement, quadruple costs for complex, random movement, half to maintain as a "repeating loop" or same to maintain at the same level of randomness as when initially cast.
Time to Cast: 1 minute.
Prerequisite: Misdirect Scrying.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) An area can be permanently warded for 25 times the base cost.

False Seeker Regular, resisted by Special

This spell will "transfer" the Seeker spell, and similar spells to an object of a similar type.
In order to cast the spell, the mage must touch the object to an item of a roughly similar sort to transfer the connection. If the owner of the item would object to the transfer, he is allowed an IQ roll to resist, even if he is not present or is unaware that the spell is being cast.
If the spell is cast successfully, the "arcane connection" to the object on which the Seeker spell focuses is transferred to the object. Any locating spells cast on the item for the duration of the False Seeker spell will "home in" on the object to whom the connection was transferred, rather than the object the spell was intended to find.
This spell can be cast on objects that have spells such as Seeker or Homeseeker cast on them. In this case, the mage must first win a Contest of Skills between his False Seeker spell and the mage's skill with the locating spell.
This spell can also be cast on a person to defeat spells such as Seeker or Trace. In this case, the mage must touch the subject with one hand, and he must touch a person of a roughly similar type (i.e., same general appearance, race or profession) with his other hand while casting the spell. If either the subject, or the person to whom the spell focus is transferred would object, they get a roll vs. IQ to resist.
This is also a Protection and Warning spell.

Duration: 1 day.
Cost: 5 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: False History.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for wearer only. Transfers the owners "connection" to another person when the spell is cast. Energy Cost to Create: 500 points.

False Vision Area, resisted by Spell

This spell is identical to the Misdirection spell, except that the caster can define the image or information that scryers detect.
The scrying mage can attempt a Contest of Skills to overcome this spell.
This is also a Protection and Warning spell.

Duration: 12 hours.
Cost: 4 to cast, 2 to maintain.
Prerequisites: Misdirection.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) An area can be permanently enchanted with this spell for 25 times the base cost.
Author: Adapted from Keith Bisset (Revenant).

Far-Seeing Regular

This spell temporarily enchants two identical objects to act as a transmitter and a receiver of images. The objects to be enchanted must weigh at least 1 pound each and they each must have a flat surface at least 6" square, to act as a "view screen" and a "lens", respectively.
The "lens" will transmit any sights within its field of view to the "view screen". The lens's "field of view" is a 60 degree cone and is static, unless someone physically moves it. It has the same depth of field as a human eye. By concentrating, a viewer can have the lens focus on a particular area within the field of view, just as if he were looking at it with his own eyes. Note that this means that the lens can't "zoom in" on an object. The maximum range between the transmitter and the receiver depends on the energy used to power the spell.
This spell can be used in a number of ways. The transmitter can be hidden, and the mage (or someone else) can retain the receiver, allowing him to eavesdrop on conversations or to detect enemies at a distance. Alternately, the mage can retain the transmitter and give the receiver to someone else, allowing one way communication with that person at a distance.
Four identical objects (or two objects with two separate flat surfaces) and two castings of this spell allow two-way communication.
This spell can be combined with the Far Speaker spell to allow sound and vision to be combined.

Duration: 1 minute.
Cost: 3 points, plus 1 point for a 100 hex range. Each doubling of the range cost doubles range. Half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Wizard Eye, Far Speaker.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points (b) Two identical screens of crystal or polished metal. Energy Cost to Create: 200 points, or 400 points if they allow two way communication. (c) Any suitable item can be enchanted with this spell for 50 times the base cost.

Find Distance Information

This spell gives the distance in feet (or another unit of measurement, if the mage prefers) to an object within the mage's line of site.
At the GM's option, this spell will give a bonus to skills where accurate measurement would be an advantage, such as Gunnery, Forward Observer, or Surveying.
See also the Measurement spell.

Cost: 1 point.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) Spyglass, binoculars or surveyor's tool. Works for user only. Energy Cost to Create: 25 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS")

Find Safety Information

This spell locates the safest place in the caster's immediate area, as defined by the mage.
A successful skill roll gives the mage a quick visual image of the haven, and tells him its direction and approximate distance from the mage's location. The haven will always be accessible with the means the character has at hand, but it is likely to be well hidden. The exact nature of the haven is up to the GM, though he is under no obligation to reveal magically concealed places to the mage.
This spell is typically used to find refuge from pursuers, or to place campsites that cannot found by predators. It is useless in places of uniform danger or security. For example, if this spell were cast while the mage was inside an empty house, no one spot will stand out as safer than any other. However, if the house is structurally unsound, this spell will help the mage locate the least unsafe part of the building. If he were being pursued, the spell might reveal a secret hiding place within the house. If the house is haunted, there may be a place where ghosts fear to tread . . .
Note that it is possible that the spell will return a negative result if no safe havens are available. If that is the case, the mage will know this fact.
This is also a Protection and Warning spell.

Duration: Instantaneous. The haven is guaranteed to be the safest place in the area of the casting for the next 12 hours.
Cost: 5 points, can't be maintained.
Time to Cast: 30 seconds.
Prerequisites: Magery, Sense Danger.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 450 points.
Author: Adapted from the Net.

Find Shelter Information

This spell allows the caster to detect the direction and distance to the nearest suitable shelter from the elements. The caster can exclude known shelters, or certain types of shelters, if he specifies before he casts the spell.
Note that it is possible that the spell will return a negative result if no shelter is available. If that is the case, the mage will know this fact.
This is also a Protection and Warning spell.

Cost: 2 points.
Time to Cast: 10 seconds.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing, Jewelry or Navigation Instrument. Works for Wearer or User Only. Energy Cost to Create: 250 points.

Follow Tracks Information, resisted by IQ

This spell lets the mage know where a person or creature ended its journey. If it is sill in transit, the caster will know this fact, as well as where the subject is in its journey.
In order to cast this spell, the mage must touch a reasonably fresh trail left by the subject. The caster is at -1 to skill for every hour since the subject left the tracks. If the subject is unwilling, it also gets a roll vs. IQ to resist.

Cost: 3 points.
Time to Cast: 10 seconds.
Prerequisite: Trace.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Forget Name Regular, resisted by Will

This spell erases the victim's name from reality, dooming them to fade into oblivion. The victim may resist with Will. If he succeeds, the caster must immediately make her own Will roll or suffer from temporary amnesia. This amnesia can last from several days to several centuries as the GM wishes.
If the subject fails his resistance roll immediately vanishes. He is still alive, but he can't affect the physical universe in any way, nor can he be recognized or affected by anything. Nor can he use (or be affected by) spells. The subject will eventually die of hunger and thirst, unknown and unlamented by everyone. In other respects, this spell is identical to the Non-Existence (q.v.) spell.
In order to cast this spell, the mage must know the subject's true name.
This is also a Communication and Empathy spell.

Duration: Instantaneous.
Cost to Cast: 20 points.
Time to Cast: 1 minute.
Prerequisites: Magery 3, Command True Name.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.
Author: Adapted from J.C. Connors (GURPS Mummy)

Genealogy Information, resisted by Will

This spell allows the mage to know who the subject's parents are. The mage can decide if the spell will reveal the subject's biological or adoptive parents when he casts the spell.
Each subsequent casting lets the mage know the next "branching" in the subject's family tree. For example, so the second casting would reveal the subject's grandparents, the third his great-grandparents, and so forth. The subject must be present when the mage casts the spell, but he need not be willing. Unwilling subjects resist with Will.
If the subject's ancestors are still alive, the mage will mentally know their common name and will get a detailed mental image of what they look like. If they are dead, he will know their names and will get a mental image of them as they appeared in their prime. If the subject's parents have no names (as is the case of most animals) then the mage will just get a mental image of the parents' appearance.
At TL 6+, this spell becomes much more powerful. Each casting allows the mage to determine one genetic trait in the subject (or all the members of a previous generation). Such as blood type, hair color, etc. As a guideline, the mage would be able to identify any genetic trait that a geneticist of the same TL could derive by using lab techniques. At TL8+, this spell will reveal the entire gene map for an individual! It is up to the mage to correctly interpret this information (using the Genetics skill). In this respect, the spell is identical to the Know Genome spell.
This is also a Technology (BioMagic) spell.

Cost: 4 points.
Time to Cast: 1 minute.
Prerequisite: Ancient History or Seek Gene.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points.

Gossiping Pen Information

To use this spell, the wizard needs an ordinary quill pen and a piece of blank paper. When the spell is cast, the pen will write down any local rumors or bits of "common knowledge" about topics specified by the mage.
The pen will reveal one piece of information per minute. The accuracy of this material cannot be determined by any magical means, but it is a good reflection of what (or who) people are talking about, even if the information if erroneous.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Divination, Wizard Ear.
Item: Pen or other writing implement. Energy Cost to Create: 200 points.

Guardian Regular

When this spell is cast on the subject, the mage will know when the subject is in danger, as if the mage was in his position and had the Danger Sense advantage.
This is also a Protection and Warning spell.

Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Seeker, Sense Danger.
Item: (a) Wand, Staff or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. When worn by the subject, this item allows the mage to know when he is in danger. Energy Cost to Create: 200 points.

Hero Pointer Area, resisted by IQ

When this spell is cast, the character with the highest character point total in the area is outlined with a visible ruddy glow. The caster can exclude certain people or types of people from the spell's calculation if he specifies them before he casts the spell.
Unwilling subjects resist with IQ.

Duration: 1 minute.
Cost: 1/4 point per hex (minimum 1), half to maintain. For double cost per hex, the caster can get a "ranking" of most powerful to least powerful character in the area of effect.
Prerequisite: See Secrets.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS")

Idea Information

This spell allows the subject to remember a fact or to gain an insight.
In game terms, spell allows the mage's player to ask the GM a question or prompt him for a useful fact or bit of advice about the mage's current situation.
This spell will not allow the mage to discover gain insights that he could not logically infer from his previous knowledge, nor will it allow the mage to recall facts that have been magically removed.

Cost: 3 points.
Time to Cast: 10 seconds.
Prerequisite: Insight.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Identify Spellcaster Information

There is a further -1 penalty if it has been a long time since it expired; the weaker the original spell, the quicker its traces expire. For a spell that cost 1 point to cast, it is at -1 for every day since it expired. For a spell that cost 2 points to cast, it is -1 for every 2 days, and so on.
This spell can be subverted by spells such as Misdirect or False History.
Author: Adapted from GURPS Aztecs.

Indicator Area, resisted by IQ

This spell is similar to the Reveal Secrets spell, except that it makes a certain thing or class of thing visible to the naked eye if it is not normally visible, and glow brightly in the color chosen by the mage.
In order to cast this spell, the mage must be familiar with the object or class of object to be revealed, and he must be aware of its presence in the area.
This spell will fail if it used to indicate a specific person, unless the mage already knows the subject's identity and is aware of his presence. General classes of people can be indicated with this spell, but unwilling subjects get +4 to resist if the mage is not personally familiar with them. For example, the mage can't use this spell to magically pick out the perpetrator of a murder, unless he already knew the subject to be the murderer. The mage could use this spell to identify all murderers in a group of people, but unless the mage was personally familiar with their crimes, they would get +4 to their resistance rolls.
In order to reveal magically hidden or obscured items, the mage must win a Contest of Skills against the other spell. Likewise, obscured items, such as objects in chests or under water, are invisible until their covering is removed.
Items lit by this spell require a Vision roll to see in bright light. In dim light, they are immediately obvious. Large items (or a number of smaller items in a cluster) produce a glow that is sufficient to cancel 3 points of any Vision penalties within 3 hexes of their location. Smaller objects cancel 1 point of Darkness penalties within 1 hex. These lights can also be seen at greater distances. In most circumstances, an item illuminated by this spell can be seen if an observer makes a roll vs. Vision+2. A large object (or character) illuminated by this spell has a -3 penalty to Stealth, Shadowing, or Camouflage skill in dim light, or -1 in daylight. A small object give a penalty of -1 to skill in dim light and no penalty in bright light.
This spell is handy for quickly locating dropped or spilled items at night, or for revealing traces of a substance that is normally invisible to the naked eye.
If cast on an unwilling subject, or an object carried or worn by an unwilling subject, they get a roll vs. IQ to resist.
This is also a Light and Darkness spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Reveal Secrets, Glow.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be cast on any item or area for 25 times the base cost. When a command word is spoken, the class of object specified by the mage when the spell is cast is illuminated.

Insight Information

This spell gives the subject a new insight into how he might solve a problem that has previously frustrated him.
At the GM's option, this spell gives the character a second skill roll for a single task where he previously failed. In order for the spell to work, the nature of the task cannot have change since the character's first attempt, and a second attempt must be feasible. Penalties for cumulative attempts are negated when this spell is cast. For example, a mage could use this spell to get a second attempt to pick a lock or to see an object. He couldn't get a second chance to strike a moving foe or to fast talk a guard, since the nature of the task has changed (i.e., the foe has moved, the guard is suspicious).
This spell can also be used when the subject has successfully completed a task, but wants further improvement. In this case, the character can roll the dice again. If the second result is better than the first, the character can spend 50% more time at the task and get the results of the better die roll. On a failure or a die roll lower than the first roll, no additional insight is gained. On a critical failure, the character ruins his work by trying to improve it. Note that this application of the skill only applies where there is room for improvement, for example, a composition, a poem, a painting or an invention.
For long term tasks, inventions or research, this spell gives +1 to Scientific skills.

Duration: Instantaneous.
Cost: 4, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Remembrance.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 450 points.

Invisible Wizard Ear Regular

This spell is identical to the Wizard Ear spell, except that the ear that cannot be seen unless an observer can see invisible objects. Characters who can't see the ear, but correctly guess which hex it is in may still attack -but they only hit on a critical success!

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Time to Cast: 4 seconds.
Prerequisites: Wizard Ear, or Jewelry. Energy Cost to Create: 750 points and $750 worth of exotic, aromatic wood. (b) Glass depiction of a human ear. Energy Cost to Create: 500 points.
Author: Adapted from the Net.

Invisible Wizard Face Regular

This spell combines Invisible Wizard Eye, Invisible Wizard Ear and Invisible Wizard Nose allowing superior long-range viewing. In other respects, it is like the Wizard's Face spell.
The face cannot be seen unless an observer can see invisible objects. Characters who can't see the face, but correctly guess which hex it is in may still attack -but they only hit on a critical success!

Duration: 1 minute.
Cost: 8, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Invisible Wizard Eye, Invisible Wizard Ear, Invisible Wizard Nose.
Item: (a) Wand, Staff, or Jewelry. Energy Cost to Create: 1,500 points and $1,000 worth of exotic, aromatic wood. (b) A glass head. Requires $750 in rare materials related to all five senses. Energy Cost to Create: 750 points.

Invisible Wizard Hand Regular

This spell creates a Wizard Hand spell that that cannot be seen unless an observer can see invisible objects. Characters who can't see the hand, but correctly guess which hex it is in may still attack -but they only hit on a critical success!

Duration: 1 minute.
Cost: 5 to cast, 3 to maintain.
Time to Cast: 4 seconds.
Prerequisites: Wizard Hand and Invisibility.
Item: (a) Wand, Staff, or Jewelry. Energy Cost to Create: 750 points and $750 worth of exotic, aromatic wood. (b) A glass hand. Requires $750 in rare materials. Energy Cost to Create: 750 points.

Invisible Wizard Mouth Regular

This spell creates a Wizard Mouth spell that that cannot be seen unless an observer can see invisible objects. Characters who can't see the mouth, but correctly guess which hex it is in may still attack -but they only hit on a critical success!
This is also a Sound spell.

Duration: 1 minute.
Cost: 5 to cast, 3 to maintain.
Time to Cast: 4 seconds.
Prerequisites: Wizard Mouth and Invisibility.
Item: (a) Wand, Staff, or Jewelry. Energy Cost to Create: 1,000 energy and $750 worth of ivory. (b) Glass depiction of a human mouth. Requires $500 in rare materials. Energy Cost to Create: 750 points.
Author: Adapted from the Net.

Invisible Wizard Nose Regular

This spell creates a Wizard Mouth spell that that cannot be seen unless an observer can see invisible objects. Characters who can't see the nose, but correctly guess which hex it is in may still attack -but they only hit on a critical success!

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Time to Cast: 4 seconds.
Prerequisites: Wizard Nose and Invisibility.
Item: (a) Wand, Staff, or Jewelry. Energy Cost to Create: 750 energy and $750 worth of exotic, aromatic wood. (b) Any glass depiction of a nose Requires $500 in rare materials. Energy Cost to Create: 750 points.
Author: Adapted from the Net.

Judge the Balance Information

Author: Thomas M. Kane (GURPS China).

Know Age Information, resisted by Will

This spell reveals the true age of a person or object. Unwilling subjects resist with Will. This spell is blocked by spells that interfere with scrying.

Cost: 1 point.
Time to Cast: 5 seconds.
Item: (a) Staff, Wand, Jewelry. Energy Cost to Create: 75 points. (b) Clothing, Lens or Jewelry. Works for wearer or user only. Energy Cost to Create: 50 points.

Know Attribute Information, resisted by IQ

This spell allows the mage to know the relative attribute scores for everyone in his immediate area. If he specifies before he casts the spell, he can exclude some or all characters (or types of characters) from the ranking. By default, this spell assumes that the mage wishes to know the rankings of everyone within his line of sight.
Each casting of the spell reveals the relative scores for all characters specified by the mage in terms of one of the GURPS basic or figured attributes. Unwilling creatures resist with IQ.
The caster's player should never know the exact scores. Instead, the GM should rate all the characters that the mage wishes to compare from highest to lowest. Of course, if the mage includes himself in the group to be ranked, he will know how he compares to the others in the group. In addition, only the mage will know the information gained from this spell, though he can tell the rest of the party.
In the case of Strength and Health, the caster must specify if he wants to know the scores or the scores.
Unwilling subjects resist with IQ.

Cost: 4 points.
Time to Cast: 3 seconds.
Prerequisite: Aura, Hero Pointer.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing, Lens or Jewelry. Works for wearer or user only. Energy Cost to Create: 200 points.
Author: Adapted from the Net.

Know Character Flaw Information, resisted by Will

This spell, will tell the mage the subject's greatest weakness, as determined by the GM. This could be the subject's most costly Disadvantage (in character points), a secret from his past, or even a statistical weakness such a low Attribute score, or low DR on a certain part of his body. Note that this spell will never give away the Secret disadvantage, though it might tell the mage that the subject has the Secret disadvantage.
If the mage wishes, this spell will also determine if the subject can be bribed or otherwise corrupted. If the subject is bribable, the spell will tell the mage what the subject is willing do to, what sort of bribe works best, and what the subject's price will be. If the subject can't be bribed, the mage will know this fact. This gives +4 to the appropriate skill, such as Streetwise, Merchant, Politics, or Administration to influence the character.
This spell can also be used to determine what values and traits are strongest in the subject, and what things and values he considers to "non-negotiable."
This is also a Communication and Empathy spell.

Cost: 6 points.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Aura, Detect Lies.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.
Author: Adapted from the Net.

Know Last Contact Information, resisted by IQ

This spell allows the mage to know the last contact the subject had with a specific type of person. For example, this spell could reveal could be the person's last lover, the person they talked to last or something else.
This spell only works on living creatures, and doesn't impart information about what happened between the subject and the other person. It does give a brief version of the person as they were when the subject last saw them.
Unwilling subjects resist with IQ.
This is also a Communication and Empathy spell.

Cost: 5 points.
Time to Cast: 10 seconds.
Prerequisite: Magery, Seeker.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing, Lens or Jewelry. Works for wearer or user only. Energy Cost to Create: 400 points.

Know Law Information

This spell allows the mage to know any pertinent laws and customs of the area he is in, as well as the punishments for violations of those laws. The spell will also warn the mage if he has (or is on the verge of) breaking any local laws or customs.
Each casting of this spell allows the mage to learn the answer to one specific legal question, or the general law in one area, as if he were assisted by an advisor with Law-12 and Savoir Faire-12. The spell won't give detailed legal answers or allow the mage to function as a lawyer, but it will allow him to avoid violating local laws and customs, should he choose to do so.
Note that in some cases this spell will return the answer "There is no law here."
This is also a Communication and Empathy spell and a Protection and Warning spell.

Cost: 4 points.
Time to Cast: 10 seconds
Prerequisite: Magery, Sense Danger, Lend Skill.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On. Energy Cost to Create: 400 points. (c) Law book of Great Atragius. GURPS Magic Items 2, p. 36. Energy Cost to Create: 1,000 points.
Author: Adapted from GURPS Magic Items 2.

Know Maker Information, resisted by IQ

This spell allows the mage to know who made an object. In order for the spell to work, the mage must touch the item. If the maker wishes to hide his identity, he gets a roll vs. IQ to resist this spell.
This is also a Making and Breaking spell.

Cost: 2 points.
Time to Cast: 1 minute.
Prerequisite: Know Origin.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Know Master Information, resisted by IQ

This spell allows the mage to get a brief vision of the subject's master.
Depending on the circumstances, this might be his employer, the leader of his church, political, party, or gang, or something else entirely. The vision is from the subject's perspective, so that the mage's perceptions of the subject's master will be skewed by the subject's relationship with his superior. For example, if cast on a small dog who was afraid of its master, the mage might get a vision of a fearful and awesome individual.
This is also a Communication and Empathy spell.

Duration: 10 seconds
Cost: 3, can't be maintained.
Prerequisite: Seeker.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Know Origin Information, resisted by IQ

This spell allows the mage to know the origin(s) of a single part of any object he touches. For example, the mage would know where the a spearhead was forged, where the metal used came from and where the ore used to make the metal was mined.
Unless the mage is personally familiar with the origin, it will appear as a hazy and distinct vision.
Note that this spell will tell nothing about the maker or user of the item. However, if the maker or user of the item would wish to obscure the origins of the item, they can do so by rolling vs. IQ.
This is also a Making and Breaking spell.

Duration: 10 seconds.
Cost: 4 points.
Time to Cast: 3 seconds
Prerequisite: Know Maker
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points (b) Any item. When touched, the holder gets a sense of the origin of the object (or its materials). Energy Cost to Create: 50 points.

Know Owner Information, resisted by IQ

This spell lets the mage determine the current owner of an object or creature.
If the owner wishes to hide his association with the item or creature, or if the subject of the spell is an intelligent being who wishes to hide the association with his owner (for example, a fugitive slave), he gets an IQ roll to resist.
If the item or creature is abandoned or discarded, the spell will determine this fact.

Cost: 3 points.
Time to Cast: 1 minute.
Prerequisite: Divination, Seeker.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Know Planar Origin Information, resisted by IQ

This spell allows the mage to determine an extraplanar creature's home plane, dimension, or world.
If the creature is unwilling to reveal its origins, it gets a roll vs. IQ to resist.
Note that this spell will also detect time travelers.
This is also a Gate spell.

Cost: 3 points.
Time to Cast: 10 seconds.
Prerequisites: Detect Magic or Detect Gate.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Lens, Clothing or Jewelry. Energy Cost to Create: 250 points.

Know Rank Information, resisted by IQ

This spell is a simple spell commonly taught to "battle" mages attached to military formations. It allows the mage to know the military Rank (if any) of the subject. Unwilling subjects get a roll vs. IQ to resist, and spells that interfere with Information spells protect normally.
A simple modification of this spell can be used to determine other sorts of Ranks, such as Religious Rank, Academic Rank, Merchant Rank, or Administrative Rank, or Social Status.

Cost: 1 point.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 50 points.
Author: Adapted from Pyramid Magazine.

Know Safety Regular or Area, resisted by IQ

This spell allows the mage to judge the soundness, solidity, and structural integrity of an object. If the object will fail under normal use, is significantly weaker or less stable than it should be, or could cause harm if it malfunctions, the mage will know this fact.
If this spell is cast on an area, the mage will know if a surface, projection, etc. will bear the weight to be placed on it.
If cast on an area where there is the potential for disaster (such as a mineshaft or a building) this spell will tell the mage if what dangers are present and how likely the disaster is likely to occur.
If cast on an item or vehicle, this spell will tell the mage whether the object is mechanically and structurally sound.
Unlike the Sense Danger spell, this spell will only detect existing hazards caused by mechanical failure, sabotage, or existing conditions. It can't predict accidents or potential hostile action. For example, this spell could only determine that an airplane was mechanically unsound, not that it doesn't detect problems such as insufficient fuel or a hidden bomb.
Alternately, this spell can be used to judge the amount of force or stress than a given object could withstand. In this case, the mage concentrates on a single yes-or-no question related to the parameters of object in question. For example, the mage could ask questions such as, "Will the dais support the weight of an herd of mammoths?" or "Will this chamber have enough air to support 10 men for 3 days?"
This spell gives +4 to any Craft, Professional or Scientific skill roll to judge the safety, feasibility or stability of an object or construction.
If cast on person, this spell gives them +2 to Climbing rolls for 1 minute, since they will know which hand and foot holds will support their weight.
If a person has actively sabotaged an object or area and is still alive. They resist this spell with IQ.
This is also a Protection and Warning spell.

Duration: 1 minute.
Cost: 3 points, same to maintain. If cast as an Area spell, the Base Cost is 4, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Sense Danger, Test Area, Watchdog.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 400 points. (c) Any item or area can have this spell cast on it permanently for 350 points. When a malfunction occurs or disaster is likely, this enchantment will trigger a warning light, buzzer or some other alarm.

Know Streets Regular

This spell gives the mage the Area Knowledge skill for one relatively small settled area (such as a town or city) at skill level 12. In addition, if the area has a criminal or "underground" element, the mage will get Streetwise-12 to rolls to find (or avoid) dangerous people and dangerous parts of the city.
Finally, by concentrating, the mage will know the location and address of any building in the city that he wishes to find as long as that information is public knowledge. If given just the name of a place, he will also get a short (2 or three sentences long) description of what the place is and what it is like. This spell doesn't give the mage knowledge of locations that are hidden, secret or private. At best, it gives the same sort of information that a well-written city directory or guide book would provide.
This is also a Communication and Empathy spell.

Duration: 1 hour.
Cost: 4 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Wilderness Guide.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points or 150 points if the item only works for one area.

Know True Name (VH) Information, resisted by IQ

This spell allows the mage to know the true name of either one sentient being, one man-made object or one class of animal, vegetable or mineral.
The exact effects of knowing a true name depend on the GM and the campaign, but generally this knowledge gives the mage a bonus when casting spells against the target or gives a penalty to the subject's resistance rolls, or both.
Unwilling creatures resist with IQ.
This is also a Metaspell.

Cost: 15 points.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Divination, 10 Knowledge spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Know True Name (VH) Information, resisted by Will+4

This is also a Metaspell.
Author: GURPS Egypt.

Know Wealth Information, resisted by IQ

This spell tells the caster the subject's net worth as defined by the Wealth advantage. Alternately, the mage can determine how much wealth the subject is carrying on his person.
This spell does not reveal the subject's exact net worth value unless the subject is carrying everything he owns or unless the mage rolls a critical success.
This spell is commonly used by merchants judge the net worth of a potential customer or by bandits and con men to size up the net worth of a potential victim. Rich men also occasionally use this spell to figure their current net worth.
Unwilling subjects get a roll vs. IQ to resist. Spells that interfere with scrying block this spell normally.

Cost: 4 points.
Time to Cast: 10 seconds.
Prerequisites: Appraise.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A helm or eyepiece. Works for Wearer only. Energy Cost to Create: 450 points.
Author: Adapted from the Net.

Landscape Regular

This spell gives the subject the Area Knowledge skill of 12 for the area within a 1/2 mile radius. As the subject moves, his Area Knowledge skill changes as well. For extra cost, the area knowledge skill can cover a greater range, though it can never be improved above 12.
This is also an Elemental Earth spell, or for watery areas, an Elemental Water spell. In this case, Detect Earth and Detect Water can substitute for the Magic Map prerequisite.

Duration: 1 hour.
Cost: 5 points, 3 to maintain. Each additional point to base cost doubles the radius that the Area Knowledge covers, cost to maintain is unchanged.
Time to Cast: 1 minute.
Prerequisites: Magery, Imbue Skill, Magic Map (or Detect Earth or Detect Water), 5 other Knowledge spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.

Last Image Information

When the wizard casts this spell on a recently dead corpse, he sees whatever the person saw in the moments before he died.
Depending on the circumstances, this could give the mage vital information or an unchanging picture of the victim's surroundings. This spell is at -1 for every 3 days that the victim has been dead and is at a further -2 to skill if the victim's eyes or head have been removed. If the victim was blindfolded or blinded before he died, this spell is at an additional -4 to skill.
If the victim died in a particularly horrible way, the GM might decide that the wizard has to take a Fright Check as if he had the Death Vision spell cast on him. If the victim was killed by a gaze attack (like that of a medusa) then the mage must roll vs. HT+4 or suffer the same effect as the victim suffered.
This is also a Necromantic spell.

Duration: 1 minute
Cost: 3 points, same to maintain. Each doubling of cost doubles the duration of the spell (doubling the amount of time the mage looks through the corpse's eyes.
Time to Cast: 10 seconds
Prerequisite: Mute Witness
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing, Jewelry or Lens. Works for wearer/user only. Energy Cost to Create: 250 points.

Learn Song Regular

This spell allows the subject to instantly learn a given song or piece of music and remember it for the duration of one performance.
If this spell is cast on a non-living item capable of playing or recording music, the spell will make the item to record or play that piece.
Note that this spell doesn't affect the performance of the piece in any way.
This is also a Sound spell.

Duration: 1 day (or the duration of 1 performance, whichever is less).
Cost: 2 points, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Musical Scribe or Memorize.
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) Song Book or similar item. Anyone who looks at the books page's has this spell cast on him. Energy Cost to Create: 500 points.

Librarian Information, resisted by Spell

This spell will allow the mage to magically search for books and references on a specific topic, returning a list of known references on a magically inscribed piece of paper.
A successful casting lets the mage to know that certain books on the topic exist, and where they exist if they are held in an organized library. It is up to the mage to actually get them. Books that are deliberately hidden or lost are automatically warded against this spell. In those cases, the mage will get the idea that the book exists, but he will only know that it's not available. Spells that are more powerful are required to figure out where the book might be. Scryguarded books are not detectable using this spell.
This spell gives up to +4 to Research skill rolls if the mage has a library that he can use. The size of the bonus depends on the library and the normal difficulty involved in finding books. If the wizard doesn't have the Research skill, this spell gives him "default" Research skill of 12. For long-term projects, repeated uses of this spell can greatly increase the pace of research, as determined by the GM.
This is also a Communication and Empathy spell.

Cost: 4 points.
Time to Cast: 1 minute.
Prerequisite: Text Origin.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Book. Works for user only. Energy Cost to Create: 350 points.

Listening Walls Area

This spell allows sound to be transmitted from the spell area to another area specified by the mage. This allows a person in one area to hear what is said in the other area. Two castings will allow two-way communication.
The mage need only be physically present in one location when the spell is cast. However, he must be extremely familiar with the other location and must have visited that place himself within the previous month. The mage also determines which location is the transmitter and which location is the receiver. Multiple castings allow multiple transmitters and/or receivers on the same "network".
This spell is similar to the Talking Horn spell except that no material components are required and an area is enchanted, not an object.
This is also a Sound spell and a Communication and Empathy spell.

Duration: 10 minutes.
Cost: 4, 3 to maintain.
Time to Cast: 3 seconds
Prerequisite: Wizard Ear or Talking Horn.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) An area can be permanently enchanted with this spell for 25 times the base cost.

Locate Danger Information

An improved version of the Sense Danger spell. Not only will the caster know when there is danger in the area, but he will also know its rough location and type, even if it is not an immediate danger.
Furthermore, this spell lasts longer than the Sense Danger spell. For the duration of the spell, the subject has the Danger Sense advantage.

Duration: 1 minute.
Cost: 5, 4 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Sense Danger.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) Jewelry or Clothing. Works for Wearer Only. Energy Cost to Create: 500 points.

Locate Portal Information

This spell tells the caster the general direction to the nearest natural portal site into or out of a given crystal sphere. If cast within 100 yards of a portal, the mage will get a general idea of how long it will be before the portal opens. The caster may overlook known portal sites if he desires.
Typically, a portal will be 3d6 days away, and open 4d6 hours after a ship arrives. On a critical failure, true portals will be overlooked, and the caster gets false information. This spell is not modified for range.
This is also a Gate spell.

Duration: 1 hour.
Cost: 2 to cast, 1 to maintain.
Time to Cast: 1 minute.
Prerequisites: Pathfinder or Detect Gate.
Item: a crystal or glass globe, engraved with longitude and latitude lines. minimum cost $2,000. Energy Cost to Create: 200 points.
Author: Jeff Wilson, Winterchylde, Advanced Dungeons and Dragons

Locator Information

This spell allows the mage to accurately find his position or the location of another person on a map.
If the mage cannot see the person, he must have previously cast either the Tracker or Seeker spell on them. If the map is inaccurate, this spell will give the mage's approximate location. If the subject isn't at a location shown on the map, the spell will fail but the mage will know the reason why.

Cost: 2 points.
Time to Cast: 10 seconds.
Prerequisites: Know Position, Seeker
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Map that will indicate the user's location as long as he is in the area depicted on the map. Energy Cost to Create: 250 points.

Magic Map Regular

This spell gives the mage a map of all major geographical features in his area. Very small or hidden features will not appear on the map unless the mage already knows about them.
The scale of the map is set by the mage when the spell is cast, and the mage can request that only a portion of an area be mapped. Areas that the mage can't see with his naked eye, which the mage has not yet traveled to or seen (including pictures in books, conventional maps, or TV) appear as blank areas. If the mage subsequently learns about these areas, new castings of the spell will magically "fill in" the discovered areas. Any errors in geography or cartography on the part of the mage (like misnaming of towns or rivers) will be echoed on the map.
The quality of the map will be equal to that of a professionally done map at the overall Tech Level of the mage's culture, with a minimum TL of TL4 (i.e., moderately accurate, but nothing fancy). For double energy cost and time, the quality of the map can be greatly improved. At TL7, a "normal" casting of this spell gets the mage the equivalent of a road map. A double cost casting gives the mage the equivalent of a military ordinance map.
If the mage also has the appropriate skill and has cast the appropriate spells (such as Detect Earth) a double cost casting of this spell will produce an accurate, highly specialized map such as a geological survey map or a nautical chart with depth soundings. It is up to the GM to determine what spells and skills are needed to produce a given type of specialized map.

Duration: 1 minute (effects are permanent).
Cost: 2 per quarter mile of radius from the mage's position, half to maintain. Double cost for a highly detailed map.
Time to Cast: 5 minutes.
Prerequisite: Map
Item: Pen or other writing implement. Energy Cost to Create: 500 points.

Map Regular

This spell must be cast on a writing implement and suitable writing material.
Then for the duration of the spell, the pen and paper will magically create a map of the mage's surroundings.
The map will update itself, recording everything that the caster sees as long as the spell lasts and there are materials available for mapping. The map can be of any "scale" the mage wishes it to be, but will be sized so that it will perfectly fit on the pages provided.
If requested, the stylus will make notes on the map as requested by the mage, in his own handwriting and style.
The map will only chart things that the mage can see. The quality of the map will only be as good as the caster could create for himself. If the mage is lost or has been fooled by magic, the map will reflect his confusion rather than being accurate.
This spell has several variations:
If the subject already has a map, this spell can either add to the existing map, or it can be used to magically mark the subject's path. However, the map will always start mapping (or tracing) from the mage's perceived location. If his navigation is faulty, or if the map is wrong, the spell will give false information.
If it is not convenient for the mage to use his mapping materials, he can cast this spell on a writing implement. For the duration of the spell the implement will record what the caster sees. When the spell ends, if the implement is placed on a suitable piece of material and is commanded to draw, it will magically draw a map of what it "saw" while the spell was in effect.
In all cases, the quality of the map produced depends on the mage's Cartography skill.

Duration: 1 hour.
Cost: 3, 2 to maintain.
Time to Cast: 1 minute.
Prerequisites: Draw, Know Direction.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Pencil or other expendable writing implement. No cost to user once created. Energy Cost to Create: 150 points. (c) Pen or other reusable writing implement.. No cost to user once created. Energy Cost to Create: 450 points.
Author: Self, Tim Morgan and Richard LeDuc.

Mass Measurement Area, Information

This spell is similar to the Measurement spell, except that it returns all the appropriate measurements for any object (or objects) in the area of effect. For example, if this spell were cast on a building, the mage would know all the measurements used to build the building, as well as its mass, volume, cost to build, etc.
If he specifies before he casts the spell, the mage can exclude certain measurements from this spell.
Measurements will be exact to the desired decimal point place, and will return any sort of measurement the mage can name in appropriate units of measurement.

Base Cost: 1/2 point.
Time to Cast: 2 seconds.
Prerequisite: Measurement.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Scales or other measuring tool. Works for user only. Energy Cost to Create: 25 if returns one sort of measurement, 75 if it will measure by any criteria the mage desires.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Mathematician Regular

This spell improves the subject's mathematical ability and prevents him from making math errors in his calculations.
For the duration of the spell, the subject gets the Math Ability advantage and Ciphering-12 skill. At TL5+, he gets Mathematics-12 instead. He also won't make calculation errors, though his reckoning will be off if he uses incorrect numbers or transposes figures.
If the subject already has the appropriate skill at skill level 12+, he gets +2 to his current skill level.
This is also a Mind Control spell.

Duration: 10 minutes.
Cost: 3 points, 2 to maintain.
Prerequisite: Magery, Measurement.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Mental Beacon Regular, resisted by IQ

This spell is an improved version of the Seeker spell. When the spell is cast, the mage can "lock onto" the subject's mental "signature", allowing him to instantly know the subject's current location.
By concentrating for a moment, the mage will get a sense of how close the subject is to him, what he is doing, and which direction the mage must travel to reach him.
Unwilling subjects resist with IQ.
This is also a Communication and Empathy spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Seeker, Mind Track.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points. (c) Judas Coat. GURPS Magic Items 2, p. 53-54. Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 2.

Mind Track Regular, resisted by IQ

When this spell is cast, the mage is able to see the location of any object he could perceive by normal means on a "map" in his mind.
For the duration of the spell, the subject gets a mental map of everything in his current location, if he could have seen an object in the area by normal means. Even if characters or vehicles subsequently move, the subject will still know their current location, even if they vanish from his sight. He can't detect objects that are invisible, or which weren't visible to him when the spell is cast, unless he subsequently becomes aware of them by other means.
The subject can visualize objects around them as if they were on a "radar screen" or "combat map" in his mind. This gives him an effect similar to the 360 Degree Vision advantage, except that he can only detect the presence and general type of objects. He can't perceive details such as colors, facial expressions, or actions other than movement or attack. Unlike the advantage, this spell will work in darkness, though it will only reveal objects that the subject previously saw with his own eyes.
Note that this spell will detect objects that are out of the subject's line of sight, as long as he could see them if he turned his head to look at them. This gives the character +4 to all sense or skill rolls to detect characters that are attempting to sneak past him, or surprise him.
Creatures who wish to avoid detection resist with IQ. Characters and objects that become invisible vanish from the subject's mental map.

Duration: 1 minute.
Cost: 4, 2 to maintain.
Prerequisite: Seeker, Know Location.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Jewelry or Clothing. Works for Wearer Only. Energy Cost to Create: 350 points.

Misdirect Detection Area; resisted by Spell

This spell makes "detection" spells in the area covered by the spell return contradictory or ambiguous information.
If the caster of the information spell has a reason to be suspicious, he can attempt a Contest of skills between his skill with the Detection spell and the skill of the Misdirect Detection spell.

Duration; 1 hour.
Base Cost: 3, half to maintain.
Time to Cast: 1 minute.
Prerequisite: Scryguard.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) An area can be permanently enchanted for 20 times the base cost.

Misdirect Scrying Area; resisted by Spell

This spell magically "displaces" any scrying spell so that it views an area adjacent to the protected area. If the scrying spell can still see into the protected area from the adjacent area, the protected area is made to appear black and silent to the scryer.
If the caster of the information spell has a reason to be suspicious, he can attempt a Contest of skills between his skill with the scrying spell and the skill of the Misdirect Scrying spell.

Duration: 1 hour.
Cost: 4 points, half to maintain.
Time to Cast: 1 minute
Prerequisite: Scryguard.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) An area can be permanently enchanted for 20 times the base cost.

Misdirection Regular, resisted by Spell or IQ

For the duration of the spell, any detection, seeking, or scrying spells cast upon the subject give false or ambiguous information.
If the caster of the information spell has a reason to be suspicious, he can attempt a Contest of skills between his skill with the scrying spell and the skill of the Misdirect spell.
Unwilling subjects resist with IQ.

Duration: 1 hour.
Cost: 4 to cast, 2 to maintain.
Prerequisites: Scryguard.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
Author: Adapted from Keith Bisset (Revenant).

Moment Information

The Moment spell allows the subject to determine the ideal moment for a single important action - when to attack, when to make a proposal, and so forth, as if he had the Absolute Timing advantage.
For the duration of the spell, the subject gets +1 to skill or +2 to DX or IQ to make a single, sudden, new action or to win a Contest of Skills where reaction time or speed of thought are crucial.
This spell will not give a bonus to "generic" attack or defense rolls in combat. It will, however, give +1 to Initiative rolls or skill rolls to surprise another character, or to make a surprise attack (e.g., a "pop-up" attack with a missile weapon). This spell also gives +1 to a single feint, Strategy or Tactics skill roll.

Duration: 1 minute, or until the action is taken.
Cost: 4 points, can't be maintained.
Time to Cast: 2 seconds.
Prerequisite: Sense Danger or History.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 350 points.

Monitor Regular, resisted by IQ

This is an improved version of the Trace spell. The mage always knows the exact location of the subject without having to concentrate, in the same way that he would know where the subject was if he was in the same room as the caster.
Furthermore, even if the mage is otherwise occupied or distracted, he will know if the subject has moved to a certain location (or locations) specified by the caster before casting.
This spell is commonly used by wizards to make sure that apprentices stay out of trouble when they are out of the wizard's sight. Unwilling subjects resist with IQ.

Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Trace, Alert.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Casts this spell upon the wearer (the monitor is either the person who places the item on the wearer's body or someone else specified by the mage when the item is created). Always on. Can't be removed. Energy Cost to Create: 150 points.

Mute Witness Regular, resisted by Will

This spell makes an object, place, or creature replay an exact account of events that happened to it.
When the mage casts the spell, the object will "replay" an account of anything that happened within 10 hexes of it at the time specified by the caster. The events "replayed" will be slightly transparent but identifiable images, which are visible to anyone in the area.
Only figures of animate creatures, and their clothing and the tools they hold, will be shown. Therefore, if the object or creature was moved from the location it was in when the events occurred, there will be no "context" for the reenacted events. If the object was moved, observers will get the sense that the subject moved from the scene. They might also get a general impression of the surroundings from the "props" that the images hold.
For example, if this spell is cast on a dead person who was killed in a bar and subsequently dragged away from the scene, a replay of the time of death would show people sitting at tables and drinking, but the walls of the tavern wouldn't be visible. A murderer creeping down a flight of stairs to stab the victim would appear to hang in midair as he descended the stairs.
There is a -1 penalty to skill of -1 per day since the events to be viewed occurred if this spell is cast on a living creature or an object that has moved from the location to be viewed. If cast on an item that has not been moved from its location, there is a penalty of -1 per week, to a maximum penalty of -10.
For every week into the past, add 1 minute to the casting time for the spell.
This spell can be cast on living creatures, but unwilling subjects resist with Will.

Duration: 1 minute (maintaining the spell allows longer periods to be viewed).
Cost: 8 points, half to maintain. For double cost, everything within 20 hexes of the object can be seen.
Time to Cast: 10 seconds, plus 1 minute per week into the past.
Prerequisite: Magery, Simple Illusion, Detect Changes, History.
Item: (a) Staff, Wand or Jewelry, Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Lens. Energy Cost to Create: 400 points.

NecrovisionTM Regular

Author: David Pulver (GURPS Technomancer).

Omen Information

This spell predicts the subject's luck for a certain day or the outcome of an anticipated venture.
The GM can either answer based on his assessment of the situation, or else he can roll on the table below. 2 Auspicious (The subject temporarily gets the Very Lucky advantage usable for 1 day) 3 Lucky (as the Luck advantage) 4 Favorable (minor good fortune) 5-9 Neutral 10 Unfavorable (minor misfortune, delays, hassles, etc.) 11 Unlucky (as the Unlucky Disadvantage) 12 Calamitous (as the Cursed disadvantage)
The power of the omen only lasts until a lucky (for a good omen) or unlucky (for a bad omen) event occurs, or until the future outlined by the GM occurs. Then, the "prophecy" of the spell is fulfilled and the spell is over.

Duration: 1 day or until the "omen" is fulfilled.
Cost: 4 points. Can't be maintained.
Time to Cast: 1 minute.
Prerequisite: Divination.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Omnipotent Wizard Ear (VH) Regular

This spell allows the mage to cast an Invisible Wizard Ear spell that is not limited in range.
The ear can go to any location with which the mage is personally familiar with and can find or follow people known to the mage as long as the caster knows their general location when the spell is cast.
If the ear is sent to listen to a distant location, it will seem to travel instantly, but careful observers will note that it actually moves with tremendous, but finite speed.
In other respects, this spell is identical to the Invisible Wizard Ear spell.
This is also a Sound spell.

Duration: 1 minute.
Cost: 5, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Invisible Wizard Ear.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 750 points.
Author: Adapted from GURPS Magic Items 1.

Omnipotent Wizard Eye (VH) Regular

This spell allows the mage to cast an Invisible Wizard Eye spell that is not limited in range.
The ear can go to any location with which the mage is personally familiar with and can find or follow people known to the mage as long as the caster knows their general location when the spell is cast.
If the eye is sent to view a distant location, it will seem to travel instantly, but careful observers will note that it actually moves with tremendous, but finite speed.
In other respects, this spell is identical to the Invisible Wizard Eye spell.

Duration: 1 minute.
Cost: 5, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Invisible Wizard Eye.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Omnipotent Crystal. GURPS Magic Items 1, p. 64-65. Energy Cost to Create: 750 points.
Author: Adapted from GURPS Magic Items 1.

Omnipotent Wizard Face (VH) Regular

This spell allows the mage to cast an Invisible Wizard Face spell that is not limited in range.
The face can go to any location with which the mage is personally familiar with and can find or follow people known to the mage as long as the caster knows their general location when the spell is cast.
If the face is sent to sniff a distant location, it will seem to travel instantly, but careful observers will note that it actually moves with tremendous, but finite speed.
In other respects, this spell is identical to the Invisible Wizard Face spell.

Duration: 1 minute.
Cost: 8, 6 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Omnipotent Wizard Ear, Omnipotent Wizard Eye, Omnipotent Wizard Mouth, Omnipotent Wizard Nose.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b) (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,750 points.

Omnipotent Wizard Nose (VH) Regular

This spell allows the mage to cast an Invisible Wizard Nose spell that is not limited in range.
The ear can go to any location with which the mage is personally familiar with and can find or follow people known to the mage as long as the caster knows their general location when the spell is cast.
If the eye is sent to sniff a distant location, it will seem to travel instantly, but careful observers will note that it actually moves with tremendous, but finite speed.
In other respects, this spell is identical to the Invisible Wizard Nose spell.
This is also a Food spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Invisible Wizard Nose.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 1.

Orientation Information

This spell is an improved version of the Find Direction spell. Not only does the caster know which way is north, he also knows which way is up, where he is in relation to landmarks in his field of vision, and where he is in relation to both his home and the place to which he wishes to go.
If the caster has a map, the spell also magically marks his location on the map, assuming the map is reasonably accurate. This spell gives +6 to Orientation or Navigation skills and gives any character an IQ roll to reorient themselves if they get lost.

Cost: 5 points.
Time to Cast: 1 minute.
Prerequisite: Magery, Find Direction.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing, or Navigation Tool. Energy Cost to Create: 350 points.

Plane Sight (VH) Regular

This spell is exactly like the Astral Vision spell, except that the subject can look into any one plane of the mage's choice.
The mage can shift the plane he (or the subject) sees by spending an extra point of energy while the spell is still in effect.
This spell is also a Gate spell.

Duration: 1 minute.
Cost: 3 points, same to maintain. For 1 point, the mage can shift the plane he views.
Prerequisite: Magery, Astral Vision.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Portent Information

This spell allows the caster to know the outcome of one action that will occur in the near future.
The fate the caster wishes to know must be no more than one hour into the future and it must relate to one task that the caster knows that he (or the subject) is likely to perform. If the spell is successful, the caster knows roughly how well that task will go and can take precautions accordingly.
In game terms, this spell allows the subject to know 1 die roll, for a single skill, up to 1 hour before the character performs the action. If the die roll is just one of many, then the die roll in question will happen 1d die rolls into a given activity. The GM rolls the dice for the roll in question and gives the caster a general description of the results (i.e. "excellent", "good", "average", "mediocre", "bad", "terrible").
Note that this spell does not tell if a die roll will result in success! Even a very good die roll might miss in a tricky situation, or a poor die roll might succeed in an easy situation. In addition, the context of the die roll is not known. One good die roll might not salvage a hopeless situation!
In addition, once the portent is cast, the character is committed to a given course of action. They cannot renege on the die roll once the spell is cast. For example, a character can't avoid a "general" die roll, by practicing a skill or making a number of trivial skill rolls.

Duration: 1 hour.
Cost: 3 points, can't be maintained.
Time to Cast: 1 minute.
Prerequisite: Divination.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Portent Crystal Information

This spell makes a gem serve as a Portent Crystal GURPS Magic Items 1, p. 55.
Instantaneous (spell results persist for 1 minute).

Cost: 3 points.
Time to Cast: 1 minute.
Prerequisites: Divination.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Portent Crystal. GURPS Magic Items 1, p. 55 Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 1.

Premonition Information

The subject will "know" whether an action he is about to perform will result in good or bad results. In some cases, this knowledge will allow him to alter his behavior accordingly.
In game terms, the GM must tell the player what the GM thinks the outcome of the character's action will be. If necessary, the GM can roll the dice for the player if the character was about to make a skill roll.
For example, if a character is about to challenge the king's champion to a duel and casts the Premonition spell, the GM could compare the effective combat abilities of the champion and the character to determine the likely winner. If the character is likely to win, he will receive a "good" premonition. If the result is uncertain, he would get a "neutral" or "uncertain" premonition. If the champion is likely to win, the character would get a "bad" premonition, and might be able to back down before he commits himself.

Cost: 3 points.
Time to Cast: 10 seconds.
Prerequisite: Omen.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Psi Sniffer Information, resisted by IQ

This spell allows the mage to detect the presence of psi powers in any person he can see. On a critical success, the mage also gets some idea as to the psi's power.
This spell can also detect the active use of psi powers on a person or object in the mage's line of sight even if he can't see the psi responsible for the activity.

Duration: 10 seconds.
Cost: 3 to cast, 1 to maintain.
Time to Cast: 5 seconds.
Prerequisites: Truthsayer or Detect Magic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.
Author: Adapted from Greg Littmann.

Read the Stars Information, Regular

When the caster performs this ritual, he can read the stars to determine the most auspicious time to cast a specific spell. In order to cast the spell, the mage must be able to see the unobstructed night sky.
Once cast, the mage consults his star charts to interpret the results of the spell, using his Astrology skill. For every point by which the Astrology skill roll is made, the caster gets a +1 bonus to cast the designated spell on the date specified by this spell.
Good references and charts give +1 to the Astrology roll. Poor references (or none at all), give a penalty of -1 or worse to skill.
This spell usually gives a date that can be days, weeks, or even months away. The GM can roll randomly (roll 2d-2 to specify the number of days, weeks, and months) or just pick a date that will fit into the adventure.
This spell can only be cast once per spell, and only the first result counts when figuring bonuses.
This is also a Metaspell spell.

Duration: Instantaneous.
Cost: 4 points, can't be maintained.
Time to Cast: 4 hours.
Prerequisites: Magery 2, Divination (Astrology), Astrology-10+.
Item: Book, Telescope, or similar device. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from J.C. Connors (GURPS Mummy).

Read the Tree of Life Information

This spell is a more powerful version of Divination. It allows the caster to peer into the future or to commune with an omniscient power to reveal information about one creature.
Each casting of this spell requires the GM to truthfully tell the mage's player one fact about a character in the game. Most commonly, this spell is used to discern when and how a person will die, although bits and pieces of other information can be found. The GM is encouraged to be creative in the use of this spell.

Cost: 15 points.
Time to Cast: 2 hours.
Prerequisites: Magery 2, 3 Personal Divination variants.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b) Altar or similar large, immobile object. Mage Only. Energy Cost to Create: 1,500 points.
Author: Adapted from J.C. Connors (GURPS Mummy).

Readout/TL Regular

This spell gives the user detailed information as to the functionality of an item, as appropriate, including detailed information about any breakdowns or jams the item might be experiencing.
For example, a vehicle with this spell on it would inform the user, in a way determined by the mage when the spell is cast, about its rate of speed, its fuel supply and consumption, the heat and wear on crucial parts of its operating system, and so forth.
If cast on a gun or similar weapon, this spell halves the amount of time required before a roll for success on Immediate Action can be made, since the user knows exactly what is wrong with the weapon, rather than having to guess.
This is also a Technology (Machine) spell.

Duration: 1 hour.
Cost: 1 point for a single, simple indicator (i.e. a warning light), 2 points for a small number of simple indicators (equivalent to the indicators on a TL7 copy machine, VCR, or car), 3 points for a large number of indicators (i.e. a simple airplane control panel), 5 points for a large, complex array of indicators (i.e. equal to those found in the cockpit of a TL7 commercial airliner), same to maintain.
Prerequisite: Divination.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Measuring Instrument. Casts this spell on an item when it is attached to it. Energy Cost to Create: 350 points if it will work on any item or 150 points if it will just work on one type of item. (c) This spell can be made permanent for 25 times the base cost.

Remember Information

This spell allows the subject to remember a specific moment, no more than a minute in duration, with perfect clarity. No matter how long ago the event occurred, or the subject's state of consciousness when the event occurred, as long as they were present when the event occurred, they will remember.
Alternately, this spell allows the subject to recall up to one paragraph of forgotten written information.
This spell counters the Forgetfulness spell.
This is also a Mind Control spell.

Cost: 2 points.
Time to Cast: 10 seconds.
Prerequisites: Recall.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 200 points.

Retrace Path Information

This spell allows a willing subject to retrace his steps, and repeat his actions along the way even if he doesn't remember the path he followed, or doesn't remember the trip.
The caster is at -4 to skill if the subject was unconscious when he took the path, -2 if the subject couldn't see the path, -1 if the subject wasn't paying attention or was lost when he took the path, and -1 for every day which has passed since the subject took the path.
In order for this spell to work, the subject must be willing and able to accompany the caster as he retraces the path, and the subject must remain conscious and within 3 hexes of the caster for the entire spell.

Duration: 1 hour.
Cost: 4 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Remember Path.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points.

Ruler's Vision Regular

For the duration of the spell, the subject gets a vision of everything and everyone within the kingdom (or a similar geographical unit), but he can focus in on a specific area or group. In game terms, this spell gives the subject the Area Knowledge (Kingdom) skill at 30!
After the spell ends, the subject must roll vs. IQ-3 to remember things revealed to him by the spell. After a day since the spell was cast, the subject must roll vs. IQ-6 to remember facts gained from the spell. Eidetic Memory helps the subject to remember. The first level gives +3 to IQ rolls to remember facts. The second level 2 negates any penalties to remember.

Duration: 1 minute.
Cost: 6 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Wilderness Guide, Know Streets, Magic Map, Lend Skill.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points. (b) Bleeding Stone. GURPS Magic Items 2, p. 90-91. Energy Cost to Create: 2,500 points.
Author: Adapted from GURPS Magic Items 2.

Safe Path Information

This spell leads the caster along the route that is safest and/or has the fewest enemies, as the mage directs.
Note that the safest route isn't the most direct or easiest route and that the route that avoids the most enemies might not be safe in other ways. The caster can exclude known routes if he specifies them before he casts the spell.
This is also a Protection and Warning spell.

Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Pathfinder, Sense Danger.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 350 points.

Scry Beacon Regular, resisted by Will

This spell "marks" the subject, making him easy to detect with scrying spells such as Trace, Seeker, Aura, and so forth.
Unless the subject makes a roll vs. Will when the spell is first cast, any mage attempting to cast an information spell on him gets +6 to his skill roll.

Duration: 1 hour.
Cost: 3, 2 to maintain.
Prerequisite: Seeker.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 100 points. Some versions are enchanted so that they Can't Be Removed.

Scry Blast Area; resisted by HT

This spell creates a "psychic backlash" against anyone who attempts to scry the area.
When a scrying spell is used to observe the protected area, this spell detects it, "locks on" to the scryer, and uses the link formed by the observation spell to blast the spying mage.
If the scrying mage is aware of this spell, he can try to counter it by winning a Quick Contest of Skills. If he wins, he can observe the area without setting off the spell. If he fails, or if he is unaware of the spell, he triggers the spell.
A mage hit by the blast must roll vs. HT or take 1d-1 points of general damage. In addition, he must roll vs. IQ or be Mentally Stunned for 3d seconds, and he must roll vs. HT or lose the use of the sense(s) with which he spied for 1d minutes.

Duration: 1 hour.
Cost: 3, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: False Image, Scryguard, 2 Missile spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) An area can be permanently enchanted with this spell for 25 times the base cost.

Scryguard Area, resisted by Spell

This spell interferes with information or scrying spells cast on the area of effect. The basic level forces the Information spell to win a Contest of Skills against the Scryguard spell. Each additional level gives +1 to the mage's effective skill with this spell, for the purposes of winning the contest of skill only.
If the information spell wins the contest of skills, it takes effect normally and the effective skill of the scryguard spell is reduced by 1 against all subsequent Contests of Skill.
This is also a Protection and Warning spell.

Duration: 1 hour.
Cost: 2 points per level, same to maintain. Each additional level gives +1 to the mage's effective skill to win Contests of Skills.
Prerequisites: Magery, Mage Sense, See Secrets, Dispel Magic.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points , (b) Clothing or Jewelry. Works for wearer only. Always on. Blocks information spells cast against wearer only. Energy Cost to Create: 500 points. (c) Any area can have this spell cast on it permanently for 50 times the base cost. If the warded area loses the contest of skills it "recovers" it original power after 24 hours, (d) Shielding Garments, GURPS Magic Items 1, p. 66 Energy Cost to Create: 500 points.
Author: Self, GURPS Magic Items 1.

Scry Guardian Area; resisted by Spell

This spell allows a guardian within the protected area to observe magical eavesdroppers and then teleport to their location using the link created by the spell to attack them.
This spell is automatically linked to either a real person or creature in the area of the spell, or a magical creature summoned or created by a spell. The cost to summon a guardian creature is not included in the cost of this spell, but must be added if the spell is to work.
On the first turn that the scrying spell is in the area, the guardian is alerted to the presence of the scryer. At this point, if the scryer realizes what is happening, he can cancel his spell immediately. If he rolls under his spell skill to break the link, he shuts down the spell before the guardian can teleport. If he fails his roll, on the next turn the guardian can teleport to the mage's location and begin to attack the mage.
If the guardian must be magically summoned or created, the Summoning or Creation is Linked to the Guardian, and takes another second to activate, which gives the scrying mage another second to break the link.
If the guardian creature teleports, it will appear within 3 hexes of the mage, facing the scryer, and prepared for combat. It will fight the mage until either it or the mage is dead (or incapacitated, at the option of the mage who cast the spell). If the guardian survives the fight, at the mage's option, it can teleport "home." If the mage who cast the Scry Guardian pays the extra energy cost when the spell is cast, or if the creature summoned is capable of teleportation on its own, then the casting mage can order the victorious guardian to bring back the body of the scrying mage!
This is also a Protection and Warning spell.

Duration: 1 hour.
Cost: 3 points, half to maintain, plus the cost of the Summoned or Created creature (if any), if a real creature is used and the mage wishes for it to be able to teleport "home", add 4 points.
Time to Cast: 1 minute, plus time to Create or Summon creature (if any).
Prerequisite: Magery, Scryguard, Teleport, See Observer, Link.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Scry Maze Area; resisted by IQ

Any mage who uses a scrying spell to view the area protected by this spell must roll vs. IQ be trapped in a "mental maze." To the scrying mage, it appears that he is trapped inside a giant maze. To observers, it appears that the mage stands still, caught in an unbreakable trance.
While trapped, the mage is Mentally Stunned, and can do nothing but "wander" trying to "get out" of the maze. He gets a roll vs. IQ every minute to "escape." Only when he "escapes" (or when the spell ends) can he regain his senses.
This is also a Protection and Warning spell.

Duration: 1 hour.
Base Cost: 3 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Misdirection, Daze.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 50 points.

Secure Badge Regular

This spell works identically to the Badge spell, but the subject's aura is only visible to people who have the same variant of the Secure Badge spell cast on them.
Attempts to "forge" a false aura that will fool the Secure Badge spell, require the forger to win a Contest of Skills between his Secure Badge spell skill at -4 and that of the mage who created the "legitimate" badges. If more than one mage is creating badges, he rolls against the average skill. If the interloper loses the contest, he thinks that he has created a successful forgery. However, anyone who has the "authentic" version of the aura on them will instantly detect the forgery for what it is.
Secure Badges can't be detected using Magery, Second Sight, or the See Aura spell. These spells will detect magic on the subject however, and the See Aura spell will reveal the subject's normal aura, but not that of the Secure Badge.
To cast a "legitimate" version of the Secure Badge spell, the mage must either have the same version of the Secure Badge spell permanently cast on himself, or he must touch a willing subject who is enchanted with the permanent version of the same badge.
For double cost, the mage can create or change subclassifications of a Secure Badge. The subclassifications are only visible to people who have the same subvariant of the Secure Badge spell, or who the mage specifically authorizes to be able to see them.

Duration: 1 day.
Cost: 2 points per hex the creature (or equipment) occupies, half to maintain. For double cost, the mage can create subvariants of this spell.
Prerequisite: Badge.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 250 points if the subject can change his aura at will, or 30 points if it only projects one set aura. (c) For 25 times the base cost this spell can be made permanent on an object or willing person.

See Future Area, Information

When cast on a place, this spell allows the caster to see a vision of its possible future. The farther into the future the caster wishes to see, the hazier the vision will become and the more difficult the spell is to cast.
If the spell is cast successfully, the mage can see about 10 hexes from the "center" of the spell's area. Modifiers to skill are as follows:

Time Into The Future

Modifier

up to 1 min

-0

up to 10 min

-1

up to 1 hour

-2

up to 10 hours

-3

up to 4 days

-4

up to 1 month

-5

up to 1 year

-6

up to 10 years

-7

up to 100 years

-8

each additional century

-1 additional


Cost: 5 points.
Time to Cast: 10 seconds.
Prerequisite: Divination.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

See Illusions Regular

This spell gives the subject +4 to IQ to perceive and disbelieve Illusions and similar spells.
This is also an Illusion and Creation spell.

Duration: 1 minute.
Cost: 4, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Simple Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points.

See Observer Information; resisted by IQ

This spell allows the caster to see an image of the person or creature that has him under magical or mundane observation.
This spell only allows the caster to see what his observer looks like, no other information can be gathered.
The observer resists this spell with IQ.

Cost: 2 points.
Time to Cast: 2 seconds.
Prerequisite: Detect Scrying.
Item: Wand, Jewelry, or Lens. Energy Cost to Create: 500 points.

See Magic Area, resisted by IQ or Spell

This spell makes any magic item or magic spell in the area glow brightly and hum very slightly. While the spell is in effect, any creature with eyes or ears can detect magic items or objects with magic spells cast on them.
In addition, characters with Magery or Second Sight get an IQ roll to identify the college of magic to which a spell belongs. If they are familiar with the spell, and make their IQ roll by 2 or more, they will know the exact spell that was cast.
If the caster of a spell wishes his spell to remain hidden, he may roll vs. his spell skill to resist this spell. If the subject of a spell, or the owner of a magic items wishes to keep his magic hidden, he resists with IQ.

Duration: 1 minute.
Base Cost: 1/2, same to maintain.
Time to Cast: 5 seconds.
Prerequisite: Detect Magic, Analyze Magic.
Item: (a) Wand, Staff, or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) An area can have this spell permanently cast on it for 50 times the base cost.

See Person Information, resisted by IQ

When the mage casts this spell and speaks the subject's name, he gets a mental image of the subject and the hexes immediately adjacent to them.
This mental image is fleeting, lasting no more than 3 seconds, nor is there any sound component to the vision. Darkness is not a hindrance to this spell, though if the subject is in the dark, he appears to be heavily shadowed, and the hexes around him are dark.
The subject cannot see or hear the mage, but if he wouldn't wish to be observed, he resists this spell with IQ. The spell is automatically foiled by spells that prevent scrying. Long distance modifiers also apply.
Note that the mage does not need to know the subject's real name, as long as the subject is known to the mage.

Duration: 3 seconds.
Cost: 3 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisites: Wizard Eye.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Seek Combat Information, resisted by IQ

This spell tells the mage the direction and approximate distance to the nearest fight. If he specifies when the spell is cast, the mage can exclude certain types of combats or known conflicts. By default, this spell will only detect conflicts that involve at least one sentient creature.
If any party to the combat is unwilling, they get a roll vs. IQ to resist the spell. The spell will still detect the combat, but it won't identify the presence of fighters who successfully resist the spell.

Cost: 2 points.
Time to Cast: 2 seconds.
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) Weapon or Navigation Instrument. Works for user only. Points in the direction of the nearest battle. Energy Cost to Create: 50 points.
Author: Adapted from Steven Andrew Smith

Seek Employment Information, resisted by IQ

This spell has several applications. The mage can either use the spell to sense what types of jobs are in demand in a given area or who is offering a specific job.
If the mage uses this spell to get general information, he will know what jobs are in demand, the general requirements required to get them, and how much they pay. If the mage is looking for a particular job, he can use the spell to know if a specific job is available, how much it pays, who is offering it, and what the skills and prerequisites are needed to get it. If the mage is looking for a specific sort of job, he can exclude jobs based on known criteria (i.e., no night jobs, employer of a given sort, illegal, dangerous, etc.)
If the mage casts this spell, he gets +4 to any rolls to find a job of any sort, or +2 to rolls to find a job within a profession for which he is qualified (usually Skill-12+), as long as jobs of that type are available. If the mage is a is free-lancer and he casts this spell on a daily or weekly basis, he gets +2 to his skill rolls to determine his monthly income. He can more easily locate clients, or he can choose commissions that are more lucrative.
If the GM decides that there are no jobs of a given sort to be had, or there are no clients who need the mage's services, within the area then the mage gets no bonus to his skill rolls, but he will also know that there are no jobs available.
If the spell fails, the mage gets no information and no bonus. On a critical failure, the mage gets a "bad lead" that wastes his time or that causes problems.
Note that as long as an employer knows that he needs employees of a specific type, this spell will detect the need for the job. Likewise, there is no specific range to this spell. It will detect employment opportunities within the "campaign area" as defined by the GM.
If an employer wishes to keep an opening secret, he gets a roll vs. IQ to resist.

Duration: 1 minute.
Cost: 4 points.
Time to Cast: 1 minute. One try per day.
Prerequisite: Divination, Seek Wealth, Know Streets or Landscape.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Seek Origin Information, resisted by IQ

This spell is identical to the Know Origin spell, but the object will lead the mage to one of its origin points as long has the mage holds the item in his hand.
For the duration of the spell, the item will pull the mage towards its point of origin by exerting a gentle but firm "tug" in the right direction. The closer the item gets to its origin, the more powerful the pull becomes. If mage's concentration is broken before the item reaches its origin, this spell must be recast.
It the item has more than one origin, the mage must choose which origin he wishes to follow when the spell is cast.
If the owner or creator of the object wishes to block this spell, he can do so by rolling vs. IQ.
This is also a Making and Breaking spell.

Duration: 1 hour or until the object reaches its place of origin.
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Know Origin, Homeseeker.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Any item. When touched, this spell is cast on the item. Energy Cost to Create: 250 points.

Seeker's Map Enchantment

This spell enchants a map so that it aids the mage in casting Seeker, Trace, Pathfinder and similar spells.
If the subject of the spell is on the area covered by the map when the spell is cast the mage gets +3 to skill to cast these spells. In addition, the subject's approximate location is marked on the map with a large "X". As the subject moves, the "X" on the map moves as well. The more accurate the map, the more precise the location.
This is a also an Enchantment spell.

Cost: 500 points.
Prerequisite: Enchantment, Locator, Magic Map.
Item: Arriken's Arcane Atlas. GURPS Magic Items 2, p. 37.
Author: Adapted from GURPS Magic Items 2.

Sense Link Information, resisted by IQ

This spell lets the caster sense links between two or more objects or people. The spell can be used to determine if people associated with an individual are hidden nearby. It can also be used to determine relationships between people, or to determine if two objects are associated with each other and, if so, how they are related.
Linked subjects or people will appear to the mage to have a glowing "ribbon" that connects them. The intensity of the glow and its color determines the degree and type of relationship. If one of the linked subjects is not visible, the link will stretch towards the linked subject's location before vanishing.
If any character that would be detected with this spell wishes to remain unknown, he gets an IQ roll to resist. Likewise, scryguard spells protect normally, as do spells such as Invisibility, Soul Jar, Rider Within, or Possession that rely upon secrecy for their effectiveness.
This is also a Communication and Empathy spell.

Duration: 1 minute.
Cost: 3 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Mind Reading, Sense Foes, See Person.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Sense the Shadow of the Spheres Information

When this spell is cast, the mage goes into a trance for 30 minutes + 2d minutes. When the trance is over the mage gains some bit of cosmic truth that relates to his situation - though it might not necessarily be useful or even comprehensible. Typically, insight will come in the form of a riddle or zen koan.
This is mostly a roleplaying spell, though it might give the same effects as the Divination spell.
This is also a Mind Control spell.

Cost: 2 points, can't be maintained.
Time to Cast: 30 minutes + 2d minutes.
Prerequisite: Enigmas skill or Enigmatic Wisdom skill 12+.
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.

Sense Wealth Regular, resisted by Will

This spell allows the subject to roll vs. IQ whenever he gets within 20' of an item that he might be interested in owning, even if it is concealed. The caster may exclude known types of valuables or valuables below a certain threshold if he specifies his conditions before he casts the spell.
This spell doesn't actually help the subject get the item in question, but it can be useful in discovering concealed loot. Greedy characters get -4 to their IQ rolls, since they have a hard time figuring out whether its their natural impulses that are guiding them or the magic spell.
If the treasure is in the possession of someone else, or has deliberately been hidden, its owner gets a Will roll to resist, even if he is not present. If the owner is dead or has forgotten about the treasure, he still gets a Will roll, but at -4.
Distance modifiers definitely apply!

Duration: 1 minute.
Cost: 4 points, 3 to maintain. For double cost, wealth can automatically be detected.
Time to Cast: 10 seconds.
Prerequisite: Magery, Seek Metal, Appraise.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) Clothing or Jewelry. Works for wearer Only. Energy Cost to Create: 750 points. (c) Itchy-Finger Gloves, GURPS Magic Items 1, p. 75 Energy Cost to Create: 450 points.
Author: Self, GURPS Magic Items 1.

Sort Information Information

This spell allows the caster to sort or select known information by any criteria he chooses, and then copy the information in its new form to paper.
This spell gives the mage +2 to skills where the ability to search and query a database would be useful, such as the Administration, Merchant, or Intelligence Analysis skills.
In other respects, this spell allows the mage to do anything that a TL7+ database program could do.
This is also a Communication and Empathy spell.

Duration: 3 seconds (copied pages are permanent).
Cost: 3 points, plus 1 point per page of information to be copied (minimum 1 page). Can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Divination.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points, (b) Pen or other writing implement. Energy Cost to Create: 250 points.

Spying Eyes Regular

This spell creates half a dozen Wizard Eyes that will move about on their own.
For the duration of the spell, the eyes will "explore" on their own, cooperating to cover an area in the most efficient manner. The eyes will move up to 200 feet from the mage's current location, recording everything they see.
When the spell ends, they will return to the mage's hand. The mage can then "read" the information recorded by each eye by grasping it and concentrating on what the eye saw. Once an eye is "read" or if the mage's concentration is broken the eye and the images it recorded vanishes.
The mage can will any unread eyes to vanish at any time, but he can't retrieve them once he wills them to be gone. The mage must also read all the returning eyes within 10 minutes of the spell ending, otherwise they vanish of their own accord.
In other respects, this spell is like the Wizard Eye spell.

Duration: 1 minute, plus 1 minute to "read" each eye once the spell ends.
Cost: 6, half to maintain.
Time to Cast: 10 seconds.
Prerequisites: Wizard Eye.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Teleport Tracer Information, resisted by Spell

When cast within 10 hexes of the location from which a person teleported, time-traveled, or plane-jumped, this spell will reveal where and when the subject went.
If cast on a person who just used the Teleportation, Time Travel, or Plane Jumping spell or a similar advantage, this spell will tell the mage from where or whence they came.
For each minute that has elapsed since the jump occurred, there is a -1 penalty to cast this spell. If the subject is unwilling, roll a contest between the jumper's skill and the mage's Teleport Tracer skill.

Cost: 4 points.
Prerequisite: Trace.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Televisomancy Information

Author: David Pulver (GURPS Technomancer).

Text Origin Information, resisted by IQ

This spell lets the mage know when a text was written, where it was written, where it was published and who published it.
If the text is a translation, the caster will know what language the text was originally written in, who translated it, when they translated it, and if the text has been translated more than once before it was translated into the language in which it appears.
Finally, this spell allows the mage to know if the text has been edited or abridged, and if there are any portions of the original text missing. It does not allow the mage to know what the missing information is or how much text is missing!
If the mage can make a second skill roll, he gets some indication of how much text has been edited out. On a critical success, he gets some idea as to what that information might be.
This spell will also reveal information about the text that would appear on the colophon of a modern book, such as edition number, printing number, the address of the publisher, and so forth.
If the writer, publisher, editor or translator of a document wishes to remain anonymous, they resist this spell with their IQ.

Cost: 4 points.
Time to Cast: 10 seconds.
Prerequisite: History.
Item: Staff, Wand, Jewelry or Lens. Energy Cost to Create: 250 points.

Theft Warning Regular

This spell alerts the subject when an object he owns has been touched or moved without his permission. If the caster is asleep, this spell will immediately wake him as well as alerting him.
If the caster knows the Noise spell, he can also make the item produce a shrill, ear-piercing screech when it is touched. The noise will last until the spell ends or the caster commands the noise to cease. The noise is not actually harmful, but it is highly irritating. Anything with a sense of hearing must roll vs. Will to remain within earshot of the device for more than a minute.
If the caster knows the Dye spell, he can make the object start to spray bright red dye 3d seconds after it is put into a container or is picked up. This dye will stain anything it touches, except the item from which it is emitted, and can't be removed by normal means.
This is also a Protection and Warning spell.

Duration: 12 hours.
Cost: 1 for a small object (up to 3 lbs.), 2 for an object up to 50 lbs., 3 points per hex of larger object. Add 1 point for the Noise option, and 2 points for the Dye option), same to maintain.
Time to Cast: 1 minute.
Prerequisite: Watchdog, optionally Dye and/or Noise.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points, add 50 points each if the item can cast the Noise or Dye spells as well. (b) This spell can be cast on any object for 25 times the base cost. If the Noise option is used, the noise will cease after 12 hours unless the item is "reset" by its owner. If the Dye option is used, the item will "reset" after 1 day.

Total Recall Regular

This spell makes the subject remember a specific event exactly as their senses perceived it, without judgement, imagination, or desire to be helpful coloring their account. The spell doesn't keep the witness from deliberately lying about what they know though.
In effect, for the duration of the spell, the subject gets the Second Level of the Eidetic Memory, but only for the purposes of recalling information about a specific event.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Remember, Recall, Truthsayer.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Furniture. Works for wearer only. Always on. Energy Cost to Create: 200 points.

Tracing Trance Information, resisted by IQ

This spell allows the wizard to mimic the actions that the subject performed in a given place, provided the actions occurred within 12 hours before the spell was cast.
Each additional 12 hours since the subject acted gives the mage a cumulative -1 to his skill roll. This die roll is at an additional -2 if the caster is only slightly familiar with the subject he is attempting to mimic, and is at -4 if the subject is a stranger. The mage is at an additional -4 to skill if he is not holding or touching some item that belongs to the subject.
If the spell is successful, the mage falls into a trance and begins to mimic the words and actions of the subject at the specified time. The mage can be interrupted from his trance at any time if he is shocked (e.g., being doused with cold water, or being struck) or if a bystander utters a "safe word". When the trance is broken the spell is over, but the mage remembers his actions and his thoughts as though he were the subject of the spell.
If the subject wasn't in the place where the mage is attempting to reconstruct events, or if the other conditions of the spell aren't met, the spell automatically fails, but the mage will know the reason for the failure.
This spell is typically used in judicial inquiries or police investigations to determine the actions of a suspect. This spell can also be used to discover passwords or to divine the actions of people the mage is tracking.
Unwilling subjects resist with IQ, even if they are not present.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Trance, Tracker, Mind Reading.
Item: (a) Staff, Wand, Jewelry or Lens. Mage Only. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points.

Tracker Information, resisted by IQ

This spell will allow the caster to follow the exact route taken by a known person or creature. At the mage's option, the creature's footsteps (or path through air or water for a flying or swimming creature) will glow with a pale red light. This allows the mage, or people designated by the mage, to follow the trail without having to use the Tracking skill.
Unwilling creatures resist with IQ.

Duration: 10 minutes.
Cost: 3, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Pathfinder.
Item: Wand, Jewelry or Lens. Energy Cost to Create: 450 points.

Trance Regular

This spell allows the subject to enter a deep trance, as if he successfully used the Meditation skill.
This spell is typically used as an adjunct to certain types of Divination or religious rituals, but clever mages might find other uses for it.
The subject can instantly awaken from the trance at any time.
This is also a Mind Control spell.

Duration: 10 minutes.
Cost: 2, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 75 points. Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 50 points.

True Seeing Regular; Resisted by spell or IQ

This spell lets the subject see things as they truly are. For the duration of the spell, the subject can see through spells that disguise appearance or intentions, and he can see through mundane camouflage. He also gets a bonus to detect falsehoods and false intentions.
To a character affected by this spell, illusions and phantasms appear as faint ghostly images. If he wishes, he can automatically disbelieve them. He can also see the true form of a subject under the influence of spells that change their outward form, such as Shapeshifting. Non-magical or magical camouflage and disguises are negated.
This spell will also reveal shapeshifters in their other form(s), demonic possession, and undead creatures who are passing for human. In each case, the subject will see the true form of the creature under a ghostly image of its false form.
Finally, the subject gets +4 to rolls to find hidden objects, detect lies, sense faint sensations, or to see through false or misleading impressions. The exact form that this bonus takes, and the rolls to which it can be applied are up to the GM. detect disguises, disbelieve illusions, and generally see things as they really are. The character also gets +1 to skill rolls where the ability to "see the truth" is an advantage. This includes most Scientific skills and some Social skills.
Spells that rely on deception or illusion for their effectiveness must win a Contest of Skills against the mage's True Sight spell skill. Creature who wish to retain their disguise or subterfuge resist with IQ.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Prerequisites: Sense Foes, See Secrets, Total Recall.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. (b) Jewel, Clothing, Jewelry or Lens. Works for Wearer/User Only. Energy Cost to Create: 1,000 points.
Author: Adapted from Keith Bisset (Revenant).

Truthful Image Regular, resisted by IQ

When this spell is cast on a picture of a person or object, the picture will show the subject in his current state, and the background of the spell will reflect the subject's current location. The picture need not be of high quality, but a successful Artist skill roll adds to the +2 mage's effective skill to enchant the item.
When the picture is viewed, the subject appears in the foreground of the drawing. The background shows the landscape of the subject's current location.. Unless the mage is familiar with the subject's location, he can't identify the background. However, he can teleport to that location as if he were familiar with the place. In addition, if he is ever in the same location, he gets a roll vs. IQ to recall his surroundings.
This spell does not depict other creatures and people around the subject nor does it perfectly reflect the subject's current state of health. However, if the subject is ill or wounded, the expression of the figure in the portrait will appear pained or haggard. If the subject dies, the picture goes black and the enchantment ends.
Note that long distance modifiers don't apply to this spell.
Unwilling subjects resist with IQ.
This is also an Illusion and Creation spell.

Duration: 1 minute.
Cost: 3 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Seeker, Locator, Complex Illusion.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Picture. Shows named subject in foreground and his surroundings in the background. Energy Cost to Create: 500 points or 150 points if only one subject can be tracked. (In this case, the subject's image must be painted in the foreground).

Understand Faerie Regular

This spell gives the mage insight into the ways of the faerie. For the duration of the spell, the mage gets Savoir Faire (Faerie)-12, and +4 to all social skills when dealing with faeries and similar supernatural creatures. If the mage already has Savior Faire (Faerie) at 12+, they get a temporary +4 bonus to skill.
This is also a Communication and Empathy skill.

Duration: 10 minutes.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Sense Emotion, Sense Magic.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Vision of Battle Regular

This spell allows observers to view a diorama of toy soldiers as if it were a real battle.
When the spell is cast, the toy soldiers begin to move on their own. After a few minutes of careful observation, observers will see not animated toy soldiers on a tabletop but a real battle, possibly with thousands of men involved. Time passes quickly; each battle is over in about 10 real-world minutes, even if the viewers think that they have seen several days of combat.
Uniforms, faces, terrain, and equipment of the soldiers will change to produce maximum realism, including terrain effects, extreme weather conditions, smoke, fire, explosions and gruesome injuries. This effect gives observers an effective History (Military)-15 to figure out the details of a given historical battle.
The mage can set up the diorama to be a recreation of a real battle or a hypothetical battle based on historical military organization and tactics. If he wishes, the mage can "change history" at any point in the battle to see how the outcome would be different.
This spell can't produce simulations of modern battles (i.e., within the last 20 years) unless the equipment, troop strength, battle plans, intelligence situation, etc. of all the forces involved is public knowledge, or could be if documents existed. This limitation effectively keeps the mage from using a diorama to plot strategy for a current military campaign unless he has perfect knowledge of both his own forces and those of the enemy.
The mage can try to set up battles based on a battle in which he is currently involved, but unless he has perfect information, the diorama will play out only a hypothetical battle. This might give the mage dangerously misleading impressions. Because of this, the Vision of Battle spell gives no benefit to Strategy or Tactics rolls.
The spell can also be used to set up hypothetical battles using fantastic or futuristic technology. However, unless the mage can predict the future with perfect ease these battles, while interesting, are not an accurate vision of future military history.
Repeated use of this spell allows any viewers to learn the Strategy and Tactics skills as if they were in an accelerated training program. (i.e., they can learn the skill in half the normal time).
This is also an Illusion and Creation spell.

Duration: 10 minutes.
Cost: 5 points, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Battle Map, History, Complex Illusion.
Item: Box of Toy Soldiers. Energy Cost to Create: 2,500 points.
Author: Adapted from GURPS Magic Items 2.

Wilderness Guide Regular

This spell creates or summons a brownie, small animal or other nature spirit appropriate to the terrain. For the duration of the spell, the guide will lead the party through the area, help them find food and water, and will assist them in avoiding natural hazards such as predators. The guide has the following skills: Area Knowledge (Local Terrain)-16, Naturalist-12, Survival (Local Terrain)-12.
The guide will not fight in combat and will flee if attacked, ending the spell. A Brownie (or similar nature spirit) has ST 2, DX 12, IQ 9, HT 4/12, Move 1.5, PD 1, DR 0 and will be 6" tall. Alternately, the guide could be something like a fish (in water), a small bird, a squirrel, or a cat.
This spell can't be cast in urban areas unless the GM rules that there are "nature spirits" for these areas.
This is also an Earth spell and a Plant spell.

Duration: 1 hour.
Cost: 5 points, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Tracker, Seeker, Summon Animal, Seek Earth, Seek Plant.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points (b) Woodland Guide GURPS Magic Items 2, p. 16. Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 2.

Wizard Face Regular

This spell conjures up a ghostly image of the mage's head that he can move about at will.
For the duration of the spell, the mage can use the senses of this projection as if they were his own. He can also cast spells through the face if he knows a spell well enough to cast it verbally.
In other respects, this spell is identical to the Wizard Eye spell.

Duration: 1 minute.
Cost: 6, 4 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Wizard Eye, Wizard Ear, Wizard Nose, Wizard Mouth.
Item: A stone head. Requires $750 in rare materials related to all five senses. Energy Cost to Create: 750 points.

Wound Image Information, resisted by IQ

If the mage can touch (or place his hand next to) a wound on another person, he gets a brief image of who, or what, caused the wound, as seen from the victim's perspective.
The vision will consist of 2 to 10 seconds of "memories" that replay the events leading up to the wound, as well as its immediate aftermath. If the victim didn't see what hit him, this spell will yield false information or no information at all. In addition, the mage feels the emotions that the victim was feeling at the time that he was wounded. If the victim was terrified, the mage might have to make a Fright Check. If the creature (or force) that wounded the victim was particularly frightening, the mage might have penalties to this roll.
If the wound killed the subject, the mage must roll vs. Will or suffer the effects of the Death Vision spell.
If the subject did see the cause of his wound, the mage will get a brief impression of the event. He must roll vs. IQ or the appropriate skill to determine the exact identity of the creature that caused the wound. At the GM's option, this might not be possible, especially if the attacker was disguised or was striking from a distance.
This spell can be cast on a dead body as long as distinct wounds can be identified on the body. If a wound was made after death, the mage doesn't get a vision from the subject's view. Instead, he gets a brief mental impression of what caused the wound.
If the character that caused the wound wishes to hide his identity, they resist with IQ. has some reason to hide their involvement, they get a roll vs. IQ to resist this spell.
This is also a Necromantic spell.

Cost: 2 points.
Time to Cast: 1 minute.
Prerequisites: Divination, Diagnosis or Last Contact.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

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