Making and Breaking Spells

Changes to spells from GURPS Magic

Clean - Author: David Pulver (GURPS Technomancer)

Copy/TL - Illustrations and maps can also be copied. For double cost colored, illustrations can be copied. The quality is similar to that of a modern photocopy - copies are easily distinguished from originals.
Author: David Pulver (GURPS Technomancer)

Disintegrate - For triple cost this spell can do double damage.

Dye - For double cost patterns can be created. Their artistic merit is based on the mage's Artist skill. Dyed objects can be made permanent for 10 times the cost to cast the spell. Hair can be "permanently" dyed (until it grows out) for double normal cost.
Author: David Pulver (GURPS Technomancer)

Find Weakness/TL - Author: David Pulver (GURPS Technomancer)

Knots - This spell is an "always on" enchantment. (Source: Sean Punch)

Rejoin - If a single major piece of the object is missing, this spell is cast at -6 to skill.

Repair - If a single major piece of the object is missing this spell is cast at -10 to skill.

Repair Arrow - This spell can be used to repair any small, semi-expendable missile like throwing stars, darts, or javelins. The GM can also rule that it can be used to make repairs to any small, relatively simple item.

Reshape - The mage can specify which objects he wants to soften.

Restore - This spell will return objects to their original, new, condition, removing the effects of age and wear. This spell cancels previously cast Reshape or Warp spells and currently running Ruin spells. Item: (b) Polishing Cloth. Energy Cost to Create: 250 points.

Ruin - The effect of this spell is to age objects as if they had been left outdoors for five years in a hot, humid environment. For double cost objects can be made to age as if they had been left out for 10 years. For triple cost, they can be aged 100 years and even stone and ceramics will show signs of wear.

Sharpen - Author: David Pulver (GURPS Technomancer)

Shatter - For triple cost this spell can do double damage.

Shatterproof - For the purposes of this spell, a "small" item is one that can be carried in one hand by a ST 10 person. Source: Sean Punch.
For double cost the item can have its DR and HT tripled, weapons go up by two quality levels to a maximum of Very Fine. For triple cost the item can have its DR, HT quadrupled, and weapons go up by three quality levels to a maximum of Very Fine.
Any item can be permanently shatterproofed for 100 times the base spell cost per pound of object.

Sharpen - Halve the costs to cast this spell so that 1 point of energy sharpens 12 inches of blade. Minimum cost to cast is still 1. Any edged weapon except a sword will have a foot or less of sharpened area, so things like axes, halberds, and spears can all be sharpened for 1 point.
This spell only works for cutting or impaling weapons. Crushing weapons don't get this bonus.

Weaken - For half cost small items (such as ropes or straps) can be frayed so that they will break when weight is put on them. For triple cost this spell can do double damage.

Changes to Spells from GURPS Grimoire

Animate Object - See also Animation. Note that if a character attempts to sit on or use the animate object, and the mage (or the object) wishes otherwise, the character must roll vs. DX each turn to stay on or use the object.

Enlarge Object - As written it is quite cheap to make an object planet size. To fix this change the cost of the spell as follows:
Cost: 1 per pound of object + weight multiplier/2. This makes the cost for weight multipliers equal to Weight Multiplier: 2, 4, 8, 16, 32, 64, 128, 256, 512, etc.
Fatigue Cost: 1, 2, 4, 8, 16, 32, 64, 128, 256, etc.
Example 1: a 1 lb. object, doubled 5 times up to 32 lb. Cost = 1 + 16 = 17.
Example 2: a 16-lb. object, doubled once to a 32-lb. one. Cost = 16 + 1 = 17. Source: Sean Punch.

Fasten - See also Animate Rope

Shrink Object - When the mage wishes, or when the spell ends, the item will grow back to its normal size. Objects that are in use or carried by an unwilling subject give the user an IQ roll to resist. Any object will stop shrinking when it encounters significant resistance making this spell useless against worn items. Shrunken items are less than 1" in diameter and are at a -15 penalty to be found using Holdout skill.
Item: a) Staff, Wand or Jewelry. Cost: 1,000 points. (b) Any item can have this spell permanently cast on it. One command word shrinks the item. The other restores it to its natural size. Energy Cost to Create: 100 times the base cost of the spell. (c) Warrior's Charmed Bracelet, GURPS Magic Items 1, p. 100 Energy Cost to Create: 3,000 points.

Toughen - For each doubling of cost DR of the item can be doubled.

Weapon Self - For double cost, equipment and carried objects transform as well.

Making and Breaking Spells from GURPS Magic

Clean
Copy
Disintegrate (VH)
Dye
Find Weakness
Knots
Rejoin
Repair
Repair Arrow
Reshape
Restore
Ruin
Sharpen
Shatter (VH)
Shatterproof
Stiffen
Weaken

Making and Breaking Spells from GURPS Grimoire

Animate Object (VH)
Contract Object (VH)
Enlarge Object (VH)
Explode (VH)
Extend Object (VH)
Fasten
Inscribe
Mapmaker
Mystic Mark
Rive (VH)
Shrink Object (VH)
Soilproof
Toughen
Transparency
Weapon Self (VH)

Making & Breaking Spells from the Codex Arcanum

Animate Armor - Enchantment
Anneal - Earth (Metal)
Arc - Air (Electricity)
Awaken Gei-ryo - Necromantic (Japanese Spirits)
Bone Picker - Necromantic
Comfortable Seat - Body Control
Constricting Clothing - Force
Copy Book - Communication & Empathy
Create Craftsmen - Illusion & Creation
Curse Weapon - Metaspells
Data Recovery/TL - Technology (Machine)
Dress - Gate
Durability - Enchantment
Erase Text - Communication & Empathy
Flexible Clothing - Movement
Golem Limb - Enchantment
Harness - Animal
Heal Stone - Earth
Indelible - Communication & Empathy
Index - Communication & Empathy
Inscribe - Illusion & Creation
Know Maker - Knowledge
Know Origin - Knowledge
Lab Coat - Protection & Warning
Lab Safety - Metaspells
Leak - Water
Lock Block - Earth (Metal)
Lockscramble - Movement
Magic Door - Gate
Magic Tool - Illusion & Creation
Mountaineer’s Pole - Illusion & Creation
Multimissile - Earth
Netstone - Earth
Open Tomb - Necromantic
Peeping Tom - Protection & Warning
Prepare Plant - Plant
Preserve Wood - Plant
Protect Book - Communication & Empathy
Readiness - Gate
Reassemble - Gate
Repairman/TL - Technology (Machine)
Restore Poison - Necromantic
Rust - Earth (Metal)
Rusting Touch - Earth (Metal)
Scat Jet - Body Control (Filth)
Seek Origin - Knowledge
Sticky Scabbard - Movement
Temper - Earth (Metal)
Touch of Lead (VH) - Illusion & Creation
Tune - Sound
Ushabti - Metaspells (Clerical)
Weaken Poison - Necromantic


Arrow Fission Regular

When Arrow Fission is cast on an arrow (or similar missile), the arrow becomes a swarm of arrows as soon as it leaves the bow. The central arrow is still aimed at it's original target, while the created arrows around it fly at the hexes around the target of the original arrow, landing one per hex in hexes adjacent to the target.
The created arrows will hit whatever is in that hex on a 9 or less, or effective skill of 9 minus any penalties to hit, whichever is worse. They may be blocked or dodged like normal arrows. If they strike, they will have the same velocity and mass as the original missile and do the same basic damage. If they hit, roll randomly for where they strike. Once the created arrows do their damage, they vanish.
GMs in high tech campaigns can charge extra fatigue to cast this spell on missiles fired from High Tech Weapons. It is suggested that fatigue costs be doubled for every 3d of basic damage a missile does. (This allows small caliber rounds to be multiplied at low cost while still keeping characters from multiplying artillery barrages.)


Duration: 10 seconds
Cost: 2, plus 1 for each additional arrow.
Prerequisites: Enchant, Cornucopia, Repair Arrow, Accuracy.
Item: (a) Bow or other missile weapon. Energy Cost: 500 points. (b) Arrow or other missile. The missile will fission after is fired, expending the energy of the enchantment. Energy Cost: 25 points.
Author: Adapted from Greg Littmann.

Artistic Creation (VH) Regular

This is also a Gate spell.
Author: Lee Gold (GURPS Japan).

Attach Regular, resisted by ST or DX

This spell makes a non-living object automatically fasten, tie or otherwise affix itself to another non-living object in a manner specified by the mage.
If it matters, this spell has an effective skill of 12 (or the mage's Attach skill, whichever is higher) to attach the items in a tricky or unusual manner. If the skill roll is failed, the objects are still attached, but the attachment isn't quite as effective or attractive as it could be.
The items will release themselves automatically at the end of the spell, when the caster wishes them to come apart, or when conditions specified by the mage when the spell is cast are met.
Normal jostling or motion won't dislodge the item, but serious attempts to remove the item are treated as contests of ST vs. the mage's spell skill.
If this spell is used to fasten something held or worn by an unwilling subject (such as tying someone's shoelaces together) the subject is allowed a roll vs. DX to resist.
Examples: A rope could be ordered to tie its far end into a certain sort of knot, a belt could be ordered to fasten, or a line of buttons could be ordered to close themselves up. A key could be "permanently" held in a lock, a piece of wood could be "stuck" onto a workbench, or a sword could be held in a crack in a stone by using this spell. The spell can also be used to permanently attach useful or valuable items to a person's body - wedding rings or artificial limbs for example.

Duration: 1 hour.
Cost: 1 for a very small object or group of objects (a piece of string or a line of buttons), 2 per 10 lbs. of material, same to maintain. Prerequisite: Magery, Restore, Knot
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Rope, Equipment or Clothing. Will fasten itself automatically. Energy Cost to Create: 75 points. (c) This spell can be made permanent on an object for 25 times the base cost.

Bend Regular

This spell causes an object to bend in the middle (or wherever the mage wishes it to bend).
It is most efficient if the object is thin and narrow; it requires much strength to bend, say, a thick oaken door. The object, regardless of its natural tensile qualities, will bend and not break.
If the object is stronger than the spell's power, roll a Contest between the spell and the item's HT; if the spell wins, the object warps in some minor fashion.

Duration: 1 hour.
Cost: 1/2 point per HP of substance (minimum 1).
Time to Cast: 3 seconds.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) This spell can be made permanent for 25 times the base cost.
Author: Bob Traynor (From "Minor Magics for GURPS").

Build Area

Given the proper tools and an adequate supply of materials, this spell allows the mage to build, assemble, or erect any structure that he could put up with his own hands.
Each 10 seconds of spell duration represents about 10 minutes of work by the mage, so the mage can magically erect tents or other small structures very quickly.

Duration: 10 seconds.
Base Cost: 1/2 (minimum 1), same to maintain.
Prerequisite: Create Craftsmen.
Item: Tool, Clothing or Jewelry. Energy Cost to Create: 500 points.

Bind Book Regular

This spell allows the mage to bind loose papers into a book or add pages to a book. In order to cast this spell, the caster must have proper bookbinding materials, e.g., thread for sewing signatures and wood, leather and/or cloth for the binding.

Duration: Permanent.
Cost: 10 points.
Time to Cast: 10 seconds.
Prerequisite: Rejoin, Unbind Book.
Item: Staff, Wand, Jewelry, or printing or binding press. Energy Cost to Create: 350 points.

Catalog Item Regular

This spell creates a catalog record for an item in a predefined cataloging system. Note that once an index record has been created, this spell does not have to be recast unless the original record is lost.
This is also a Communication and Empathy spell.

Duration: Permanent.
Cost: 1.
Prerequisite: Know Organization.
Item: book jacket. Energy cost to Create: 100.
Author: D. Carter

Catastrophic Failure (VH) Regular, resisted by Will

This spell makes an item fail dramatically the next time it is used, breaking the item and possibly damaging the user.
Weapons must roll on the Critical Miss chart, other devices fail in a similarly spectacular manner decided by the GM. For example, a radio might short out and burst into flames, or a wagon might lose a wheel while it is moving at high speed.

Duration: Permanent, until the malfunction takes effect.
Cost: 5 per pound of material to be affected.
Time to Cast: 10 seconds.
Prerequisite: Magery, Sabotage, Shatter.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Changing Color Regular

This is an improved version of the Dye spell. It is identical to the Dye spell, but the mage can change the color and pattern of the object as he wishes.
If cast simultaneously with the Aura spell, the patterns of the object can change based on the subject's aura or his moods.

Duration: 1 minute.
Cost: 1 for a small area, 3 for a suit of clothes or a 1 hex area, 3 per extra hex after the first, half to maintain.
Prerequisites: Magery, Dye.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Any Object. This spell can be made permanent for 25 times the base cost.

Clamp Regular

This spell will hold a piece of material motionless for the duration of the spell. If it matters, the clamp has ST 25, though it will hold even the most fragile material without damaging it.

Duration: 1 hour.
Cost: 2, 1 to maintain.
Prerequisite: Fasten.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clamp. Energy Cost to Create: 50 points.

Cleanshed Regular

This spell makes dirt, water, and other material roll off the subject's garments as if the material was completely frictionless, waterproof and stain-proof.
For the duration of the spell, the subject's clothing is waterproof and stain-proof. The character also get +1 to rolls to escape from Grappling holds or bonds. They get +2 to resist the effects of extremely hot, cold or caustic liquids that strike their clothes.
This spell has no effect on weapon attacks. It also has no effect on existing or moisture.

Duration: 1 hour
Cost: 1 for a single small article of clothing, 2 for a full outfit for a man-sized creature, 3 per hex for a larger area, half to maintain.
Prerequisite: Clean.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be permanently cast on an item for 25 times the base cost.

Cloud of Purification Area

When this spell is cast, a pure white cloud fills the area of effect. The cloud will destroy all dirt and debris in the area. If the mage wishes to spare an area, he must specify before he casts the spell.
All dirt and debris in the area turns to fresh, pure water, which quickly runs away or evaporates. Creatures composed of filth or which are notably disgusting or filthy (e.g., maggots) take 1 point of damage for every 10 seconds they spend in the area of effect.
While the cloud exists, it is treated as the Minor Fog spell. Vision rolls into or through the area of effect are at -2.

Duration: 1 minute.
Base Cost: 3, 2 to maintain.
Prerequisite: Magery, Clean, Ruin.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Comfortable Clothing Regular

This spell allows even the bulkiest and hottest armor, clothing, or equipment to be worn comfortably, regardless of the weather.
A piece of armor or clothing with this enchantment on it has the same comfort, breathability, and sweat absorbing qualities as a clean cotton T-shirt or similar loose-fitting, comfortable garment.
Note that weight and damage absorbing qualities of the item are not affected, nor is the wearer immune to the effects of extreme temperatures. Only the discomfort of wearing armor or bulky equipment in extreme conditions is eliminated. However, the magic of this spell makes the ambient temperature 10 degrees warmer or cooler (as the wearer wishes) due to the better heat-retention and cooling properties of the garment.

Duration: 1 hour.
Cost: 1 point for a small object (e.g., a collar), 2 for a single garment (e.g. a coat of mail), 3 for larger objects, half to maintain (minimum 1).
Prerequisites: Alteration.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Any item can have this spell cast on it for 25 points per pound of material affected.

Comfortable Object Regular

This spell makes any object gradually shape itself to the user's body, better adapting itself to the task for which it is being used. For example, a hammer handle might adapt itself to deaden the shock of hammering. A bow might adapt itself so that it is easier to shoot and more stable. A chair might shape itself to the subject's body and actually massage his back and legs as he sits.
The exact effects of the spell depends on the tool and the situation. At the GM's option, a tool with this spell on it gives +1 to skill or ability rolls. He can also assign other bonuses. For example, a bow with this spell on it would be easier to shoot, more stable, and easier to aim. In addition to giving +1 to skill, it would also give +1 Acc, 1 SS and add 10% to 1/2D and Max ranges. Melee weapons improve in quality by one step and give +1 to Skill or DX rolls to remain in the subject's hand when the character fumbles the item or is disarmed.
Note that for the object to impart benefits to the user, it must constantly be used or carried. If the subject stops using the object, the spell ends and any benefits are lost.

Duration: 1 hour.
Cost: 4 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Comfort, Convenience, Reshape.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points. (c) Any object can have this spell cast on it permanently. Energy Cost to Create: 300 points.

Constriction Regular, resisted by ST or by DX-4

This spell is similar to the Shrink Object spell, except that objects affected by this spell don't stop shrinking if they encounter resistance. No matter what, the object will shrink to 25% of normal size.
If this spell is cast on a piece of armor (or a similar object), the subject must win a contest of ST vs. the item's HT. If he fails, he takes 1 point of Crushing damage to the affected area. On a critical failure, he takes 2 points of damage. On a critical success, the item breaks or tears at a strap or seam and the spell ends.
The victim can also roll vs. DX-4 (DX for held or carried items like shield straps or backpack straps) to shed the item before it can hurt him. If he is successful he drops the item but isn't damaged by it.
If the constricting item wraps around the victim's throat, it will begin to Strangle the victim. Damage isn't increased, but the character will be Strangled as if he were attacked by a character with ST equal to the HP of the strangling item.

Duration: Instantaneous. Items remain shrunken for 10 minutes.
Cost: 4, plus 1 per 10 lbs. of material affected. Can't be maintained.
Prerequisite: Shrink Object.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Armor, Clothing, or Jewelry. When worn it will automatically constrict as if affected by this spell. Some versions are activated by a command word, others are activated when they are worn. Energy Cost to Create: 150 points.

Contract Item Regular

Causes an item to slightly shrink in size or contract, decreasing its total volume by about 1% to 10%. Mass is unaffected.
This spell can be used to make clothing seem tight, make doors easier to open (cancels Expand spell), and so forth.

Duration: 1 hour.
Cost: 1 per 10 lbs. of material to be affected, same to maintain.
Time to Cast: 10 seconds.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Contraction Regular

This spell will cause any long, relatively narrow object, such as a rope, staff, or length of cloth to contract to up to 1/20 its normal length.
For example, a 100' rope would contract to be only 5'. This spell will also counteract the Expand spell. The object's weight will decrease proportionately to its length, and it will stop contracting if it encounters any resistance. Note that while the total HP of the item will be decreased when it contracts, its PD, DR, and the amount of damage needed to cut through or break the item remain unchanged.
For extra cost can be applied to any object, though the object will expand in only one dimension and will cease to expand on contact with any serious resistance.

Duration: 1 minute
Cost: 2 per 5 lbs. of material (minimum 2), half to maintain (minimum 1). For double cost, any item (not just skinny ones) can be affected. Each doubling of cost allows the object to contract another multiple of 1/20 times its length (for example, a double strength casting would allow a rope to contract to 1/40 times its length).
Time to Cast: 3 seconds.
Prerequisites: Create Object.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points, (b) Any object can have this spell cast on it permanently for 50 times the base cost. On command, it will contract to the length specified by the user.
Author: Adapted from GURPS Magic Items 1.

Convenience Regular

This spell makes armor, or other bulky or confining equipment (such as diving suits, winter clothing, or great helms) much more convenient to wear. Any penalties to DX, skill, or Perception rolls normally associated with using or wearing that type of item are eliminated.
Note that this spell doesn't decrease the weight of the item, or DX penalties associated with high levels of Encumbrance, all it does is eliminate penalties due to restrictive design.
This is also a Protection and Warning spell.

Duration: 1 hour.
Cost: 3, 2 to maintain..
Prerequisites: Comfort, Sense Danger.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Any item can have this spell cast on it for 25 points per pound of material affected.

Create Art Regular

This spell turns raw materials into a work of art. The quality of the art created uses the mage's skill with the appropriate Art or Craft skill.
Note that this spell does not provide raw materials or talent, but it does allow artwork to be created quickly!

Duration: Permanent
Cost: 2 points per 10 lbs. of material.
Time to Cast: 1 minute.
Prerequisites: Create Object, appropriate Artistic skill at 15+.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Easel, Kiln, Spinning Wheel, or other appropriate tool. The item will have the Artistic or Craft skill of the enchanter if the user has no skill of his own. Energy cost to Create: 300 points.
Author: Adapted from D. Carter

Create Figurine Enchantment

This spell allows the mage to create a miniature figure of a creature or object. When a command word is spoken, the figure magically becomes a real, full-sized version of whatever the figurine represented.
The person making the figurine must be a competent craftsman (Sculpting skill 12 or better) and he must successfully make a relatively lifelike sculpture of the object. The mage can make the figures himself, if he has sufficient skill.
Once the figure has been made, the mage must enchant it. This is handled like any other enchantment, except that the mage must put a bit of himself into every figure he makes. In game terms, this means that for every 10 points used to enchant the object, the mage must give 1 HP, though this damage is recovered normally.
All figurines must be activated in order to be used. This costs the owner 1 point of Fatigue and requires 1 second (the time to speak a command word), but requires no skill roll. The figurine then transforms (taking 1 second) and can carry out orders. It costs an additional point of energy to keep a figurine in "live" form for each additional hour after the first.
In order to deactivate the figurine, the user must speak another command word, and the figure will revert to its inanimate form after 1 second. Deactivating a figurine costs no fatigue.
If a figurine is destroyed or killed, in either live form or figurine form, the magical item is ruined. Figurines that are damaged do not heal or repair themselves while in statue form, though they will heal normally (if living) or can be repaired while in "live" form. Magic spells that heal or repair damage can be cast on the figurine while it is in "statue" form.
Note: The figurine must contain a small part of the animal, thing or type of person it is to represent - fish scales, cat whiskers, etc.
These spells are also Enchantment spells.
This spell can take several forms. Each form is a different spell.
Small Animal: This spell allows the mage to create a figurine of a small, household animal. Typical figurines include rats, cats, fish, and birds. These animals will obey the caster as if they were well-trained animals. They can carry out simple commands, such as bringing messages, making noise if someone is coming, or chewing through bindings. For triple cost, the animals can be made "smart" (IQ 7). Energy Cost to Create: 10 points. Prerequisites: Magery, Enchantment, Create Craftsmen.
Large Animal: This spell allows the mage to cast larger, deadlier animals. These animals will fight to the death to defend the caster, as well as performing more menial tasks. Cost to Create: 10 times the HT cost of the animal to be created. For triple cost, the animals can be made "smart" (IQ 7). Energy Cost to Create: 25 points. Prerequisite: Create Figurine (Small Animal).
Servant: This spell allows the mage to create a human or humanoid servant who is average in all ways. All their attributes are at 10, they Average appearance, and they know one non-combat M/A (or M/E) skill at skill level 12. They will serve the person who activates them faithfully, but suffer from the Slave Mentality disadvantage. They are useless as guardians, as they do not know how to fight or defend themselves. Energy Cost to Create: 100 points. Prerequisite: Create Figurine (Large Animal).
Object: This spell allows the caster to create a miniature figurine of any inanimate object he can imagine. However, unlike other spells of this type, the mage must have an actual example of the object that he enchants into the spell. When the figurine is activated, the item the user gets will be the object that the mage enchanted into the figurine and no other. Therefore, a mage who wishes to create a figurine of a sword must have a sword. In addition, when he activates the figurine the sword he gets will be the sword he enchanted into the object.
If the mage is attempting to enchant an object from a higher Tech Level than his own, he must roll at -2 to skill per TL difference. Energy Cost to Create: 10 per pound of object to be enchanted, up to 100 lbs. maximum. Prerequisite: Create Figurine (Servant)
Skilled Servant: This spell creates a servant who is like a normal Servant figurine in all ways, except that he lacks the Slave Mentality disadvantage and can have up to 3 skills at level 12. Typically, a skilled servant has Leadership and Administration as two of his skills so that he can supervise Servant figurines. Energy Cost to Create: 200 points. Prerequisite: Create Figurine (Servant)
Structure: This spell is identical to the Create Figurine (Object) spell, except that there is no weight limit - buildings, cars, wagons, etc. can all be enchanted with this spell. Energy Cost to Create: 1 per pound of object. Prerequisite: Create Figurine (Object).

Cost: Variable, see above.
Prerequisite: Variable, see above.
Author: Adapted from J.C. Connors (GURPS Mummy).

Cure Dragonhide Enchant

This spell allows the mage to cure the hide of a dragon so that it is suitable for use as Dragonhide Armor (GURPS Magic Items I, p. 24).
Once this spell is cast, a successful Leatherworking or Armory (Low Tech Armor) skill roll is required to make the leather into armor.

Cost: 10 points per lb. of hide.
Prerequisites: Enchant Item, Preserve.
Item: Dragonhide Armor. GURPS Magic Items I, p. 24.

Cure Hide Regular

This spell allows the mage to turn a raw hide into cured leather using any tanning with which he is familiar.
The quality of the finished hide is determined by the mage's Tanning or Leatherworking skill, but this spell eliminates most of the time, work, smell and mess of processing hides in the mundane way.
This is also a Necromantic spell.

Duration: Permanent.
Cost: 1 point per lb. of hide.
Prerequisite: Preserve.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Tanning tub or similar item. Any hide place in the object (or touched to it) has this spell cast on it. Energy Cost to Create: 200 points.

Cutter Regular

This spell makes a weapon that would normally do only crushing damage do cutting damage. Damage that penetrates armor is increased by 50% and the weapon can affect inanimate objects that are only affected by cutting weapons.

Duration: 1 minute,
Cost: 4, 3 to maintain,
Prerequisites: Enchantment, Steal HT.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points, (b) Any weapon can have this spell cast on it for 100 points per pound of weapon.
Author: Adapted from GURPS Magic Items 1.

Detach Regular, resisted by DX

This spell makes any object that is not permanently affixed to another object (with nails, glue, or something similar) detach itself. For example, a rope could be made to untie itself, a belt could be made to unbuckle, or a line of buttons could be made to unfasten.
If used to fasten something held or worn by an unwilling subject (such as unbuckling someone's armor or safety harness) the subject is allowed a roll vs. DX to resist.
This spell can also cancel the Attach spell if it wins a Contest of Skills.

Duration: Instantaneous, effects are permanent.
Cost: 3, can't be maintained.
Prerequisite: Magery, Untie.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Rope, equipment or clothing. Will unfasten itself automatically. Energy Cost to Create: 100 points.
Author: Adapted from GURPS Magic Items 1

Disassemble/TL Regular, resisted by Special

Using this spell, the mage can disassemble any object made of discrete parts, even if those parts are glued, riveted or fastened together. If the mage wishes, the disassembled parts can be stacked or otherwise organized, otherwise they just fall to the ground. The mage can also determine the degree of disassembly desired.
If this spell is cast on an object being used, worn, or controlled by another person, the item is allowed a resistance roll vs. HT (or 1/10 HP, whichever is more). This spell can be cast on a large object (such as a house), but unless the object has obvious subassemblies (like the engine of a car or the door to a building) the mage must affect the entire object.
If this spell is cast on an intelligent machine, such as an AI computer or a robot, the subject gets a roll vs. HT. If the roll is failed, they do not immediately fall into pieces. Instead, they take 3d damage.
Note that each TL requires a different version of this spell. If the mage is trying to use this spell on an item of a different TL, he is at -2 per level of difference between the TL of the spell and the TL of the item.

Duration: Instantaneous, effects are Permanent
Cost: 1 per 20 lbs. of material affected (minimum of 3 points). Double cost if the item affected is solidly fastened together and is not designed to be disassembled.
Time to Cast: 10 seconds.
Prerequisites: Ruin, Intelligent Fastening.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Draw Regular

This spell instantly produces an accurate black and white drawing of person, place or thing on the surface of the caster's choice. The drawing will not fade, run or smudge, but it will be destroyed if the material it is on is destroyed. The drawing, while accurate and serviceable, won't have any great artistic merit and can't be any larger than 1 foot square.

Duration: Permanent.
Cost: 2 points. For 1 point extra, the picture can be drawn in color.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points (b) Pen or pencil. Casts this spell when it is touched to a piece of paper. Energy Cost to Create: 100 points.

Duplicate (VH) Regular

This spell creates a perfect copy of any non-living, non-magical item.
In order to duplicate the item, the caster must have raw materials of equal or better quality and quantity to those used to make the original. Inferior quality materials or different materials can be used for the duplicate, but in that case the "duplicate" won't be an exact copy, but instead will be an obvious fake, possibly of inferior quality.
Finely crafted, unique, or complex items will be at a penalty to duplicate. For example, creating a duplicate of an ordinary piece of rope would be at no penalty. Creating a duplicate of a Fine quality sword would be at -3, Creating a duplicate of a world famous piece of jewelry made by the finest craftsmen would be at -10.

Duration: Permanent.
Cost: 15 points per pound of item to be duplicated.
Time to Cast: 1 hour.
Prerequisite: Magery 2, Repair, Copy, Create Object.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Dye Ball Missile

The mage creates a soft, spongy sphere that will explode when it hits its target, splattering the victim with dye in the color of the mage's choice. The missile has Acc 1, SS 12, and Max 30. It is targeted using the Spell Throwing (Dye Ball) spell. The ball does no damage.
For half cost, the mage can create a small dye ball that leaves a splotch of dye about 3 inches in diameter.
In other respects, this spell is like the Dye spell.

Duration: 1 second, effects last for 1 day.
Cost: 2 points, 1 point for a small dye ball. For double cost, the dye can be made permanent.
Prerequisite: Magery, Dye.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points, 150 points for small dye balls.

Dye Jet Regular

This spell creates a spray of dye in the color of the mage's choosing.
Anything touched by the jet is covered in dye as if the Dye spell had been cast on him.
A mage can have as many dye jets as he has hands. In other respects this spell is like the Dye Spell

Duration: 1 second.
Cost: 1 point per hex of range (up to 3 hexes maximum), same to maintain. For double cost, the dye can be made permanent.
Prerequisite: Dye.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Elastic Regular

This spell makes an object stretchy and elastic in one or more of its dimensions.
The degree of elasticity is determined by the mage when the spell is cast, but the object can never stretch to more than three times its original length. HP, DR, and HT of the object are unaffected, even when stretched, and the object will maintain its normal properties until acted upon by an outside force. Living creatures can't be affected with this spell.
This spell has a variety of uses, notably to make rope and string into bungee cords or rubber bands.

Duration: 1 hour.
Cost: 2 per pound of material to be affected, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Reshape.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Rope, string, belt or similar object. When a command word is spoken, it becomes elastic as if this spell had been cast on it. Energy Cost to Create: 50 points per pound of weight (minimum 25 points). (c) An item can have this spell permanently cast on it for 25 times the base cost.

Erase Regular or Area

This spell removes, without a trace, any undesired mark, stain, writing or artistry.
If cast on a magic item or magic spell (like the Magic Mark spell) treat this as a Contest of Skills between the caster of the Erase spell and the caster of the other spell.

Duration: Permanent.
Cost: 1 for a small area, 2 for a large area. If cast as an Area spell, Base Cost is 3.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Expand Regular

This spell makes an item stretch or slightly increase in size, increasing its total volume by 1% to 10%. Mass is unaffected. This spell can be used to slightly loosen tight clothing, make doors harder to open (ST roll to open), and so forth.

Duration: 1 hour.
Cost: 1 per 10 lbs. of material to be affected, same to maintain.
Time to Cast: 10 seconds
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Exploding Missile Regular

This spell turns an arrow, bolt or stone fired from a low-tech missile weapon into an explosive device.
When the missile hits its target, it explodes for 3d concussion damage (doubled if in contact with the victim). If the missile is not fired when the spell ends, the missile reverts to normal with no ill effect.
If the missile explodes, it is destroyed and can't be retrieved or repaired by non-magical means.
This is also a Fire spell.

Duration: 10 seconds, or until the missile is fired.
Cost: 3 points, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Explosive Fireball or Shatter.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) Bomb Prodd, GURPS Magic Items 1, p. 94-95 Energy Cost to Create: 5,000 points. (c) Any missile can have this spell cast on it permanently, though it is destroyed after it is fired. Energy Cost to Create: 100 points.
Author: Adapted from GURPS Magic Items 1.

Exploding Paint Ball Missile

This spell is identical to the Paint Ball spell, except that the hex where the missile strikes and all the surrounding hexes are covered in paint. People in the surrounding hexes get +2 to DX to avoid being blinded and +2 to IQ to avoid being mentally stunned.

Duration: 1 second (effects are permanent).
Cost: 3 points, can't be maintained. For double cost, the paint can be made permanent, as if the Dye spell had been cast.
Prerequisite: Paint Ball.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Extending Point Regular

This spell allows the tip of a thrusting weapon to suddenly extend. This increases the range of the weapon by 1 hex. Opponents get -2 to Active Defenses to Block or Parry the weapon, unless they are aware of the weapon's nature. In addition, the extra thrust of the extending weapon gives +1 to damage. Not that in some cases (such as jousts or duels) the use of the spell is considered to be extreme treachery.

Duration: 1 second.
Cost: 3 points, same to maintain. Each doubling of cost extends the weapon by an additional hex.
Prerequisite: Magery, Extend.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points. (c) Any weapon can be enchanted with this spell for 100 points per pound of weapon per extra hex of reach. (d) Treacher's Lance, GURPS Magic Items 1, p. 99-100 Energy Cost to Create: 1,000 points.
Author: Adapted from GURPS Magic Items I.

Extensible Weapon Regular

This spell allows the shaft or blade of a weapon to shorten and lengthen as the user desires.
For example, the shaft of an axe can be lengthened or shortened so that the weapon can be used as a hatchet, a battle axe, or a great-axe. The blade of a knife could be extended so that it could become a shortsword, broadsword, or two-handed sword. In all cases, the other parts of the weapon change as well to better facilitate the use of the blade or shaft in its current form. For example, the hilt of a knife will lengthen and become heavier when it is turned into a two-handed sword.

Duration: 1 minute.
Cost: 3, 2 same to maintain.
Prerequisite: Magery, Extend.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points. (c) Any weapon can be enchanted with this spell for 50 points per pound of weapon (d) Variable Polearm, GURPS Magic Items 1, p. 100 Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 1

Extract Regular

This spell allows the mage to remove an item without disturbing the container it is in or the items that are in contact with it. The item will magically appear in the mage's hand (or next to him) when the spell is cast.
For example, this spell could be used to remove cheese from a mousetrap without springing the trap. It can also be used to extract an olive from a jar, remove a needle from a haystack, or remove one strand of rope from a tangled pile.
This spell automatically fails if the item to be Extracted is tightly bound to another item, if it is inside a closed container, or if the absence of the item would cause a pile of objects to collapse. Other spells or mundane means can be used to overcome these limitations, of course.
For example, the mage can't use this spell to extract a gem set into a ring, to remove a nail set into a wall, or to remove a coin from a closed pouch. The mage could also use this spell to Extract a person pinned in a collapsed building. However, there must be an open path to the victim (even if it's very narrow), and the rubble must be supported so that it won't cave in when the victim is removed.
This is also a Movement spell.

Duration: Instantaneous.
Cost: 1 for a small object (less than 1 lb.), 2 for an item up to 20 lbs., 3 per 50 lbs. of weight to be Extracted.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points (b) Tweezers or similar tool. Energy Cost to Create: 150 points.

Failproof Regular

This spell makes it impossible for an item to break. If the item would normally break, it will bend or stretch instead. The effects of this are up to the GM.
This spell also counters the Shatter spell.

Duration: 1 hour.
Cost: 1 point, same to maintain for a single object of less than 50 lbs., 2 points per 50 lbs. of material to be affected, half to maintain.
Prerequisite: Magery, Repair.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points, (b) Any item can have this spell cast on it permanently for 50 times the base cost.

Foul Area; resisted by Will+2

This spell will tangle, disorganize, and dirty an area. The area becomes grimy, cobwebs grow in the corners, unlocked containers are opened and their contents are dumped, collections of items are scattered. Metal tarnishes, knots are untied, ropes are tangled and so forth.
The spell won't do direct damage to any item, but it might allow an object to come to harm if it is removed from its container or is released from its fastenings. In addition, dirt-sensitive items like books or precision instruments might be damaged by dirt.
If this spell is cast on a person it will dirty, untie, and disorganize everything they are carrying or wearing, but they get a roll vs. Will+2 to resist the effect of the spell.
This spell is countered by the Housekeeping spell.

Duration: Permanent.
Base Cost: 2 points. 3 points to cast on a person.
Time to Cast: 10 seconds.
Prerequisites: Tangle, Dirty, Weaken.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be cast on any object. It will cast the spell on a preset radius when conditions specified by the enchanter are met. Energy Cost to Create: 25 times the base cost.

Fray Regular, resisted by IQ

This spell makes a rope, strap, seam, or other load bearing point of a small item weaken, so it will snap when stressed.
Frayed items will break on a roll of 12 or less whenever they are required to bear any weight or stress. The effects of breakage are up to the GM.
If this spell is cast on an object worn, carried or used by a character they get a roll vs. IQ to resist.
This spell is countered by the Mend or Repair spells.

Duration: Permanent.
Cost: 2 points.
Time to Cast: 3 seconds.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be cast on any object. It will cast the spell on any container it is in. Energy Cost to Create: 25 times the base cost.

Freshen Area

This spell magically airs out an area. Anything in the area is purged of odors and dust. In addition, this spell destroys molds and mildew.
This cleansing gives characters with allergies or asthma +1 to HT rolls to resist the symptoms of their allergies. It also gives characters +1 to HT rolls to avoid diseases that are transmitted by dust, mold, or mildew.
This is also an Air spell and a Healing spell.

Duration: Permanent.
Base Cost: 1/2 point.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Incense Burner or other air purification tool. Energy Cost to Create: 75 points.

Friable Regular, resisted by HT

This spell makes any non-living substance fragile and powdery. For the duration of the spell, any rough handling or stress will make the item crumble into dust. However, until it is touched the item appears to be perfectly normal. If carefully handled and supported the material can be handled without damage. However, this requires a DX roll to successfully manipulate the item.
If this spell is cast on an object that takes any stress at all, or which bears any load, the item will immediately collapse. Weapons with this spell on them crumble when they are wielded.
If this spell is cast on an item held, worn, or used by a character, they resist this spell with HT. If cast on an unattended object, the item resists with its HT score.

Duration: 1 minute.
Cost: 2 per pound of material affected, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Ruin.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell permanently cast on an item for 25 times the base cost.

Gather Regular or Area

This spell gathers and collects scattered items. The mage specifies the order in which the items are gathered and the location in which they are collected. The gathering location must be within 1 hex of the mage.
For example, this spell could be used to gather a spilled quiver of arrows, pack coins into a strongbox, or to load a bag of groceries.
This spell won't pick up items that are actively being used or which are claimed by another person, as long as the owner is present.

Duration: Permanent.
Cost: 1 point for a small number of tiny items (e.g., a bag of dice), 2 points for objects that are larger in number or size (e.g., a bag of groceries or a strongbox with hundreds of coins). If the objects are scattered in more than one hex, this spell must be cast as an Area spell. Base Cost is 2 points.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Bag, Basket, or other container. When a command word is spoken, any objects specified by the user will be gathered into the container. Energy Cost to Create: 100 points.

Geometry Regular

This spell allows the mage to accurately draw or trace any geometric shape that he can imagine.
The mage must grasp a pen or other writing instrument (or just use his finger) and physically trace the symbol, but he does so with preternatural speed and accuracy.
This spell is useful for laying out complex sigils or mandalas or for correctly tracing pentagrams.

Duration: Permanent.
Cost: 2 points.
Time to Cast: 1 second to 10 minutes. 1 second for a small, simple symbol up to 10 minutes for a very complex or large design. Simple sigils require 1 second, pentagrams and similar sigils take 5 seconds.
Prerequisites: Draw.
Item: Staff, Wand, Jewelry or Writing Instrument. Energy Cost to Create: 150 points.

Gossamer Cloth Regular

This spell allows a regular loom to weave a cloth of impossibly fine weave from pure air and light. This cloth can neither be soiled or torn, although it can be cut or punctured.
In regions where such cloth is rare, it commands a fabulous price - easily $500 per yard.
One day's work (8 hours) at the loom and a successful Weaving skill roll allows the weaver to create a piece of fabric 3" long by 3' wide. Subsequent days of work will allow the length of the fabric to be increased, but not its width.

Duration: Permanent. The cloth takes 8 hours of labor to produce.
Cost: 5 points, 3 to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Infinite Cloth, Soilproof, Weaving skill 14+.
Item: Air-Loom GURPS Magic Items 2, p. 59. Energy Cost to Create: 1,500 points.
Author: Adapted from GURPS Magic Items 2.

Handle Regular

This spell creates a sturdy knob, handle or carrying strap that can be attached to any non-living solid object. The handle doesn't give any special bonus to carry items to which it is attached, but the handle makes it easier to manipulate or carry heavy items.
For double cost, multiple handles or carrying straps can be attached.

Duration: 1 minute.
Cost: 1, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 100 points. (c) Handle, carrying strap or other item. Automatically attaches itself to any object and can be released on command. Energy Cost to Create: 75 points.
Author: Adapted from GURPS Magic Items 1.

Hard Rope Regular

This spell can be cast on a rope, a scarf, a whip, or any similar object that weighs at least 1/2 lb. and which is at least 2 feet in length. The spell adds to the object's mass, and makes the object hard and massive when it strikes, turning it into a weapon.
For the duration of the spell, the mage can use the object as a Fine quality Flail, Whip, Kusari, Backjack, or similar weapon.
Damage done is Crushing based on weapon type, but the object always has DR5 and 10 HP. It can't be broken, but it can be deliberately cut. To casual appearance, the item still appears to be normal, though an IQ roll will allow someone to tell that it's an effective weapon if they see it swung in combat.
If the mage also knows the Extensible Weapon spell, he can lengthen and shorten the weapon at will, instantly changing its reach down to a minimum range of C, or out to 6 hexes. Note that any flexible weapon with a reach of more than 2 hexes is treated as a Whip. The time to ready a weapon increases by 1 for every 2 hexes of length beyond 2 hexes (so 2 turns to ready a 4 hex weapon, 3 to ready a 6 hex weapon).
If the mage knows the Sharpen spell, for double cost, he can make the edges of the object sharp. This allows the weapon to do Cutting rather than Crushing damage.
If the mage also knows the Attach spell, for double cost, he can make the end of the object entangle it target rather than inflict damage. In this case, the subject must roll vs. DX to avoid being entangled by the weapon. See the Whip description for details of entangling attacks.

Duration: 1 minute.
Cost: 3, 2 to maintain. Double cost to make the damage cutting. Double cost to Entangle.
Time to Cast: 3 seconds.
Prerequisites: Stiffen, Toughen, Strengthen (Extensible Weapon to change reach, Sharpen to make edges sharp, Attach to make the weapon entangle).
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Allows the wearer to cast this spell on any object in his hands. Energy Cost to Create: 350 points. (c) A Scarf or Rope can have this spell cast on it permanently. Energy Cost to Create: 300 points.

Healing Object Regular

When this spell is cast on an object, the object will heal any subsequent damage inflicted upon it, just as if the object were alive.
When damaged or worn the item will gradually return to its whole, brand new state.
If the object is reduced to 0 HP, it is permanently destroyed. Otherwise, it will regenerate 1 HP per day until it is fully "healed". When fully healed, the object leaves no trace of the former damage.
Note that "expendable" objects, such as bullets can have this spell cast on them to prevent the effects of wear and tear before they are used, but the act of using them "destroys" the item and ends the spell.
In addition, objects can't be multiplied using this spell. For example, if you break a sword with this spell cast on it, the two pieces will rejoin, they won't form two separate swords.

Duration: 1 month.
Cost: 10 points per pound of material affected, same to maintain.
Time to Cast: 1 minute per 10 pounds of material.
Prerequisites: Magery, Repair.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Box or other container. Any object placed in the box is affected by this spell, as long as it remains in the box. Energy Cost to Create: 100 points per cubic yard of space, or 100 points for a 1 foot square space. (c) For 50 times the base cost this spell can be made permanent.
Author: Adapted from the Net.

Helping Hand Regular

This spell creates disembodied third hand that will move as the subject wishes.
The hand has the same DX and ST as the caster's own hand. It can lift as much weight as the mage could lift with his hand alone. The mage can magically "feel" through the hand, but the sensitivity isn't as great as that of his own hand. The effect is similar to touching an object while wearing thick gloves. The hand takes no damage and doesn't register pain, but the mage can't use it to attack or defend, nor can the hand reach any further than the mage's real hands could.
The hand can use tools, at the same skill level as the mage. However, unless the mage can see the third hand, he is at -1 to -4 to his effective skill. The hand gives +1 or more to any task where the GM rules that a third hand would be useful. Multiple castings of this spell allow the mage to create extra helping hands, but they won't allow the mage to work on more than one task at a time. Extra hands do not give additional bonuses to skill.
Note that this spell doesn't really create an extra hand, like the Extra Arm (q.v.) spell would. It just creates a hand-shaped area of force that can hold or steady objects or use simple tools. It is, essentially, a smaller, more specialized version of the Air Golem spell.
This is also a Force spell.

Duration: 10 minutes.
Cost: 3, 2 to maintain.
Prerequisite: Air Golem, Jig.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Gloves or Jewelry. Energy Cost to Create: 150 points.

Hold Regular, resisted by IQ

This spell makes a door or other movable part of a simple machine "sticky" and hard to move for the duration of the spell.
Machines that are more complex can be temporarily jammed by this spell, but they won't be permanently harmed. However, this spell will give -1 to Malf or malfunction rolls for a weapon or piece of machinery.
Door or chests affected by this spell require a ST roll to open or close. If this spell is cast on an object carried or used by another character, they get a roll vs. IQ to resist.
This is also a Force spell.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) This spell can be permanently cast on an area for 25 times the base cost.

Homeseeker Regular

Homeseeker insures that any item with the spell cast on it will return to the subject, even if it is lost or stolen.
The return is not automatic. Through a series of coincidences and improbable happenings, the mage will eventually find the item. Depending on the situation, it can take anywhere from a week to six months for the item to reappear. As a rule of thumb, the GM should roll 1d for the number of months before the item shows up. In addition, the mage might have to buy the item back or convince its current owners that he is the rightful owner.
The only way to break this spell is to destroy the item or to cast Dispel Magic on it. In the latter case, the mage must win a Contest of Spells between his Dispel Magic spell and the owner's Homeseeker spell. The owner of the item can voluntarily end the spell by deliberately throwing the item away, selling it, or giving it as a gift.
A variant of this spell (which is only available if the spell is made permanent) can be used to make an item "attune" itself to its owner. When the item is "claimed" by a person by being in their constant possession for at least two weeks, it will "bond" with them. From then on, the item will always return to its owner (unless it bonds with another person). The Hex spell can be used to make the item always return, even if the "owner" wishes to be rid of it. The Limit spell can be used to determine who can "bond" with the object and under what circumstances the item will bond to another person.

Duration: Permanent (until the object is returned to its owner).
Cost: 1 point per 10 pounds of weight. Prerequisite: Seeker, Aura.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be made permanent on any item for 25 times the base cost.
Author: Adapted from Michael Smith

Housekeeping Area

An improved version of the Clean spell. Not only does this spell remove dirt and polish things, it also cleans up dust, debris, garbage, and assorted junk from an area, and tidies up, secures, and organizes larger items.
Items will be restored to their original order if there was some organization to them before, otherwise the spell just sorts them by some logical criteria and piles or stacks them in an appropriate, out-of-the-way spot.
Alchemists and collectors should be wary of the spell's interpretation of "debris;" many alchemical ingredients could easily be regarded as loose dust.
The caster must specify any areas or items that he does not want "cleaned" when he begins casting this spell. This spell counters the Foul spell.

Duration: Permanent.
Base Cost: 3 points.
Time to Cast: 3 seconds
Prerequisite: Clean.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Whisk Broom or other cleaning implement. Works for user only. Energy Cost to Create: 150 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Illuminate Regular

This spell allows the caster to illuminate a page of text with decorative capital letters, fancy borders and other marginal illustrations.
The content of the illumination is determined by the content of the page, though the mage decides which artistic style (if any) to use. The skill level of the illumination is equal to the caster's skill level with this spell, or his Illumination skill, whichever is greater.
Variants of this spell exist to make a page of handwriting fancy and elegant in cultures where fancy or beautiful documents are considered more prestigious. Like the Paint spell, materials must be present for the spell to consume.
This is also a Communication and Empathy spell.

Duration: Permanent.
Cost: 3 points.
Time to Cast: 5 seconds, plus 30 minutes for the spell to finish.
Prerequisites: Magic Painting.
Author: Adapted from Tim Morgan and Richard LeDuc.

Immediate Action Blocking

Author: David Pulver (GURPS Technomancer)

Impaler Regular

This weapon enchantment spell makes a weapon that would normally do only crushing or cutting damage do impaling damage instead. Note that there is no chance of a weapon enchanted with this spell getting stuck in the victim.
Damage that penetrates armor is increased by 100% and the weapon can affect inanimate objects that are only affected by impaling weapons.

Duration: 1 minute.
Cost: 6, 4 to maintain.
Prerequisites: Cutter.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Any weapon can have this spell cast on it for 200 points per pound of weapon.
Author: Adapted from GURPS Magic Items 1.

Impervious Regular

This spell makes any solid material impenetrable. Although the material can be damaged by acid or fire, and can be moved or bent normally, any attempt to cut or pierce it will automatically fail.
For example, a wooden door with this spell cast on it could be bashed off its hinges or burned, but it would be immune to axe blows.
The most obvious application of this spell is in the creation of armor. Any material thicker than thin cloth that has this spell on it can't be cut or pierced, so any damage that penetrates the armor is treated as Crushing damage. Note that chain mail with this spell on it does not protect from impaling damage from rapiers or similar very thin weapons. However, it does protect from spears, arrows, knives and other "normal" impaling damage.
Note that this spell is normally known only to a few Dwarven enchanters who use it only for the creation of Dwarven Mail (which is treated as fine double mail with the same weight as normal mail). They will not willingly part with the knowledge of this spell!
This is also a Protection and Warning spell.

Duration: 1 minute.
Cost: 5 points, 4 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 3, Invulnerability.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b) Dwarven Mail, GURPS Magic Items I, p. 25. Energy Cost to Create: 250 points per pound of material. (c) Any object. Energy Cost to Create: 250 points per pound of material.
Author: Adapted from GURPS Magic Items 1.

Improve Value (VH) Regular

This powerful spell improves the quality of an item, increasing its value or usefulness by up to 20%. Volume or mass cannot be changed, only the intrinsic value of the object can be improved.
This spell can be used to temporarily improve the quality of weapons by one step, to a maximum of Very Fine Quality. Armor and shields will have their DR improved by 10% (to a maximum increase of 20%) by means of this spell. PD can't be improved.
Some objects cannot be improved in quality, just because of their nature. For example, pure gold or flawless gems can't be made any more valuable than they already are.

Duration: 10 minutes.
Cost: 3 per pound of material affected for a 10% increase in value (or an improvement in weapon quality) (minimum 3), double this for a 20% increase in value. Same to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery 2, 10 Making and Breaking spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points. (b) The quality of any item can be permanently improved for 50 times the base cost.

Infinite Material Regular

This spell allows the mage to "stretch" cloth or other textile material that is normally sold as yard goods (such as rope). When the material is stretched, it creates new material of the same width, pattern, color and material as the existing material.
The excess material can either be left on the original piece or it can be cut or torn off from the original. The torn or cut pieces then "heal" leaving only a clean edge. Magically created material can't be used as a "seed" for another use of this spell, nor can magical material or material with magic spells on it be affected by this spell.
The cost of the spell depends on length to be extended and the value of the fabric.
This is also an Illusion and Creation spell.

Duration: Permanent.
Cost: 3 points per yard. Double cost for rare or expensive material.
Time to Cast: 1 minute per yard.
Prerequisites: Magery 2, Mend, Create Object.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points, (b) Bolt of Cloth or similar Material. Can extend up to 10 yards a day. Energy Cost to Create: 1,000 points, (2,500 for rare or valuable material, 500 points for cheap or coarse material), (c) Infinite Sleeves, see GURPS Magic Items 1, p. 34. Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 1.

Inspired Creation (VH) Regular

Author: Lee Gold (GURPS Japan)

Intelligent Fastening Regular

This spell allows the caster to control a fastening such as a buckle, drawstring, or cotter pin. The fastener will hold until released by a word of command, or when certain conditions set by the mage are fulfilled. It will then release, with its normal effects.
This spell is commonly used to set traps, but it has many uses that are more mundane.
If the owner or user of the fastener does not wish the spell to take effect, it automatically fails.

Duration: 1 hour.
Cost: 1 point for a single, small fastening (e.g., a button or brooch), 2 points for small, load-bearing items (e.g., tripwires or a cotter pin), 3 points for medium sized items or a group of smaller items (e.g., a bolt or a line of buttons), 4 for large items or items that bear heavy loads (e.g., ratchets or brake releases). Same to maintain.
Time to Cast: 2 seconds
Prerequisite: Knots.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Any item can have this spell permanently cast on it for 25 times the base cost.

Invisible Magic Mark Regular

This spell is identical to the Magic Mark spell, except that the mark is invisible except those specified by the mage, and/or when certain conditions are met.
The mage determines who (or what sorts of people) can view the mark and under what conditions they can see it when he casts the spell.
This is also a Communication and Empathy spell.

Duration: 1 week.
Cost: 2 points, same to maintain.
Prerequisite: Magic Mark.
Item: Staff, Wand, Jewelry or Writing Instrument. Energy Cost to Create: 250 points.

Jig Regular

This spell allows the mage to control a tool or a step in the production process, in an extremely precise way. As long as the spell is in effect, the subject will use a specific tool, or perform a specific operation in exactly the same way.
For example, if the subject is using a hammer, he will strike in exactly the same place, with exactly the same force each time. If he is bending pieces of wire, he will bend each piece in exactly the same way each time.
This spell gives the subject +1 to any Craft or Artistic skill roll where extremely fine or consistent tool control is required. It gives the mage +2 to Craft or Artistic skills to fashion two or more items so that they are identical, or where the mage must create an item to match a particular pattern.
This spell also allows the subject to speed his production by 25%.
Note: This spell takes its name from a woodworker's or metalworker's jig, a tool used to cut or shape material to a preset form. It has nothing to do with the dance of the same name.

Duration: 1 hour.
Cost: 3, 2 to maintain.
Prerequisite: Clamp.
Item: (a) Staff, Wand, Clothing, or Jewelry. Energy Cost to Create: 250 points. (b) Workbench or similar object. Works for user only. Energy Cost to Create: 200 points.

Know Artist Information, resisted by IQ

This spell reveals the identity of the creator of a work of art to the mage. If the artist wishes to remain anonymous, he rolls vs. IQ to resist, even if he is not present.
This is also a Knowledge spell.

Cost: 3 points.
Time to Cast: 30 seconds.
Prerequisite: Trace.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing, Jewelry or Lenses. Energy cost to Create: 200.
Author: Adapted from D. Carter

Know Organization Information, resisted by IQ

This spell tells the caster what system of organization is being used for a collection of items, and how well that organization has been applied. For example, a mage in a modern library in the U.S. could tell if the books were organized by Dewey Decimal or Library of Congress order, or by some other scheme, and the general degree of organization of the collection.
If the organizer of the collection wishes to keep the order secret, he gets a roll vs. IQ to resist.
This is also a Knowledge spell.

Cost: 1 point per 100 items.
Time to Cast: 10 seconds.
Prerequisite: Measurement.
Author: Adapted from D. Carter.

Launder Clothing Regular

Any clothing that the caster is wearing is instantly cleaned, pressed, folded and can be impregnated with the scent of pine, lilac, lavender, rose, or cedar, at the caster's discretion. Leather or plastic goods will be cleaned, brushed and polished.
This spell can also be cast on dirty clothing or fabric that is not currently in use.
Note that while this spell will remove "ordinary" grime, it won't removed paint, dye, or magical spells that produce similar effects. This spell just duplicates the effects of a normal laundering. This spell will only clean the character's clothing. To remove Reaction penalties due to dirty appearance, the character must bathe or use a different spell.

Duration: Permanent, until clothes get dirty again.
Cost: 1 point for a single, small item of clothing, 2 points for an entire outfit, 3 for a basket of laundry (approximately 25 lbs.)
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points (b) Laundry Basket. Casts this spell on any clothing placed in it. Energy Cost to Create: 100 points. (c) Any item of clothing can have this spell cast on it for 25 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS")

Lubrication Regular

This spell makes any stuck, jammed, or rusty object move easily as if it were in perfect working order. For example, a wooden door with rusty hinges that has swollen into its frame will open quietly and easily.
Very heavy objects are easier to move with this spell. For lifting or pushing an object that moves on hinges, along a track, or which is dragged along smooth ground, the weight of the object is halved.
Note that this spell doesn't decrease the object's actual weight, it just reduces the effects of friction and greatly improves the mechanical advantage.
This spell also cancels the Nightingale spell if it wins a Contest of Skills.
This is also a Force spell.

Duration: 1 hour.
Cost: 1 for small objects (nuts and bolts), 2 for larger objects (door hinges, locks), 3 for a single object up to 200 lbs. (engines, bicycles, door frames), 4 per 500 lbs. Half (minimum 1) to maintain. For 5 times the base cost this spell can be made permanent on any object.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Oil Can. Energy Cost to Create: 75 points.

Mage's Edge Regular, resisted by Will


Mage's Edge makes a solid, non-living, inanimate, blunt object (or part of one) able to cut for one second, even though it appears blunt to all senses save touch.
Anyone who grasps an item affected by this spell will cut their hand. If the object is grasped lightly, in the same way that a calm person might grasp a pencil, damage is 1d-4 to the hand (minimum 1). If the object is grasped hard, as any person might grasp a rope as they climb it, damage to the hand is 1d-1.
A Will roll must be made to avoid dropping the object when it cuts, with a negative modifier equal to the damage taken. Note that the item does not have to be grasped to cut. In this case, it does damage to the body part that contacts it, rather than the hand.
If this spell is cast on an blunt weapon, it will do Cutting damage for the duration of the spell.
The mage must be able to see the target object in order to cast Mage's Edge upon it. If the target object is worn or carried by someone else, they get a roll vs. Will to resist. Magic items give their owner +1 to their Will roll to resist for every 100 points of Fatigue it took to create the item.

Duration: 1 minute, then 1 second once triggered.
Cost: 1 per 6" of edge. Typical costs: 2 for a pencil, sword-hilt, or boot sole, 3 for a club, 5 for a two-handed club. The caster may maintain the spell at half cost (rounded up) but only if he is holding the object. For double cost, the edge does +1 damage. For triple cost, it does +2 damage.
Time to Cast: 4 seconds.
Prerequisites: Sharpen.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Any item can have this spell cast on it permanently for 50 times the base cost.
Author: Adapted from Greg Littmann.

Magic Glue Regular, resisted by IQ

This spell creates a quantity of magic glue. The glue created can be of any sort with which the mage is familiar, or it can be a magical "epoxy." The epoxy has a very high tensile strength, good flexibility, dries clear and is waterproof once it dries. It adheres as well as the best of 20th century "super-glues." By default, it is viscous, but not sticky, although the mage can specify any consistency he desires. It hardens within one second at the caster's will. Magic Glue is soluble in alcohol. It can also be removed with a Counterspell or with spells such as Dispel Magic or Clean.
If the glue is applied to a living creature, or to objects worn or used by a sentient creature, they get a roll vs. IQ to resist.

Duration: 10 minutes, effects are permanent.
Cost: 1 point per oz. created, same to maintain.
Prerequisite: Attach or Magic Putty.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Glue Pot or similar Object. Energy Cost to Create: 300 points. (c) An ounce of glue created with this spell can be made permanent, so that it won't dry or evaporate until a word of command is spoken for 25 times the base cost.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Magic Mark Regular, resisted by IQ

This spell creates an indelible mark on any surface or substance in the color (or colors) chosen by the mage.
In order to cast the spell, the mage must draw the mark in the air as he casts the spell, but he need not touch the surface to be marked. If the caster wishes, the mark can glow slightly, so that it will be visible in darkness.
The mark can not be erased, and will "bleed through" paint or other substances spread over it. The mark can be blocked by other objects placed over it.
If this spell is cast on an item worn or actively used by another character, he gets a roll vs. IQ to resist.
This is also a Communication and Empathy spell.

Duration: 1 week.
Cost: 2 points, 1 to maintain.
Time to Cast: 3 seconds.
Item: Staff, Wand, Jewelry or Writing Instrument. Energy Cost to Create: 150 points.

Magic Painting Regular

This spell is similar to the Magic Sketch spell, but it will create a color painting of a scene when cast on an artist's paintbrush. The brushes and paints must be supplied by the caster.
The skill level of painting is that of the caster's Paint skill or Artist skill, whichever is lower. The mage dictates the style of the painting, as well as the scene to be painted.
In other respects, this spell is identical to the Magic Sketch spell.

Duration: Permanent.
Cost: 4 points.
Time to Cast: 5 seconds plus 30 minutes to complete the painting.
Prerequisites: Magic Sketch.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Paint brush. Casts this spell on command, at no cost to the user. Energy Cost to Create: 500 points if the brush will paint in any style, 250 points if it will just paint in one style, specified during creation
Author: Adapted from Tim Morgan and Richard LeDuc.

Magic Putty Regular

This spell creates a 1 lb., 6" diameter ball of opalescent, magical clay. The caster, or anyone specified by the mage when the spell is cast, may mold this material into any shape he can imagine.
The putty is easy to work until the user wills it to harden. Then it becomes as solid as oak, with similar mass and working characteristics. The hardened material has PD 1, and a DR of 1 per 1/4 inch thickness.
This material is sticky enough that it will adhere to other surfaces, allowing it to fill holes and cracks, or even to form an airtight or watertight seal. Once hardened, Magic Putty cannot revert to its pliant form. Hardened putty will not corrode or deteriorate with age. It can be worn down through wear, and it can be cut, drilled, carved, sanded and polished like normal wood. When it hardens, it turns a milky opaque white. The putty must be painted, stained, or treated with a magic spell such as Dye to get it to match the surrounding area.
Molding Magic Putty into a simple tool, or getting a waterproof or airtight seal, requires the user to make a roll vs. IQ. Molding Magic Putty into a complex shape requires a roll vs. Sculptor skill or the appropriate Craft skill. Magic Putty can't be molded into objects that have moving parts, or where different parts of the object must have different characteristics (e.g., a chisel, where the tip must be hardened, but the butt must be soft).
For double cost, the Magic Putty can have the same characteristics as soft metal when hardened. The difference is that the putty can't be tempered, annealed or further worked (except for drilling, cutting, engraving, polishing and filing) after it has been hardened. In this case, the material has PD 2 and a DR of 1 per 1/8 inch of thickness.
For triple cost, Magic Putty applied as a patch or filler can take on the properties of the material to which it is applied, including color and working characteristics. In this case, the amount of putty can't exceed the amount of original material, and the user must roll vs. IQ (or skill) to properly apply the patch. If they succeed, the putty takes on the same characteristics as the material that surrounds it.

Duration: 10 minutes or until the material is commanded to harden.
Cost: 2 point per lb. of material, 1 to maintain. For double cost, the putty can have the strength of metal. For triple cost, the putty can have all the characteristics of the original material.
Prerequisite: Attach, Mend.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Container. When a command word is spoken, it is filled with Magic Putty. Energy Cost to Create: 100 points per 1 lb. of material created. (c) Magic Putty. Stays malleable until the user wills it to harden. Energy Cost to Create: 50 points per pound.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Magic Scissors Regular, resisted by DX

This spell creates a magical pair of shears that will cut through any non-living, non-magical material at the rate of 1 DR or HP per turn.
If used against an object with DR, Damage Resistance is attacked first, then HP. Given enough time, the shears can cut through anything that can be caught between their blades.
If used to cut clothing or equipment worn by another character, the victim gets a roll vs. DX each turn to avoid taking damage. The scissors are vulnerable to damage. They have PD 2, DR 3 and HP 3 and can be attacked at -4 to hit. If they are destroyed, the spell ends.
Note that the scissors can only cut material that can fit between the blades of an ordinary (8' long) pair of shears. This means that material more than 6" thick can't be cut.

Duration: 10 seconds.
Cost: 3, 2 to maintain.
Prerequisite: Ruin.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Scissors or similar item. Energy Cost to Create: 250 points.

Magic Seal Regular

This spell creates a magical seal on an object that cannot be broken or repaired unobtrusively, except by those specified by the mage.
While the spell is in effect, nothing except a counterspell or the will of the mage who cast the spell, will allow the seal to be opened without obvious damage.
In order to break the seal on an item with this spell cast on it, a character must first roll vs. ST to open the seal. In order to replace or repair the seal, he must win a Contest of skills between his Repair spell skill -4 vs. the mage's Magic Seal skill. Mundane skills or other spells can't repair the damage to the seal.
Those designated by the mage can open and seal the container at will, doing no damage to it.

Duration: Permanent, until broken.
Cost: 2 points.
Prerequisite: Seal.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Seal or similar object. Energy Cost to Create: 150 points.

Magic Sketch Regular

This spell allows the mage to produce a sketch of a scene from any location he can see and could reach by mundane means. For example, the mage could create a sketch of a landscape as seen from a mountain, but he couldn't produce an aerial view of the same scene unless he were capable of flight.
To cast the spell, the mage must first touches a pen or pencil and piece of paper (or something similar). He then specifies the scene and the perspective he wishes to sketch. The materials then fly to the designated location and begin to draw, pausing only to allow the pen to reload itself with ink. When the sketch is done, the materials fly back to the mage's hand.
The scene portrayed will be as it was when the mage first cast the spell. The Artist skill of the pen is equal to the caster's spell skill his Artist skill, whichever is worse. If the mage has colored pencils or the like, he can specify that the sketch be in color, otherwise, the sketch is in black and white.
Distance modifiers apply based on the distance from the mage's location to the location from which the sketch is made, rather than the distance to the item to be sketched.

Duration: Permanent.
Cost: 3 points.
Time to Cast: 5 seconds, plus 1 minute for the sketching to take place.
Prerequisites: Draw, Air Golem.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Pencil or other expendable implement. Acts as if this spell were cast on it when a command word is spoken. No cost to activate. Energy Cost to Create: 50 points. (c) Pen or other refillable item. Acts as if this spell were cast on it when a command word is spoken. No cost to activate. Energy cost to Create: 200 points.
Author: Adapted from Tim Morgan and Richard LeDuc.

Maintenance/TL Regular

This spell performs routine maintenance required to keep an animal, piece of machinery or other item in good working order. The spell also tells the mage if more extensive repairs are needed.
In order to cast this spell, the mage must have the appropriate materials to perform the maintenance, e.g., lubricants, swabs, and bore cleaners for guns, curry combs and brushes for horses, etc. The spell performs the action as well as the mage could perform the maintenance himself, using the caster's level with the appropriate skill. If no skill seems applicable, use the mage's IQ instead.
Note that each TL requires a different version of this spell.
This is also a Technology (Machine) spell.

Duration: 1 minute. The effects of the maintenance are Permanent until the next required maintenance interval.
Cost: 1 for simple maintenance (changing a light bulb, sweeping a floor), 2 for more complex maintenance (grooming, feeding and watering an animal, oiling and sharpening a sword), 4 for complex or time consuming maintenance (oil change and lube job for a car, removing the dents from armor and replacing all the straps).
Prerequisite: Repair.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Tool. Energy Cost to Create: 250 points, or 50 points if it will just perform one sort of maintenance.

Malleable Tool Regular

This spell allows the mage to shape a tool as if it were made out of clay, and then "freeze" it in the changed position. As long as the mage grasps the tool, he can harden or soften the tool at will. By concentrating, he can undo the changes he has made in the tool.
This allows the mage to turn the tool into an extension of his own hand, making it flexible, lengthening it, or bending it as he wishes.
At the end of the spell, the tool either keeps its new shape, or returns to its old shape as the mage desires.

Duration: 1 minute
Cost: 2, 1 to maintain. Double cost to "freeze" a tool when the spell duration ends.
Prerequisite: Magery, Extend, Contract.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Any tool can be permanently enchanted with this spell for 25 times the base cost.

Manual/TL Regular

This spell gives the mage detailed information about a complex machine or system, similar to the information found in a well-written repair manual.
At the GM's option, this will give +1 (or more) to skill rolls where a manual would be handy. Note that "secret" information unique to that machine or system won't be included in the manual. For example, having the operator's manual for a top secret code machine won't tell you what codes are currently being used.
Note that each TL requires a different version of this spell.
This is also a Technology (Machine) spell.

Duration: 1 hour.
Cost: 2, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Book. Energy Cost to Create: 150 points, or 50 points if it only gives information about one type of machine or system.

Meld With Object Regular

This spell allows the mage to meld with one small, moveable object that weighs no more than 10 lbs.
While melded, the mage can move the object about at Move 5 or his normal Move, whichever is more. The mage has the natural PD and DR of the item while melded and can Dodge, but he cannot Block or Parry, unless the item he is melded with is naturally capable of doing these things. If the mage can block or Parry, he does so with his normal skill.
Any damage done to the item also affects the mage. If the item takes enough damage to be destroyed before the mage dies, the mage appears in the hex where the item was destroyed. The mage is automatically Stunned, and must roll vs. IQ each turn to recover.

Duration: 1 minute
Cost: 4, 2 to maintain.
Prerequisite: Weapon Self.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Any Item. When the spell is cast the mage merges with it. Bucket or other container. Energy Cost to Create: 150 points.

Mimic Human (VH) Enchantment, resisted by Will

This powerful spell allows a mage to create a figurine duplicate of an individual with whom he is familiar. He can then use the figurine to control the subject.
In order to create the figurine, the mage must have some part of the subject's body (such as hair or blood) to place in the sculpture. He must also use at least 5 lbs. of material for the figure and make a successful Sculpture skill roll.
Once the figurine is enchanted, the mage can use it as a "focus" to control the subject. The subject resists with Will. If he fails his Resistance Roll, the mage can control the subject for 1 minute as if he had successfully cast the Enslave spell on the subject. The only limitation is that the mage can't control the subject's speech or thoughts, and the subject remains aware while his body is being controlled. This might force the victim to make Fright Checks, though controlled mages might be able to cast spells if they can do so without needing to make gestures or speak words.
Unlike the Enslave spell, there are no penalties for distance, and the mage doesn't need to see the victim. The figurine acts as an "arcane connection" between the mage and his target. While the mage doesn't automatically gain access to the victim's senses, he may automatically cast spells such as Wizard Eye or Rider Within to sense his victim's surroundings. No skill roll is required to cast these spells, nor is there any penalty for range. The figurine acts as a focus.
If the mage wishes, he may also use the figurine as a Poppet (q.v.). By making a ST roll, the mage may tear off the figurine's limbs. This does 3d damage to the victim and amputates the appropriate limb. He may also throw the figurine into a fire or set it ablaze. This does 3d points of whole body burn damage per turn to the victim. The mage can also smash the figurine or grind it into the dirt. This does 1d-1 Crushing damage to the victim per turn. The mage can also cast Body Control spells such as Spasm or Fumble through the Figurine at no penalty for distance. Due to the focus of the figurine, the victim gets no resistance roll.
If the figurine is damaged, the victim immediately gets another Will roll to resist the spell at the end of every turn he takes damage or has a spell cast on him.
This is also an Enchantment spell.

Duration: Variable to enchant the figure. 1 minute to control the victim through the figure.
Cost: 75 points to enchant the figurine. Half the victim's Will score to activate the figurine, same to maintain.
Time to Cast: Variable to Enchant, 3 seconds to activate the figurine.
Prerequisites: Magery 3, Poppet, Soul Creation, Create Figurine (Skilled Servant).
Author: Adapted from C. J. Connors (GURPS Mummy).

Open Regular

This spell magically opens doors and other containers. This spell automatically counters a Seal and Hold spells. It will also defeat Magelock spells if the mage can win a Contest of Skills.
Note that the mage cannot open any object that is not meant to be opened. Alternatively, which he could not move by himself using simple mechanical aids such as pry bars, ropes and pulleys (equal to the mage's STx100). For example, he couldn't open a bricked-up door, or remove the rivets holding a helmet together.
This is also a Movement spell.

Duration: Permanent (1 minute vs. items that are magically permanently locked or sealed.)
Cost: 1 point for a small container that is designed to be opened (such as a can or letter), 2 for a larger container (such as a small chest), 3 for a door or large chest, 5 for a truly massive item (such as a portcullis or stone slab). Double cost if the object is locked, sealed, or warded against intrusion, unless the mage was the one who locked or warded the object. Same cost to maintain.
Time to Cast: 1 second per point of energy used.
Prerequisite: Magelock.
Item: (a) Wand, Staff or Jewelry. Energy Cost to Create: 250 points. (b) Any item commonly used to open objects. When touched against the sort of item it is designed to open, the item will magically open. Energy Cost to Create: 50 times the point cost to open an object of the appropriate size. (i.e., 50 points for a magic can opener or letter knife, up to 250 points for a magic pry bar that will lever aside a sarcophagus lid.)

Organize Regular or Area

This spell is an improved version of the Gather spell. It will gather scattered items and then organize or sort them according to the caster's criteria. If there is a container within 3 hexes of the items to be organized, the mage can specify that the objects be packed into the container.
Organized objects are neatly arranged and placed so they don't interfere with the use of the object. For example, shirts will be folded so they don't wrinkle, rope will be stored so it won't tangle. This spell won't package, repair, or clean item to be organized. For example, a dirty shirt might be folded and put in a suitcase using this spell, but it will still be dirty.

Duration: Permanent.
Cost: 1 for an area smaller than 1 hex. If cast as an Area spell, Base Cost is 2.
Time to Cast: 1 minute.
Prerequisite: Gather, Know Organization.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Box, Basket or similar container. When a command word is spoken, objects within the area of effect are packed into the container. Energy Cost to Create: 150 points.

Pack Regular or Area

This spell is similar to the Organize spell, but the spell will prepare an item for travel, shipment or storage if the proper packing materials are at hand. Some cleaning and repair is allowed with this spell. For example, a tent could dried and cleaned, and minor rips repaired, before its was folded and put into its bag.

Duration: Permanent
Cost: 2 points for small objects, 3 for large items up to 1 hex. If cast as an Area spell, Base Cost is 3.
Prerequisite: Magery, Organize, Clean, Repair.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Suitcase, Chest, or Pack. When a command word is spoken, objects within the area of effect are packed into the container. Energy Cost to Create: 175 points.

Padding Regular or Area

This spell provides padding for any container. For the duration of the spell, anything packed inside the container, no matter how fragile, will remain safe and intact. The magic doesn't work when the container is open. The container can be destroyed or penetrated from the outside (which negates the spell), but barring that anything within is protected from external jarring and even from damage from other objects in the container.
Any sort of objects can be placed in the container and the spell will "package" them so that they aren't damaged and don't bend, break, drip or leak. For example, a chest with this spell on it could hold a dozen eggs, a book, a honeycomb, and a large rock without any padding or protection between the objects and none of the items would be damaged.
Note that this spell does not protect the contents against spoilage. For example, eggs or meat might rot, but they wouldn't be broken or damaged, nor would they impart odors to the other objects in the container.
If cast on an area which holds people (such as the interior of a vehicle), this spell effectively negates all damage from impact, falls or collisions as long as the DR of the container isn't breached. For example, as long as the passenger compartment with this spell on it remains intact, a character could walk away from a 500 mph plane crash!
If cast on a container designed as armor (such as a sealed suit of armor or a helmet), as long as the armor remains intact, this spell will completely protect the body or body parts from the effects of impact, falls and collisions. In most cases, the GM can assume that the armor itself isn't destroyed by a collision, unless there is significant heat or friction. For example, a character in sealed armor could survive a "normal" fall, but he wouldn't survive a fall from orbit unless the DR of his suit survived the heat of reentry.
Against crushing blows (including the effects of extreme pressure and concussion from explosions), the Padding spell increases the armor's DR by 50%. The padding greatly reduces the shock transmitted through the armor until the armor itself is torn or deeply dented.
This is also a Movement spell and a Protection and Warning spell.

Duration: 1 day.
Cost: 2 for a small area (up to 1 cubic foot), same to maintain., or 3 for an area up to 1 cubic yard. If cast as an Area spell, Base Cost is 3. Half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Attach.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points, (b) Padded Box. GURPS Magic Items 2, p. 61. Energy Cost to Create: 500 points. (c) This spell can be permanently cast on any container or area for 100 times the base cost.
Author: Adapted from GURPS Magic Items 2.

Paint Regular or Area, resisted by Special

The subject of this spell is covered with coat of paint of the color, type and thickness of the mage's choosing. Living creatures (and objects held or worn by living creatures) get a roll vs. HT to resist. The paint is wet when applied, but the mage can will it to dry instantly if he chooses.
Creatures who fail their resistance roll must roll vs. HT to avoid being blinded by the paint for 1d seconds. At the end of the period, the victim is allowed another roll vs. HT to recover their sight. Other effects are up to the GM. In all cases, the victim's clothes will be ruined, any items he is carrying be fouled with paint, and he will have paint on his skin and in his hair. Unless magic spells such as Bathe, Groom or Clean are available, the victim must use paint thinner or other harsh measures to get the paint out. At the mage's option, he can create water-based paint that will wash out with water before it dries.
If this spell is cast on an area or object, unless the mage wishes otherwise, the spell covers any windows, view slits or visors. If this spell is cast on a vehicle or battle armor, the occupant must make a Control Roll to maintain control of his vehicle if he fails his DX roll to resist.

Duration: Permanent.
Cost: 2 for a small area, 3 for a large area or to cast the spell on a living creature. If cast as an Area spell, Base Cost is 3. For double cost, the paint can be made permanent, as if the Dye spell had been cast on the target.
Time to Cast: 1 second per 3 energy points used to cast the spell.
Prerequisite: Dye.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Paint Brush or similar item. Energy Cost to Create: 250 points.

Paint Ball Missile, resisted by Special

The mage creates a soft, spongy sphere that will explode when it hits its target, splattering the victim with paint in the color and type of the mage's choice.
The missile has Acc 1, SS 12, 1/2D n/a and Max 30. The ball does no damage, but the victim must roll vs. HT to avoid being blinded as if they had been hit by the Paint spell. He must also roll vs. IQ or be Mentally Stunned.
For half cost, the mage can create a small paint ball that leaves a splotch of paint about 3 inches in diameter. This has no effect on the victim unless he is hit in the face or eye - then he must roll for Blindness and Mental Stun, as normal.
In other respects this spell is like the Paint spell, except that the layer of paint is thinner, so it's easier to remove the paint. Vehicles with paint solvent systems get +1 to rolls to wash away the paint. At the mage's option, he can create water-based paint that will wash out with water before it dries.

Duration: 1 second, effects are Permanent.
Cost: 2 points, 1 point for a small paint ball. For double cost, the paint can be made permanent, as if the Dye spell had been cast on the target.
Prerequisite: Magery, Paint.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points, 100 points for small paint balls.

Paint Jet Regular, resisted by Special

This spell creates a spray of paint of the type and color of the mage's choosing.
The spray is quite fine and dries almost instantly upon contact with the object at which it was aimed. If aimed at the subject's head, he must roll vs. HT or be blinded by the paint for 1d seconds.
If the paint jet is aimed at windows, visors, etc. the operator or occupant of the vehicle or armor must make a DX roll (or a Vehicle skill roll) to avoid having his vision blocked by the spray.
Since this spray is thinner than a paint ball or the paint spell, vehicle paint solvent systems get +2 to rolls to remove the paint.
A mage can have as many paint jets as he has hands. In other respects, this spell is like the Paint spell.

Duration: 1 second.
Cost: 2 points, same to maintain. For double cost, the paint can be made permanent, as if the Dye spell had been cast on the target.
Prerequisites: Paint.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Patch Area

This spell will allow large amounts of missing material to temporarily be replaced. This allows things such as torn sails, breached armor, or holes in walls to be repaired for the duration of the spell.
In order for this spell to work, at least 25% of the original material must remain and the square yardage of any given breach cannot exceed double the caster's base skill. For example, a mage with a skill of 12 in this spell could patch a gap 24 square yards in area, approximately 4 3/4 yards or 14 1/2 feet square, or a circle 2.8 yards in diameter.
The cost of the spell depends on the number of hexes affected and the DR of the material to be patched. Treat each hex as a square yard.

Duration: 10 minutes.
Base Cost: 2 per hex, plus 1/2 overall DR of material to be patched (minimum 3), same to maintain.
Prerequisites: Magery, Rejoin.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Tool. Works for user only. Energy Cost to Create: 350 points, or 250 points if it will just repair one sort of material.

Pattern Regular or Area, resisted by IQ

This is a more complex version of the Dye spell that allows drawings or patterns in two or more colors to be created.
The quality of the pattern depends on the mage's Artist skill.
If this spell is cast on an unwilling subject, they get a roll vs. IQ to resist.

Duration: Permanent.
Cost: 1 for a very small area, 2 for an area up to one hex. If cast as an Area spell, the Base Cost is 3.
Time to Cast: 10 seconds.
Prerequisite: Dye.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Dye Vat. Will cast this spell on anything placed in it. Energy Cost to Create: 200 points.

Preserve Regular or Area

This spell prevents non-living objects, excluding those things that rapidly decay, such as flesh or food, from deteriorating or wearing out due to age, normal environmental conditions or ordinary use.
Items protected by this spell can still be destroyed by damage, misuse or by harsh conditions. For example, while this spell would protect a suit of armor from rust and deterioration if it was kept in storage. It wouldn't be protected from battle damage, sabotage, acid, fire, or deliberate attempts to destroy it.
If cast as an Area spell, this spell will Preserve any item in the area of effect when the spell is cast.
If Ruin is cast on an item with this spell cast on it, the Ruin spell fails automatically, but it also nullifies the Preserve spell. Each casting of the Ruin spell cancels one casting of the Preserve spell.

Duration: 10 years.
Cost: 1 point for up to 5 lbs. of material, or 2 points per 10 lbs. of material to be preserved. If cast as an Area spell, Base Cost is 4. Each additional casting adds 10 more years to the duration of the spell. Can't be maintained.
Time to Cast: 10 seconds.
Prerequisite: Repair.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Bag or Container. Any object placed inside has this spell cast on it. Energy Cost to Create: 25 points per 10 lbs. of capacity. (c) Any item can have this spell permanently cast on it for 25 times the base cost. (d) Any area can have this spell cast on it permanently for 50 times the base cost.

Reconstruction Regular

This spell will temporarily recreate, repair and rejuvenate an item, even if only a few particles of dust are left. For the duration of the spell, the item is made whole, functional, and appears as it did when it was new, as if the Restore and Repair spells had been cast on it.
This spell will undo the effects of spells such as Disintegration, Shatter or Ruin.

Duration: 1 minute.
Cost: 5 points, plus 1 point per pound of object to be restored, same to maintain. Double cost is less than 10% of the original item remains.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Ruin, Restore.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Container. Any object placed in the container has this spell cast on it. Energy Cost to Create: 50 points per lb. of capacity. (Minimum 300 points). (c) Objects can be permanently reconstructed for 50 points plus 10 points per pound of object to be restored.

Reduce Value Regular, resisted by Will

This spell reduces the quality of an item, decreasing its value or usefulness by up to 80%. Volume or mass cannot be changed, only the intrinsic value of the object can be reduced.
This spell can be used to temporarily reduce the quality of weapons by one step, to a minimum of Very Cheap Quality. If this spell is cast on armor or shields, their DR is reduced by 10%, to a maximum decrease of 20%. PD can't be reduced.
Other items are reduced in quality as the GM sees fit, most goods will have their materials and quality of craftsmanship reduced. Precious metals are debased with base metals or dross. Jewels and art objects will develop flaws.
If this spell is cast on an object that is being held or worn by another person, they get a Will roll to resist.

Duration: 10 minutes.
Cost: 2 per pound of material affected for each 20% decrease in value (minimum 2). 2 points to reduce a weapon in quality by one step. Same to maintain.
Time to Cast: 1 minute.
Prerequisite: Magery, Ruin.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Container. Any item placed inside it has this spell cast on it. Energy Cost to Create: 50 points per lb. of capacity. (c) The quality of an object can be permanently reduced for 25 times the base cost.

Reloader Regular

This spell will reload (or make) cartridges, cast shot, or make arrows, depending on the mage's whim and the type of supplies available.
The spell will produce 1 throwing spear or javelin, 2 arrows or crossbow quarrels, 12 sling bullets or black powder paper cartridges, or 6 modern bullets. Alternately, this spell will reload 12 modern cartridges.
In order to cast this spell, the mage must have the appropriate supplies: wooden shafts and stone or metal points for javelins or spears, wooden shafts, heads, and feathers for arrows and crossbow bolts, lead or stone for sling bullets, or powder, casings, bullet material to reload or make cartridges. The materials must be suitable for making the desired type of ammunition by mundane means.
The ammunition produced is average in all respects. Producing "custom" or specialized ammunition, or missiles of a quality better than Good requires the mage to make a skill roll vs. the appropriate Armoury skill.

Duration: 5 minutes, to produce the ammunition. The ammunition created is permanent.
Cost: 2, same to maintain.
Prerequisite: Rejoin, Gather.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 200 points.

Remote Touch Regular

This spell allows the subject to "feel" through an inanimate object, as if the item were an extension of his own body.
For the duration of the spell, the object of the spell will transmit tactile sensations to the subject's body. The subject can feel these sensations as well as he could feel stimulus on his own skin.
The exception is that extremely uncomfortable sensations are dulled. This gives the subject +4 to Will rolls to resist pain transmitted through the object.
This spell is commonly enchanted into artificial limbs, or suits of armor to allow the wearer to feel sensations through the item. The spell can also be cast on tools or probes to improve feedback and sensitivity. At the GM's option, this spell gives a bonus up to +2 where having humanlike sensitivity in a tool be an advantage.
Unwilling subjects automatically resist this spell.
This is also a Knowledge spell and a Body Control spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Remote Control, Far Feeling.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Any object can have this spell cast on it for 25 points per pound of material.

Remove Weakness Regular or Area

This spell will strengthen weak points in an item or a collection of objects designed to be used together, such as a suit of armor. The effect of the spell is to make the weak points just as strong as the rest of the item.
This spell will automatically counter the Find Weakness spell, since all parts of the item are equally strong.
If cast on a piece of armor, the weak points of the armor are improved to match the PD and DR for the strongest point. If the advanced armor rules are being used, this spell does not extend the protection of one piece of armor to another piece, unless the pieces are designed to be used together. For example, this spell would give the visor of a helmet the same PD and DR as the helmet itself, or the back plate of a cuirass the same statistics as the breastplate.

Duration: 10 minutes.
Cost: 1 point per 10 lbs. of material and 1 point per point of increase in PD or DR (minimum 3 points), half to maintain. If cast as an Area spell, the Base Cost is 4, plus 1 point per point of increase in PD and DR (minimum 5 points), half to maintain.
Prerequisite: Repair, Find Weakness.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) This spell can be permanently cast on an item for 25 times the base cost.

Rubber Armor Regular

This spell makes the surface of the subject's armor rubbery. Any non-impaling swinging attack made against it will bounce back at the attacker. Rebounding attacks strike at attacker's skill -2 or 9 whichever is worse.
Against all other attacks, including thrusting and impaling attacks, the rubber armor gives +1 PD and +2 DR. A failed thrusting attack means that the point bounced off the armor and the attacker is at -2 with his next attack. Against Electrical attacks, rubber armor gives effective DR 15.
This is also a Protection and Warning spell.

Duration: 1 minute.
Cost: 4 points, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Blocker, Shatterproof.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Rubber Armor. GURPS Magic Items 2, p. 23. Energy Cost to Create: 450 points.
Author: Adapted from GURPS Magic Items 2.

Ruinous Touch Blocking

When this spell is cast, any object that touches the mage's body is affected as if the Ruin spell had been cast on it. Items get a normal Resistance roll against the spell.
If a weapon strikes the mage while this spell is in effect and it fails to resist, it is destroyed before it can do damage to the mage.

Duration: Instantaneous.
Cost: 3, can't be maintained.
Prerequisite: Ruin.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Scatter Regular or Area, resisted by IQ

This spell magically scatters and disorganizes collected or organized items.
If this spell is cast as a Regular spell, items within a 1 hex area or scattered and disorganized within the hex. If the spell is cast as an Area spell, designated items within the area of effect are scattered throughout the area, making it harder to collect them. The scatter pattern is completely random.
If this spell is used against a collection of items actively being used by another character, they get a roll vs. IQ to resist.

Duration: Instantaneous, effects are Permanent.
Cost: 2 points. If cast as an Area spell, Base Cost is 1(minimum 2 hexes).
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Container. Anything placed in the container has this spell cast on it. Some versions are Always On and scatter their contents in a preset radius.

Screwdriver Regular

This spell magically drives a fastener into a surface to which it could normally be attached. For example, a mage can use this spell to a screw or nail into a piece of wood, or to place a rivet or bolt into a piece of metal.
No tools are needed, though the caster must have the appropriate sort of fastener in hand when the spell is cast. The mage determines the way in which the object is attached, within the normal limits for the item. For example, the mage could specify that a spike only be driven half way into a wall.
This spell can't be used on a living subject unless they are willing or unconscious and incapable of resistance. Surgeons can use this spell to place pins, metal plates or other surgical hardware in the subject's body. This gives +2 to Surgery skill where such procedures are necessary. If used offensively, this spell does 1 point of impaling damage for a small fastener, or 1d-2 points of impaling damage for a large fastener.
The main purpose of this spell is to allow the mage to quickly, silently and securely place things like nails, pitons, etc.
This is also a Movement spell.

Duration: Instantaneous, effects are Permanent.
Cost: 1 point for a small fastener (such as a nail, pin or screw), 2 for a large fastener, such as a piton or spike.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Self-Driving Piton. GURPS Magic Items 2, p. 15. Energy Cost to Create: 25 points each. (c) Hammer, screwdriver or similar tool. Casts this spell on any fastener it touches. Energy Cost to Create: 100 points.
Author: Adapted from GURPS Magic Items 2.

Seal Regular

This spell closes a container and places some sort of mundane tamper-proof seal on it. If the container is opened, the seal will be broken unless the person opening the container can roll vs. IQ or Forgery skill to remove the seal intact.
In order to cast this spell, the mage must have the appropriate materials at hand and it must be possible to seal the item. For example, in order to seal a bottle of wine, the mage must have a cork and possibly wax with which to seal the bottle. If he wished to capture a sample of gas, he would need an airtight container handy.
The closure is ordinary for the container, as is the seal. The seal can take any form with which the mage is familiar. However, fancy seals require a roll vs. Artist skill to produce.

Duration: Instantaneous, effects are Permanent.
Cost: 1 point for a small object (e.g., a small bottle), 2 for larger objects (e.g., a barrel).
Prerequisite: Rejoin
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: (b) Equipment or tool for sealing containers, such as a wine corker or letter seal. Works for user only. Energy Cost to Create: 50 points if it will only seal one type of item, or 100 points if it will seal any type of item. (c) Any container can have this spell permanently placed on it for 25 times the base cost. When a command word is spoken, the container will cast this spell on itself.

Select Regular

This spell allows the mage to select certain items from a relatively homogenous class of items using one or more criteria. The selected items are then magically placed in the mage's hand or a designated container he is holding. For example, a mage could only choose fresh, ripe cherries from a tree, or he could select a certain books from his library without having to get up.
In order to cast this spell, the mage must be able to see the item and there must be a clear, if indirect path from the object to the caster. The mage does not need to be able to touch the item in order to Select it. If the object Selected is in a sealed area, the spell automatically fails. Likewise, if the object Selected is owned by someone who doesn't wish to give it up, the spell automatically fails.
This is also a Movement spell.

Duration: Instantaneous, effects are Permanent.
Cost: 1 per 5 lbs. of material selected.
Time to Cast: 5 seconds.
Prerequisite: Gather.
Item: (a) Clothing, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Bucket or other container. Energy Cost to Create: 75 points.

Shatter Weapon Blocking, resisted by HT

This spell does 1d-1 damage to any inanimate weapon aimed at the mage for each point of damage spent. Weapons destroyed by the spell do no damage to the mage. Magic, ultratech or sentient weapons resist with HT.
Characters attacking the mage with natural attacks take 1 point of Crushing damage to the attacking limb per point of energy put into the spell unless they roll vs. HT to resist. This damage bypasses armor and other protections, including natural DR and Toughness.
Spells such as Shatterproof cancel this spell.

Duration: Instantaneous (1 attack).
Cost: 1 point per die of damage, up to 3d maximum, can't be maintained
Prerequisite: Shatter.
Item: Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 350 points.

Shattering Touch (VH) Blocking, resisted by HT

This spell is identical to the Shatter Weapon spell, except that any weapon aimed at the caster is affected as if the Shatter spell had been cast on it. Weapons destroyed by this spell do no damage to the mage. The caster is immune to the effects of the subsequent Shatter spell, though his attacker, and other characters are not.

Duration: Instantaneous (1 attack).
Cost: 3, can't be maintained.
Prerequisite: Shatter Weapon.
Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.

Shelve Items Area

This spell places items of a generally similar nature into a predefined organizational structure using an existing method of cataloging.
To cast this spell, the item, or a container for the item, must already be cataloged or defined in some way. For example, books to be cataloged in a library must have the call number marked on them. Products to be placed on a store shelf must be labeled and priced in some way. If the item isn't ready to be shelved, the spell will fail, but the mage will know why.
This spell can also be cast on data records to properly place them in a database. In this case, text information is converted into a card catalog or inventory. At TL6+, this information can also be converted into any electronic or machine-readable form with which the mage is familiar.
This is also a Technology (Machine) spell.

Duration: Instantaneous, effects are Permanent.
Cost: 1 point for every 100 items.
Time to Cast: 1 minute per point of cost.
Prerequisite: Know Organization, Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) A sheet, which must be draped over the items to be shelved, or a bookcase that will organize anything placed on its shelves. Energy Cost to Create: 200 points.
Author: Adapted from D. Carter.

Silversilk Enchantment

This spell allows the mage to create "silversilk," the magical elven cloth that has the weight of fine silk but protects like chain mail. See GURPS Magic Items p. 25 for more details.
Each application of this spell creates 1 yard of material. In addition to the cost to cast the spell, every yard of material woven requires $200 in rare materials ($1,000 per 5 yards).
The enchantment also requires the mage to have a magic loom made from rare, precious living wood. The threads of the fabric are woven by trained spiders of a special breed found only in the deepest and oldest forests. Normally, craftsmen capable of building and maintaining such a loom are found only in Elven lands. If such a loom could be constructed elsewhere, it would take at least $10,000 in materials and a roll vs. Woodworking-10 to build (or multiple uses of the Shape Wood spell). Animal Handling rolls would be needed on a weekly basis to keep the spiders alive and spinning.
While the mage does not have to make the loom himself, he must be present for the entire duration of the enchantment, guiding the actions of the spiders and enchanting the material they weave.
It takes 1 yard of material to make shoes, gloves, or a coif. It takes 2 yards of material to make a vest (covers the torso only). It takes 3 yards of material to make a shirt or short dress that also covers the groin and the upper thighs or a pair of trousers. It takes 5 yards to make a gown or full cloak, or to make a full set of clothing for a man-sized creature. Larger and smaller creatures use more, or less, material respectively.
Sewing the enchanted cloth into clothing takes a roll vs. Professional Skill (Tailor)-5. Failure ruins the enchantment. Elves prefer to weave the finished garment on the loom so that it doesn't have seams and then fit padding inside the finished garment.
This is also an Animal spell.

Cost: 50 points per yard of material.
Prerequisites: Magery 3, Enchantment, Create Item, Beast Summoning (Arachnids).
Author: Adapted from GURPS Magic Items 1.

Slippery Blade Regular

This spell makes it impossible for weapon to be bound or trapped using the Bind Weapon maneuver or similar techniques. It also makes it impossible for impaling weapons to get stuck in their victims.
This is also a Movement spell.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisites: Magery, Lubrication.
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) Any weapon can be enchanted with this spell for 100 points per pound of weapon.
Author: Adapted from GURPS Magic Items 1.

Smashing Weapon Regular

This spell momentarily makes a weapon faster, heavier and tougher than it really is when it encounters another weapon. This makes it more likely to survive a parry, or break a parrying weapon.
Each level of this spell doubles the effective weight of the weapon, but only when Parrying or resisting a Parry. There is no other effect.
This is also a Movement spell.

Duration: 10 seconds.
Cost: 1 point per pound of weapon per doubling of weight, half to maintain.
Prerequisites: Slammer, Break.
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 weapon can have this spell permanently cast on it for 50 times the base cost.

Soften Regular, resisted by IQ

This is a more powerful version of Reshape spell. When the spell is cast, solid objects take on the consistency of wet cardboard. This allows the mage to easily shape or penetrate the material.
The PD of the affected item is reduced to PD 0. Its DR and HP are reduced to 1/10 their normal value for the duration of the spell.
Load-bearing objects might tear or buckle. Roll vs. the modified HP of the item on 3d each turn. A failed roll means that it has failed in some way as determined by the GM. The worse the failure, the more catastrophic the failure. Failure by 5 or more means that the object fails completely.
Missile weapons, such as bows or guns will be ruined if fired while affected by this spell.
Craftsman get +2 to their skill to shape material affected by this spell.
If this spell is cast on an object carried or used by a character, they get a roll vs. IQ to resist.

Duration: 10 seconds.
Cost: 1 for an object up to 1 lb., 2 points for an object up to 3 lbs., 3 points for objects up to 10 lbs., 4 points for each 25 lbs. of material, half (minimum 1) to maintain.
Prerequisite: Magery, Reshape, Rive.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 500 points.

Sort Regular

this spell magically arranges a collection of disorganized objects as if they were being manipulated by invisible hands. In 1d minutes, the objects will be placed in neat piles, sorted by whatever system the caster wishes.
This spell is generally used to file paperwork and sort mechanical parts. Up to 50 pounds of material can be sorted with this spell. Larger quantities of material require multiple castings of this spell.
If used to sort technological items, such as computer chips, that appear to be virtually identical to the naked eye, the GM might require the mage to make a skill roll, or at least be familiar with the technology involved. "Generic" items, such as simple parts or paperwork, do no require any special knowledge to sort.

Duration: 1d minutes, effects are permanent.
Cost: 1 point for up to 10 lbs. of material, 2 points per 50 lbs. of material.
Time to Cast: 5 seconds.
Prerequisites: Magery, Gather.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Filing Cabinet, Sorting Bin or other device used to store and categorize objects. Any objects place on or in the object will have this spell cast on them. Energy Cost to Create: 25 points per cubic yard of storage space.
Author: Adapted from the Net.

Soul Creation (VH) Regular

Author: Lee Gold (GURPS Japan).

Soul Repair (VH) Regular

Cost: 3 per 10 pounds of the object's weight; also costs HT, as described above.
Author: Lee Gold (GURPS Japan).

Spill Proof Regular

This spell prevents material from spilling out of its container, unless the user specifically wishes the material to flow. Even if the container is upended, the material will stay put.
Spells that make the container leak or spill or which scatter or disorganize the contents of the container must win a Contest of Skills against this spell before they can take effect.
Note that the container must be able to contain the material before the spell is cast. While this spell will stop leaks in a container, it won't hold material in an inappropriate container (e.g., water in a sieve).
This is also a Water spell and an Earth spell.

Duration: 1 hour.
Cost: 1 point for up to 5 lbs. (or 1 quart) of material, 2 points for up to 20 lb. (or 1 gallon) of material, 3 points per 100 lb. of material or 5 gallons of liquid, half (minimum 1) to maintain.
Prerequisite: One of Gather, Shape Water or Shape Earth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Any container can have this spell cast on it for 25 times the base cost.

Statue Link Enchantment

This spell allows the mage to create a statue that represents a specific non-living object or structure. When activated, the statue creates a spiritual link between itself and the original structure. The mage can then control, alter or destroy real objects by manipulating the statue that represent the real object.
Whatever the caster does to the figurine also happens to the original. For example, if the mage creates a figure of a wagon, if he pulls the wheel off the figure of the wagon, the same wheel will pop off the wagon.
Spells cast through the statue affect the original without penalties for long range, although area spells must be scaled to the size of the original item rather than the structure. In addition, every die of damage done to the original structure costs the mage 1 point of Fatigue. This cost can't be reduced by high skill.
Note that the statue must contain some part of the item it is intended to affect. Additionally, a statue can only affect the structure from which the material was taken. A statue can't affect all items of a given class. For example, the mage could make a statue that affected a specific Model T car, but he couldn't make a statue that would affect all Model Ts, or every sort of car.
This is also an Enchantment spell.

Cost: 3 points per hex occupied by the original object. that the of the original object occupies. (Minimum 50 points).
Prerequisite: Magery 2, Poppet.
Author: Adapted from J.C. Connors (GURPS Mummy).

Steelbite Regular

This spell makes a bladed weapon magically sharp, allowing it to do extra damage. Every point of energy put into the spell gives +1 to damage, up to +3 points of damage.
This is also an Earth (Metal) spell.

Duration: 1 minute.
Cost: 1 point per +1 damage, up to 3 points maximum, same to maintain.
Prerequisite: Sharpen.
Author: Adapted from Peter Brodt Hansen

Sticky Regular, resisted by IQ

This spell increases the amount of ST it takes to move, lift, push or pull an object, by up to 5 points, or 25% additional effort, whichever is more.
The actual mass of the item is not affected, instead, this spell slightly increases the friction of the item, makes it fit more tightly or makes it harder to budge. While this spell is often used offensively, it has many practical uses as well.
If cast on an object worn, carried or used by a character, they get a roll vs. IQ to resist.
This is also a Movement spell.

Duration: 1 hour.
Cost: 1 point per 50 lbs. to be affected for a 1 ST (or 5% increase), whichever is more. Each additional point adds 1 point of ST or 5% to the amount needed to move an item, up to a maximum of +5 ST or 25% effort. Half base cost to maintain.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 50 points. (b) This spell can be permanently cast on an item for 25 times the base cost.

Stitch Regular

This spell allows the mage to quickly sew a line of stitches through cloth, leather or other material, at the rate of 6" per second. The mage can specify the width and type of the stitches, but he must have the appropriate materials to do the job (i.e., needle and thread and a garment to be sewn).
The quality of the stitching will only be as good as the mage's Leatherworking or Professional Skill (Tailor) skill. For each 10% reduction in speed, the mage's skill level is improved by 1, but only to determine the quality of the stitching.

Duration: 1 minute.
Cost: 1 point, 1 to maintain.
Prerequisite: Knots.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Needle, Thimble or similar object. Works for user only. Energy Cost to Create: 150 points.

Strengthen Regular or Area

This spell temporarily increases the strength of an area of material, increasing the material's Hit Points up to double its normal amount.
If the object is used to tie someone or lift something, its effective ST score is increased as well. The first level of this spell increases HP and ST by 25%.
This spell can't be used to improve PD and DR, nor can weapon quality be improved. See the Improve Quality spell or the Fortify and Deflect enchantments to improve these items.

Duration: 1 minute.
Cost: 1 for a small object, 2 for an object up to 10 lbs. Same to maintain. If cast as an Area spell, Base Cost is 3 points per hex for every 100 lbs. affected, same to maintain.. Each doubling of cost increases ST and HP by an additional 25%. (so double cost gives +50%, triple cost gives +75% and so forth, up to a maximum 100% increase.).
Time to Cast: 10 seconds.
Prerequisite: Magery, Repair, Patch.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. Any item can have this spell cast on it for 50 times the base cost, though armor and shields use the Enchantment version of this spell.
Author: Self, GURPS Magic Items 1.

Stretch Regular, resisted by IQ

This spell allows any long, relatively narrow object, such as a rope, staff, belt or length of cloth to extend by up to 20 times its length. The object's weight will increase proportionately to its length, and it will stop expanding if it encounters any resistance. Note that while the total HP of the item will be increased when it expands. The object's PD, DR, and the amount of damage needed to cut through or break it remain unchanged.
For extra cost can be applied to any object, although the object will expand in only one dimension and will cease to expand when it encounters any serious resistance.
If this spell is cast on an object held, worn or used by another character, they get a roll vs. IQ to resist.

Duration: 1 minute.
Cost: 2 per 5 lbs. of material (minimum 2), half to maintain (minimum 1). For double cost, any item (not just skinny ones) can be affected. Each doubling of cost allows the object to stretch another multiple of 20 times its length (for example, a double strength casting would allow a rope to expand to 40 times its length).
Time to Cast: 3 seconds.
Prerequisites: Create Object.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points, (b) Any object can have this spell cast on it permanently for 50 times the base cost. On command, it will extend to the length specified by the user.
Author: Adapted from GURPS Magic Items 1.

Tangle Regular; resisted by IQ

This spell hopelessly tangles and knots hair, rope, clothing and similar items. It takes 10d minutes of painstaking work to untangle material tangled by this spell. Double the time to untangle the material if it is very fine, delicate, or sensitive (like hair).
Tangled clothing gives it wearer -1 to DX and Move if the garment is long enough or loose enough that it could conceivably interfere with movement. For example, a gown could be tangled enough to interfere with movement, a loincloth could not be. However, characters can untangle clothing in 1d seconds.
Unwilling subjects get a roll vs. IQ to resist.

Duration: Permanent until untangled.
Cost: 1 per 10 lbs. of material affected. Double cost if cast on an unwilling subject.
Item: (a) Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Affects wearer only. Always on. Can't be removed. Energy Cost to Create: 100 points.

Tear Resistance Regular

This spell halves any Cutting damage taken by cloth or similar flexible material. It also makes the material much more resistant to being frayed or torn.
For purposes of this spell, a material is considered "flexible" if it has a DR of 1 or less against Cutting or Impaling damage. This spell has no effect on relatively solid material like leather, thick plastic, chain mail or metal.
This spell also has no special effect against other sorts of damage. Only Cutting damage is reduced.

Duration: 1 minute.
Cost: 3 points per pound of material, 2 to maintain. For double cost, Cutting damage can be quartered.
Prerequisite: Toughen, Failproof.
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) Any cloth can have this spell cast on it permanently for 25 times the base cost.

Temporary Armor Piercing Regular

This spell makes a single missile armor piercing, or makes a hand-held weapon armor-piercing for one blow.
The first level halves the target's DR. Each doubling of energy cost increases the armor piercing multiple by one. (i.e., double cost gives an armor-piercing divisor of 3, quadruple cost give an armor-piercing divisor of 4, etc.)
Also, see the Armor Piercing Enchantment spell.

Duration: 5 seconds.
Cost: 2 points, can't be maintained. Each doubling of cost increases the armor divisor.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Rive.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Temporary Damage Resistance Regular

This spell increases the DR of an inanimate object for the duration of the spell, like the Damage Resistance enchantment.
The first level of this spell increases DR by 1, or by 10%, whichever is more.

Duration: 1 minute.
Cost: 1 for a small object, 2 for an object up to 10 lbs., 3 per hex or each 100 lbs. affected, same to maintain. Each doubling of cost increases DR by 1 or by an additional 10%, so double cost gives DR 2 or +20%, triple cost gives DR 3 or +30% and so forth.
Prerequisites: Magery, Damage Resistance.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Any item can have this spell cast on it for 50 times the base cost, though armor and shields use the Enchantment version of this spell.
Author: Adapted from GURPS Magic Items 1.

Tie Knot Regular, resisted by IQ

This spell allows the mage to tie any knot with which he is familiar into ropes, cords, or strings of any thickness. The knots magically themselves at the rate that a human might be expected to tie with his hands.
This spell can also be used to untie knots tied with this spell.
Note that the mage does not need to be able to touch the point that he wishes to knot, though he must be able to touch the material to be knotted at some point along its length.
If the mage casts this spell against another character, they get a roll vs. IQ to resist.
See also the Attach spell.

Duration: Permanent. It takes 1d seconds to tie the knot.
Cost: 1 point
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Gloves or Jewelry. Works for wearer only. Energy Cost to Create: 75 points.
Author: Adapted from Bob Traynor (From "Minor Magics for GURPS")

Three Dimensional Drawing Regular

This spell, when cast upon an existing drawing or painting, allows observers to see the scene depicted in three dimensions.
When the spell is cast, the scene in the picture will seem to come forward into the space in front of it, so that observers can "walk around" the scene and view it as if it were a diorama.
This allows viewer to look behind items and see things not in the original picture. It doesn't allow them to "look outside" the scene depicted. If the artist was drawing a scene from his imagination and didn't imagine what the scene would look like "in the round," observers might see flat images, or empty white shapes. The details of what characters see are left to the GM's imagination.

Duration: 1 minute.
Cost: 3 to cast; 1 to maintain.
Time to Cast: 5 seconds.
Prerequisites: Magery, Magic Painting.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) A picture can have this spell permanently cast on it for 25 points per square foot.
Author: Adapted from Tim Morgan and Richard LeDuc.

Unbind Book Regular, resisted by IQ

This spell allows the mage to remove one or more pages from the binding of a book. Alternately, he can unbind a book without doing any damage to either the pages or the rest of the book.
If the book is magical, or is owned by someone else, the owner (or the book itself!) gets an IQ roll to resist, even if he is not present.

Duration: Permanent.
Cost: 5 points.
Time to Cast: 10 seconds.
Prerequisite: Detach.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Untangle Regular

This spell untangles and orders, rope, hair, clothing, or similar objects. While this spell can't be used to untie knots that are deliberately tied in a rope, it can be used to undo knots inadvertently created when a rope is tangled. It also counters the Tangle, Tie Knots, and Attach spells.

Duration: Permanent.
Cost: 1 per 20 lbs. of material affected (minimum 1 point).
Item: (a) Wand or Jewelry. Energy Cost to Create: 150 points. (b) Comb or Brush. Works for user only. Energy Cost to Create: 100 points.

Unweave Regular or Area, resisted by IQ

This spell causes clothing, rope, chain mail, and other items made of individual pieces woven together to separate into their individual elements. For example, a sweater would unravel into several long threads or a mail shirt would fall apart into thousands of individual metal rings.
Objects that aren't made of individual strands of material (like a plate mail cuirass or a pair of leather shoes) aren't affected by this spell.
Unwilling subjects get a roll vs. IQ to resist.

Duration: Permanent.
Cost: 1 for a small object, 2 for a single garment, 4 for a suit of clothes. If cast as an Area spell, base cost is 4 points.
Prerequisite: Unravel.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On and are Hexed. Energy Cost to Create: 100 points.

Variation Regular

This spell allows the mage to change the outward appearance of an item, although its basic qualities and powers are not permanently changed. For example, this spell could be used to temporarily alter the cut, style, color, size, etc. of any garment or to make a plain sword look fancy. The mage describes the changes he wishes to make when the spell is cast. For the duration of the spell, the object has properties specified.
The quality of armor or weapons can't be changed by means of this spell, but ordinary clothing can be made more protective. Garments can be made warmer or cooler by specifying that the cloth be made of a thicker or finer thread. Clothing can also be made waterproof by specifying a very tightly woven, water-repellent fabric. However, the PD and DR of a garment can't be improved beyond PD1, DR2 unless the mage is personally familiar with high-tech protective materials such as Kevlar or Reflec. Any sort of textile can be specified, but leather and metal can't be changed from their original thickness, though cosmetic changes can be made to these materials.
This spell can also alter clothing to allow it to fit someone 20% larger or smaller (or 20% different in some dimension) than the person for whom the garment was made.
Other items can be made to look more "flashy" with this spell, but the basic value of the item isn't changed. For example, a burlap bag could be made to look like expensive silk tapestry from a distance, but close inspection reveals the real nature of the material.
Unlike an illusion spell, changes wrought by this spell are "real" for the duration of the spell. For example, a light jacket transformed into a parka by this spell would keep its wearer warm.
This spell is also an Illusion and Creation spell.

Duration: 1 hour.
Cost: 2 points per 5 lbs. of material, 1 to maintain. Add 1 per point of PD or 5 points of DR for high tech materials. Double cost again if the item is altered so that it appears extremely expensive or has protective qualities.
Prerequisites: Magery, Dye, Mend, Alteration, Simple Illusion.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 300 points. (b) Variable Clothing. GURPS Magic Items I, p. 36. Energy Cost to Create: 250 points. (c) Any item can have this spell permanently cast on it for 50 time s the base cost.
Author: Self, GURPS Magic Items 1.

Warp Regular, resisted by Special

This spell causes rigid non-living objects to become bent and twisted. This will damage most items and will destroy precision items such as locks, machinery or hinges.
Melee weapons warped this spell can still be used, but are at -2 to hit, and -1 per die to damage. Missile weapons or thrown weapons will be ruined.
Rigid armor affected by this spell loses 1 PD and 10% (minimum 1) of its DR. It also gives the wearer -2 to DX and skills based on DX. If the warped armor is on the victim's legs, he is at -1 to Move as well.
Unwilling subjects roll vs. IQ to resist. Magical items roll vs. HT to resist.
This spell counters and is countered by the Repair spell.

Duration: Permanent.
Cost: 2 points per lb. of material affected.
Prerequisite: Weaken.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Can't be removed. Energy Cost to Create: 200 points.

Weave Regular

This spell makes individual threads or other discreet uniform parts to come together in any way that the mage can imagine. For example, the mage could weave wire rings into a mail shirt, or thread into a garment.
In order to cast this spell, the mage must have the appropriate materials, and the operation must produce some variety of relatively homogenous "fabric" such as cloth or mail or scale armor.
The quality of the finished work depends on the mage's skill with the Craft skill that would be used to make the item via mundane means. For example, he would roll vs. Armoury (Armor)/TL3 to make mail, Weaving to make cloth, or Professional Skill (Tailor) to make clothes.
This spell also counters the Unweaving spell.

Duration: Permanent.
Cost: 3 per pound of material to be affected.
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisite: Magery, Mend.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Loom, spinning wheel or other equipment. Any "raw materials" placed on the equipment will be turned into the finished product of the user's choice, as described above. Energy Cost to Create: 200 points if the item can weave any sort of fabric, or 100 points if it can just weave one type (e.g., only felt, or only cloth, or only netting).

White Tornado Regular, resisted by HT

When the mage casts this spell, he creates a 12' tall swirling, cone-shaped cloud of pure white vapor. Anything in the same hex as the funnel cloud is magically cleaned and renewed, as the mage wishes. Objects will be polished, disinfected, straightened, organized, painted, repaired, aired-out and rejuvenated.
The cloud can affect one hex per turn. Notably filthy or verminous creatures (such a maggots or zombies) must roll vs. HT or take 1d points of damage for every turn that they are in contact with the cloud.
Normal creatures take no damage, but must roll vs. HT or be Mentally Stunned by the vortex. If they fail their roll, in addition to being Stunned, they are also cleaned as if the Groom and Bathe spells (Body Control) had been cast on them.
The cloud is under the mage's mental command. He can move it at up to 20 hexes per turn. However, the mage must roll vs. his spell skill to hit unwilling targets.

Duration: 10 seconds.
Cost: 5, 4 to maintain.
Prerequisite: Magery 2, Housekeeping, Cloud of Purification, Organize, Rejuvenate.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.


Subcollege of Filth Magic

This subcollege of Making and Breaking spells deals with urine, feces, rotting organic garbage and sewage. It is most appropriate for silly campaigns (like the Cheese Magic subcollege of the Food college), though some of the spells might have practical effects.
Some spells of the Body Control College are included in this college as well.

A Note on "Filth"

"Filth" can be taken as a euphemism for all manner of unpleasant and smelly byproducts of the digestive process, or anything else that is smelly and disgusting. If something is likely to make your mother or an epidemiologist tell you to wash your hands after you touch it, it's filth.
Anyone who is coated in "filth" gets -2 to Reaction rolls until they can clean themselves up. Any use of Social skills is at -4, or -8 in intimate or highly formal situations.
Anyone moving through an area of filth must roll vs. DX each turn or get his feet coated with filth. People react to him at -1 until he can clean his shoes.
Characters moving at high speed through an area of filth must roll vs. DX+2 each turn to avoid slipping. Those that fail their roll trip or slip in the filth and fall down. They are coated with filth, as above.
If the character is suddenly coated in filth, he must roll vs. IQ or be mentally stunned for a turn.
If he gets filth in his mouth, he must roll vs. Will to avoid Retching, as if the Retch spell had been cast on him. This is a likely side effect of a critical failure on a resistance roll, or a critical success on "to hit" roll with a missile spell targeted at the victim's head.
Characters who are exposed to filth might also be exposed to disease- or infection-causing organisms. The GM can require rolls vs. HT+2 to avoid disease, and HT to avoid infection of wounds if characters have extensive contact with filth.

Unofficial Filth spells from GURPS Magic

Spasm (Body Control)
Sterilize (Healing)
Clean (Making and Breaking)
Dirty (Making and Breaking)
Disease (Necromantic)

Unofficial Filth spells from GURPS Grimoire

Perfume (Body Control)
Retch (Body Control)

Filth spells from other Sections of the Codex Arcanum

Bathe (Body Control)
Control Digestion (Body Control)
Defecate (Body Control)
Filthy (Body Control)
Groom (Body Control)
Hairball (Body Control)
Halitosis (Body Control)
Cleansing (Healing)
Minor Sterilization (Healing)
Create Privy (Illusion and Creation)
Cleanshed (Making and Breaking)
Cloud of Purification (Making and Breaking)
Soilproof (Making and Breaking)
White Tornado (Making and Breaking)
Decay (Necromantic)


Animate Filth Special

This spell allows the mage to create a "garbage elemental" for an existing pile of odure that weighs at least 100 lbs. The beast starts with IQ 2, DX 10, HT 10 and ST 12. Every 50 pounds of filth used to animate the creature gives it an additional HP and an additional point of ST. Every 100 lbs. of filth gives an additional point of HT, up to HT 15 maximum. Every 200 lbs. of material used gives an additional point of IQ, up to a maximum score of 7. Move and Speed are based on ST and DX.
The creature does normal punching damage, but if the creature grapples a victim, it can suffocate the victim by flowing over him. (Winning a contest of ST means that suffocation can begin) and anyone hit or grappled by the Animated Filth is covered with Filth, as above.

Duration: 1 minute.
Cost: 5 points, plus 1 point per every 50 lbs. of extra filth animated, half to maintain. Filth can be permanently animated, creating a "filth golem" or "filth elemental" for 25 times the base cost.
Time to Cast: 10 seconds.
Prerequisites: Magery, Shape Filth.
Item: Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 500 points.
Author: Adapted from Emily Smirle.

Body of Filth Regular

This spell makes the subject's body turn into hardened filth. He only takes half damage from attacks and has PD 2, DR 4.
Anyone hit by a character with this spell cast on them must roll vs. DX or be covered with Filth. In other respects, this spell is like the Body of Earth spell.

Duration: 1 minute.
Cost: 8 per hex of creature; half to maintain.
Time to Cast: 5 seconds.
Prerequisite: Flesh to Filth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from Emily Smirle.

Breathe Filth Regular

This spell allows the subject to breathe liquid filth of any sort. In other respects, this spell is like the Breathe Water spell, except that no oxygen need be present in order for the character to breathe.
This is also a Water spell.

Duration: 1 minute.
Cost: 4; 2 maintain.
Prerequisite: Create Air, Destroy Filth.
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.
Author: Adapted from Emily Smirle.

Control Filth Special

This spell allows the mage to take control of another mage's animated filth or to take over the mind of a creature (or the minds of a group of creatures) strongly associated with filth. Examples of "filthy" creatures include: maggots, flies, worms, sewer rats, or larger creatures that thrive in filth, such as the garbage monster from Star Wars.
Living creatures get a roll vs. IQ to resist. Taking over animate filth requires the mage to win a contest of spells against the creature's controller or creator.

Duration: 1 minute.
Cost: 2 per hex of creature to be controlled, half to maintain.
Time to Cast: 3 seconds.
Prerequisites: Animate Filth.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 250 points.
Author: Adapted from Emily Smirle.

Create Filth Area

This spell allows the caster to create filth of any sort. The mage can specify the type of filth if he wishes, otherwise the matter created will closely match other types of filth naturally found in the area.
Anyone with a nose will be able to smell the disgusting odor. Squeamish people must make a Fright Check. Most people will make pointed comments and hastily leave the area.
Note that the filth created will be smelly and slippery. Anyone who walks through the area must roll vs. DX to avoid getting their feet dirty. They will have a -1 reaction from others until they can clean off their shoes. Anyone moving at high speed through the area must roll vs. DX+2 each turn or slip and fall into the odure. If they fall, they will be covered in filth (see above).
While this spell is mostly used as a practical joke or as a way to humiliate rivals, Plant mages have discovered that magical filth makes first-rate fertilizer. It will also ruin fine fabrics, paper, and other delicate objects.
This spell counters the Clean spell and is countered in turn by Clean or Cloud of Purification.

Duration: Permanent (until it decays).
Base Cost: 2 per 10 pounds of matter to be created (10 pounds is assumed to be enough to completely cover a hex to a depth of 6 inches).
Prerequisite: Dirty or Seek Filth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Adapted from Emily Smirle

Create Urine Regular

This spell is identical to the Create Water spell except that the liquid created is urine (or other liquid filth of the mage can imagine). Anyone hit by the liquid is covered in filth and fresh water is polluted.

Duration: Permanent.
Cost: 2 points per gallon created.
Prerequisite: Seek Filth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.
Author: Adapted from Emily Smirle.

Destroy Filth Regular

If you need to get rid of a lot of filth in a hurry, this is the spell to use.
When this spell is cast any organic filth immediately decays into clean, high-quality top soil losing any smelly or disgusting properties. If the mage wishes, the remaining dirt vanishes entirely, leaving the area completely clean. The volume of the filth is reduced by 50% when it decays.
This is also an Earth spell.

Duration: Permanent.
Cost: 2 per 50 lbs. of material affected.
Prerequisite: Shape Filth or Clean.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Adapted from Emily Smirle.

ESAD Missile, resisted by HT-2

This spell is known to polite mages only by its acronym, but suffice to say that it is a horrible way to kill a man.
When cast, the mage creates a large ball of dung that he can throw unerringly into the victim's face. When it hits, the subject must roll vs. IQ or be mentally stunned and he must roll vs. HT-2 or begin suffocating until he dies. Due to the magical nature of the missile, once it hits, it completely clogs the victim's mouth, nose and throat. Attempts to assist the victim are futile.
If the subject makes his HT roll, he is merely covered in filth. He must make a Will roll to avoid Retching as if he had been affected by the Retch spell. See A Note on Filth above.

Duration: Instantaneous (effects are permanent).
Time to Cast: 3 seconds.
Cost: 6 points, can't be maintained.
Prerequisites: Magery 2, Filth Missile.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. When worn it affects the wearer as if this spell was cast on him. Requires Remove Curse to remove. Energy Cost to Create: 250 points.
Author: Adapted from Emily Smirle

Exploding Filth Ball Missile

This spell allows the mage to hurl a ball of liquid filth at his target.
If it hits, the ball explodes doing 1d-2 points of damage per die of damage and covering the subject and anything in adjacent hexes with filth. People in adjacent hexes can roll vs. DX+2 to avoid being splashed. People who fail are covered in filth.
In other respects, this spell is identical to the Filth Ball spell.
Cost: 1 to 3 points. 1 point per 1d-2 of damage.
Time to Cast: 2 seconds per point of energy used to cast the spell.
Prerequisites: Magery, Filth Ball.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Filth Ball Missile

This spell is the perfect way to get an enemy's attention. When the mage casts this spell, a huge ball of ordure springs into existence and hurtles towards the foe.
If the target is hit he takes 1d-2 points of damage per point of damage used to cast the spell and is covered with Filth. The bolt has SS 12, Acc +1, 1/2D 25, Max 50. It is hurled using the Spell Throwing (Filth Ball) spell.
If the foe is hit in the face, he must roll vs. DX to avoid being Blinded for 2d turns. On a critical failure, he chokes as if he had been affected by the ESAD spell.
Cost: 1 to 3; 1d-2 damage per point of energy spent.
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisite: Shape Filth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Emily Smirle

Filth Jet Regular

This spell is identical to the Water Jet spell, except that a jet of urine (or other liquid excrement) is created. Anyone hit by this spell is covered in Filth.

Duration: 1 second.
Cost: 1 to 3; 1d-1 damage for each point spent.
Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisite: Shape Filth, Water Jet.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from Emily Smirle.

Filth Storm Area, resisted by DX

This is what happens when the fecal matter hits the rotary ventilation device. Anyone in the area of effect must roll vs. DX or take 1d-2 points of damage from flying filth. In addition, anyone hit by the storm will be covered in filth (see above).
On a critical failure of the resistance roll, the subject must roll vs. HT or be affected as if he had been hit by the ESAD spell!
When the spell is over, the affected area will be filled with Filth, as if the Create Filth spell had been cast in its area.

Duration: 1 second.
Base Cost: 4, same to maintain.
Time to Cast: 5 seconds.
Prerequisites: Magery, Filth Jet.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Filth to Flesh Regular

The perfect spell for when you're tired of eating filth. This spell will turn garbage, carrion, or other rotting matter into fresh meat.
The nature of the filth determines the type and quality of the meat though it will never be very good. Use the Banquet or Flavor spells to make the meat tasty. If the filth is actually a creature affected by the Flesh to Filth spell, this spell will restore them to life (if not full health).

Duration: Permanent.
Cost: 3 per 50 lbs. of material affected.
Time to Cast: 1 minute.
Prerequisites: Flesh to Filth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Adapted from Emily Smirle.

Filth to Food Regular

This spell turns feces and urine back into whatever type of food(s) and drink(s) they were before they were digested. If the mage provides appropriate containers, the foods will be reconstituted exactly as they were prepared just before they were eaten. Otherwise, the food created is edible, but appears as a potentially unappetizing mixture in front of the mage.
Note that anyone with the Phobia (Squeamish) must make a roll vs. Will-4 in order to touch food created with this spell!
This is also a Food spell.

Duration: Permanent.
Cost: 3 per pound of material affected (1 meal).
Time to Cast: 10 seconds per meal created.
Prerequisite: Magery, Filth to Flesh
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Filth to Water Regular

This spell will turn filth of any sort into drinkable water. The quality of the water depends on the quality of the filth, urine is preferred. People with the Squeamish disadvantage must roll vs. Will-4 to even consider drinking water created with this spell.
For double cost, this spell will turn filth into wine or other alcoholic beverage. As with water created by this spell, the quality of the beverage created depends on the filth.
Alternately, for double cost, the mage can turn urine back into whatever it was before the subject's body got through processing it. If he has multiple containers ready, he can specify that the reclaimed liquids by sorted by type or vintage otherwise they are all mixed together.
This is also a Water spell and a Food spell.

Duration: Permanent.
Cost: 2 points per quart, double cost for alcoholic beverages. Double cost for "reprocessing" of urine.
Time to Cast: 5 seconds per point of energy used to cast the spell.
Prerequisite: Purify Water, Shape Filth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Cup or other container. Anything placed in it has this spell cast on it. Energy Cost to Create: 300 points.
Author: Adapted from Emily Smirle.

Flesh to Filth Regular, resisted by HT

If you think that someone is trash, no you can make it true! Anyone affected by this spell will be turned into a pile of unliving garbage or other filth specified by the mage when the spell is cast.
The matter created is completely normal and subject to decay. For every day (at normal temperature and humidity) that the character is trapped in this form he takes 1 point of damage as the matter forming his body decays. Damage is doubled in extremely hot or humid temperatures, and is halved in cold temperatures. In sub-freezing temperatures, the victim takes no damage at all.
Subjects of this spell can be rescued by means of the Remove Curse spell, a counterspell, or the Filth to Flesh spell.
Victims roll vs. HT to resist.

Duration: Permanent, until dispelled.
Cost: 8 per hex of creature to be affected.
Time to Cast: 5 seconds.
Prerequisite: Magery 2, Shape Filth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. When worn, it affects the wearer as if this spell had been cast on him. Remove Curse is required to remove the item and restore the victim to normal. Energy Cost to Create: 350 points.
Author: Adapted from Emily Smirle.

Harden Filth Area

This spell makes filth of any sort rock hard. A single 50 lb. pile of hardened filth has PD 1, DR 5, and 10 HP and will create a 1 hex wall.
This spell is normally useful only if you want to build a wall in a dung heap, but it also makes created filth much harder to clean up. Normal cleaning takes 10 times as long and still won't be completely effective.
Magic spells such as Clean, Cloud of Purification or White Tornado must win a Contest of Skills against the mage's Harden Filth spell skill.

Duration: Permanent.
Cost: 3 points per hex (50 lbs.) of filth to be hardened.
Prerequisites: Shape Filth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.
Author: Adapted from Emily Smirle

Repel Filth Regular

You don't have to take anybody's crap, and any dirt they throw at you just slides right off.
For the duration of this spell, the character is immune to the effects of filth. Nothing sticks to his clothes or body, and dangerous organisms in the filth won't affect him. He could go swimming in a sewer and come out absolutely clean and sweet-smelling.
While this spell is in effect, the character doesn't have to roll to see if he catch a disease or infection.
This spell is extremely popular, with people who work around garbage, sewage, blood, infectious material, or dead bodies.
This is also a Healing spell.

Duration: 15 minutes.
Cost: 3 per hex of person or area affected, half to maintain.
Prerequisite: Destroy Filth or Cleanshed.
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.
Author: Adapted from Emily Smirle.

Seek Filth Information

This spell allows the mage to know the location and type of any source of contamination or filth. If he specifies, he can exclude known sources or certain types of filth from his search or specify that the spell only reveal sources over a certain amount.
This is also a Knowledge spell and a Healing spell.
Cost: 2 points.
Time to Cast: 10 seconds.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 75 points.
Author: Adapted from Emily Smirle

Shape Filth Regular

This spell allows the caster to shape filth into any shape he wishes. Shapes that defy the laws of gravity require the mage to concentrate to hold the shape in place, otherwise the filth collapses into a puddle or heap. With this spell, filth can be moved at a rate of 1 hex per turn.

Duration: 1 minute.
Cost: 1 per 20 pounds of material to be affected, half to maintain (minimum 1 point).
Time to Cast: 2 seconds.
Prerequisite: Create Filth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.
Author: Adapted from Emily Smirle.

Summon Flying Butt Monkey Special

The caster summons a winged monkey from his anal cavity that will do his bidding.
The monkey has ST 4, IQ 6, DX 14, HT 8/10 and Move 5/10. They make great thieves and scouts (Stealth and Pickpocketing at skill 16), except for their strong, unpleasant aroma (Perception rolls to smell one within 10 hexes). Anyone attacked by the monkey must roll vs. DX or be covered in filth. In other respects, they are like ordinary monkeys. When the spell's duration expires the monkey will fly back up the caster's anus and vanish until further notice.
Anyone who sees this spell for the first time must roll vs. IQ or be mentally stunned.

Duration: 1 hour.
Cost: 6; 3 to maintain per each hour afterwards.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Animate Filth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from Emily Smirle.

Trash Talk Regular, resisted by HT

This spell literally makes the victim speak nothing but BS!
Unless he can make a resistance roll, every time he opens his mouth to speak, filth pours out. The first time this happens the victim reacts as he got filth in his mouth (see above) but thereafter he is unaffected, though he suffers from the effects of the Halitosis spell (Body Control spells).
People who see the character react to him at -2, and the subject can't use any skill that requires singing, shouting or talking.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Halitosis.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Affects wearer as he had this spell cast on him. Always on. Requires Remove Curse or similar spell to remove. Energy Cost to Create: 150 points.

Water to Filth Regular

This spell will turn any liquid into urine or other liquid filth. This spell is commonly used as a practical joke, but it is also good for poisoning wells and spoiling provisions.

Duration: Permanent.
Cost: 2 points per gallon of liquid.
Time to Cast: 5 seconds per point of energy used to cast the spell.
Prerequisite: Filth to Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Cup or bowl. Anything placed in it will turn to filth. Energy Cost to Create: 75 points.
Author: adapted from Emily Smirle.

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