Light and Darkness Spells

Changes to Spells from GURPS Magic

Continual Light - If the GM doesn't want to bother with the die roll, he can arbitrarily set the duration as 1 week. This spell can be maintained for half the cost that it took to originally cast it. A hex can be filled with continual light at the same price per hex as it would cost to affect a single object. Continual light will dispel Darkness, but Darkness will dispel Continual Light for the duration of the Darkness spell.
Costs to enchant objects with Continual Light should be reduced in a high magic game. The cost should be 20 times the base cost (or 20 times the base cost per hex for an area) rather than 100 times.

Darkness - Darkness temporarily dispels Continual Light and it permanently dispels Light of any intensity if it is cast "over" a light area. Darkness is dispelled by either of those spells at the most powerful level. Darkness cancels the effects of a Flash spell, but a Flash spell has no effects on Darkness.

Flash - Darkness nullifies the effects of a Flash spell.

Hide - This spell gives also gives a bonus to Stealth and Camouflage skills in contests of Vision vs. those skills.

Infravision - This spell won't detect cold-blooded or unliving creatures (such as undead, robots or golems) unless their heat signature is significantly different from that of their surroundings. For example, this spell will detect vampires that have recently fed, robots whose power sources emit heat, or animated snowmen or ghosts that emanate cold.
Detecting creatures whose signatures nearly match the ambient temperature or seeing subtle variations in temperature gradient might require a roll vs. Vision or IQ. Living creatures that take precautions to avoid appearing in Infravision (including creatures with thick fur in cold weather environments) get give -1 or more to Infravision sense rolls.

Invisibility - Invisible characters will be visible in areas of dust, smoke, or water since they will appear as a clear area. This halves penalties to see or to hit them. Paint, liquid, or powder poured over invisible characters will make them visible for a moment until the paint sinks into the subject's clothes or the liquid or powder runs (or rubs) off. Invisible characters will be visible for 1d seconds if made visible in this way.

Light - This spell can also be cast on an area for the same cost per hex as it would cost to affect a single object. A 3-point light spell (see below) will counter an equal area of Darkness (and vice-versa). For 2 points the mage can produce light equivalent to a campfire, for 3 points the light can be made so bright as to be painful at close range (roughly equivalent to a 100-watt light bulb). Same cost to maintain. Item: Wand, Staff or Jewelry. Allows the user to cast this spell. Cost to Create: 100 points.

Light Jet - For half cost, the jet can be a low-powered beam that is incapable of blinding and which only has an effective range of 5 yards. For double cost the beam can be made incredibly intense so that it has a range of 80 yards and can blind foes within 25 yards as if they were hit with the Flash spell. The mage must still target the face and can only attack one foe per turn.

See Invisible - At the GM's option, See Invisible may be able to detect creatures that don't exist on the mage's plane but are closely connected to it, such as spirits, the spectral undead; or nearby astral travelers.

Changes to Spells from GURPS Grimoire

Glow - This spell can be cast on a person or object.

Magelight and Continual Magelight - The mage can specify those people who he wishes to be able to see the light in addition to himself. However, anyone with the Magery advantage will be able to take advantage of Magelight.

Sunbolt - See also Laser.

Light and Darkness Spells from GURPS Magic

Blur
Colors
Continual Light
Dark Vision
Darkness
Flash
Hawk Vision
Hide
Infravision
Invisibility
Light
Light Jet
Night Vision
See Invisible
Shape Darkness

Light and Darkness Spells from GURPS Grimoire

Body of Shadow (VH)
Bright Vision
Continual Mage Light
Continual Sunlight
Gloom
Glow
Images of the Past
Mage Light
Mirror
Remove Reflection
Remove Shadow
Shape Light
Small Vision
Sunbolt
Sunlight
Wall of Light

Light & Darkness Spells from the Codex Arcanum

Animate Reflection - Illusion & Creation
Black Fire - Water (Ice)
Brighten Fire - Fire
Brilliant Flames - Fire
Chameleon Clothing - Illusion & Creation
Enchanting Reflection - Mind Control
Glowing Eyes - Illusion & Creation
Image - Illusion & Creation
Improved Image - Illusion & Creation
Indicator - Knowledge
Moon Message - Communication & Empathy
Nocturnal - Mind Control
Predict Eclipse - Air (Weather)
Sunblock - Fire
Sunburn - Fire
Total Stealth - Protection & Warning
Transparency - Illusion & Creation


Alter Heat Signature Regular, resisted by IQ

This spell alters the patterns of heat emitted by the subject. For the duration of the spell, the character's Infrared and Ultraviolet signature is changed, disguising him from characters viewing him with Infravision, Ultravision or high tech Night Vision goggles. The Night Vision advantage and high tech light enhancement devices aren't fooled.
Viewers using infrared to spot the subject must roll vs. Vision (or IQ, whichever is better) -4 to detect the subject's true nature. Alternately, this spell gives the subject +4 to his effective Camouflage, Disguise or Stealth skill, but only when viewed via infrared or similar heat-sensing devices. Finally, this spell can make the subject look like some other object when he is viewed with IR or UV sensors. This will fool heat-seeking missiles and the like unless the sensor (or its operator) can make an appropriate skill roll to properly recognize the subject.
Also works to mask "heat trail" left by the footprints of warm-blooded creatures. Trackers using infrared are at -6 to follow a masked trail.
Unwilling subjects resist with IQ.
This is also an Elemental Fire spell.

Duration: 1 minute.
Cost: 2 points, 1 to maintain.
Prerequisite: Alter Reflection or Seek Heat.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Cast: 250 points.

Alter Reflection Regular, resisted by Will

This spell makes the subject's reflection in mirrors, or his image on film or videotape, look different from his normal appearance.
The altered appearance can be anything that the caster can imagine. However, if the caster is trying to make the subject's reflection look like a specific creature or a specific person, the caster must make a Disguise roll for the subject,. This roll is at -6 if the caster doesn't have a good likeness of that person or creature (or the person to be imitated) at hand.
Note that the subject's appearance to living creatures appears to be normal, even if he is undead or is otherwise not alive.

Duration: 1 hour.
Cost: 4, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Blur.
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.

Ambience Area; Resisted by IQ

This spell allows the mage to subtly affect the lights and shadows in his immediate area to play upon viewers' emotions.
People who fail their resistance rolls are impressed by the dramatic (or romantic) lighting and react favorably to the mage, or to their surroundings. this gives the mage +1 to Reaction or influence skill rolls.
The ambience must be tailored to a particular species and situation. The effect of this spell on non-human creatures is up to the GM.

Duration: 1 minute.
Base Cost: 2 points, plus 1 points per level of bonus desired, to a maximum bonus of +2. Same to maintain.
Time to Cast: 1 second per point of energy used to power the spell.
Prerequisites: Magery, Glow, and Gloom.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. (c) This spell can be permanently cast on an area for 25 times the base cost.
Author: Adapted from John Wood.

Beacon Regular

This spell fills a hex with a 6' high circular "pillar" of blinding light, equivalent to that produced by a searchlight or lighthouse beacon.
The beacon illuminates the area around it for 100 hexes with light equivalent to daylight. It produces a more diffuse light, sufficient to see by out to 500 hexes (1500'), and dimmer light beyond that. Under ideal conditions, it can be seen for up to 5 miles by the day. At night, the distance at which the beacon can be seen is limited only by atmospheric conditions and the curvature of the planet. If a beacon is placed on top of a high place (such as a hill, mountain or tower), it can be seen for dozens or hundreds of miles on a clear night.
The default color of the beacon is white light. The caster can change the color of the beacon, but in this case, the illumination properties of the beacon are halved.
Characters who look directly at the beacon must roll vs. HT each turn or suffer from the effects of the Flash spell.

Duration: 1 minute.
Cost: 10 points, 6 to maintain. For 2 points extra, the light can be made directional, only shining in the directions the caster wishes.
Time to Cast: 10 seconds.
Prerequisite: Magery, Continual Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) For 25 times the base cost the beacon can be made permanent.

Beam Walker Regular

This spell allows the subject to walk along a reasonably distinct beam of light like a flashlight or a laser beam, essentially walking on air.
This spell is automatically dispelled if the beam is broken or if the beam is indistinct (for example, a flashlight beam in the day). In addition, the subject must make a DX roll (or a roll vs. Acrobatics) every 10 seconds to keep his balance. Nor can he "walk" along a beam that is at more than a 45-degree angle.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Continual Light
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Crystal Rod or Jewelry. Creates a beam of light along which the user can walk. Energy Cost to Create: 250 points.

Bend Light Regular or Area, resisted by IQ

This spell allows the mage to bend light waves to make objects appear to be up to 10 hexes away from their true location.
If the mage shifts an entire area, it remains internally consistent but will appear to overlap real objects in the area to which it is moved. It the caster casts this spell on a person, their image moves relative to their current position keeping a consistent distance and orientation to the character. If the subject moves into an area where it is impossible for their image to "keep station" (e.g., when they move through a door or narrow corridor), the spell is temporarily canceled until the image can reappear in its proper position. Unlike an Illusion, this spell can't be disbelieved. The image is real, it's just not in its "proper" location.
By concentrating, the mage can change the distance and orientation of the image to the character, but the image temporarily vanishes for 1d seconds while the mage adjusts the light waves.
Attacks against the image miss their intended target and pass harmlessly through the image. Attacks against the subject's hex are treated as Wild Swings against an Invisible target. The only exception to this is if the attacker has a good reason to suspect that the subject is within 1 hex of a known location (e.g., the subject must climb a ladder, go through a door, etc.) and the attacker can track the motion of the image to judge the character's true location. In this case, the penalty to hit the character is only -5, though attacks are still considered Wild Swings. Likewise, if the hidden character makes noise, leaves a trail, or does something else to call attention to his true location, attacks against him are only at -5. If he attacks, the spell is automatically canceled for 1d seconds after the attack.
In other respects, the subject is Invisible, except for their displaced image. Their image accurately reflects the subject's true condition. If the character casts spells or makes ranged attacks, they appear to come from the image.
This spell will not fool radar, sonar, or smell, only sight. In addition, any sounds or scents the subject might produce come from his true location.
This spell can be used as a prerequisite for the Invisibility spell.
Unwilling subjects resist with IQ.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Magery, Prism.
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. Some versions are always on. (c) This spell can be cast permanently on an area for 50 times the base cost.

Blinding Countenance Regular, resisted by HT

This spell makes the subject's face and upper body glow with incredible brightness, as if he were surrounded by an intense halo. For the duration of the spell, nobody can look directly at him.
Characters who inadvertently look at the subject suffer the effects of the Flash spell. People who intentionally look at the character and prepare themselves for the light, or characters that successfully make their Resistance Rolls are temporarily dazzled. They are at -2 to Vision and any skill that requires keen sight (including missile weapons), for 1d turns after they stop looking at the character.
Attempts to attack the subject with melee weapons are at -2, attempts to hit him with missile weapons are at -4. It is impossible to make aimed shots with missile weapons without deliberately looking at the subject. Regular "snapshot" missile weapon attacks or melee weapon attacks don't require the attacker to look at the subject.
This spell also provides illumination equivalent to daylight within 10 hexes of the subject's location. Dimmer light extends to a greater distance. In the day, the subject can be seen up to 1 mile away. At night, the distance at which he can be seen is limited only by atmospheric conditions and the subject's height above the earth. Under ideal conditions, he can be seen from 5 miles away.
The drawback of this spell is that it makes it impossible for the subject to hide. Skills such as Disguise, Stealth, and Shadowing can't be used. Other skills that require the subject to interact with others are usually at a penalty of -2 or more. The exceptions to this are skills such as Interrogation or Intimidation, where the character can use the spell to his advantage. In this case, he gets +1 to skill. Reaction rolls are usually reduced as well.
In some cases, observers can be positively influenced with this spell. With the Voice advantage and a good Acting skill roll, the subject can do a passable impression of a divine messenger.
This spell is countered by the Darkness or Shadows spell.
Unwilling subjects may roll vs. HT to resist.

Duration: 1 minute.
Cost: 6 points, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Flash.
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.

Body of Light (VH) Regular, resisted by IQ

The subject's body and everything he carries turned into pure, brilliant, cohesive light for the duration of the spell. While in this form the subject can move, think and perceive the world normally, but he can't attack, speak, or cast spells unless he can cast them without words or gestures (skill level 21+).
While in this form the subject can move, think and perceive the world normally, but he can't attack, speak, or cast spells unless he can cast them without words or gestures (skill level 21+). The subject's clothes and belongings also transform, as long as their Encumbrance is within the "No Encumbrance" range.
The subject's body will dazzle people who look at it, just as if he had the Blinding Countenance spell cast on him. Furthermore, he is intangible, making him invulnerable to normal weapons. If he is struck with weapons that use light or radiant energy to attack (such as lasers, fire, or x-rays) he takes only half damage.
While in this form the subject is vulnerable to spells that destroy or reduce light. He takes 1 point of damage for every minute he spends in an area affected by the Gloom spell, and he takes 1 point of damage per turn that he spends in an area affected by the Darkness spell. In both cases, the subject resists with DX. If he ventures into an area of natural darkness (such as a cave), he takes 1 point of damage per minute. Other areas of natural darkness, such as an outdoor area at night do lesser amounts of damage, from 1d-3 per hour for a bright moonlit night to 1d per hour for a dark, stormy night in midwinter.
Finally, while in Body of Light form, the subject moves at triple his normal speed.
The drawback of this spell is that the subject is intangible as if he had the Insubstantial disadvantage. He cannot make physical attacks, though he can still use spells or psionics.
For triple cost, the subject takes on all the properties of light. By concentrating for a second, he can translate himself though narrow spaces that admit light as if he had the Body of Air advantage. By concentrating, he can also move at light speed to any location within his line of sight. This lets him Teleport without error to any location he can see. Since he is insubstantial, he can also fly as if the Flight spell had been cast on him.
Unwilling subjects resist with IQ.

Duration: 1 minute.
Cost: 6, 4 to maintain. Triple cost for the enhanced version.
Time to Cast: 5 seconds.
Prerequisite: Magery 2, Blinding Countenance, 10 other Light 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: 750 points.

Body of Shadow (VH) Regular, resisted by IQ

This spell turns the wearer into an animate 2-dimensional shadow. While in this form the subject can move, think and perceive the world normally, but he can't attack, speak, or cast spells unless he can cast them without words or gestures (skill level 21+). He must also move along a wall or floor. The subject's clothes and belongings also transform, as long as they're within the "No Encumbrance" range.
The character is immune to all forms of attack except direct light. Light can do any amount of damage from 1d-5 per minute for a small lamp or candle to 1d per turn for a Flash spell or full sunlight. Attacks of concentrated light, such as Sunbolt spells do double damage. The character takes no damage from indirect light, no matter how bright. For example, the character would be safe in the shade of a rock or wall even on the brightest day of the year.
Finally, while in Body of Shadow form, the subject moves at triple his normal speed, though he is limited to moving along walls, floors and other surfaces where he can cast a shadow.
The drawback of this spell is that the subject is intangible as if he had the Insubstantial disadvantage. He appears to be a two-dimensional silhouette. He cannot make physical attacks, though he can still use spells or psionics.
For triple cost, the subject takes on all the properties of darkness. By concentrating for a second, he can translate himself though narrow spaces that admit light as if he had the Body of Air advantage. By concentrating, he can also move at light speed to any shadowy location within his line of sight. This lets him Teleport without error to any location he can see. Since he is insubstantial, he can also "climb" walls as if he had the Clinging advantage.
A character in a shadow form gets +5 to Shadowing, Stealth or Camouflage wherever there are deep shadows or when Vision penalties due to darkness exceed -2.
Unwilling subjects resist with IQ.

Duration: 1 minute.
Cost: 6, 4 to maintain. Triple cost for the enhanced version.
Time to Cast: 5 seconds.
Prerequisite: Magery 2, Shape Darkness, Blur, and 10 other Darkness spells.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Shadow Cloak, GURPS Magic Items 1, p. 77. Energy Cost to Create: 500 points.
Author: Self, GURPS Magic Items 1

Burning Light Jet Regular

This spell allows the mage to shoot a narrow beam of hot, intense light from his finger.
This beam is hot enough to do damage and set flammable materials alight. Against unprotected flesh, it does 1 point of damage per turn. If used against flammable materials, the jet does the same damage as the first level of the Create Fire spell.
If the jet is successfully targeted on the victim's eyes, in addition to taking damage, the victim is blinded as if he had been hit by the Flash spell and failed his Resistance Roll.
This spell is targeted with DX or the Magic Jet (Light Jet) skill. The mage can produce one Burning Light Jet from each hand.
This is also a Fire spell.

Duration: 1 second.
Cost: 1 point per hex of range, up to 3 hexes, same to maintain.
Prerequisites: Magery, Light Jet.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.
Author: Adapted from John Wood.

Chameleon Regular

This spell allows the subject and any items he is carrying or wearing to blend in perfectly with his background. This makes him extremely difficult to see. For the duration of the spell, the subject gets the Chameleon advantage.
For double cost, the subject gets +10 to skills such as Camouflage, Shadowing, or Stealth skill, and observers are at -10 to Vision rolls to see him as long as he remains motionless. If the character moves, this penalty drops to -5, or +5 for skills.

Duration: 1 minute.
Cost: 3, 2 to maintain. Double cost for the improved version of the spell.
Prerequisite: Colors.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points for the normal version of the item, 450 points for the improved version of the item.

Clear Sky Regular

This spell allows the caster to see the sky at his location as it would appear on a clear night, regardless of light conditions, cloud cover, or obstructions. This spell doesn't actually affect sky conditions, it just allows the caster to visualize the sky as it would be under ideal conditions.

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

Cloak of Many Colors Regular

This spell wreathes the subject in a fabulous, flowing garment of light and/or darkness. This spell can generate four different types of cloak. Each variant has its own point cost.
Sun Cloak: This variant wraps the subject in a flowing garment made of brilliant light and dazzling yellow and white jewels. Anyone looking at the cloak for the first time must roll vs. DX+2 or be Dazzled (as the spell) for a turn. The garment sheds light equivalent to a very strong (6 point) continual light spell. In addition to producing light, a sun cloak also provides warmth equivalent to heated winter clothing. Due to its beauty, the cloak gives +1 to reaction rolls. While it is worn, skills such as Stealth, Shadowing, and Disguise are impossible. Cost: 6 points, 4 to maintain.
Rainbow Cloak: This variant creates a cloak or robe of constantly moving, sparkling, brilliantly colored light. At night, the cloak produces a shifting, scintillating light that has the same intensity as flames from a campfire. During the day, the cloak can be seen for miles because of its iridescent and reflective qualities. The beauty of the garment will impress even the most jaded fop. In situations where it is an advantageous to appear rich, powerful, and well dressed, the cloak gives +2 to reactions. While it is worn, skills such as Stealth, Shadowing, and Disguise are impossible. Cost: 4 points, 3 to maintain.
Moon Cloak: A thin flowing garment made of silvery, sparkling light . The cloak is impressive, but doesn't Dazzle, provide visibility (beyond a dim light) or generate heat. If the wearer wishes, the cloak can cool him, reducing the ambient temperature under the cloak by up to 10 degrees. The cloak gives +1 to all reactions, but gives -1 to Stealth, Shadowing or Disguise skills. Cost: 3 points, 2 to maintain.
Star Cloak: A rich, flowing cape or robe made of inky darkness studded with twinkling stars. It gives the wearer +1 to Stealth skill in dim light indoors, but no benefit in darkness (the stars stand out). Against a starry sky, the star cloak allows the wearer to blend in to his surroundings, giving him +2 to Stealth or Shadowing skill if he is moving, or +4 if he is standing still. In other respects, it is like the moon cloak variant of the spell. Cost: 3 points, 2 to maintain.

Duration: 1 minute.
Cost: See the spell description.
Time to Cast: 10 seconds.
Prerequisite: Continual Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 25 times base cost if only one form of cloak can be created, 300 points if all the forms can be created. (c) A cloak can have this spell permanently cast on it for 25 times the base cost.

Coherent Light Jet Regular

Author: David Pulver (GURPS Technomancer)

Cold Shadow Area, resisted by HT

This spell makes shadows in the area of effect absorb heat, creating areas of intense cold.
Anyone in a shadowed area within the area must roll vs. HT each turn. On a failed roll, they take a point of Fatigue damage. Once Fatigue reaches half the original score, the character start losing HT instead.
People in illuminated areas within the area of effect take no damage, nor do the cold shadows have any effect on the ambient temperature of the area.
This spell is useful to literally bring people "out of the shadows." Eavesdroppers and hidden observers can either reveal themselves or freeze to death.
This is also a Water (Ice) spell.

Duration: 1 minute.
Base Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Shape Darkness, Cool.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be permanently cast on an area for 50 times the base cost.

Color Spray Regular; Resisted by IQ-4

When this spell is cast, a vivid, fan-shaped spray of clashing colors shoots from the caster's hand.
Up to six creatures can be affected by this spell. In order to be targeted, the victims must all be in the mage's front hexes, they must all fall within in a 60 degree arc of each other, and they must be within 30 hexes of the mage.
The target(s) of this spell must roll vs. IQ-4 or be mentally stunned by the dazzling lights. They must then roll vs. IQ-4 each turn to recover. The victims of the spell do not have to see the Color Spray in order to be affected by it, but the spell doesn't work on blind creatures.

Duration: Instantaneous.
Cost: 2 points per target, up to 6 targets maximum (maximum of 12 points). Can't be maintained.
Prerequisite: Mental Stun, Light Jet.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from Keith Bisset (Revenant).

Concentrate Light Area

This spell concentrates ambient light into one point.
In deep shadows, this spell will make the entire area dark except for one point with brightness equivalent to a candle. In shaded areas, it will make one area intensely bright while making the rest of the area gloomy. In bright areas, it will make one area painfully bright, as if the 6-point version of Continual Light were cast on the area. The rest of the area appears overcast, as if the Gloom spell had been cast on the area.
The bright area is 1/4 the radius of the area affected. For visibility rolls, modifiers for Darkness in the "concentrated" area are reduced by 3/4 while the modifiers for the rest of the area are doubled. For example, in an area where there was an overall -4 to Vision due to darkness, people in the bright area would only be at -1 to see things in that area. Anyone outside of the area would be at -8 to see.
If there are no penalties due to darkness, the brightness of the light area is quadrupled, while the light in the rest of the area halved. In full sunshine, the bright area is painfully bright, and affects observers as if they had been hit by the Flash spell.
This spell will create odd light effects. To those outside of the area of effect, the spell looks like a circle of shadow with a brighter light in the center. However, the bright light doesn't seem to shed light into the shadowed area.

Duration: 1 minute.
Base Cost: 1, half (minimum 1) to maintain.
Time to Cast: 3 seconds.
Prerequisites: Shape Light, Gloom, Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be permanently cast on an area for 25 times the base cost.

Continual Darkness Area

This is the opposite of Continual Light. An area cloaked in Continual Darkness blocks all light into or through the area.
Spells such as Continual Light or Continual Magelight cancel this spell, and vice-versa.

Duration: 1d+6 days.
Base Cost: 2, 1 to maintain. Prerequisite: Darkness.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can be permanently enchanted with this spell for 25 time the base cost.

Dancing Lights Regular

This spell creates one to four lights that resemble either torches, lanterns or glowing spheres of light or one faintly glowing, vaguely man-like shape. At higher tech levels, the mage can produce lights in the shape of other hand-held lights with which he is personally familiar, such as gas lamps or flashlights.
If the lights resemble lanterns or torches, they produce the same amount of light as a real torch or lantern. If the lights are in the form of glowing spheres, they resemble the light produced by such creatures as Will O' Wisps. If the light resembles a figure, it looks vaguely like someone outlined with the Faerie Fire spell or a creature from the plane of fire.
The dancing lights move as the spellcaster desires, without any need for concentration on his part. The lights vanish if they move more than 25 hexes from the caster.
In dark conditions (Vision penalty -6 or more), observers must roll vs. IQ to determine the true nature of the lights. To casual observers, the light sources appear to be real. For example, it would look that a group of people is carrying torches or lights, or that a real Will O' Wisp or elemental creature is present.
In bright light, or to creatures within 3 hexes, the nature of the illusion becomes obvious if the lights are in the shape of lights or torches. Other forms of this spell appear real until the light source is touched or attacked.

Duration: 1 minute.
Cost: 2 to cast, 1 to maintain. Each doubling of cost either doubles the range to which the lights can travel, or it doubles the number of lights that can be produced.
Prerequisite: Light, Simple Illusion or Dancing Flames.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be made permanent for 25 times the base cost. The spell still ends if the lights move more than 25 hexes from the mage.
Author: Adapted from Keith Bisset (Revenant)

Darkbolt Missile

Darkbolt is the of opposite of the Sunbolt spell. It creates a beam of icy cold pure darkness. It does +1 damage per die to creatures of light or fire.
It has SS 13, Acc 2, 1/2D 75, Max 150, and uses Spell Throwing (Sunbolt) to hit. Darkbolts are not reflected by highly polished surfaces. In other respects, this spell is identical to the Sunbolt spell.

Duration: Instantaneous.
Cost: 2 per die, up to 6 points (3d+3 damage). Each energy point does 1d+1.
Time to Cast: 1 second per die of damage.
Prerequisite: Darkness, 5 other Light and Darkness spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.
Author: Adapted from the Net.

Darkcloak Regular

This spell creates a flowing cape made of pure darkness. The cloak gives the wearer +4 to Stealth, Shadowing, and Camouflage whenever there are deep shadows to hide in (Vision penalty due to darkness -2 or more). It also gives -1 to all attacks made against the wearer, since the cloak obscures the wearer's body.
The cloak helps keep the subject cool and free of sunburn since it destroys any sunshine or firelight that touches it. Heat will still get through, but fire damage is stopped for the first turn that it strikes the cloak. Subsequent fire damage his halved. Damage from light is completely negated, making the subject immune to sunburn, lasers and spells such as Sunbolt. In addition, if the wearer wishes, he can make the ambient temperature under the cloak up to 20 degrees cooler than the surrounding temperature.
In situations where it is an asset to appear powerful, mysterious or dramatic, the Cloak gives +1 to reactions.

Duration: 1 minute.
Cost: 6, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Continual Darkness, Cloak of Many Colors.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 150 points. (c) A cloak can have this spell permanently cast on it for 150 points.

Darklight Area, resisted by IQ

This spell creates a strange "dark light" in which only the mage, and those specified by the mage can see.
For the duration of the spell, the area of effect is covered in darkness, as if the Darkness spell had been cast. However, the mage and his companions can see normally, as if the Dark Vision spell had been cast on them. Other characters are blind unless they can make a roll vs. IQ to resist the spell.
Note that if this spell is cast on an otherwise dark area, it does not grant characters within the area of effect the ability to see in the darkness. However, if they take light sources into the area, or cast Light spells, they will be able to see as well as they could under normal circumstances. To those not specified by the mage, the area is treated as a normal area of Darkness. This can produce odd effects. For example, a candle will cast its normal light, but only for the characters specified to the caster. Other characters can't see the light.
This spell is dispelled by the Light or Continual Light spell.

Duration: 1 minute.
Cost: 5 to cast; 2 to maintain.
Prerequisites: Dark Vision, Darkness.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be permanently cast on an area of 25 times the base cost. In this case, only characters, or types of characters specified by the mage when the spell is cast can see.
Author: Adapted from D. Barrett

Dazzle Missile, resisted by HT

This spell shoots a brilliant bolt of light at the subject. If the target is struck, he is affected as if he was affected by the Flash spell, unless he makes a roll vs. HT. If the missile is aimed at the subject's head, he is at -6 to his resistance roll. If the missile is aimed at his eyes, no resistance roll is allowed.
The missile has SS 13, Acc 0, 1/2D n/a, and Max 40. It is targeted using the Missile Throwing (Sunbolt) skill.

Cost: 1 point, can't be maintained.
Prerequisites: Light Jet.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from D. Barrett

Delay Image Regular, resisted by IQ

This spell temporarily delays sounds produced by or light reflected from the subject.
For the duration of the spell, observing characters see actions taken and noises made by the subject one second after they actually happen.
This spell is very disconcerting for subjects who are not used to it, since their speech appears to start with silence and then come out of nowhere 1 second too late.
If the subject has never experienced this spell before, he must make an IQ roll to adapt. Otherwise, he is at -4 to all skills that require speech, and -2 to skills that require close hand-eye coordination, including most combat skills.
Once the subject adapts, this spell becomes a powerful enhancement in combat. Because the subject's attacks actually hit one second before the time when they appear to strike, opponents are at -2 to Parry or Block the characters blows, and are at -1 to Dodge his attacks. In addition, the character gets +2 to all rolls to attack (but not to defend) with melee weapons, and he gets +4 to skill rolls to disengage or make other unexpected moves.
Skills and attacks that rely on nearly instantaneous recognition of an opponent's moves or reactions, such as Feints or the Body language skill don't work for either the subject or his foes while this spell is in effect.
Opponents get a roll vs. IQ to resist this spell.
This is also a Gate spell.

Duration: 10 seconds.
Cost: 4 points, same to maintain.
Prerequisite: Slow Light and Silence or Blink.
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.

Diffuse Light Area

This spell diffuses light from a single source to be over a large area. For the duration of the spell, the light seems to radiate equally from everything in area rather than from one single point. This completely eliminates shadows and allows light to be more evenly distributed.
If there are different penalties for darkness in the area of effect (e.g., a dim area with several deep shadows), this spell will average them. The exact overall penalty (if any) is up to the GM.
While this spell is generally used to allow a single strong source of light (like a fire) to better illuminate a room, clever mages will find other uses for it.

Duration: 1 hour.
Cost: 1, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Shape Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be made permanent on an area for 25 times the base cost.

Disruption Bolt Missile

Author: David Pulver (GURPS Technomancer)

Eclipse Area, resisted by IQ

This spell causes the sun or moon to be eclipsed, as seen from within the area of effect.
The eclipse will progress like a natural eclipse, taking about an hour to reach full effect and taking about an hour to wear off. To those outside the affected area, the sun or moon appears unchanged.
People within the area of effect roll vs. IQ to ascertain that the eclipse is actually a spell rather than a natural event.

Duration: 2 hours.
Base Cost: 1/4 point, can't be maintained.
Time to Cast: 1 minute.
Prerequisites: Magery, Gloom, 5 other Light and Darkness spells.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Extinguish Light Regular, resisted by IQ or Spell

This spell is similar to Darkness or Gloom spell, but can be cast on a person or object. As the subject of the spell gets nearer to a light source, the light becomes dimmer. If the subject moves adjacent to a light, all but the brightest lights are extinguished.
This effect is first noticeable when the subject gets within 20 yards of a light. Any observers get an IQ roll to notice the dimming, though they might not recognize the source. When the subject gets 15 yards away from a light, there is a extreme decrease in illumination. Any observers may roll vs. IQ to realize that the subject is the source of the spell.
Once the subject gets within 15 yards of a light, candles are only visible from a foot away and torches, lanterns and firelight only illuminate adjacent hexes. The brightest Continual Light spell is reduced to 5 yards effectiveness, and even that is no brighter than an ordinary torch. Within 5 yards of the subject all torches, lanterns and fires go out, while magic light is only visible in adjacent hexes.
Sunlight, moonlight, and starlight are unaffected, though there is a noticeable dimming and deepening of shadows around the subject. If he is outdoors, for the duration of the spell, the subject is affected as if he were the center of a Gloom spell that gets more intense the closer it gets to him. In the subject's hex and his adjacent hexes, there is a -3 Vision penalty due to darkness. Within 5 hexes, there is a -2 penalty, and within 15 yards, there is a -1 penalty. There is a noticeable, but inconsequential dimming of light out to 20 yards from the subject's location.
This spell can be cast on an inanimate object, in which case the spell has the same effects listed above for any light source brought closer to the object.
Unwilling subjects resist with IQ. Spells such as Light or Continual light that are affected by this spell can are only affected if the Extinguish Light spell can win a Contest of Skills.

Duration: 1 minute.
Cost: 4 points, 3 to maintain. Each doubling of cost doubles the spell radius.
Time to Cast: 3 seconds.
Prerequisites: Gloom, Extinguish Fire.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On and have the Hex spell on them. Energy Cost to Create: 250 points.
Author: Adapted from GURPS Fantasy Bestiary.

Eye Beam Area, resisted by IQ

This spell is almost identical to the Light Jet spell, except that the beams of light emanate from subject's eyes rather than his hands.
The advantage of this spell is that it automatically illuminates the area the subject is trying to see, and it keeps his hands free. The light beam provides illumination equal to that provided by a good flashlight out to 10 hexes. It provides dim (halve darkness penalties) out to 15 hexes, and reduces darkness penalties by 1/4 out to 20 hexes. The light can be seen at a much greater distance - up to 1 mile under ideal conditions.
The effect is quite eerie. Unsuspecting creatures might have to make a Fright Check the first time they see this spell used. Proper use of this spell might also give the character a +1 bonus to Intimidation or Interrogation skills against unsuspecting targets.
This spell can also be used offensively. For the duration of the spell, unless the subject closes his eyes or hides his head, he can't use skills such as Shadowing, Stealth, or Disguise. At the GM's whim, he might also suffer Reaction penalties or penalties to social skill rolls due to his peculiar appearance.
Unwilling subjects get a roll vs. IQ to resist.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Prerequisite: Light Jet.
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.

Faerie Fire Regular, Resisted by HT

This spell surrounds the subject with a bright halo of light. This eliminates penalties to hit the subject due to darkness. The darker it is, the easier it is to see the subject.
In addition, this spell will outline Invisible characters. It also makes it impossible for the target to use skills such as Stealth, Shadowing or Disguise for the duration of the spell. There might be penalties (or bonuses) to other skills, at the GM's whim. The faerie fire is not bright enough to use as a source of illumination.
In bright light, this spell gives no benefits at all, except to outline invisible foes or make stealthy characters more obvious. In bright light, observers must make a Vision roll at -2 to -5 (depending on the brightness of the light) to see the Faerie Fire halo.
Unwilling subjects resist with HT.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Continual Light.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for Wearer Only. Always On, Can't be Removed. Energy Cost to Create: 150 points. (c) This spell can be permanently cast on an object for 35 times the base cost.
Author: Adapted from Rick Hunt (converted from AD&D).

Flare Missile, resisted by IQ

This spell produces a heatless streak of light that will burst into an intense ball of bright light when it reaches a certain distance from the mage. The projectile does no damage, but can be used to signal, blind opponents, or illuminate an area. The intensity of the burst depends on the energy put into the spell.
One point of energy produces a dim glow, useless for illumination but visible from up to 100 yards away in dim light or darkness. For 2 points, the mage can create a flare as flare as bright as a campfire. Under ideal conditions, it can be seen several miles away. For 3 points, the caster can create a flare whose light is so bright that the glare that is painful to nearby observers. This flare can be seen even in dense fog, rain, or other weather, even in daylight. Under ideal conditions, it can be seen many miles away.
In addition, the flare will illuminate the area around it. If eliminates any Darkness penalties within a 1 hex radius around it. Each doubling of range beyond that point reduces vision penalties by one level less, to a minimum reduction of -1 at approximately 500 hexes. For example, penalties are reduced by -9 at 2 hexes, -8 at 4 hexes, -7 at 8 hexes, -6 at 16 hexes, and so forth. These ranges are ideal, obstructions or poor atmospheric conditions can greatly reduce visibility.
A three-point flare can also be used as a blinding attack if it is thrown at a target. In this case, the missile has If the target SS 12, Acc +1, 1/2D n/a, Max: 150. It uses the Spell Throwing (Flare) skill.
If the subject is hit, he must roll vs. IQ or be affected as if he had been hit by the Flash spell. Anyone within 3 hexes of the subject must also roll vs. IQ+2 if they were facing the hex where the flash hit or be blinded as well. The spell does no damage and immediately vanishes if it is used to attack.
If a flare isn't thrown at a specific target, it can't be used to blind. Instead, it will burst at the height specified by the caster (up to the maximum range) and will hang in the air for 1 minute before disappearing. If the flare is thrown horizontally, it will only last for 1d seconds before vanishing.
While the spell is being cast, the flare will only appear as a dim glow. The full brightness of the spell does not appear until it strikes something or reaches the specified height. By default, all Flares are white. Different colored Flares may be cast if the caster also knows the Colors spell.

Duration: Special (1 minute, 1d seconds, or Instantaneous depending on the application).
Cost: 1 to 3 points. (See above), can't be maintained.
Time to Cast: 1 second per point of energy.
Prerequisite: Flash.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from Steven Andrew Smith, Bob Traynor (From "Minor Magics for GURPS").

Flashcone Regular, resisted by IQ

The Flashcone spell is identical to the Flash spell, except that the caster can cover just part of the area around him. A flashcone can affect any part of the 360-degree area around the mage, as long as the area can be described as a continuous simple line, cone, or partial circle. For example, the mage could affect just the hexes to his front and his side, but not to his rear. However, he could not affect his front and side hexes except for the hexes immediately adjacent to his hex.
In other respects, this spell is identical to the Flash spell.
Victims roll vs. IQ to resist.

Duration: Instantaneous.
Cost: 4 points.
Time to Cast: 2 seconds.
Prerequisites: Magery, Flash.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 450 points.
Author: Adapted from Greg Littmann.

Glitterdust Area, resisted by Special

This spell fills the subject area with sparkling golden particles of light. The particles will stick to anything they touch. However, since they are entirely composed of light, they are impossible to remove except by magic such as Dispel Magic or Counterspell. However, like any other dust, they can be carried or tracked beyond the original area they occupied.
Any character in the area of effect will be covered in Glitterdust. Visible characters are treated as if the Faerie Fire spell had been cast on them. Invisible creatures are rendered visible by the dust sticking to them. This spell is also useful to identify thieves and the like. Use of skills such as Stealth, Shadowing, or Disguise is impossible for characters that are coated in Glitterdust.
Glitterdust also slightly obscures vision. Vision rolls are at -1 for every hex of glitterdust between the viewer and the subject, to a maximum penalty of -3.
In darkness, glitterdust reduces penalties to see by -2, though its combat effects on people within its area of effect are more extreme.
Unwilling subjects get a roll vs. DX to get out of the area of effect without being coated on the turn that the spell is cast. Other characters get no resistance rolls. Characters who are affected by the spell who subsequently move out of the area of effect are still affected by the spell for its duration.

Duration: 10 seconds.
Base Cost: 1/2, same to maintain.
Prerequisites: Colors, Shape Light.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 100 points. (b) Rug with a permanent cloud of glitterdust above it. Energy Cost to Create: 25 per hex. (c) An area of glitterdust can be made permanent for 10 times the normal cost. In this case, the subject gets a roll vs. DX each day to get the glitterdust to fade.
Author: Adapted from Rick Hunt (converted from AD&D),

Glitterspray Regular, resisted by DX

This spell creates a jet of glitterdust that extends from the mage's fingertip. Everything in a line of hexes up to 12 hexes away from the mage is covered with glitterdust.
Victims in the affected hexes must roll vs. DX or be covered with Glitterdust, as per the spell. Those who fail their DX roll must also roll vs. HT or be mentally stunned for 1 turn due to the dazzling particles.
This spell is useful to "illuminate" foes while not marking friends. It is also useful as a signaling device and a party trick.

Duration: 1 second.
Cost: 1 point, same to maintain.
Prerequisites: Glitterdust.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Global Vision Regular

This spell allows the mage to bend light so that subject gains the 360-Degree Vision advantage.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.
Prerequisites: Peripheral Vision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Lenses or Hood. Works for wearer only. Energy Cost to Create: 300 points.
Author: Adapted from Greg Littmann.

Guiding Light Information, resisted by IQ

When this spell is cast, a powerful beam of light shines down on the heavens, illuminating a particular location. At night, this beam is visible up to 10 miles away under ideal conditions. In daylight, the beam is visible up to a mile away. The beam is about 1 yard wide and will illuminate a 1 hex area in the center of the mage's destination.
This spell can be cast on the current location of an individual known to the mage. As the subject moves, the beam moves as well, making his location obvious to anyone in the area. In this case, however, the victim gets a roll vs. IQ to resist.
Within the area illuminated by the beam, light is equivalent to bright moonlight (Vision rolls at -4). If cast on a person, this spell makes use of skills such as Disguise, Shadowing, or Stealth impossible.
As long as the caster can see the light, he can't get lost as he travels towards his destination and Navigation or Orienteering rolls to find his way are at +10 to skill. If he is using this spell to track another character, he gets +10 to his Tracking skill.
By default, the Guiding Light is visible to everyone in the area. For double cost, the light can be made invisible to anyone except for the mage and people (or types of people) he designates when the spell is cast.

Duration: 1 hour.
Cost: 4, 3 to maintain. For double cost, the light can be made invisible to everyone except the mage and his associates.
Time to Cast: 1 minute.
Prerequisite: Beacon, Seeker.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can be permanently marked with this spell for 25 times the base cost.

Heat Flash Regular, resisted by HT

Similar to the Flash spell, the Heat Flash spell blinds Infravision or Ultravision while leaving normal vision unaffected.
When the spell is triggered, any creature within 10 hexes of the mage, that has Infravision or Ultravision or is using high tech IR or UV sensing vision equipment, must roll vs. HT-4 or be mentally stunned. Creatures who are 10 hexes away roll vs. HT-2. Creatures out to 20 hexes away must roll vs. HT. Creatures beyond 20 hexes are unaffected.
Stunned creatures must roll vs. HT each turn to recover, and they must roll vs. HT-4 (regardless of their original HT roll) to regain the use of their IR or UV vision. Mechanical devices recover normally, though their operators still have to roll vs. HT or be blinded and stunned.
Creatures without Ultravision or Infravision are unaffected by this spell unless they are using high tech night vision equipment.
See also the Infrared Flash spell.

Duration: Instantaneous.
Cost: 2 points. Can't be maintained.
Prerequisite: Alter Heat Signature, Flash.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Heat Invisibility Regular or Area, resisted by HT

This spell eliminates infrared and ultraviolet emissions from a character, object or area making them "invisible" to characters using Infravision, Ultravision or high tech viewing equipment. As a side effect, this spell blocks infrared emissions from objects that the subject touched, so that they can't be tracked by the heat of their footprints.
If cast on a person or object this spell will travel with the subject. If cast on an area it will only block emissions from objects within the area. Characters leaving the masked area will become visible to infrared. Infrared traces (such as footprints) will become visible when the spell ends.
If a mage with the Infravision or Ultravision spell is specifically looking for a character with the Infrared Invisibility spell, he must win a Contest of Skills to detect the character. An additional roll vs. IQ each turn to keep him in view.
Note that this spell does not block the other aspects of heat transmission, nor does it block other wavelengths of light besides UV and Infrared. A character with this spell cast on him would be visible in ordinary light.
Characters who rely entirely on the Ultravision or Infravision advantage for their sight can't see the character, and are at -10 to target him in combat, just as if he were invisible.
Unwilling subjects resist with HT.
See also the Alter Heat Signature spell.
This is also an Elemental Fire spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain. If cast as an Area spell, the Base Cost is 3, half to maintain (minimum 2 points).
Prerequisites: Alter Heat Signature.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. (c) This spell can be permanently cast on an area for 25 times the base cost.

Hue Regular or Area

This spell is functionally identical to the Dye spell, except that rather than physically changing the color of the object, this spell changes the color of the light reflected from the object's surface. This allows the object to revert to its natural color once the spell ends.

Duration: 1 hour.
Cost: 1 point for a small object, 2 points for up to 1 hex of material. Half to maintain. If cast as an Area spell, Base Cost is 2, half to maintain.
Prerequisite: Colors.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) For 25 times the base cost this spell can be made permanent.
Author: Adapted from John Wood

Infrared Flash Regular

See also Heat Flash.

Author: David Pulver (GURPS Technomancer).

Intensify Light Regular

This spell makes light from a given light source to be increased or decreased in intensity according to the caster's wishes. Exceptionally bright lights might Dazzle viewers (as the spell).

Duration: 1 minute.
Cost: 2 points, 1 to maintain for a 50% increase or decrease in intensity. Each doubling of cost doubles or halves the intensity again.
Prerequisite: Light, Gloom.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Invisible Sunbolt/TL Missile

Author: David Pulver (GURPS Technomancer).

Invisibility Shell Area

This spell is like the Mass Invisibility spell, except that it only makes objects invisible across the boundaries of the spell's area of effect.
Anyone within the area of effect can see other objects or people hidden by this spell, but those outside the shell can't see them. If he wishes, the mage can allow certain people or objects within the shell to be seen through the edge of the area of effect. In addition, he can also make objects within the area of effect when the spell is cast invisible, but have objects that subsequently enter the area remain visible.
This spell can be cast on an object or person, allowing the shell to be moved.

Duration: 1 minute.
Base Cost: 4 points, 3 to maintain (minimum 2 hexes).
Time to Cast: 3 seconds.
Prerequisite: Magery, Mass Invisibility.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) This spell can be permanently cast on an area for 50 times the base cost.
Author: Self, Keith Bisset (Revenant).

Invisible Clothes Regular, resisted by IQ

This spell makes any armor or clothing worn by the character turn invisible. Objects held in the hand, This affects not only clothing worn when the spell is cast, but any garments subsequently grabbed or thrown over the invisible clothes. The clothes and armor still have their normal protective effect, they just can't be seen.
If the mage wishes, he can exclude certain items of clothing or equipment when the spell is cast.
This spell is mostly used to embarrass people, but it can be used to hide armor or protective clothing. Unwilling subjects resist with IQ.

Duration: 10 minutes.
Cost: 3 points, 2 to maintain or 2 points, 1 to maintain if just a single item of clothing is affected.
Prerequisite: Invisible Object.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Casts this spell on the wearer only. Some versions are Always On and Can't Be Removed. Energy Cost to Create: 250 points. (c) Any garment can have this spell cast on it permanently for 50 times the base cost.

Invisible Object Regular, resisted by IQ

This spell allows a small object or creature to be made invisible. The object or creature can still be detected by other senses - particularly via smell or touch. In other respects, the spell is like the Invisibility spell.
This spell can only affect one creature or object at a time. In order to make multiple objects invisible, the mage must repeatedly cast this spell.
Unwilling subjects resist with IQ.
This spell can be used as a prerequisite for the Invisibility spell.

Duration: 1 minute.
Cost: 1 point per 10 lbs. affected up to 50 lbs. maximum, half to maintain.
Time to Cast: 3 seconds.
Prerequisite: Blur.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Kaleidoscope Regular, resisted by IQ

This spell makes the subject to see his surroundings as though he were looking through a kaleidoscope. Anything the subject looks at is broken into a number of prisms that change pattern when the subject moves or shifts his gaze.
While this spell is normally used for its amusement value, it does have value in combat. If cast on a foe, the subject is at -4 to hit with melee weapons, and at to hit with -8 with missile weapons. He is also at -6 to Vision rolls and skills that require acute vision, peripheral vision or depth perception, such as the Forward Observer spell.
Unwilling subjects resist with IQ.

Duration: 1 minute.
Cost: 2 points, 1 to maintain (double this if cast on an unwilling subject).
Time to Cast: 3 seconds.
Prerequisite: Colors.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Can't be removed. Energy Cost to Create: 150 points. (c) Kaleidoscope or similar object. Anyone who gazes into the object has this spell cast on them. Energy Cost to Create: 150 points.

Kinescope Regular, resisted by IQ

This spell makes the subject rapidly "flash" from being visible to being invisible, as if they were illuminated by a strobe light.
This flickering gives the subject +1 to Active Defenses and all melee attack rolls except for Feints. At the GM's option, it also gives +1 to performing arts skills where the flickering effect would be dramatic or artistic.
The drawback of this spell is that it makes use of skills that rely on stealth or inconspicuousness impossible. For the duration of the spell, the subject can't use skills such as Stealth, Disguise or Shadowing. The spell also makes the subject much more visible, anyone trying to spot the character gets +2 to Vision rolls. Some characters might find the blinking annoying, and might make reaction rolls to the blinking character at a penalty.
The mage chooses the rate and sequence of the "flashing." However, observers are not adversely affected by the mere sight of the subject. The mage can't cast this spell on himself to, say, induce epileptic seizures in observers.
Unwilling subjects resist using IQ.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Shape Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are always on. Energy Cost to Create: 150 points.

Laser Missile

This spell shoots a highly concentrated beam of light, or laser, at the target. The missile is like a normal, high-tech laser and normal restrictions on lasers apply. The missile has SS 9, Acc 5, 1/2D 100, and Max 200.
The spell can be maintained on the target just like a jet spell, except that Laser skill defaults to Beam Weapons-2 rather than Throwing skill.
See also the Sunbolt spell.

Duration: 1 second.
Cost: 1 to 3 points, 1d impaling damage per energy point, same to maintain.
Time to Cast: 1 second per energy point.
Prerequisite: Magery, Light Jet, and Flash.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 600 points.
Author: Adapted from Raven Blackburn.

Light Amplification Regular, resisted by IQ

This spell is similar to Light, but is cast on a person or object. As the subject of the spell gets nearer to a light source, the light get brighter until even the dimmest lights become unbearably bright.
This effect is first noticeable when the subject is within 20 yards. When the subject gets 15 yards away, there is a marked increase in light - all light sources double in brightness. Continual Light spells are increased in brightness by one level. The brightest Continual Light spells have the same effects as the Flash spell on anyone who looks directly at the light. Within 5 yards of the subject all lights become incredibly bright (at least 6 times as bright as they would be normally) while any sort of natural or artificial light becomes unbearably bright (as the Flash spell).
This spell can be cast on an inanimate object, in which case the spell has the same effects listed above for any light source brought closer to the object.
Unwilling subjects resist with IQ. Spells such as Gloom or Continual Darkness that are affected by this spell can are only affected if the Light Amplification spell can win a Contest of Skills.

Duration: 1 minute.
Cost: 5 points, 4 to maintain. Each doubling of cost doubles the spell radius.
Time to Cast: 3 seconds.
Prerequisites: Continual Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On and have the Hex spell on them. Energy Cost to Create: 350 points.

Light Scalpel Regular

This spell works virtually identically to the Stop Bleeding spell, but it is much more painful!.
This spell allows the mage to create a small, intense beam of burning light from his fingertip that he can use as a scalpel or cautery. By concentrating, the mage can vary the width and intensity of the beam, or even turn it off, allowing him to use his hand as a surgical tool.
Due to the cauterizing and sterilizing effects of the tool, any surgery done with this spell gets +1 to skill, or +2 to avoid infection or excessive bleeding. If used to cauterize wounds, the victim takes 1 point of damage for every 10 points of wounds cauterized. However, on a successful skill roll (either with spell skill, or with First Aid or Surgery skill) all the subject's Bleeding is stopped. If the subject is conscious, he must roll vs. Will or be mentally stunned due to the pain.
Wounds must be uncovered and the subject must be willing for the spell to work.
This spell is also a Fire spell and a Healing spell.

Duration: 10 minutes.
Cost: 2, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Burning Light Jet.
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.
Author: Adapted from John Wood.

Light Switch Area, resisted by IQ

When he speaks a command, this spell allows the mage to extinguish or light all sources of light within the area of effect. The command can be any simple action the mage can imagine, (usually a clap of the hands or a single spoken word) but it must be specified before casting. Additionally, the caster can exclude some light sources from this spell if he specifies them before casting. In addition, the mage can specify that the magic of the spell will work for people, or types of people, he specifies when the spell is cast.
Note that sources of flame will continue to burn once this spell is cast, they will just burn at the slowest possible rate. For example, fires subside to glowing coals and candles will burn with the tiniest possible flame. This will triple the life of a "contained" source of flame (like a lantern or fire), but can't be used on "wild" sources of flame, like forest fires.
If this spell is used on light sources held or used by unwilling subjects within the area of effect, they get a roll vs. IQ to resist.

Duration: 6 hours.
Base Cost: 1 point, same to maintain.
Time to Cast: 1 minute.
Prerequisite: Shape Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be permanently cast on an area for 25 times the base cost.

Light Traveller (VH) Regular

The subject can move at the speed of light to any point that they can see. Movement is effectively instantaneous, but can be block by any normal obstruction. For example, if the caster wishes to move to the top of a tower he can see on the horizon, he couldn't get there unless he could normally get into the tower and up to its top though open gates and doors. Locked (or even closed) doors will stop the character's travel.
This spell has a maximum range of 100 miles or the distance to the horizon, whichever is less.
This spell is of limited value in melee combat because while the character can instantaneously move to any location he can see, his reactions are no faster than normal. For example, if he moves adjacent to a foe to strike, the foe can strike back normally.
This spell will allow the character to make a single "runaround" attack against a foe. It will also automatically allow him to Disengage, though he gets no special bonus for Retreating.

Duration: Instantaneous.
Cost: 10, can't be maintained.
Prerequisite: Magery 2, Body of Light, 10 Light and Darkness 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: 750 points.

Light Wave Regular, resisted by IQ

This sends a 10' high wave of brilliant, coruscating light rushing towards the victim. Anyone who fails an IQ roll will be blinded as if they were struck by the Dazzle spell. On a critical failure, they are permanently blinded.
The "wave" flows away from the mage at a speed of up to Move 5. Like the other "wave" spells, the hexes occupied by the spell must be contiguous and must move remain more or less parallel (no more than 1 hex ahead or behind the main body of the wave) as they move away from the mage. Also, though the mage can slow the wave (to a minimum Move of 1) he can not stop it, turn it more than 30 degrees from the direction in which the spell was originally cast, or reverse its motion.
However, like any other spell, the mage can choose which targets are affected by the spell.
The mage can also "extend" the wave by paying for extra hexes of effect. No skill roll is needed to enlarge the wave in this manner. Likewise, the wave can be temporarily contracted to fit through small openings. There is no point cost either way to temporarily contract the wave. The mage can permanently contract the wave by Will

ing some of the hexes of effect to vanish. This has no effect on base cost, but reduces subsequent maintenance costs.

Duration: 5 seconds.
Cost: 2 per hex, same to maintain.
Prerequisite: Magery, Dazzle, and Shape Light.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,200 points.

Lightless Heat Regular

This spell causes a flame (or other heat source which also emits light) to stop producing light, although it continues to burn and will still produce heat. This will make a fire look like it's out when it's not really out, which can be dangerous. Fuel is consumed at the normal rate.
This is also a Fire spell.

Duration: 10 minutes.
Cost: 3, 2 to maintain. Double costs for very large heat sources, like bonfires. Triple costs for extremely hot fires, such as magnesium flares or forest fires.
Time to Cast: 10 seconds.
Prerequisite: Shape Darkness.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be made permanent (at least until the fire goes out) for 25 times normal cost.

Lightmeasure Information

This spell is similar to the Measurement spell, but it works by bouncing an unobtrusive beam of light off the subject. The option to detect the weight of an object is not available, but the this spell can be used to determine the composition of the surface materials.
Cost: 3 points.
Prerequisites: Light Jet.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 50 points.
Author: Adapted from John Wood.

Lightproof Regular or Area

This spell keeps photosensitive items from being damaged by light. For example, fabrics protected by this spell won't fade or rot due to long exposure to sunlight and photographic film isn't destroyed if it is accidentally exposed to light.
The mage can cancel this spell at any time without penalty to allow a photosensitive material to work normally. For double cost, this spell will also protect objects from being damaged by other forms of radiant energy, such as gamma rays.
Note that this spell does not keep objects from being irradiated by gamma rays and the like. It also gives no protection to living creatures.
This is also a Making and Breaking spell and a Technology (Radiation) spell.

Duration: 1 day.
Cost: 1 point for a small area or object (such as a small patch of cloth or a roll of film) or 2 points for objects up to 1 hex in size, 1 point to maintain. If cast as an Area spell, the Base Cost is 2, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Box or other container. Anything place in it is protected by this spell. Energy Cost to Create: 50 points. (c) This spell can be permanently cast on an area for 25 times the base cost.

Magic Picture Regular

This spell allows a single scene, as seen from the subject's eyes, to be recreated as an extremely accurate color picture on a sheet of heavy paper about 3" x 5" in size.
By concentrating on a single part of a scene, the subject can create "close up" pictures, though resolution is no better than that achieved with the subject's eye. If this spell is combined with spells such as Telescopic Vision, Magnify, or Ultravision the spell will create pictures that portray the seen as seen with those spells. It can't be used with other types of Scrying spells unless the spell creates a picture that the mage views with his eye.
This spell can also be combined with the Wizard Eye spell to produce pictures of remote locations.
Note that this spell will portray the scene exactly as seen through the subject's eyes. Disadvantages such as Color Blindness or Bad Vision will be reflected in the final picture.
This is also a Making and Breaking spell.

Duration: 1 minute or until the subject "takes the picture. Effects are instantaneous once the subject chooses his subject. The picture is permanent.
Cost: 2 points, can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Shape Light, Colors, Draw.
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.

Mass Dispel Invisible Area, resisted by Spell or IQ

Dispels the effects of Invisibility, Mass Invisibility, Lesser Invisibility or Minor Invisibility on any object or creature in the area of effect.
Each object in the area is allowed a roll against the caster's spell skill to resist the effects of this spell. Unwilling subjects get a roll vs. IQ to resist.

Duration: Instantaneous.
Base Cost: 2 per hex (minimum 2 hexes), can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Magery, Dispel Invisibility.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Mass Invisibility Area, resisted by IQ

Allows anything or anyone in the area of effect to be made invisible. Creatures made invisible by this spell stay invisible even after they leave the area of effect. In other respects, this spell is like the Invisibility spell.
Note that creatures made invisible by this spell can't see other invisible objects! Casting this spell on a crowd of unsuspecting enemies might be a way to create pandemonium! Unwilling subjects get a roll vs. IQ to resist.
Note that each character to be affected counts as one hex, no matter how closely packed the characters might be. In addition, multi-hex creatures who are not completely within the area of effect when the spell is cast are completely unaffected by this spell.

Duration: 1 minute.
Base Cost: 5 points, 3 to maintain. (minimum 2 hexes).
Time to Cast: 3 seconds.
Prerequisite: Invisibility.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

Meld with Shadows Regular

The subject is Invisible, as per the spell, as long as he remains in darkness or shadow. If the subject enters a lighted area or is touched by direct light he becomes visible, and will remain visible until he enters darkness again.
The subject will can be seen if the See Invisible is cast, other than that, he remains invisible as long as he remains in dimly lit areas that are large enough to conceal his bulk. Normal Vision rolls can't detect him.
The GM must decide if it is dark enough and if there are sufficient shadows to Meld with Shadows. As a rule of thumb, it is only possible to Meld With Shadows if there is at least a -2 Vision penalty due to darkness.

Duration: 1 minute.
Cost: 2 points, 1 to maintain.
Time to Cast: 2 seconds.
Prerequisite: Blur.
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 D. Barrett.

Minor Invisibility Regular

This spell turns the subject invisible, as per the Invisibility spell, but the spell automatically ends if the subject makes any sort of attack or does anything to call attention to himself.
It is up to the GM to determine what exactly constitutes an "attack." Defensive maneuvers, stealthy attempts to filch items, and attempts to maneuver for better position will not negate this spell, but direct physical, magical, or psionic attacks, or sudden motions by the subject all count as "attacks" and end the spell.
Destruction of inanimate, non-sentient items or indirect use of offensive magic or psionics (like triggering a preset spell from a distance) might end the spell, depending on the circumstances. It is up to the GM to decide.

Duration: 1 minute.
Cost: 3 to cast, 1 to maintain.
Time to Cast: 2 seconds.
Prerequisites: Complex 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.
Author: Adapted from the Net.

Moonbeam Regular

This spell allows the mage to create a ray of faint, silvery light, like that of bright moonlight, from his hand.
The beam reduces Vision penalties due to darkness to -3 out to a range of 10 hexes. It provides light sufficient to read by at 1 hex. Unlike the Light Jet spell, this spell does not blind or dazzle, nor does it interfere with Night Vision. Moonbeams are also much harder to see at a distance. Anyone beyond 30 hexes must roll vs. IQ to detect the use of a Moonbeam spell, except in utter darkness (-10 to Vision penalties).

Duration: 1 minute.
Cost: 1 point, same to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 75 points.

Moonglide Regular

This spell allows the subject to walk on the reflection of moonlight (or sunlight) from snow, ice, water, or other reflective surfaces.
In order for this spell to work, the moonlight (or sunlight) must be clear and relatively undiffused and the surface must be highly reflective. The subject can't walk in areas that are shadowed, although his own shadow doesn't interfere with travel.
In other respects, this spell is like the Walk on Air spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Beam Walker.
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.

Moonglow Area, resisted by DX

This spell allows the mage to concentrate moonlight and starlight into a soft beam of light that will illuminate an area.
The spell is similar to the Concentrate Light spell except that the mage draws light from a number of different light sources and concentrates them in the area of effect. Unlike the Concentrate Light spell, there is no area of darkness around the concentrated light. In addition, the caster can move the area of effect around like a searchlight to illuminate any area within his line of sight.
The mage can choose which hexes within the area of effect he wishes to illuminate, as long as they roughly form a circle. He then move this area of illumination at the rate of up to 5 hexes per turn.
Darkness penalties within the area illuminated by the Moonglow spell are reduced by -3 if the original Darkness penalty is -4 to -9. Darkness penalties are eliminated if the original Darkness penalty was -3 or less.
For double cost, this spell can be cast in areas where there is no Darkness penalty. Moderately lit areas will become extremely bright. The brightness of the light area is quadrupled, giving a penalty of -2 to Vision unless sunglasses are worn. Brightly lit areas become painfully bright and affect anyone in the area as if the Flash spell had been cast on them.

Duration: 10 seconds.
Base Cost: 2 points, same to maintain (minimum of 2 hexes). For double cost, bright light can be concentrated.
Time to Cast: 3 seconds.
Prerequisites: Concentrate Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 350 points. (c) This spell can be permanently cast on an area for 50 times the base cost.

Move in Darkness Regular

When this spell is cast, the subject can move in darkness without tripping over hidden objects. However, he still can't see.
For the duration of the spell, the subject will know when he is within 1 hex of an inanimate object or a step. This allows him to move at his normal speed without having to worry about bumping into objects. The spell doesn't allow him to determine what objects look like, nor can he see opponents. In addition, small or hidden objects, such as pits and tripwires are invisible to the character.

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

Moving Picture Regular

This spell allows moving pictures of a scene to be recorded. The images created are identical to those created using the Magic Picture spell, except that they are stored in a solid object. When the object is grasped, the moving scene appears on the surface of the object.
The object must be solid, must weigh at least 8 ounces, and must have at least one flat surface on which to display the images. When commanded to do so, the object will either project a two dimensional view of the scene on its surface or else project the scene onto any flat, vertical surface within 3 hexes.
A given object can store any number of moving pictures, and the subject can "edit" and "splice" various scenes together to get a longer "film."
In other respects, this spell is identical to the Magic Picture spell.

Duration: 1 minute. The stored images stored are permanent, as long as the object lasts.
Cost: 4 points, same to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Magic Picture.
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) A sheet of glass or crystal. Records anything reflected in its surface. Energy Cost to Create: 350 points.

Night Shroud Regular

This spell surrounds the subject with a thin, flowing cloak of dark material made from shadow. The cloak makes him harder to see in conditions of partial darkness.
All normal vision rolls to spot the wearer and combat rolls against the wearer are made with penalties for darkness doubled (up to a maximum of -10). The subject, on the other hand gets the Dark Vision advantage for the duration of the spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Prerequisite: Shape Darkness, Dark Vision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Night Shroud. GURPS Magic Items I, p. 35. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 1.

Optical Stun Regular; resisted by HT

This spell uses an intense flash of bright light to temporarily "burn out" the subject's optic nerves.
Anyone who fails their HT roll will be Blinded for the duration of the spell, and must roll vs. IQ or be mentally stunned. Characters who suffer from the Epilepsy disadvantage must also roll vs. HT or suffer a seizure.
This spell is limited to creatures with functioning eyes. Characters who shut their eyes or wear protective gear are not protected. The "flash" appears within the victim's optic nerves.

Duration: Instantaneous, effects last for 1 minute.
Cost: 3 points, can't be maintained.
Time to Cast: 3 seconds.
Prerequisites: Magery, Flash.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Any object. Casts this spell on any character that touches it. Energy Cost to Create: 150 points.
Author: Adapted from John Wood.

Planetarium Regular

This spell can only be cast in a darkened area. When the spell is cast, it creates a planetarium dome that expands to fill the room. Outdoors, the spell creates a 50-yard wide "dome" over the mage's location.
The dome has no effect on vision, the elements, or combat and is dispelled if any light brighter than a small campfire is brought into its area.
For the duration of the spell, the dome creates a projection that will mimic the motions of the stars, planets, and moons as they would appear from the surface of the planet. By default, the spell will show the positions and motions of objects in the night sky for the next (or current) night from the mage's current location.
Mages with the Astronomy skill at 12 or better can spend an extra point to make the sky reflect the astronomical conditions of any time, location, or planet that they can calculate (either by magic or normal means). Such hypothetical planetarium projections are only as good as the skill of the mage.
This is also an Air spell.

Duration: 1 hour.
Cost: 2, 1 to maintain. For 1 point extra, the mage can create hypothetical sky conditions. (This requires Astronomy 12+).
Time to Cast: 10 seconds.
Prerequisite: Shape Darkness, Predict Eclipse or Astronomy skill 12+.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 75 points. (b) This spell can be permanently cast on an area for 25 times the base cost.

Poison Light Area, resisted by HT

This spell makes light-filled areas poisonous to living creatures within them. Every 10 seconds, living things in the affected area must roll vs. HT or take 1 point of damage.
Creatures who are not in direct light are unaffected by this spell. This includes creatures who can completely cover themselves against the light, or those who can hide in shadows in the affected area.

Duration: 1 minute.
Base Cost: 4 points, same to maintain.
Time to Cast: 5 seconds.
Prerequisite: Shape Light, Sunbolt.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on an area for 50 times the base cost.

Poison Shadows Area, resisted by HT

This spell makes shadowy areas poisonous to any living creature lurking within them. Every 10 seconds any living creature in the shadows in the affected area must roll vs. HT or take 1 point of damage.
In addition to deterring sneak thieves and eavesdroppers, this spell is also useful for killing vermin that like to hide in shadows and crevices.

Duration: 1 minute.
Cost: 3 points, same to maintain.
Time to Cast: 5 seconds.
Prerequisite: Shape Darkness, Cold Shadow.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on an area for 50 times the base cost.

Polarize Light Area

This spell polarizes the light entering or passing through the area of effect, filtering UV light and reducing glare. People standing in an area of polarized light get +4 to avoid being Dazzled or harmed by sunlight.

Duration: 1 minute.
Base Cost: 1/4, same to maintain.
Prerequisite: Shape Darkness.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be permanently cast on an area for 25 times the base cost (minimum 25 points).

Polarized Vision Regular

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

Duration: 1 hour.
Cost: 3 points, 2 to maintain.
Prerequisite: Polarize Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.

Prism Regular, resisted by IQ

This spell makes the subject perceive the world as if he were seeing it in a curved mirror, prism or other distorting lens.
Anyone affected by this spell is at -4 to Vision rolls, but gets the equivalent of the 360-Degree Vision, if the mage desires.
A friendly version of this spell minimally distorts light (-1 to Vision rolls) and gives the same advantage.
See also the Global Vision and the Kaleidoscope spells.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are always on and can't be removed. Energy Cost to Create: 150 points.
Author: Adapted from John Wood.

Rainbow Pattern Regular, resisted by Will


This spell fills a hex with a swirling, hypnotic rainbow pattern. Anyone within 10 hexes who looks at the pattern must roll vs. Will or stand motionless and oblivious, entranced for the duration of the spell.
If the character is threatened or attacked, he gets a new roll vs. Will each turn to regain his senses.

Duration: 1 minute.
Cost: 4 points, 2 to maintain.
Prerequisite: Rainbow Trails.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be permanently cast on a hex or item for 300 points.

Rainbow Trails Regular, resisted by IQ

Any object affected by this spell will leave small rainbow-like after-images as it moves, rather like the "speed lines" used to indicate motion in drawings.
If cast on stationary objects this spell has no effect. If cast on slow -moving objects, the spell will just make them look pretty or peculiar. If cast on a fast-moving object, such as a running man or a swinging weapon, the rainbow lines will be extremely obvious and intense.
If cast on a weapon, the scintillating trails of light can dazzle and blind a foe in dark areas. In any situation where the darkness penalty is -3 or more, an unsuspecting foe must roll vs. IQ or be dazzled for 1 turn when a weapon with this spell on it is first used.

Duration: 1 minute.
Cost: 2 points, 1 to maintain per hex of creature or object affected.
Prerequisite: Colors.
Item: (a) Wand or Jewelry. Energy Cost to Create: 250 points. (b) Any object can be permanently enchanted with this spell for 100 points.

Reflect Beam/TL Regular or Blocking

This spell is identical in function to the Reverse Missile spell from GURPS Magic (p. M68), but it works against the beam weapons common to TL8+ worlds. It has the same statistics as the Reflect Missile spell, except as noted below.
This spell will protect against all sorts of beam weapons, but does not protect from secondary heat or blast effects that these very destructive weapons may produce. However, this spell protects completely against plasma attacks of any sort. Against weapons of a higher TL than the spell is known at, apply the usual penalties.
This is also a Protection and Warning spell and a Technology (Energy) spell.

Duration: Instantaneous or 10 seconds.
Cost: 2 points if cast as a Blocking spell, 5 points if cast as a Regular spell, can't be maintained.
Time to Cast: Instantaneous or 10 seconds.
Prerequisite: Magery, Reverse Missile, Shape Fire, and Shape Light.
Author: Adapted from A. Benton.

Resist Light Regular

For the duration of the spell the subject is immune to all negative effects of bright light, including sunburn, damage from lasers, or blindness from Flash spells or similar magical attacks.
In addition, they suffer no skill penalties from glare or bright light. The character still suffers any Vision penalties due to Darkness.

Duration: 1 minute.
Cost: 4 points, 3 to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery, Sunblock, Gloom, and Sunlight.
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.

Reverse Illumination Regular, resisted by IQ

This spell reverses light with regard to the subject. In darkness, he becomes more visible, in bright light he becomes less visible until he is invisible in full daylight.
If there is a penalty of at least -1 to visibility due to darkness, the subject is completely visible and there are no penalties to see him or strike him in combat. If the Darkness penalty is -5 or more, the subject becomes bright enough that he negates darkness penalties in his hex and the surrounding hexes. This makes use of skills such as Stealth, Shadowing or Camouflage impossible.
If there are no penalties for darkness, the GM must assign a Vision penalty to see the character equal to the brightness of the surrounding light. In a dimly lit room, the character is at -1 to be seen or hit and appears hazy. In indirectly light on a sunny day or in a brightly-lit room, the character is at -5 to hit and is difficult to distinguish from his surroundings. In full sunlight on a sunny day, the character is invisible, as per the spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Shadow Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On and Can't Be Removed. Energy Cost to Create: 300 points.

Searchlight Regular, resisted by Special

This spell is similar to the Beacon spell, but it sheds light over a 60-degree arc from the tip of an object or palm of caster's hand. If the caster attempts to use this spell as a weapon (by Dazzling people who look at it) treat the attack as a contest of the caster's skill and the subject's DX. Subjects get +4 to their effective DX if they are protecting their eyes or are wearing sunglasses.
The light is extremely bright, giving illumination equivalent to daylight for things within 10 hexes, and illuminating objects further away to a lesser degree out to 500 hexes. In clear, dark conditions, this light can be seen many miles away, so it can also be used to signal.
The mage can control the beam of light, making it less intense (down to the brightness of a single candle) or narrowing the cone, down to a minimum of a 1 hex line of illumination. The mage can also hide the beam entirely by covering the tip of the object or by clenching his fist.
The default color of the beacon is white light. The caster can change the color of the beacon, but in this case, the illumination properties of the beacon are halved.
In other respects, this spell is like the Beacon spell.

Duration: 1 minute.
Cost: 8 points, 4 to maintain.
Prerequisite: Beacon, Light Jet.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 400 points. (c) Any object can have this spell cast on it permanently. Energy Cost to Create: 350 points.

Shadow Bolt Missile, resisted by IQ

This spell allows the caster to shoot a ray of darkness that will coat the subject with solid shadow. Unless the subject can resist with IQ, he is caught in a Darkness hex that moves with him for the duration of the spell. He can't see, but all attacks against him are at -4 due to the obscuring effects of the darkness. In addition, in dim light the subject might be harder to see.
The bolt has SS 12, Acc +1, 1/2D 15, Max 30. It is targeted using the Spell Throwing (Shadow Bolt) skill.

Duration: Instantaneous. Effects last for 1 minute.
Cost: 2 points, can't be maintained.
Time to Cast: 2 seconds.
Prerequisite: Shape Darkness.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Shadow Cat Regular

This spell creates a vaguely cat-like beast made out of purest shadow, which will act as a scout and messenger.
The creature is invisible in shadows and is silent. The creature has ST 1, DX 12, HT 0, and IQ 3. It has Stealth skill 25, Dark Vision and a Dodge score of 10, but has no attacks or active defenses other than Dodge. It has a Move of 10. It has no other abilities, no ST and no Hit Points. It will vanish if it is struck, even by 0 damage attacks. In addition, if there are no shadows to hide in, it will vanish, ending the spell.
If possible, the Cat moves in the shadows Melding With Shadows (as per the spell) as it goes. When it reaches its destination, it can do anything that a normal cat could do - such dropping a carried object or making a noise. The mage can spend an extra point to see through the cat's eyes.
The beast will rove up to 100 yards from the mage. For extra cost, this range can be increased.

Duration: 1 minute.
Cost: 2, 1 to maintain. For 1 point extra, the mage can "see" through the cat's eyes. Each additional point of energy doubles the range or the spell.
Prerequisite: Shape Darkness, Dark Vision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Statuette or Jewelry in the shape of a black cat. When a command word is spoken, the item "comes to life," casting this spell for the owner. Energy Cost to Create: 200 points.

Shadow Light Area, resisted by Special

This peculiar spell makes light where there should be shadow and shadow where there should be light. For the duration of the spell, the area of effect looks like a photograph negative.
The effects of this spell are minimal where there is no strong contrast between light and darkness, such as in the middle of a fog bank or in complete darkness.
This spell is useful for turning the tables on people who are lurking in shadows. People who are using the Stealth skill to hide in shadows must roll vs. Skill to avoid being revealed. There might be other effects of reversing light and darkness, but these are up to the GM.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Prerequisite: Darkness, Shape Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be permanently cast on an area for 25 times the base cost.

Shadow Switcher Regular, resisted IQ

This spell allows the caster to "switch" the shadows of two or more objects, making the one object cast the shadow that the other object would normally cast and vice-versa.
This spell is generally considered a party trick, but some mages will find productive uses for it.
Unwilling subjects resist with IQ.

Duration: 1 minute.
Cost: 2 point, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Clothing or Jewelry. Works for Wearer Only. The subject casts the shadow of some person or object specified when the item is enchanted. Some versions are Always On and Can't Be Removed. Energy Cost to Create: 50 points.

Shadow Sword Regular

This spell produces a sword-shaped area of inky darkness that does cold damage to any living creature it strikes.
The sword is wielded using the Force Sword skill. The mage can specify the length of the sword when he casts the spell to be anything from the length of a knife to the size of a great sword. However, unlike a normal force sword, the weapon can't be used to Parry, and it does a flat 1d points of cold damage if it hits.
Armor protects normally against this damage, but damage is doubled for creatures that are vulnerable to cold attacks or darkness. Creatures that are invulnerable to cold take no damage. Unliving or undead creatures take half damage.
The sword can't be broken or Parried. It can be Dodged or Blocked, however.

Duration: 10 seconds.
Cost: 3 points, 2 to maintain.
Prerequisite: Darkbolt.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Shadow Wave Regular, resisted by IQ

This spell sends a 10' high wave of flickering shadows rushing towards the victim. Anyone who fails an IQ roll will be blinded as if they were struck by the Dazzle spell. On a critical failure, they are permanently blinded. In other respects, this spell is identical to the Light Wave spell.
Victims resist with IQ.

Duration: 5 seconds.
Cost: 3 per hex, same to maintain.
Prerequisite: Magery, Darkness, and Shape Shadow.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,200 points.

Shadows Know Information

This spell allows the mage to "commune" with an area of shadow. When the spell is cast, the mage will learn what events took place and what was said in a particular shadow.
If the shadow is particularly large or long lasting, or if many characters have been in the shadow, the caster will get a blur of events and a babble of voices. However, the mage can limit the amount of shadow with which he wishes to commune and can specify events within a certain time, or certain types of events.
There is a penalty of -1 to success for each hour that has passed between the information that the mage wishes to know and the time when the activity occurred.
This penalty is doubled if the shadow has significantly changed in shape or size (e.g., the shadow of a building during the day). It automatically fails if the shadow completely vanished between the time between the time that the event occurred and the time that the mage cast the spell.

Duration: 1 minute.
Cost: 3, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Shape Darkness, and Divination.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Slow Light Regular or Area

This spell makes light from a single light source to move at a sufficiently slow rate that its motion is visible to the naked eye. Light or shadow affected by this spell "flows" over objects much like water would, producing a peculiar effect.
If cast on an area, any light or shadow in the area is affected by this spell.
The mage can set the speed of light (or speed of shadow) to be anything from nearly instantaneous, to a fraction of inch an hour.
How people can see light affected by this spell before it reaches them is a puzzle that has vexed scholars and mages for years. Magic is like that.

Duration: 1 minute.
Cost: 1, 1 to maintain for a small light source. 2, 1 to maintain for a large light source like bonfires or klieg lights. If cast as an Area spell, the Base Cost is 2, 1 to maintain.
Prerequisite: Magery, Blur.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be permanently cast on an area for 25 times the base cost.

Small Vision Regular

This version of the spell varies slightly from the version found in GURPS Grimoire.

Author: David Pulver (GURPS Technomancer).

Solid Shadow Area, resisted by HT

This spell creates an area of cool, thick, tangible darkness with the consistency of pudding.
Creatures passing through the darkness or caught in it when it is first cast must roll vs. HT when they first enter the area of effect, and every 10 seconds thereafter to avoid having their senses blocked. If they fail their roll, they are effectively blind, deaf, and dumb, nor can they taste or smell. The sense of touch is unaffected. Non-human senses such as Faz Sense are also blocked by this spell.
Victims continue to have their senses blocked when they move out of the area until they spend at least 5 seconds wiping the Shadow from their faces. Garments and equipment will likewise be covered with the dark. Solid shadow can be "burnt off" by exposure to light outside the area of effect. Shadow will be completely eliminated by exposure to 10 seconds sunlight, 10 seconds of bright light (like that from a brightly lit room), and up to 1 minute for less intense sources of light.
In addition, characters in Solid Shadow move at half speed and for each minute that subjects spend in the Shadow, they lose 1 point of Fatigue. Missile weapons that pass through the Solid Shadow lose 1 point of damage per die for every 5 hexes of shadow.
Flames and mundane light sources thrust into an area of Solid Shadow are immediately extinguished and will not function properly until the darkness has been wiped from them. The Solid Shadow will also immediately extinguish Light spells. Solid Shadow and Continual Light neutralize each other. Each point of energy put into a Continual Light spell dispels 1 hex of Solid Shadow per day of remaining duration. For example, a Continual Light spell with 7 days remaining, with a brightness equivalent to a campfire (2 points), would dispel 14 hexes of Solid Shadow.

Duration: 1 minute.
Base Cost: 3, half to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery, Shape Darkness.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) This spell can be permanently cast on an area for 50 times the base cost.

Spanglesand Area

This spell fills the air whirling, silvery glitter. The sparkling and twinkling motes confuse the eye, reducing all Vision rolls into or out of the affected area by -4.
The swirling glitter is also very pretty. It has many non-combat uses.

Duration: 5 seconds.
Cost: 1 point, can't be maintained.
Prerequisite: Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points, (b) Spanglesand. GURPS Magic Items 2, p. 126. Energy Cost to Create: 100 points.
Author: Adapted from GURPS Magic Items 2.

Spectrum Vision Regular

This spell gives the subject the Spectrum Vision advantage for the duration of the spell.
The subject can see into X-ray spectrum, and can see through most objects (except metal, especially lead), including people, containers, machinery etc. At the GM's option, this spell might give the subject a bonus to certain skills, such as Surgery, Holdout, or Lockpicking.
This is also a Body Control spell and a Protection and Warning spell.

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Dark Vision and Infravision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.
Author: Adapted from John Wood.

Strobe Regular, resisted by HT

This spell creates a bright light that flashes on and off dozens of times per second, at a frequency set by the mage.
Due to the stop-motion effect, all attacks against non-stationary targets are at a penalty of -2 if the attacker is relying on his normal vision. If the mage wishes, epileptics caught in the area of effect must roll vs. HT-3 roll or suffer a seizure.
If the mage also knows the Colors spell, the strobe can be of any color he wishes. Otherwise, it is white light.

Duration: 10 seconds.
Cost: 3 to cast, 1 to maintain.
Prerequisites: Flash, Darkness.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from John Wood.

Strobe Flash Regular, resisted by HT

An improved version of the Flash spell, the Strobe Flash spell emits a blinding flash every turn!.
Victims who are dazzled are affected just as if they had been affected by the Flash spell, but on recovering from blindness they must roll vs. HT to avoid being blinded again unless they cover or avert their eyes.
Mercifully, the mage can narrow the focus of this spell so that it only affects a 30 or 60-degree cone rather than the entire area surrounding him.
Since the Strobe moves with the mage it makes it impossible for the mage to use Stealth and it eliminates any darkness penalty to hit him. However, the mage can't be blinded by his own light.
In other respects, this spell mimics the Strobe spell as appropriate.

Duration: 10 seconds.
Cost: 6, same to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery, Strobe and Flash.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create:450 points.

Sun Blast (VH) Area, resisted by HT

This spell can only be cast in an area exposed to the sun while the sun is shining. Significant amounts of fog or cloud cover will automatically cancel the spell.
When the spell is cast, the sun's light and heat are greatly increased. The temperature within the area soars to 250 degrees. Anyone in the open must roll vs. HT or immediately suffer 2d points of damage from shock and dehydration, otherwise they take 1d damage. Characters who are out of the sunlight must roll vs. HT or take 1d damage, but if they make their resistance roll, they take no immediate damage.
Within 5 minutes, any exposed metal object will become unbearably hot to the touch (treat this as the Heat Metal spell) doing 1d-2 points of damage to bare skin. Given enough time almost any water-based liquid will begin to boil and any food (or unliving organic object) with a significant amount of water in it will begin to cook or shrivel. If the spell is sustained for long enough, any water in the area will boil away.
Creatures in the area, even those not directly exposed to the sun, must roll vs. HT every 10 minutes to avoid losing Fatigue due to the effects of the heat and dehydration. When Fatigue reaches 1/3 normal, they start losing HP instead. When HP are reduced to 0, victims must roll vs. HT to avoid dying every time that they lose HP. Victims who are directly exposed to the sunlight must roll vs. HT every 10 minutes. If they fail, they take 1 point of sunburn damage to any hit location on their body that is not protected from the sun. Characters who take burn damage are at -2 to HT rolls to avoid heat injury.
This is also a Fire spell.

Duration: 10 minutes.
Cost: 3, 2 to maintain. (Minimum 5 hexes.)
Time to Cast: 1 minute.
Prerequisites: Magery 2, Sunbolt, Shape Fire, and 5 spells each from the Fire and Light and Darkness Colleges.
Item: (a) Staff, Wand or Jewelry. Usable only by a Mage. Energy Cost to Create: 5,000 points. (b) This spell can be permanently cast on an area for 100 times the base cost, however, the spell only takes effect when the sun is up and isn't obscured by clouds or fog.
Author: Adapted from GURPS Bestiary.

Sun Lance Regular, resisted by Special

This spell can only be cast out of doors when the sun is up. When cast it causes the sun's rays to focus on a single target (or hex) as if they had been focused through a giant magnifying glass.
Damage from this spell is up to the GM's judgement based on climatic and seasonal conditions. Under optimum conditions, when the sky is perfectly clear, the day is hot and the sun is overhead, the victim takes 7d to 8d damage. Under good, but less than optimal conditions (a sunny but hazy or partly cloudy day, when the sun isn't as high in the sky), the victim takes 5d to 6d damage. When the sky is cloudy or the sun is low in the sky, the victim takes 2d to 4d damage. On extremely cloudy, wet or foggy days or at sunset or sunrise the victim only takes 1d damage. Flammable objects might burst into flame when the concentrated sunlight is focused upon them.
Victims can roll vs. DX to get out of the hex before they are burned. Since the spell focuses light directly from the sun to the target, it is possible that this spell will strike the victim from above, behind, or from the side. If the beam strikes from behind, DX rolls to resist the spell are at -4. If the beam strikes from above or to the side, resistance rolls are at -2. The victim gets a +4 bonus to DX if he is wearing armor or clothing that is extremely reflective or heat resistant (such as Reflec armor). He gets +1 if he is wearing clothing or armor that is moderately reflective or heat resistant and which completely covers the subject's body (like a modern fireman's outfit or a highly polished suit of armor).
If the victim is struck from the front, they roll vs. DX but must also roll vs. HT to avoid being blinded by the beam as if they had been struck by the Flash spell.
This spell can be aimed at any target within the mage's line of sight. Apply Range and Distance penalties for ranged weapons as penalties to the mage's skill to hit fast moving targets or targets at a distance.

Duration: 1 second.
Cost: 5 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Intensify Light.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. Must incorporate a flawless clear lens made of quartz, crystal or diamond worth at least $500.

Sun Ray Missile

This spell produces an intense, glaring ray of concentrated sunlight like that from a giant magnifying glass. This spell does heat damage to any creature it strikes and forces anyone looking at the ray to roll vs. DX or be Dazzled (as the spell). Damage is doubled for creatures that are vulnerable to sunlight. The missile has SS 12, Acc +2, 1/2D 30, Max 60. It is targeted using the Spell Throwing (Sunbolt) spell.

Duration: Instantaneous.
Cost: 2 points per die of damage, up to 3d points.
Time to Cast: 1 seconds per die of damage.
Prerequisite: Dazzle, Sun Lance or Sunbolt.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Sunblock Regular

This spell protects the subject from all the ill effects of exposure to the sun including sunburn and snowblindness. It doesn't protect against the effects of heat or magical light.

Duration: 12 hours.
Cost: 1, same to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 75 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 50 points.

Sunbolt Missile

A slightly different form of this spell appeared in GURPS Grimoire.
Author: David Pulver (GURPS Technomancer).

Sunglasses Regular

This spell gives the subject has some visual protection against strong light. For the duration of the spell, the subject gets +4 to HT rolls to resist the effects of bright light, including Snowblindness and the like. This spell also gives the subject +2 to HT rolls to resist the effects of Flash and Dazzle spells.

Duration: 8 hours.
Cost: 1, same to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) Clothing, Glasses or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 25 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Sunshade Regular

This spell protects against the effects of bright light and sunshine by creating a small area of shadow around the subject. For the duration of the spell, he is immune to sunburn and snowblindness. The heating effects of direct sunshine are reduced, allowing the subject to perceive heat from sunlight as if he were always in the shade. Under most conditions, this is equivalent to a 10-degree drop in ambient.
This spell also gives he subject +4 to HT or DX to resist the effects of Flash, Strobe, Sunbolt, and Dazzle spells.

Duration: 1 hour.
Cost: 3, 2 to maintain.
Prerequisite: Lightproof.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing, Glasses or Jewelry. Works for wearer only. Always On. Energy Cost to Create: 100 points.

Sunshine Area

A more powerful variant of the Continual Light spell, the Sunshine spell illuminates the area with sunlight.
The mage controls the intensity of the sunlight, which can range from dim light to equatorial intensity. The sunshine produced has all the effects of the real thing, including warming properties and Ultraviolet radiation.
This spell is handy for destroying undead and other creatures that take damage from light.

Duration: 1 minute.
Base Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Continual Light.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area of sunshine can be made permanent for 25 times the base cost.

Sword of Light Regular

This spell produces a sword-shaped area of intense, burning sunlight that can be wielded to do burn damage and dazzle onlookers.
The sword is wielded using the Force Sword skill. The mage can specify the length of the sword when he casts the spell to be anything from the length of a knife to the size of a great sword. However, unlike a normal force sword, the sword does a flat 1d points of burn damage if it hits. It also forces anyone looking at it to roll vs. DX or be blinded as if they had been hit by a Flash spell.
Armor protects normally against this damage, but damage is doubled for creatures that are vulnerable to sunlight. Creatures that are invulnerable to light or burn damage take no damage. Unliving or inanimate objects take half damage.
The sword can't be broken or Parried. It can be Dodged or Blocked, however.

Duration: 10 seconds.
Cost: 4 points, 3 to maintain.
Prerequisite: Sunbolt.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Telescopic Sight Regular

This spell is an improved version of the Hawk Vision spell. It is like that spell in all respects, but the subject doesn't suffer from farsightedness while the spell is in effect.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Prerequisite: Hawk Vision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points.

Transfer Light Regular, Resisted by HT

This spell allows the mage to transfer light from its source to another object, just as if he were spreading a flame from a fire to a torch by holding the torch in the flames.
The object to which the light is transferred to will glow with the same type of light as the original light source for the duration of the spell. The light source will also continue to burn.
For example, a glass bottle could be made to emit the flickering light of a campfire, or a hat could be made to emit the glare of a neon sign.

Duration: 10 minutes.
Cost: 3, 2 to maintain. Double cost to transfer a bright light such as a bonfire or spotlight. Triple cost for lights that are blindingly bright.
Time to Cast: 10 seconds.
Prerequisite: Continual Light.
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) This spell can be permanently cast on an object for 25 times the base cost.

Ultravision Regular

This spell allows the subject to see into the ultraviolet spectrum, as the advantage.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Dark Vision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 200 points.

Vampire's Skin Regular, resisted by HT

This spell makes the subject as vulnerable to sunlight as a vampire or similar creature.
Any exposure to sunlight is incredibly painful and will quickly start to burn the character. The amount of damage depends on the intensity of the sunlight. When the sun is high in the sky on a clear, warm day, the character takes 1d burn damage per minute. In gloomier conditions, the sun does less damage, to 1d-3 per minute at dusk or dawn or on an extremely cloudy day.
In addition to the burn damage, bright light (of any sort, not just sunlight) is extremely painful. The subject must roll vs. Will or be mentally stunned by the physical pain of sunlight. In bright light (but not sunlight), the subject must roll vs. Will+3. Unless they shade their eyes, they must also roll vs. HT (or HT+2 in non-sunlight) or be temporarily blinded (as if by the Flash spell) until they get to darkness.
This is also a Necromantic spell and a Body Control spell.

Duration: 1 minute.
Cost: 4 points, 3 to maintain.
Prerequisite: Magery, Sunbolt.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Casts this spell on the wearer. Always On. Can't be Removed. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 2.

Wall of Colors Area, resisted by Will


This spell creates a 8' wall of swirling opaque colors that has the same effects as the Rainbow Pattern spell.
The colored hexes obscure vision through them and force any creature that looks at them to roll vs. IQ or be mesmerized. Entranced characters will stand motionless and oblivious to their surrounding for the duration of the spell.
Jostling the entranced character gives him a second saving throw. Pain (like being hit by a weapon) will immediately break the spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Rainbow Pattern.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on an area for 50 times the base cost.

Wall of Darkness Area

This spell is the reverse of the Wall of Light spell. It is identical to that spell in most respects, except that it creates an area of darkness that is impossible to see through.
Attacks at creatures in or behind the wall of darkness are treated as if they were invisible (-10 to hit).

Duration: 1 minute.
Cost: 5, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Darkness.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on an area for 50 times the base cost.

Werelight Regular

This spell creates a ball of heatless, pale light in the caster's hand. The light is not bright enough to illuminate beyond six inches, but it can be seen up to 10 hexes away in extremely dark conditions. It is invisible in dim or well-lit areas.
The werelight does not interfere with night vision and can be hidden if the mage clenches his hand around the ball or covers it. The ball can also be affixed to any solid, inanimate surface, such as the tip of the caster's staff, a tree branch or the ground. Once placed, it can't be moved except by the mage, or those he designated.
The mage can also have light shine from just part of the ball, so that it only provides illumination from certain directions. The light can be narrowed so that it is just visible along a certain line of hexes. Once the shape of the lighting pattern is set, it can't be changed except by moving the ball.
The default color for the werelight is green, but the mage can specify other colors.
Mages use this spell as a reading light and as a signaling device. It can also be used to mark trails or hazards at night.

Duration: 8 hours.
Cost: 1, 1 to maintain.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 75 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Wide Angle Vision Regular

This spell bends light around the subject's head. For the duration of the spell, the subject gains the Peripheral Vision advantage.

Duration: 1 minute.
Cost: 2 to cast, 1 to maintain.
Prerequisites: Shape Light, Keen Eyes.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Lenses or hood. Works for wearer only. Energy Cost to Create: 200 points.
Author: Adapted from Greg Littmann.

Willful Shadow Regular, resisted by IQ

This spell causes the affected person's shadow to act independently from the subject. It will appear when it shouldn't, fall in the wrong direction, disappear when it shouldn't, and move on its own, and generally behave in a peculiar manner.
Normally this spell is used as a prank, but clever mages might be able to find practical uses for it.
Unwilling subjects resist with IQ.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Prerequisite: Shape Darkness.
Item: (a) Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for Wearer only. Always On. Can't Be Removed. Energy Cost to Create: 75 points.

Withstand Daylight Regular

This spell allows a vampire, or similar light-sensitive creature, to move about in daylight with no ill effects. It also gives +5 to resistance or HT rolls to resist the effects of sunlight and spells that mimic the effects of bright light.
Note that if a creature's powers are dependent on the presence of darkness, their powers and abilities will be severely curtailed as the GM sees fit.

Duration: 1 hour.
Cost: 5, 4 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Shape Light, Create Darkness, Sunshade.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Vampire's Ring. GURPS Magic Items 1, p. 107. Energy Cost to Create: 350 points.
Author: Adapted from GURPS Magic Items 1.

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