Movement Spells

Changes to spells from GURPS Magic

Air Golem - The air golem can't be reprogrammed, and can't respond to external events, nor is it an actual being, it's just a magical force that duplicates simples action that a person could perform. This means it can't be ordered to "Pick up that chest and follow me." Multiple castings of the Air Golem spell can be used to allow a single "air golem" to perform multiple simple actions. Source: Sean Punch.
Simple actions can be combined to produce sequences that can ultimately be quite complex, like a computer program.
Simple routines, for example "Pick up a rock, move 10 paces west, drop the rock, move back to your starting position, pick up a rock, etc." would be one application of the spell. Complex routines, such as "Pick up a rock, if the rock is less than 5 lbs. move 10 paces east, if the rock is over 5 lbs. move 10 paces west, drop the rock, move back to your starting position, etc. Once there are no more rocks in the original pile, go to the pile of large rocks, pick up the pickaxe and swing it at a rock. When a rock is broken, pick it up. If it's over 5 lbs. hit it again. If it's 5 lbs. or under, pick it up and take it to the pile of small rocks, etc." would require 8 castings (one for each conditional statement or additional action beyond the first action). The mage sets the routine the golem will follow when the spell is cast. For double cost, two golems can be made to cooperate. Each additional multiple of cost allows an extra golem to be added. This allows complex machines to operate without an obvious source of power.
A weak golem (ST 10) can be created for 3 points (2 to maintain).
A fast golem that works at double speed but which has ST 10 costs 4 points (3 to maintain).
A fast and strong (ST 15) golem costs 5 points (4 to maintain).
A brute golem (ST 30) costs 5 points (4 to maintain).
An Air Golem cannot supply motive power directly to an engine, unless there is some sort of crank or treadmill system that a normal human could use to power the system. Within these limitations, a ST 15 air golem could apply 0.3 kW of power.
For double cost the golem can given made to respond to feedback, so that it will slightly vary its motion depending on the situation, or will start or stop when given conditions are met.

Apportation - For a 50% increase in cost speed can be doubled from 1 hex per turn to 2 hexes per turn. For double cost, speed can be increased to three hexes per turn.

Flight - In a high magic campaign costs should be reduced to 4 to cast, 2 to maintain. For 6 points (3 to maintain), the subject can fly at double speed (Move 20, 40 mph). Maximum acceleration is 1G per turn, i.e., a speed change of 10 yards/second per second.

Great Haste - Great Haste does not truly make you twice as fast, nor does it affect things feints, Dodge, weapon damage and jumping distance. What it does allow you to do is take multiple turns. In game terms, this can be represented as time being folded back upon itself. Opponents see the subject act, then see the subject appear next to himself, act "again" and the first copy vanish -- as though there were two fighters. The best way to simulate this is to let the character take All-Out Attack (2 attacks) on his first "turn," then All-Out Defense (doubles parries, allows extra defenses per attack) on his second turn. That way, he is raining down blows like mad, yet impossible to touch. Source: Sean Punch.
Optionally, this spell effectively gives the subject one level of Enhanced Time Sense. The spell can be extended for the same cost as the base cost. For double cost, the subject can move three times per turn but they take half of their Fatigue as HP damage.

Haste - Speed is increased as well.

Hawk Flight - For 6 points (3 to maintain) the subject can fly at Move 30 (60 mph). Each doubling of cost beyond the base cost doubles speed. Maximum acceleration is 2G per turn, i.e., a speed change of 20 yards/second per second.

Levitation and Mass Levitation - The mage can rotate the subject along any axis. If the subject is forced to fight at an odd angle, he is at -2 to hit and defend in addition to any other penalties. If the subject is willing, he can move without penalties as if he had cast the spell on himself. Maximum acceleration is 1 G, i.e., a speed change of 10 yards/second per second.

Lighten Burden - For 1 point, weight can be reduced by 10%. For 10 points, weight can be reduced by 75%. The subject must actually be able to lift the unmodified weight before this spell can be cast.

Manipulate - This spell can be used to tweak, poke, tickle, grasp, or scratch a living subject. This might be distracting or even mildly painful (-1 to skills or roll vs. Will to keep concentration) but will never seriously damage the victim. If used on an animate object the subject gets a resistance roll vs. Will.

Poltergeist - Both living creatures and inanimate objects can be hurled. For half costs, objects can be hurled as if they were thrown by a man with ST 10. For double cost objects can be hurled as if they were thrown by a man with ST 20!

Quick March - For double cost, Movement can be tripled.

Swim - The subject can swim at twice his normal movement rate for double cost. Pressure Support is not included in the cost of the spell.

Teleport - The mage can leave behind objects that are touching him when he teleports. For example, if the mage is grappled when he teleports, he doesn't have to take his attacker with him. Likewise, the mage can teleport away from clothes, handcuffs, tangler foam, rope, etc. He can also shed water, oil, dirt or other foreign materials on his skin or fur. People who are trying to grapple the mage when he teleports get no resistance roll to prevent the mage from leaving, the spell is cast on the mage, not the grapplers.
If the mage grabs someone and then teleports, the victim gets a resistance roll as per the Teleport Other spell. Source: Sean Punch.

Teleport and Teleport Other- If the mage has a detailed verbal description, good directions, or an accurate map reference, he can attempt to teleport to a place that he's never seen at -6 to skill.
On ordinary failures the spell just doesn't work. The mage (or the subject) is only randomly teleported or damaged on a critical failure. When a mage is randomly teleported due to critical failure, it's always to some place inconvenient and possibly somewhere dangerous (like 500 feet straight up).
For double cost the mage can "teleport without error." If the spell fails, on any result other than a critical failure, the mage has the option of either staying where he is or being randomly teleported. If the mage chooses the "random teleport" option, the amount by which he fails his roll can be used to determine how far he ends up from his from his intended destination.

Undo - Objects which are permanently joined (such as rivets, welds, or seams) can't be undone by a normal application of this spell. For double cost permanent fastenings can be undone. Each application will remove about 3 inches of welding or riveting or 6 inches of sewn seams.

Wallwalker - Any part of the subject's body can be used to "stick" to a wall or ceiling. For example, a person could stick their back to the wall and have all four limbs free. The Wall Fighting maneuver allows a character to fight using the Wallwalker spell and allows them to fight against Wallwalkers. If the GM doesn't use maneuvers, allow the -2 penalty to be bought off as an unfamiliarity penalty.
Note that while this spell allows the subject to walk on walls or ceilings, it has no effect on gravity! Long hair will hang down from the subject's head, objects will fall out of pouches and pockets, and loose clothing might hang down to interfere with the subject's vision. If the subject is wearing loose equipment or clothing, the GM can impose a penalty to DX and/or Vision because of inconvenient possessions.

Wall Fighting Average

Defaults to Combat Skill-2
Cannot Exceed Combat Skill

This maneuver allows a character to fight using the Wallwalker spell and allows them to fight against Wallwalkers. Each level of this maneuver buys off one point of the -2 penalty to fight at odd angles. The subject will learn how to fight while "standing sideways" on walls or hanging upside down on ceilings. This maneuver is also useful for characters with the Clinging advantage.

Winged Knife - Costs to cast this spell should be halved. For double cost, a weapon can be thrown at ST 20. For a 50% reduction in base cost, a weapon can be thrown at ST 10.

Changes to spells from GURPS Grimoire

Ethereal Body - Similar spells exist for the Astral plane and other planes as well. For 1 point extra the mage can "buy off" the -2 penalty to resist spells. At the GM's option, this spell may let the subject interact with insubstantial creatures, such as beings of pure thought, ethereal spirits and the spectral undead. Also, see the Insubstantiality advantage.

Light Tread - Tracking by magic or scent is completely unaffected.

Slow - The subject also goes last in melee or gets -3 to Initiative rolls, whichever is worse. In addition, all Active Defenses combat skills, and other skills that require quick maneuvering are at -2.
Item: (a) Staff, Wand or Jewelry. Energy Cost: 500 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost: 250 points.

Movement Spells from GURPS Magic

Air Golem
Apportation
Blink
Ethereal Body (VH)
Flight
Glue
Great Haste (VH)
Haste
Hawk Flight (VH)
Levitation
Lighten Burden
Lockmaster
Locksmith
Manipulate
Poltergeist
Quick March
Slow Fall
Swim
Teleport (VH)
Teleport Other (VH)
Undo
Wall Walker
Winged Knife

Animation (VH) - Necromancy

Movement Spells from GURPS Grimoire

Air Vortex
Beacon
Blink Other (VH)
Cloud-Vaulting (VH)
Cloud-Walking
Distant Blow
Divert Teleport (VH)
Flying Carpet (VH)
Freedom
Grease
Hold Fast
Increase Burden
Jump
Light Tread
Long March
Pull
Rapid Journey (VH)
Repel
Slide
Slow
Trace Teleport
Wizard Hand

Movement Spells from the Codex Arcanum

Backstab - Enchantment
Blast - Force
Blast Missile - Force
Catfall - Body Control
Clattering Jaws - Necromantic
Cloud Walking - Air
Coins of Change - Illusion & Creation
Comfortable Seat - Body Control
Constricting Clothing - Force
Control Gravity - Force (Gravity)
Create Dancing Weapon - Illusion & Creation
Decrease Mass - Body Control
Decrease Spelljammer Maneuverability - Communication & Empathy
Decrease Spelljammer Rating - Communication & Empathy
Deep Space - Air
Defy Gravity - Force (Gravity)
Disrobe - Gate
Enhance Spelljammer Maneuverability - Communication & Empathy
Enhance Spelljammer Rating - Communication & Empathy
Forcebolt - Force
Free Movement - Body Control
Hasten Steed - Animal
Hold Person - Body Control
Kicker - Body Control
Lifter - Body Control
Lighter than Air - Air
Marching Song - Sound
Open - Making & Breaking
Padding - Making & Breaking
Pegasus - Animal
Phantom Surfboard - Water
Pugilist - Body Control
Push - Force
Ram - Force
Ready Road - Earth
Remove Teleport Tab (VH) - Metaspells
Retrieve Object - Gate
Saddle Sore - Body Control
Screwdriver - Making & Breaking
Sleepwalker - Body Control
Slippery Blade - Making & Breaking
Smashing Weapon - Making & Breaking
Solid Stance - Earth
Sticky - Making & Breaking
Targeted Missile - Enchantment
Teleport Shunt (VH) - Metaspells
Temporary Accuracy - Enchantment
Wanderlust - Mind Control
Weightlessness - Force (Gravity)
Wizard’s Key - Protection & Warning
Work Song - Sound


Accelerate Object Regular, resisted by IQ

This spell makes an object to move under constant acceleration. A human being will reach a terminal velocity of roughly 10 mph times the square root of the amount of force under the effects of this spell.
This spell can be cast on a levitating object to permit it to move faster, but the mage casting the Levitation spell may roll vs. his spell skill to resist the spell.
Unwilling subjects resist with IQ.

Duration: 1 minute.
Cost: 1 point per 25 lb. of force; minimum of 1/G. Same to maintain.
Prerequisite: Push.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.
Author: Adapted from Anthony Jackson.

Acrobat Regular

Using this spell, the subject can bounce off walls, swing on ropes, or do other feats.
For the duration of the spell, the subject gets one level of the Super Jumping advantage and the Bouncing as per the super ability. In addition, he also gets Acrobatics skill-12. Finally, the subject can also perform the Acrobatic Dodge as per the cinematic maneuver.

Duration: 10 seconds.
Cost: 4 per hex of creature, same to maintain.
Time to Cast: 3 seconds.
Prerequisites: Haste, Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Automobility Regular

This spell allows a vehicle to move at its normal rate without an obvious motive force. For example, wagons can move without horses and cars can move without gas.
This spell does not give the vehicle any extra boost to performance, it only lets it move without an obvious source of power. Vehicles can be moved without a driver or pilot, but they will quickly crash or roll to a halt if there is nobody to guide them.
If used to move vehicles that have anti-theft devices, the mage must win a Contest of Skills between his spell skill and the Complexity of the anti-theft devices before the spell can take effect.
If the vehicle has subsystems not vital to the functioning of the vehicle or the survival of its passengers (e.g., weapons or surveillance systems), this spell does not give the mage the ability to operate them, unless he uses some other spell or skill.
Vehicles that normally are steered by an outside power source (such as wagons) can be magically steered by the mage's mental command.

Duration: 1 minute.
Cost: 1 per 200 lbs. of vehicle to be animated, half to maintain (minimum 1 point).
Time to Cast: 10 seconds.
Prerequisites: Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made permanent on a vehicle for 50 times base cost.

Autopilot Regular

This spell allows a vehicle to pilot itself at the skill level of the subject, as subject remains alive and stays in the vehicle.
The skill and "character" of the autopilot is identical to that of subject, and the autopilot maneuvers as well as the subject could if he were at the controls. If the vehicle has sensors designed to be used by the operator, the autopilot will also use those sensors at the subject's skill level. The autopilot can also make Perception rolls on the subject's behalf, at the subject's skill level, to detect problems with the vehicle, or to detect dangerous or changed situations.
When the spell is cast, the mage can give the Autopilot a destination. The Autopilot will then attempt to guide the vehicle to that destination, using commonly accepted routes, and conventional techniques. If there are "laws of the road" in effect, the Autopilot will obey them. For example, an airplane on autopilot would follow the flight path outlined in the pilot's flight plan, and will obey the instructions of any air traffic controllers. A car on autopilot would obey traffic signals and speed limits.
If the autopilot encounters a problem, or detects a change in conditions, it will alert the subject in a manner described by the mage when the spell is cast. Depending on the type of vehicle and the personality of the mage, this could be anything from a silent mental alert to horns and claxons. If the vehicle operator would be able to diagnose the problem were he in control, the spell will give a general description of the problem. For example, if the vehicle were low on gas, the spell would inform the operator of this fact.
The autopilot works normally as long as the vehicle is functioning normally and is not required to do any extreme maneuvers. For example, an airplane could take off, fly to its destination, and land using the Autopilot, but it couldn't cope with a sudden mechanical failure or a sudden attack, nor will it willingly enter or prolong combat.
In an emergency, the autopilot will take intelligent, routine precautions to avoid damage to the vehicle, passengers and cargo. For example, a car on autopilot would pull over and slow to a stop if the spell detected a flat tire, or an airplane on autopilot will try to pull out of a stall. The autopilot won't "push" a vehicle to its limits or take risks as a real pilot might. If an action or maneuver is potentially dangerous, the Autopilot generally will not attempt it.
In combat, the autopilot will only make defensive maneuvers and will attempt to escape from the combat.
If the operator is killed or is rendered unconscious due to injury, the spell automatically ends, and the vehicle becomes uncontrolled. The spell remains in effect if the pilot becomes unconscious for other reasons, such as sleep, or the effects of drugs or alcohol.
This spell can't be cast on a vehicle that requires the operator to provide energy to move the vehicle. For example, this spell can't be cast on a bicycle.

Duration: 1 hour.
Cost: 1 per 1,000 lbs. of vehicle to be controlled (minimum 3), half to maintain (minimum of 1 point).
Time to Cast: 10 seconds.
Prerequisites: Automobility; Appropriate Vehicle (or Animal) skill at 12+.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made permanent on a vehicle for 100 times the base cost.

Back Biting Regular; resisted by DX

This spell makes a weapon magically curl around when it is thrust or swung, so that it damages its user. Long weapons such as pikes and whips will actually strike their users in the back. Shorter weapons will twist to hit other parts of the body. The subject must roll vs. DX to avoid being hit by his own weapon!
Weapons with a reach of 3 or more hexes do full damage if they hit and will hit the subject's back, negating PD for shields. Weapons with a shorter reach do half damage if they hit. Weapons with a reach of C strike the victim's hand. Weapons with a range of 1 or 2 strike a random location on the victim's front or side.

Duration: 10 seconds.
Cost: 1 per pound of weapon, same to maintain.
Time to Cast: 3 seconds
Prerequisites: Winged Knife or Coward Weapon.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Can be made permanent for 25 times the base cost.

Balance Regular

This spell gives the subject the Perfect Balance and Catfall advantages for the duration of the spell.
This is also a Body Control spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Time to Cast: 5 seconds.
Prerequisites: Running, Dexterity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Beckon (VH) Regular

This spell is exactly like the Succor spell except that, when the mage speaks a command word the subject is transported to the mage's location.
Alternately, the mage can allow another person to trigger the spell. In that case, he must touch both the beckoner and the subject when the spell is cast. Both the beckoner and the person to be summoned must be willing.
This spell can also be used to transport non-living objects to the beckoner's location.

Duration: 1 day.
Cost: 10 per 100 lbs. of material or hex of creature, same to maintain.
Prerequisites: Magery 3, Succor.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 3,000 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Energy Cost to Create: 2,500 points.

Brachiation Regular

This spell gives the subject Brachiation advantage for the duration of the spell. This allows the subject to swing or climb hand over hand at the same rate of speed and fatigue cost as if the character were walking.
No matter what the subject's ST, as long as he is carrying Light Encumbrance or less, he will be able to support his own weight with his arms for the duration of the spell.
This is also a Body Control spell.

Duration: 10 minutes.
Cost: 3, 2 to maintain.
Prerequisite: Lighten Burden.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.

Carpet of Yimsha Area

Author: Curtis M. Scott (GURPS Conan)

Catapult Regular

This spell is similar to the Poltergeist spell, except that the mage can lift heavier objects and can throw them with greater force.
Objects thrown using this spell use the standard throwing rules for damage and distance. This spell cannot be used to throw living beings.

Duration: Instantaneous.
Cost: 1 point per 5 points of ST. Can't be maintained.
Time to Cast: 1 second per point of Fatigue.
Prerequisite: Poltergeist.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 250 points per point of fatigue that can be expended.
Author: Anthony Jackson.

Change Places Regular, resisted by IQ

This spell allows the mage to change places with the subject, as long as the subject is within his line of sight.
The mage and the subject retain their relative speeds and orientations, except that the mage can increase or decrease his speed by up to 20% and change is facing by one hex side. The subject can also alter his speed and orientation.
Unwilling subjects roll vs. IQ to resist changing places with the mage. Even if the resistance roll fails, the subject can still alter his facing and speed, as above.
The mage can also use this spell to allow two subjects to change places. In this case, the mage must touch one of the subjects when the spell is cast. Either subject may roll vs. IQ to resist if they are unwilling.
In other respects, this spell is like the Teleportation spell.
This is also a Gate spell.

Duration: Instantaneous.
Cost: 5 points, can't be maintained.
Prerequisite: Pass.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.

Cheater's Dice Regular, resisted by Special

This spell is identical to the Cheater's Cards spell, except that it works for dice or gambling devices that are spun or rolled to produce a random number. The mage specifies the number that he wishes to appear. The dice will automatically return the desired result.
The net effect of this spell is to give +5 to Gambling skill for one throw of the dice. On each throw, a Contest of Skill is needed between the user's Gambling skill and the highest IQ or Gambling skill among his opponents. Subsequent use of this spell against the same opponents is even more likely to raise suspicions. The mage gets a cumulative -1 to Gambling skill to avoid being caught cheating. If his opponents are suspicious, the GM may give the subject additional penalties to his skill roll.
If this spell is used to modify somebody else's die rolls, the victim is allowed a roll vs. IQ to resist the effects of the spell.

Duration: One toss of the dice (or similar object) in a gambling game.
Cost: 2 points, can't be maintained.
Item: Dancing Dice, GURPS Magic Items 1, p. 73. Energy Cost to Create: 500 points.
Author: Adapted from GURPS Magic Items 1.

Clear Path Regular

When this spell is cast, the path immediately in front of the mage (or his vehicle) clears and improves as the mage approaches. For example, debris scoots out of the way, people step aside and potholes magically vanish. As the mage passes, the ground beneath him and the path in front of him will be clear of obstacles, and will be smooth and relatively flat. However, once the mage passes, the obstructions move back to where they were, and the ground reverts to its normal state.
This spell won't clear large, solid, or dangerous obstructions from the road (e.g., landmines, landslides or hills), but it will make "normal" travel as smooth and easy as possible.
Objects in the way are magically moved aside. Resisting objects are forced aside by an irresistible force. Unresisting objects are not damaged by their displacement. Resisting objects are pushed away with the same force as the vehicle would exert. If there is any question as to whether an object is forced out of the way, roll a Contest of ST between the object and the vehicle.

Duration: 1 hour.
Cost: 2 per hex of vehicle or creature to be affected, half to maintain.
Time to Cast: 10 seconds.
Prerequisites: Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A vehicle can have this spell placed on it permanently for 25 times the base cost.

Command Rope Regular

This spell makes a rope or ropelike object of up to 50 feet length to obey the caster's commands.
The possible commands are: Coil (form a neat coiled stack), Coil and Knot, Loop, Loop and Knot, Tie and Knot and the reverses of all the above. The rope can also be ordered to wrap itself around a target.
The rope cannot move more than one foot by itself, so it may need to be thrown near the target.
If a rope is commanded to grapple its target, it attacks with DX 12. The subject can Block or Dodge the attack like he would any other attack. Weapon Parries automatically attack the rope. Unarmed Parries result in an automatic grapple.
If the victim is Grappled, he may attempt to escape each turn, as if he were breaking free from a normal Grapple. The ST of the rope is equal to the twice the HP required to cut it. If the victim is Pinned, it is assumed that the rope has tied the victim in place. The victim can't make further escape attempts unless he has the Escape skill.
If the rope is cut or broken, the spell automatically ends.

Duration: 10 seconds.
Cost: 3 to cast, 2 to maintain.
Prerequisites: Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 75 points. (b) A rope can permanently enchanted with this spell for 50 points.
Author: Adapted from Keith Bisset (Revenant).

Control Flight Regular; resisted by HT

This spell influences the flight of an airborne object. The mage can move the object up to 6" vertically or horizontal for every yard it travels. He can also increase or decrease its speed by up to 10%.
If this spell is cast on missiles, it makes them either harder (-1 to Dodge or Block) or easier (+1) to avoid. It can also give a missile +1 or -1 to hit, or make them more or less damaging (+1 or -1 point of damage per die).
Alternately, this spell can make thrown objects easier or harder to hit or catch (+2 or -2 to DX or skill respectively).
This spell can also be used to control the flight of small animals, just as if they were inanimate flying objects. In this case, the flying creature resists with HT.

Duration: 10 seconds, or the time the object remains airborne, whichever is less.
Cost: 1 point per effect desired (accuracy, dodging, or damage) per pound of material to be controlled. Minimum of 2 points for an object used as a weapon or when used against an unwilling subject.
Prerequisite: Apportation.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Cornering Regular

This spell allows the subject to turn any number of hex sides in a single hex in a turn. No matter what its speed, the subject doesn't have to make control rolls. For example, a mage using the Flight spell could use the Cornering spell to reverse his direction 180 degrees (3 hex sides) in a single hex.
Though the subject might still pull Gs during the maneuver, the effective G force is divided by 10 for the duration of the spell.
If this spell is cast on a vehicle, the entire vehicle must be affected by the spell for it to be effective.

Duration: 1 second.
Cost: 2 points, 1 to maintain for a person, or 2 per 100 lbs. of material affected, same to maintain for objects.
Prerequisites: Apportation.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be made permanent on a vehicle for 50 times the base cost.

Cornucopia Weapon (VH) Regular

This spell allows ammunition to actually be created within a weapon. For example, arrows appear nocked on the string of a bow, or bullets appear in the chamber of a gun. The user must still cock or ready the weapon for use, but any time required to reload the weapon is negated.
If the magic ammunition is removed from the weapon (except by shooting it) it vanishes, though another round appears in/on the weapon, unless the user wills otherwise.
Note that in some cases, it is dangerous to have a constantly loaded weapon. In addition, some weapons (especially low-tech weapons) aren't designed for extremely rapid fire. The GM should decrease the Malf number of any weapon by 1 for every shot fired without waiting for the amount of time required for a normal reload sequence.
This is also an Illusion and Creation spell.

Duration: 10 seconds.
Cost: 3 points, plus 1 point per the maximum RoF for the weapon (minimum 3 points), same to maintain.
Time to Cast: 3 seconds.
Prerequisites: Cornucopia, Create Object, Rapid Fire.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 2,500 points. (c) Any Missile Weapon can be enchanted with this spell for 500 points plus 250 x the maximum normal RoF for the weapon (minimum 1,000 points total).
Author: Adapted from GURPS Magic Items 1.

Coward Weapon Regular, resisted by ST

This spell will make weapons swerve away from their target.
Unless the user can roll vs. ST, any melee weapon he uses is at -2 to hit. Any thrown or missile weapons he uses are at are at -4 to hit.

Duration: 10 seconds.
Cost: 2 points per pound of weapon; same to maintain.
Time to Cast: 3 seconds.
Prerequisites: Winged Knife.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be made permanent for 25 times the base cost.

Crawl Regular

This spell allows the subject to crawl, slither, or move in a crouch or other unusual position, at the same rate at which he could walk.
In addition, for the duration of the spell, the subject suffers no pain or damage to body parts used for locomotion. Penalties to skill use in the unusual position are halved.
This is also a Body Control spell.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Wallwalker, Comfort.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.

Dangerous Haste Regular

This spell speeds subject's metabolism to the point where they risk death from exhaustion or heart attack.
Subjects who fail their HT roll, move as if they were affected by the Great Haste spell, but they also take damage and lose Fatigue. Armor and advantages such as Toughness or Damage Resistance offer no defense against this damage. However, each level of the Altered Time Sense disadvantage halves Fatigue loss and damage.

Duration: 1 second.
Cost: 1 point per 1d of damage, up to 3d maximum. The victim also loses 2 points of Fatigue per point of energy put into the spell. Can't be maintained.
Prerequisite: Great Haste, Spasm, Fatigue.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Energy Cost To Create: 500 points.
Author: Adapted from the Net.

Delayed Teleport Regular, resisted by IQ

This spell is identical to the Teleport spell, except that the mage can set the time when he teleports for a time up to a week ahead.
When the specified time comes, the subject is teleported to the location specified by the mage when the spell is cast, regardless of his location. Items held or carried by the subject, up to a maximum of Medium encumbrance will also be teleported. If the subject dies before the specified time, this spell will transport his remains.
If the subject is in a No Mana Zone or a zone protected by the Teleport Barrier, the teleportation is postponed until the subject is outside of the affected area. If the mage wishes to cancel the spell, he may do so at any time. Until the spell is triggered, it counts as an "on" spell.
While the spell is in effect, it cannot be detected by casual magical inspection, though spells such as Thaumaturgic Probe will reveal the presence of the spell. However, ordinary magic detection (such as Mage Sight or the Detect Magic spell) will reveal the presence of some spell on the subject.
Unwilling subjects resist with IQ.

Duration: up to 1 week, effects are instantaneous.
Cost: 10 points, can't be maintained.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Teleport, Delay.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points. (b) Escape Shield, GURPS Magic Items 1, p. 83. Energy Cost to Create: 1,500 points.
Author: Adapted from GURPS Magic Items 1.

Directions Information

When cast prior to the Time Travel, Dimension Travel, or Teleport spell, this spell gives the mage a clear mental picture of his destination, including distance. This allows him to magically travel to a given destination without unfamiliarity penalties, even if he has only the vaguest description of its location and has never been there before.
In order to cast this spell, the mage must have some sort of reference to the location to which he wises to travel. Depending on the situation, it could be a spoken description, a drawing, a map reference, or anything else that gives a reasonably factual description of the place.
If two or more equally likely locations are described or if the description is vague, (e.g., "a huge cave", "the middle of a great ocean") the spell will give the mage a vision of the nearest suitable location. The mage can exclude known locations of a given sort by specifying them before the spell is cast.
All benefits of this spell are lost if the transporting spell is not cast within the duration of the Direction spell. This spell is also affected by spells that counter scrying.
Different versions of this spell exist for the Plane Shifting, Time Travel, Time Port, and Teleport spells, respectively.
This spell is also a Gate spell and Knowledge spell.

Duration: 10 seconds.
Cost: 2 points, can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Teleport, Time Port or Plane Shift.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 150 points.

Diving Regular

This spell is similar to the Soft Landing spell, except that it only works if the subject lands in water (or similar liquid).
This spell also gives the subject an Acrobatics skill of 12 to perform maneuvers while he is diving.
This is also a Water spell.

Duration: 10 seconds, or the duration of 1 dive, whichever is more.
Cost: 2 points, can't be maintained.
Prerequisite: Jumping or Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.

Endurance Regular

This spell allows the subject to run, walk, swim, crawl or fly at his normal movement rate without fatigue for the duration of the spell. When the spell ends, any postponed fatigue applies normally. If the character's Fatigue score is reduced to 0 or less, he falls unconscious.
If the caster casts this spell on himself, the fatigue loss for casting this spell occurs when the spell end, rather than when it begins.
This is also a Body Control spell.

Duration: 1 hour.
Cost: 3 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Haste.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Entrapment Area, resisted by DX

This spell makes a net or piece of fabric in the area of effect automatically fall on or wrap up a character.
If the subject enters the same hex as, or a hex adjacent to the fabric, it will attempt to grapple him. The victim must win a Contest of his DX (or his Wrestling skill), vs. the fabric's DX of 12. If the fabric wins the contest, it will entangle the victim for 1d-2 turns per hex of area covered by the fabric. For example, a rug that occupies 3 hexes would entangle the subject for 3d-6 turns.
This is also a Force spell.

Duration: 1 minute.
Cost: 2 per hex, same to maintain.
Time to Cast: 10 seconds
Prerequisite: Poltergeist
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) An area can be permanently affected by this spell for 25 times the base cost.

Escape Artist Regular

This spell allows the subject to escape from bonds, prison cells, wrestling holds and the like. For the duration of the spell, the subject gets +2 to skill or DX to avoid being Grappled, to escape from grappling holds, or to escape from bonds.
If the subject is trapped in a cell or cage, he get +2 to IQ, ST, and to skills such as Lockpicking or Escape to free himself.
Alternately, the subject gets one appropriate skill (such as Wrestling, Lockpicking, or Escape skill) at level 12, but only for the purposes of escape. If the subject already has the relevant skill, they use their base skill level at +2.
No matter what the mage's skill level with the Escape spell, it never requires any words or gestures, and can always be cast just by mental command.
This spell has no effect against spells or enchanted items. It only gives a bonus to mundane attempts to escape.
This is also a Body Control spell.

Duration: 10 minutes.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Free Movement, Dexterity.
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.

Extend Control Regular

This spell allows the subject to mentally control the movements of an item attached to his body.
The object will move as well as if it were part of the subject's body, within its normal range of motion. Long objects extend or recoil at a rate of 1 hex per turn.
Typically, this spell is used to enchant artificial or augmented limbs so that they function like real limbs. If this spell is cast on an appropriately made artificial limb, it will work as well as the subject's original limb. However, the spell has many other uses. For example, a mountaineer with a rope tied around his waist could mentally command it to uncoil itself and tie itself around a projecting rock, while he held onto a sheer cliff with his hands.
If Remote Controlled objects are used to attack, they use the subject's DX, but the ST of the item is equal to the item's HP or HT, whichever is less. Damage taken by the Remote Controlled item is not transferred to the subject, but the spell ends if the item is destroyed.
Also, see the Go-Limb and Golem Limb spells.

Duration: 1 minute.
Cost: 1 point, plus 1 point per 10 lbs. of material to be animated (minimum 2 points), half to maintain.
Prerequisite: Magery 2, Apportation.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 450 points. (b) An item can be permanently enchanted for 100 times the base cost.

Fast Draw Regular

This spell must be cast on a quiver, scabbard or similar container. For the duration of the spell, the subject gets Fast Draw-12 to draw weapons or missiles from the container. If he already has the Fast-Draw skill, he gets +2 to his existing skill.
For double cost, the subject gets Fast Draw-14, or +4 to his existing skill.
This is also a Body Control spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain. For double cost effective skill can be increased to 14 or +4.
Time to Cast: 3 seconds.
Prerequisite: Magery, Apportation, Dexterity.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Fast-Draw Quiver. GURPS Magic Items 2, p. 118. Energy Cost to Create: 300 points (c) Fast-Draw Scabbard. GURPS Magic Items 2, p. 118. Energy Cost to Create: 300 points.

Flexible Clothing Regular

This spell eliminates penalties to move in tight, cumbersome or restrictive clothing or equipment. It also keeps clothing from being damaged or torn during strenuous activity.
For the duration of the spell, penalties to skills or abilities due to restrictive, uncomfortable or inconvenient clothing are eliminated. Penalties to Perception rolls due to restrictive headgear are not eliminated. Penalties to DX for wearing gloves or gauntlets are removed.
This is also a Body Control spell and a Making and Breaking spell.

Duration: 1 hour.
Cost: 2 points, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) The spell can be made permanent for 25 points per 5 pounds of material.

Flurry Regular

This spell allows the subject to move extremely quickly for one turn.
Each level of this spell allows the subject to take one extra action. These actions can only be physical actions that do no require waiting on another character. This means that the character can't perform mental activities, such as concentration or spellcasting, nor can he Feint or Wait using this spell. Multiple active defenses, such as multiple Parries, Blocks or Dodges, are allowed.
This spell doesn't increase the character's Movement or Speed.

Duration: 1 second.
Cost: 2 to 5 points. Can't be maintained. The subject gets one extra action per point of Fatigue spent.
Prerequisite: Great Haste.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 1,000 points if the user can choose his level of speed, or 250 times the casting cost if the item only allows one set level of speed.
Author: Adapted from Anthony Jackson.

Flying Carpet (VH) Regular

Author: David Pulver (GURPS Technomancer)

Free Action Regular

This spell gives the subject +1 per level to Attributes and skill rolls to resist any sort of Paralysis, Entangling, Grappling, other spells and attacks that attempt to bind or entrap the subject's body or impede his motion.
This protection is not retroactive. The spell must be cast simultaneously with or before an entangling attack is made.
This is also a Body Control spell.

Duration: 1 minute.
Cost: 1 per level, half (minimum 1) to maintain, up to 4 levels maximum.
Prerequisite: Dexterity, Stand.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 50 points per level, to a maximum of 200 points.

Free Weapon Regular

This spell allows a melee weapon to move freely, no matter what hindrances it might face.
If the weapon is used water, it will behave as if the user were fighting on dry land. If it used in an area of high gravity, it behaves as if it were only under 1 G, unless the extra G force would give the user an advantage, such as extra damage.
For the duration of the spell, the weapon can't get stuck in the victim. The user also gets +4 to his skill to resist having the weapon trapped or bound by an opponent's blade.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Prerequisite: Free Action.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points. (c) Any weapon can have this spell permanently cast on it. Energy Cost to Create: 350 points.

Gharnor's Leap Blocking

This is a life-or-death sort of spell. The mage immediately leaps 1 mile in a random direction per point of ST. No lesser jumps possible. The apex of the arc is equal to 1/3 the distance traveled. This spell does protect you from the falling damage, but only if you land on your feet (Acrobatics or DX roll, at +1). If you land any other way, splat! Full falling damage based on the height of the leap. This will get you out of any sort of fix you want, unless you are indoors (Ouch, 6d crushing).

Duration: Instantaneous (assume a travel speed of 2miles per second).
Cost: 8 points.
Prerequisites: Hawk Flight.
Author: S. John Ross (adapted from Arduin Grimoire)

Glide Regular

Allows the subject to Glide at a rate equal to his Move as if he had the Flight: Gliding advantage.
In other respects this spell is identical to the Flight spell, except that the subject can never hover or gain height unless he is borne upwards by a powerful updraft. In addition, the subject's maximum speed is 10, and he must make a DX roll (or roll vs. Flight skill) to avoid losing a yard of altitude each turn.
The subject can move and fight normally, and has a combat advantage if above a foe (see p. B123). However, for each turn that the subject is in combat he must roll vs. skill -4 in order to keep from losing altitude.
This spell can be used as a prerequisite for the Flight spell.
This spell is also an Air spell.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Prerequisites: Magery, Jump or Shape Air.
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.

Go-Behind Regular

This spell is a combination of the Blink and Complex Illusion spells. When the spell is cast, the subject is instantly transported to his opponent's rear hex, facing his foe's back. Simultaneously, a Complex Illusion of the subject appears in his former location and begins to behave in a pre-programmed way specified by the mage when the spell is cast.
In order to cast this spell, the mage must be able to see the opponent's rear hex from his current location and the hex can't be occupied.. If the subject is not the mage, the subject must also be able to see the rear hex.
If the hex behind the foe is occupied, the subject is shifted to an adjacent hex of his choice. If all three of the foe's rear hexes are blocked, the spell fails, but the mage knows that they are occupied.
The complex illusion will duplicate the subject's appearance on the turn that the spell is cast. If the mage concentrates, he can control the actions of the illusion, otherwise it moves in a "pre-programmed" fashion. For example, the illusion can appear to evade, attack, or cast spells, as the wizard directs. The foe gets a roll vs. IQ to disbelieve the illusion. The Illusion automatically disappears if it is disbelieved, or when the subject (or the wizard) attacks the foe.
Note that if he specifies, the mage can choose the direction the subject faces, and the hex that the subject occupies when he casts the spell. If the subject can make a Body Sense skill roll after he teleports, he can act instantly on the next turn, otherwise he will be Mentally Stunned for a second.

Duration: Instantaneous. The illusion will last for up to a minute, or until the subject or the mage attacks the foe.
Cost: 3 points, 1 to maintain the illusion.
Prerequisite: Blink, Complex Illusion, Link.
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.

Great Flight Regular

This spell allow the mage to lift any amount of weight and make it fly. In other respects, this spell is like the Flight spell.
This spell is commonly used to make sky ships and other magical conveyances.

Duration: 1 minute.
Cost: 2 per 100 lbs. or hex of material affected, same to maintain. For double cost, flight speed is doubled.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Hawk Flight.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points, (b) This spell can be cast permanently on an object for 100 times the base cost.
Author: Adapted from GURPS Magic Items 1.

Great Leap Regular

This spell allows the mage to jump great distances. For every 2 points (or fraction thereof) by which the mage makes his skill roll, he can increase the multiply his normal jumping distance for one jump. For example, if the mage makes his skill roll by 0-2 he doubles his jumping distance. If he makes it by 2-4, he triples his distance, and so on. Therefore, if a mage could normally long-jump 6 feet, and makes his spell roll by 3 points, he could jump 18 feet.

Duration: Instantaneous.
Cost: 2 points, can't be maintained.
Prerequisites: Jumping, Haste.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.
Author: Adapted from Greg Littman.

Great Movement (VH) Regular, resisted by HT

As long as the spell is in effect, the caster can use any of the following spells once per turn, with no further cost: Great Haste, Jump, Slide, Climbing, Soft Landing, Diving, and Swim.
At the end of the spell, the subject loses 6 points of Fatigue, plus 1 point per additional period of maintenance after the first minute. If their Fatigue score drops below zero, the subject will fall unconscious.
In other respects, this spell is identical to those spells.
Unwilling subjects resist with HT.

Duration: 1 minute.
Cost: 6 to cast, 4 to maintain. The subject also loses 6 points of Fatigue, as described above.
Time to Cast: 3 seconds.
Prerequisites: Magery 2, Great Haste, Jump, Slide, Climbing, Soft Landing, Diving, and Swim.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points.

Great Stride Regular, resisted by IQ

This spell allows the subject to take a single step that will take him miles from his original location.
When the spell is cast, the subject's next step will take him 21 miles from his current location, give or take 1/2 a mile to avoid natural hazards, ignoring anything in between him and his final destination. The only exception to this is that the subject must have some natural way he could travel to the location on foot without having to go through solid objects. For example, this spell won't work if the subject is locked in a jail cell or buried in a landslide.
If the subject lands on insecure footing in his new location, he must roll vs. DX or fall for 4d damage. If he steps on someone when he lands, the creature takes 10d damage and the subject must roll vs. DX to avoid falling.
The subject will automatically stop short of its maximum distance if by going further he would land in a body of water, a magical void, or some other nonsolid or nonexistent surface.
Unwilling creatures resist this spell with IQ.

Duration: 1 second.
Cost: 5, same to maintain.
Prerequisites: Teleport, Jump.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Seven League Boots, GURPS Magic Items 1, p. 85. Energy Cost to Create: 400 points.
Author: Adapted from GURPS Magic Items 1.

Great Teleport (VH) Regular, resisted by Will

This spell is the ultimate Movement spell. The Great Teleport spell allows the subject to go to any place or to any time in the known multi-universe, with no limits to distance that can be traveled or to the amount of material that can be transported.
In other respects, this spell is like the Teleport, Gate, or Timeport spells, as appropriate, except that there are no skill modifiers for amount of mass to be transported or for distance. This spell is still blocked by No Mana Zones or by spells that interfere with Teleportation and the like.
Unwilling subjects resist with Will.
This is also a Gate spell.

Duration: Instantaneous.
Cost: 20 points, plus 1 point per 1,000 lbs. to be transported beyond the first 1,000 lbs. Can't be maintained.
Time to Cast: 1 minute.
Prerequisites: Magery 3, Teleport, Gate, Timejump, 10 spells each from the Gate and Movement colleges.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 25,000 points.
Author: Adapted from GURPS Magic Items 1.

Hail of Lead Regular

Author: David Pulver (GURPS Technomancer)

Heart Seeker Regular

This spell can only be cast on small missiles, such as darts, bullets, or sling stones. On a successful hit, the missile will burrow into the victim's flesh, gradually seeking his heart.
The victim must immediately roll vs. HT. On a failed roll, he takes 1d-1 Cutting damage in addition to the normal damage done by the missile. Each hour he must roll vs. HT or take another 1d-1 points of damage. He must roll vs. HT until he dies or until he makes three consecutive successful rolls (including the first one). Until he makes his third roll he will be unconscious and delirious. After three failed rolls in a row, or a Critical Failure, the missile finally reaches the victim's heart. He takes 3d points of Impaling damage to his Vitals and must roll vs. HT every turn or die.
Magic such as Major Healing, or a successful Surgery skill roll removes the missile, negating the need for further HT rolls and allowing the victim to recover.
Alternately, this spell can target the victim's brain. In this case, when the missile reaches its ultimate destination, it does 3d points of Impaling damage to the Brain, and the victim must roll vs. HT every turn or die.
A missile with this spell on it must be hurled within 10 seconds after the spell is cast.
This is also a Necromantic spell.

Duration: 10 seconds or until the spell is cast (effects last until the missile reaches the heart or is removed from the victim's body).
Cost: 4 points, 1 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Homing Missile, Steal Health.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) Burrowing Blowpipe, GURPS Magic Items 1, p. 95. Energy Cost to Create: 2,500 points. (c) Any missile can have this spell cast on it permanently, though it is destroyed after it is fired. Energy Cost to Create: 250 points.
Author: Adapted from GURPS Magic Items 1.

Hero's Leap Regular

This spell is identical to the Great Leap spell, except that the mage can make as many leaps as necessary as long as the spell lasts.

Duration: 1 minute.
Cost: 4 to cast, 2 to maintain.
Prerequisites: Magery 2, Great Leap.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.
Author: Adapted from Greg Littman.

Homing Missile Special

This is also a Metaspell (Missile) spell.

Author: David Pulver (GURPS Technomancer)

Human Cannonball Regular

This spell creates an elaborately decorated wooden cannon. When a subject climbs into the barrel, the cannon "fires" with a cloud of smoke and glitter, shooting the subject up to 100 miles away.
The subject is unharmed by the explosion and lands within 5d hexes of his destination, completely unhurt.
The flight lasts for 1 second per mile traveled, at the end of the flight a huge "air pillow" cushions the character's landing.
The cannon itself will last for 1 minute. Climbing into the cannon takes 10 seconds and only one character can be fired at a time. Characters who are nervous about guns or flying might have to make Will rolls to do this. In some cases, Fright Checks might be justified.

Duration: The cannon lasts 1 minute, see spell description for duration of the journey.
Cost: 8 points to create the gun and to fire one person, 4 points to fire each additional person, 2 points to maintain the spell.
Time to Cast: 10 seconds.
Prerequisite: Magery, Hawk Flight, Soft Landing.
Item: Clown Cannon, GURPS Magic Items 2, p. 109. Energy Cost to Create: 1,000 points
Author: Adapted from GURPS Magic Items 2.

Impair Handling/TL Regular, resisted by Will

This spell temporarily decreases a vehicle's Maneuverability rating by 10%, down to a minimum of 30% normal. Stall speeds and the like are figured on the new Maneuverability rating.
The driver or pilot of the vehicle resists this spell with Will.

Duration: 1 minute.
Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% decrease, half to maintain. Each doubling of cost impairs Maneuverability by an additional 10%.
Time to Cast: 3 seconds.
Prerequisite: Magery, Slow, Increase Burden.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle's handling is degraded. Can't be remove. Energy Cost to Create: 25 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 50 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 25 times the base cost.

Impair Vehicle Speed/TL Regular, resisted by Will

This spell temporarily decreases a vehicle's top speed and acceleration by 10% down to a minimum of 30% of its normal cruising speed (or to 10% above its stall speed for aircraft). Stall speeds and the like are figured on the new top speed rating, except as noted. Fuel consumption is not improved, nor does the vehicle get any unusual benefit if it is slowed.
The driver or pilot of the vehicle resists this spell with Will.

Duration: 1 minute.
Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% decrease, half to maintain. Each doubling of cost impairs Speed by an additional 10%.
Time to Cast: 3 seconds.
Prerequisite: Magery, Slow, Increase Burden.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle's handling is degraded. Can't be remove. Energy Cost to Create: 25 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 50 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 25 times the base cost.

Improve Handling/TL Regular

This spell temporarily increases a vehicle's maneuverability by 10%, up to a maximum of 200%.Stall speeds and the like are figured on the new Maneuverability rating.

Duration: 1 minute.
Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each doubling of cost improves Maneuverability by an additional 10%.
Time to Cast: 3 seconds.
Prerequisite: Magery, Haste, Lighten Burden.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle's handling is improved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 50 times the base cost.

Increase Vehicle Speed/TL Regular

This spell temporarily increases a vehicle's top speed and acceleration by 10% up to a maximum of light speed (or beyond if the GM allows FTL travel in the campaign). Stall speeds and the like are figured on the new top speed rating. Fuel consumption is not altered, nor will the vehicle be harmed if it travels at higher than rated speeds.

Duration: 1 minute.
Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each doubling of cost increases speed by an additional 10%.
Time to Cast: 3 seconds.
Prerequisite: Magery, Haste, Lighten Burden.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle's handling is improved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 50 times the base cost.

Incredible Haste (VH) Regular

When this spell is cast, every second that passes seems like a minute to the subject.
While affected by the spell, the subject appears to be a blur to the rest of the world. He can't be struck with melee weapons, or with Low-Tech missile weapons. Guns and the like are at -10 to hit the subject, and he gets +4 to his Active Defenses to dodge High Tech missiles and the effects of explosions.
To the subject, the world appears to be in "suspended animation." By making a simple skill or attribute roll, he can perform incredible feats, such as plucking a flying arrow from the air. It is up to the GM to determine what feats are possible while accelerated.
In combat, the subject gets +4 to hit with melee and missile weapons, as if he were attacking a static, unresisting object. No Active Defense is possible against the subject's melee weapon attacks, although PD protects normally. Missile weapon attacks are not accelerated. Once the missile leaves the subject's hand (or the weapon), it reverts to normal speeds. This means that the RoF of the weapon, as perceived by the subject is not changed, but missiles might not hit the target until several "seconds" after they are fired. To the target, missiles appear to "come out of nowhere", and are at -1 to Active Defenses to avoid. PD and cover protect normally.
Note that it is impossible for the subject to use attacks that require a Contest of Skills, or that require the subject to react. It is impossible to Feint or to use the Tactics or Body Language skill against an opponent while this spell is in effect. It is possible to Grapple or Slam a foe, but the foe remains nearly motionless during the attack, and only reacts to the attack on the next turn (from the subject's point of view). Advantages due to speed are canceled by vastly increased inertia, so there is no special bonus to Slams or Grapples while accelerated.
If the subject should somehow collide with a fast-moving object while accelerated, they take damage based on their current speed (i.e., 60 times their normal Move). This could easily kill the subject - stay away from vehicles moving at relativistic speeds!
Sounds are muffled and seem much lower and slower than they are in real life. The subject gets -4 to Hearing rolls. Normal speech is incomprehensible to the subject, though he might be able to understand accelerated or compressed speech, such as fast-forwarded tapes or burst-encrypted radio transmissions. Light seems slightly dimmer than normal (add an additional -1 to Vision penalties for darkness).
Since the air seems denser, and since objects seem to weigh much more than normal because of inertia, it is much more difficult to perform physical actions. Even simple feats, such as picking a flower or lifting a coin purse require rolls vs. ST each turn.
At the end of each subjective minute of activity, the subject takes 1 point of Fatigue. Spellcasting and use of psionics is impossible. Strenuous physical activity such as combat or running is possible, but Fatigue costs are tripled for each subjective minute.

Duration: 1 minute (from the subject's point of view, 1 second "real time").
Cost: 8, 6 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 3, Great Haste, 10 other Movement spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 25,000 points. (b) Clothing or Jewelry. Affects Wearer Only. Some versions are always on. Energy Cost to Create: 15,000 points.
Author: Adapted from GURPS Magic Items 1.

Initiative Regular

This spell gives the subject +1 per level to rolls to determine Initiative in combat. It also gives +1 per level to rolls to avoid being Surprised or to overcome the effects of Mental Stun or Combat Paralysis.
This spell gives no other bonuses to abilities or skills.

Duration: 1 minute.
Cost: 1 per level, half (minimum 1) to maintain, to a maximum bonus of +4.
Prerequisite: Freedom.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Affects Wearer Only. Energy Cost to Create: 300 points.

Juggernaut Regular, Resisted by ST or Will

This spell temporarily boosts the subject's Speed, while simultaneously increasing his DR against damage from frontal collisions. For example, the subject's DR would be increased if he ran into a wall, but not if he was shot with an arrow from the side.
The amount of DR and Speed increase is based on the amount of energy used to power the spell. DR goes up by 1 point per point of fatigue spent, Move increases on a sliding scale, as follows:

Move

Fatigue

+1

1

+2

3

+3

6

+4

10

+5

15

etc.

 


Note that these costs don't include costs for increased DR.

The formula is increasing Move is [Additional Move = {(fatigue + 1) x (fatigue / 2)}].

The obvious use for this spell is to improve the subject's ability to make Slam attacks and to survive collisions. The extra speed gives +1 to the subject's effective ST per extra point of Move. Unlike normal DR, Damage Resistance granted by the spell protects against collision damage and the effects of falls, G Forces, acceleration and Deceleration.
After the spell ends, the subject must roll vs. DX or Acrobatics minus his Encumbrance to keep his feet. All momentum is lost at the end of the second, regardless of how fast the subject was going or whether they hit anything. If he wishes, the subject can come to a dead stop. Higher speed doesn't give the subject any greater penalty to keep his feet.
An unwilling subject resist with ST or Will, whichever is better. A subject speeded by the spell who has never encountered the Juggernaut spell, or who is surprised, must make an IQ roll. If they fail the roll, the amount by which they failed their IQ roll is applied as a penalty to their roll to keep their balance when the spell ends.

Duration: 1 second.
Cost: 1 point per 1 DR, plus the cost of additional Move (see above), can't be maintained.
Prerequisites: Haste, Apportation, 3 other Movement Spells.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Clothing, Armor or Jewelry. Works for wearer only. Some versions are always on. Energy Cost to Create: 300 points.
Author: Adapted from Greg Littman.

Leap Regular

This spell allows the subject to make an enormous acrobatic leap.
When the spell is cast, the subject can either move the full distance specified by the mage, or he can move less than the full amount and make an attack. If the subject jumps up to half the full leaping distance, he can make an All-Out Attack. If he jumps just 1/4 the normal leaping distance, he can attack normally, as if he used the Step in a "Step and . . ." maneuver. If the subject jumps more than half the maximum distance, he can still attack a subject in the hex where he lands, or in an adjacent hex, but the attack is treated as a Wild Swing.
The subject can attack while he is still in the air, but he is at -2 to hit. The subject gets +4 to his effective ST if he makes a Slam attack at the end of his leap.
While leaping, the subject defends normally, but he gets +1 to Dodge just as if he were making a Chambara-style Acrobatic Dodge.
The maximum height the subject attains is equal to 1/4 the total distance jumped, and the subject reaches maximum height in the middle of the jump. If the ceiling is low, the subject will take normal collision (and falling) damage if they jump too high.

Duration: 1 second.
Cost: 1 point per 4 hexes of travel, to a maximum of 5 points (20 hexes). Can't be maintained.
Prerequisite: Apportation.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Footgear, Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points if the subject can adjust the distance, or 100 times the base cost if the item only allows the subject to jump a set distance.
Author: Adapted from Anthony Jackson.

Lightening Flight (VH) Regular

This spell is similar to the Hawk Flight spell, except that it allows the subject to fly even faster.
For the duration of the spell, the subject has a Move of 160! (320 mph) without encumbrance. Each level of Encumbrance reduces Move by 20 points, so Light Encumbrance reduces Move by 20, Medium Encumbrance reduces Move by 40 and so forth.
In other respects, this spell is identical to the Hawk Flight spell.

Duration: 1 minute.
Cost: 10 to cast, 5 to maintain.
Time to Cast: 5 seconds.
Prerequisites: Magery 3, Hawk Flight.
Item: (a) Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,000 points.
Author: Adapted from Greg Littman.

Lockscramble Regular

This spell makes a lock's tumblers automatically reengage if touched by anything other than the lock's key, or if the tumblers are moved without a key in the lock. This makes lockpicking nearly impossible, both by magical and mundane means.
Attempts to pick a lock affected by the Lockscramble spell are at -15 to skill. Success only re-locks the lock.
This spell automatically defeats spells the Locksmith spell (which just moves the tumblers and wards of a lock). The Lockmaster spell and skills such as Telekinesis must win a Contest of Skills against the Lockscramble spell in order to take effect.
Note that this spell can be fooled by skeleton or duplicate keys, so it gives no penalty to skills such as Mechanic (Locksmith) to create a new key.
This is also a Making and Breaking spell and a Protection and Warning spell.

Duration: 1 day.
Cost: 3 points, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Air Golem, Repair.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points, (b) Lockscramble. GURPS Magic Items 2, p. 96. Energy Cost to Create: 300 points. (c) Any lock can have this spell permanently cast on it. Energy Cost to Create: 250 points.

Magic Bullet Regular

Author: David Pulver (GURPS Technomancer)

Magic Fingers (VH) Regular, resisted by IQ

This spell is a pickpocket's dream. When the spell is cast, if the subject touches his hand to a pouch, pocket, bag or purse, the contents are magically "marked."
If the container belongs to another person, the victim must win a Quick Contest between his Vision and the subject's Pickpocket or Sleight of Hand skill +10. Even if the victim notices the action, he only notices that the subject touched his belongings, though he might suspect a pickpocket attempt and take precautions. If the subject has encountered this spell before, he might think to remove items from the marked container, possibly replacing them with something unpleasant or dangerous.
Once a container is marked, any time before the spell ends, the subject need only touch another container of the same or larger size, and the contents of the first container are automatically transferred to the second. When this happens, the victim gets a roll vs. IQ to resist. If they fail their resistance roll, they also get a second IQ roll to notice that the container is empty.
This spell is ineffective against any container larger than 2' in any dimension, or any contents weighing more than 10 lbs. Also, note that when the thief touches the second container, he will get the current contents of the container. The current contents might not necessarily be the same as when he touched it.

Duration: 1 minute, or until the second container is touched, whichever is less. The first container must be touched within 30 seconds after the spell is cast, or the spell ends.
Cost: 4, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Teleport, Delay.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 1,000 points. (c) Dip's Ring. GURPS Magic Items 1, p. 73. Energy Cost to Create: 1,000 points.
Author: Adapted from GURPS Magic Items 1.

Marathon Regular

This spell is identical to the Endurance spell, except that the subject doesn't lose Fatigue when the spell ends.
This is also a Body Control spell.

Duration: 1 hour.
Cost: 5 to cast; same to maintain.
Prerequisite: Endurance
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.
Author: Adapted from the Net.

Mass Teleport (VH) Area, resisted by IQ

This spell is identical to the Teleport Other spell, except that it affects any creature within the area of effect.
Unwilling subjects resist with IQ.

Duration: Instantaneous.
Cost: 3 per hex, plus long-range modifiers.
Time to Cast: 5 seconds.
Prerequisites: Teleport Other.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Meld Regular

This spell is identical to the Move Through Earth spell, except that the mage can meld with and move through any solid substance.
While this spell is in effect, the mage can make himself insubstantial with respect to any barrier. This spell does not make the mage insubstantial to animate objects, such as other people or weapons. The mage is insubstantial to immobile (or nearly immobile) objects. For example, the mage could make himself insubstantial while moving through a wall of spikes or while moving through a bed containing a sleeping person. He couldn't make himself insubstantial with respect to an arrow flying towards him, or against a foe attempting to grapple him.
When he moves through a solid object that completely encloses his body (or his nose and mouth), the mage has his own air supply. However, if the material blocks the mage's eyes, he can't see where he's going. To see, he must use a spell such as X-Ray Vision or an advantage such as Penetrating Vision.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Swimming or Meld With Earth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points., (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Minor Apportation Regular

This is a very limited version of the Apportation or the Air Golem spell, which allows the mage to move one object that weighs less than 1 lb. around one axis in a regular, predictable manner.
The force the object exerts can be no more powerful than the power a normal ST 10 man could generate by manipulating the item with his thumb and forefinger. For example, this spell can move a light hammer, but the hammer can do nothing but tap lightly. A knife with this spell on it couldn't cut through anything but the softest materials.
For double strength, an item can be manipulated with the same strength that an ST 10 man could apply using just his hand. For example, a tack hammer could strike with enough force that it could drive a small nail or deform very thin metal, but it still couldn't hit with enough force to do damage. A knife could chop vegetables or saw through tougher materials, but probably wouldn't do more than 1 point of damage to a stationary victim.
This spell can be used as a prerequisite for the Air Golem spell.

Duration: 1 minute.
Cost: 1, same to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Any object can have this spell cast on it permanently for 50 points.
Author: Adapted from GURPS Magic Items 1.

Mule Regular

The Mule spell is similar to the Air-Golem or Porter spell, except that the Mule is less intelligent, but considerably stronger.
The Mule can only understand very simple, commands such as "Move That Way" or "Hold This." It isn't can't perform complex movements or repetitive tasks. The Mule will not move or carry resisting animate objects, nor will it engage in Contests of Skill against animate creatures. The opponent's force of will is sufficient to drive the Mule away. If the Mule encounters resistance, it will stop in its hex until the resistance vanishes. If it encounters resistance from all sides, it vanishes, and the spell ends.
The Mule can carry a willing subject. The subject rides 4 feet above the ground, and appears to float along in a sitting position. The subject can make missile attacks while "riding" the porter at -2 to skill in addition to penalties for movement.
The Mule is immune to physical damage, but provides no cover or protection for cargo or passengers it might carry.
The Mule's ST is equal to three times the mage's spell skill. For example, if the mage knows the spell at skill level 12, he can create a Mule with ST 36. A mage who knows Mule at skill level 20 could create a Mule with ST 60!
As the name suggests, the Mule spell is most commonly for tasks that normally require a porter or beast of burden.

Duration: 1 hour.
Cost: 6 to cast, 4 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Porter.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Figurine in the shape of a porter or beast of burden. When a command word is spoken, the object casts the Mule spell. Energy Cost to Create: 300 points.
Author: Adapted from Greg Littman.

Nemesis Missile (VH) Regular, resisted by HT

This spell will allow a single missile, such as a bullet or arrow, to automatically hit whoever is named to it. The victim must be correctly named and accurately described, otherwise the missile will become confused and might strike the wrong victim.
The missile can't be fooled by false names or false faces, but if its target is described to it incorrectly, it will not be able to carry out its mission. If the victim is actually in sight, it is sufficient for the wielder to point and say "Him!".
The missile never misses. The attack should be rolled anyway, to check for a critical hit, which occurs on a 3-6. If it hits, it does maximum damage. Active and passive defenses work normally. However, if the missile is blocked or dodged it will continue to attack until it actually does damage. It cannot be caught, nor will it stick in a shield or other obstruction, though armor defends normally.
If the missile's intended victim cannot be found (is dead, or never existed, or has retreated to a different world or time) the missile will circumnavigate the globe once (which takes 1 month) and fall at its shooter's feet. The missile travels at a flying speed of 18, or its normal speed when first shot, whichever is greater.
If the missile is broken, the spell ends.
The missile must be hurled within 10 seconds after the spell is cast.

Duration: 10 seconds
Cost: 8, 3 to maintain
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Seeker Missile.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points. (b) Any missile can be enchanted with this spell. Energy Cost to Create: 1,000 points. (c) Nemesis Javelin, GURPS Magic Items 1, p. 97. Energy Cost to Create: 1,000 points.
Author: Adapted from GURPS Magic Items 1.

Pass Regular

When this spell is cast, the mage, along with his vehicle or mount, trades places with another moving object of the same general sort.
The vehicle or mount can be placed as many hexes in front of the moving object, as it previously was behind that object, up to 10 seconds of traveling distance at the mage's current rate of speed. The two objects retain their relative speeds and orientation, although the mage can increase or decrease the speed of his vehicle or mount by up to 20%, within the normal limits of the vehicle. He can also change the conveyance's front facing by 1 hex side (60 degrees), within the limitations of his vehicle or mount, just as if he was travelling without any obstruction ahead of him. No control roll is required to make these maneuvers.
In order to cast this spell, the mage (or his mount) must be able to see the desired end location and the object to be passed. There must also be clear, safe path, ignoring the object to be passed, from the mage's current location to his desired end location.
This spell will not work unless the object to be passed is a person, animal or vehicle which is in motion or which is capable of motion. The mage can't use this spell to go through walls or other immovable objects!
For example, a modern mage needs to make a fast getaway down a narrow country road that has no places to pass slower traffic. He soon finds himself stuck behind a little old lady in a white Buick, traveling with her left turn signal on, going 20 miles below the speed limit.
As long as the mage can see around the car ahead of him, and his car can travel to the desired location normally, he can cast the Pass spell. If the mage is 20 yards behind the slower car when the spell is cast, he can place himself up to 20 yards ahead of it when the spell is cast. However, no matter how far he is behind the other car, he can never move more than 10 seconds ahead of it. For example, if he were traveling at Move 100, he would be limited to (100 x 10), 1,000 yards of distance, maximum.
If needs be, the can also increase or decrease his vehicle's speed by 20%, as long as he doesn't exceed the maximum top speed for the vehicle. He can change the vehicle's facing by up to 60 degrees to better anticipate upcoming curves.
If the mage was driving a 1,500 lb. sports car, it would cost him 3 points, plus 6 (1,500/250) points to move the mass of his car, for a base cost of 9 points to pass the rolling roadblock.
Note that it is considered cheating to use this spell during a race!
This is also a Gate spell.

Duration: Instantaneous.
Cost: 3 points, plus 1 point per 250 lbs. of mass to be moved. Can't be maintained.
Prerequisite: Teleport Other or Create Gate.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Vehicle part or tack for a riding animal. When the part is mounted on the appropriate sort of vehicle, the driver can cast this spell on the conveyance. Energy Cost to Create: 450 points. (c) This spell can be permanently cast on a vehicle for 100 times the base cost.

Peacebond Regular, resisted by ST

This spell locks a weapon (or similar object) in its sheath or carrying case.
Unwilling subjects get a ST roll to yank the weapon (or object) clear when the spell is first cast. After 10 seconds, the magic "sets" and the spell can't be resisted. The subject can still free the weapon after the spell "sets", however, if he is willing to destroy the scabbard, and possibly the weapon itself. Short of a counterspell or a spell such as Remove Curse, no magic or mundane force will release the weapon for the duration of the spell.
When the spell sets, scabbards and similar objects bind tightly to the weapon, making it impossible to draw the weapon. Even if the subject rolls vs. ST to resist, he can't use the Fast Draw skill on the turn he draws his weapon.
When this spell is cast on a high-tech weapon, this spell locks the ammunition clip (or battery) in place, so it can't be removed. It will also lock the safety, the trigger, and/or the hammer of the weapon in place, rendering the gun inoperable. Alternately, high tech versions of this spell create a block that fits into the barrel, breech or chambers of a gun or which make it impossible to insert a clip and/or power cell into the weapon.
Low-tech missile weapons become rigid when a missile is placed in a position from which it can be fired, making it impossible to shoot the weapon.
Weapons that have no moving parts, and which aren't in a carrying case can still be used normally.
In addition to its binding effects, the Peacebond spell seals the weapon in some way that makes it easy to determine if a weapon is bonded, or if it has been used since the spell was cast. For example, a Peacebond might create a cord of a certain color, with a certain type of knot in it, or a faint blue glow around the hilt of the weapon. When the spell is resisted, canceled, countered, or ends, the cosmetic effect vanishes.
Observers who make a successful Vision roll can see the Peacebond seal on the weapon. Experienced observers will know if the weapon has been used offensively since the spell was cast, if the spell has been canceled, or tampered with, or if a weapon is not Peacebonded. The "seal" on a Peacebond spell is deliberately complex and elaborate to prevent magical tampering. Duplicating the look of the Peacebond seal without actually casting the spell requires use of the Simple Illusion spell and a roll vs. Illusion Art skill at -4. This will only fool casual observers who aren't using magic. Fooling a magically aware observer requires that the forger win a contest of his Illusion Art or Thaumatology skill (whichever is lower) -6 against the observer's IQ, plus any levels of Magery the observer might have. An observer can still detect the fraud by attempting to draw the weapon himself. It is common for policemen in jurisdictions that require Peacebonding to attempt to work the hammer of guns, or to attempt to draw knives, taken from suspects.
Jurisdictions that require weapons to be Peacebonded, teach complex seals to their municipal mages. It takes 20 hours of practice under the eye of a mage who knows the same seal to learn the Peacebond seal of a specific organization. Forging an unfamiliar seal requires a successful roll vs. the mage's Peacebond spell skill at -6 and a successful roll vs. Thaumatology and Illusion Art at -6.
This is a also a Protection and Warning spell.

Duration: 1 week.
Cost: 3 points, 1 to maintain.
Time to Cast: 1 minute.
Prerequisite: Sticky Scabbard, Watchdog.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Scabbard or other weapon carrying case. Casts this spell on any weapon placed in it. Some versions are Always On. Energy Cost to Create: 50 points.

Porter Regular

This spell creates an area of force with ST15 and Move 5, which will carry objects specified by the mage on its "shoulders" or "back." The Porter can either carry cargo or passengers.
The porter's actual Move depends on its effective encumbrance level. For example, if it carries 31-60 lbs., its move is 4.
If the spell isn't ordered to carry the mage, the Porter follows the path specified by the mage when the spell is cast. If the mage wishes the Porter to follow him, he need only command it to "Follow Me". If it can't follow the mage (or the path specified by the mage), the Porter will stop until it has a clear path again.
The Porter also has some awareness of the type of cargo it carries, and will take reasonable precautions to prevent damage to its load. For example, a Porter will detour to avoid areas of fire or water that might damage cargo. If it is carrying a passenger, it will stoop down when going through doors.
The porter itself is immune to all forms of damage, however, objects carried by the porter can still be attacked and damaged normally. The Porter provides no cover.
If the Porter carries a living subject, the subject rides 4 feet above the ground, and appears to float along in a sitting position. The subject can make missile attacks while "riding" the porter at -2 to skill in addition to penalties for movement.
The Porter will not move or carry resisting animate objects, nor will it engage in Contests of Skill against animate creatures. The opponent's force of will is sufficient to drive the Porter away. If the Porter encounters resistance, it will stop in its hex until the resistance vanishes. If it encounters resistance from all sides, it vanishes, and the spell ends.

Duration: 1 hour.
Cost: 3; 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Apportation, Air Golem.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Chest, Pouch or other Container. Casts this spell on its contents when commanded by the owner. Energy Cost to Create: 400 points. (c) This spell can be cast on any item to make it "self-propelled" for 50 times the base cost. The Move of the item is determined by the effective encumbrance of the Porter. (d) Figurine in the shape of a porter. When a command word is spoken, the object casts the Porter spell. Energy Cost to Create: 200 points.
Author: Adapted from Anthony Jackson.

Rapid Fire Regular

This spell allows anyone using a missile weapon to fire twice as fast as normal, within the limits of the weapon.
The RoF of semi-automatic weapons or single shot weapons that can be quickly loaded from a magazine is doubled. The RoF of automatic weapons is not increased. The reload time for weapons that require a reloading sequence (such as bows or muzzle-loading muskets) is halved. Fast Draw or Speed Load skill can increase the RoF even more.
Each doubling of spell cost doubles the RoF, or halves the reloading time again for single shot weapons.
Note that this spell only increases the rate at which a weapon can be fired. Many weapons, especially single shot guns, aren't designed to sustain a high rate of fire. At the GM's option, he can lower the Malf number of a weapon that has this spell cast on it.

Duration: 10 seconds.
Cost: 5, same to maintain. Each doubling of spell cost doubles the RoF.
Time to Cast: 3 seconds.
Prerequisite: Great Haste or Hail of Lead.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points, (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 1,500 points. (c) Any Missile Weapon can be enchanted with this spell for 100 points plus 100 x the maximum normal RoF for the weapon (minimum 150 points total).
Author: Adapted from GURPS Magic Items 1.

Recall (VH) Regular, resisted by IQ

This spell magically teleports the subject back to his home, or some other extremely familiar, safe place.
In many respects, this spell is identical to the Teleport Other spell, except that there is no chance of error, and there is no extra cost for long range. No matter where (or when) the subject's home might be, this spell will send him there. The limitation is that the subject can only be sent home from his current location.
If the subject has no "home" as such, he will be transported to a familiar place where he will be safe and physically content, based on the subject's memories or instincts.
Unwilling subjects resist with IQ.
This is also a Gate spell.

Duration: Instantaneous.
Cost: 15 points.
Time to Cast: 10 seconds.
Prerequisite: Teleport Other or Gate, Mind Reading.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 1,000 points. (c) Footgear. Casts this spell on the wearer when they click their heels together and speak a command word. Energy Cost to Create: 1,000 points.

Reduce Recoil Regular

Author: David Pulver (GURPS Technomancer)

Remora (VH) Regular

This spell works only on ships, boats, and similar watercraft. It won't work on living creatures.
When the spell is cast, the mage can stop any craft dead in the water, as long as he concentrates on the spell.
The spell can only be broken by killing the mage, forcing him to break his concentration, or by casting spells such as Counterspell, Remove Curse, Dispel Magic or Haste. In all cases, these spells must win a Contest of Skills against the Remora spell.
This spell mimics the attack of the Remora, a fantastic fish that can stop ships just by attaching itself to them, and the spell takes its name from the fish.
This is also a Water spell.

Duration: Indefinite (see above).
Cost: 1 per ton of ship's mass to be affected (minimum 10 points), double cost for every 20 mph of speed, or fraction thereof, that the ship was travelling when the mage cast the spell. Can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Shape Water, Hold, 5 spells each from both the Water and Movement Colleges.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b) A mechanical automaton in the shape of a remora that behaves like the fantastic creature, but which is under the control of the user. Requires the Animate Object or Golem spell and an automaton worth $15,000 in addition to the Remora spell. Energy Cost to Create: 2,500 points (plus cost of Animate Object or Golem).
Author: Adapted from GURPS Fantasy Bestiary.

Retrieve Regular

Any object with this spell on it will automatically return to the mage. As long as the item is within his line of sight, the mage can will the object to return to him by speaking a command. The object will then vanish from its previous location to reappear in the location of the mage's choice. The mage can specify either that the item appear in his hand, somewhere on his body, or in his hex, adjacent to him.
If the item is out of the mage's sight, but within 10 yards, and the mage knows roughly where the item is, and can still command the item to come to him. However, unless the mage can see the item, it takes 2d seconds to reappear.
If the item is stolen, lost, or is separated from the mage by more than 10 yards the item will return to the mage within 2d days, no matter what the distance, as long as the spell is maintained. In this case, however, the mage can't will the item to return to him, unless it is within 10 hexes of his location or he can see the item.

Duration: 1 day.
Cost: 4, 3 to maintain.
Time to Cast: 1 minute.
Prerequisites: Magery, Seeker, Apportation.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on any object at a cost of 50 points plus 10 points per pound of object (minimum 50 points).
Author: Adapted from GURPS Magic Items 1.

Roofrunner Regular or Blocking

This spell is a limited version of the Walk on Air or Jump spell that allows the subject to walk on air for a few seconds before he falls. This allows the subject to either run across a chasm, or to quickly anchor himself to a solid object before he falls.
The spell lasts for 1 second., Each successive maintenance period doubles the cost to maintain the spell. For example, it would cost 2 points to maintain the spell for the second turn, 4 points to maintain it for the third turn, and so on.
The mage can cast this spell on himself as a Blocking spell to temporarily halt stop a fall. He can cast it on others as a Regular spell.
This is also an Air spell.

Duration: 1 second.
Cost: 1 point, each additional second of time doubles the cost to maintain the spell.
Prerequisites: Shape Air or Jump.
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) Glide Boots. GURPS Magic Items 1, p. 34. Energy Cost to Create: 150 points.
Author: Adapted from GURPS Magic Items 1.

Rope Trick Regular

This spell makes a piece of rope up to 50 feet long to rise into the air until the whole rope hangs perpendicularly, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space.
Once the rope has reached its maximum extension (or if the mage wills the rope to stop rising), it will create the extradimensional space. The caster and up to seven others can climb the rope and disappear into this area. To those outside of the space, it appears that the caster and the subjects vanish.
When the last subject has climbed the rope (or when the mage wills it), the rope can be taken into the extradimensional space, and will seemingly vanish. Alternately, the rope can remain in the air. In the latter case, for the duration of the spell, the rope will defy attempts to climb it, unless the climber was specified by the mage when the spell was cast. The rope will also remain rigid and can't be pulled down. It can be cut or damaged in other ways, however. When the mage wishes, if the rope was pulled up, it can be lowered again, allowing the occupants of the extradimensional space to leave.
Spells cannot be cast across the extra-dimensional interface, nor do area effects affect the space or its occupants. Likewise, occupants of the space can't fire missiles or drop objects out of the space, nor can missiles be fired into the space.
If the mage wishes, those in the extradimensional space can see out of it as if there were a 3' x 5' window centered on the rope (or the hex where the rope was, if it was pulled up). This window only allows those inside to look out. Those on the outside can't look in.
If the characters in the extradimensional space do not leave it before the spell expires are dropped from the space and will fall to the ground. If the rope is left hanging, or is lowered from the space, it will remain rigid until the last character climbing down its length has safely reached the ground.
Note that characters climbing up, or down, the rope must make normal Climbing rolls. The rigidity of the rope and the magic of the spell give the characters +4 to their effective climbing skill above the normal bonus to climb a rope.
The extradimensional space is treated like the Hidey-Hole spell. Note that taking existing extra-dimensional spaces (e.g., an item enchanted with the Hideaway spell) into this extradimensional space can cause hazardous interactions between the two areas.
This is also a Gate spell.

Duration: 30 minutes.
Cost: 8 to cast, half to maintain. For every 2 points extra, the length of the rope can be doubled. Additional subjects can be accommodated in the extradimensional space for 2 points extra per character.
Prerequisites: Hideaway, Command Rope.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Rope or Jewelry. Energy Cost to Create: 300 points.
Author: Adapted from Keith Bisset (Revenant).

Running Regular

This spell increases the subject's Running skill, indirectly increasing his Move and endurance.
The first level of this spell gives the subject Running skill at level 12. Each additional level gives an extra +2 bonus, to a maximum of 4 levels total (Running-18).
If the character already has Running skill-12+, each level of this spell improves his skill by +1 per level, with no maximum. Speed is not increased by this spell, and Encumbrance and other hindrances will reduce the improved skill levels.
The subject takes normal Fatigue based on his adjusted Running skill.

Duration: 1 hour.
Cost: 4, plus 1 per +2 bonus beyond the first level. Same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Walking, Lend Skill.
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) Running Shoes GURPS Magic Items 1, p. 35 Energy Cost to Create: 300 points.
Author: Self, GURPS Magic Items 1.

Seeker Missile Regular

This spell allows missiles maneuver to avoid obstructions between them and their target. They can even around corners. The target must be visible when the spell is cast, and the shooter's skill must be higher than the weapon's SS score.
If the spell is cast successfully, the missile will ignore cover, giving the shooter the ability to target a foe that has ducked behind cover. The missile's chance to hit is normal for that range, with the exception that it ignores penalties for cover or inability to see the target. The missile's 1/2D and Max ranges are unaffected.
If the subject is completely protected by solid cover when the missile is released (e.g., they are hidden inside a chest, or have gone through a door in a solid wall), the spell automatically ends, and the missile flies wild.
The missile must be released within 10 seconds after the spell is cast or the spell ends, unless the mage pays the maintenance cost. The spell remains "on" until the missile is fired.

Duration: 10 seconds, or until the missile is fired, whichever is less.
Cost: 6, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Seeker, Apportation.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Any missile can be enchanted with this spell. Energy Cost to Create: 100 points. (c) ZigZag Arrow, GURPS Magic Items 1, p. 97. Energy Cost to Create: 100 points.
Author: Adapted from GURPS Magic Items 1.

Shove Regular, resisted by ST

This spell pushes an object away from the caster.
A character affected by a Push spell may roll vs. ST to resist. If they fail their roll, they are pushed back 1 hex per level of the spell, and must roll vs. DX at -1 per hex of knockback to avoid falling. Inanimate objects may be pushed if their weight does not exceed the mage's Push spell skill x 25 lbs.
If this spell is cast on a character under the effect of another Movement spell, the Push spell only takes effect if the mage wins a Contest of Spell Skills against the other spell.

Duration: 1 second.
Cost: 1 point per hex that the subject will be knocked back, up to 6 levels maximum.
Prerequisite: Apportation.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points.
Author: Adapted from Anthony Jackson.

Simple Teleport Area, resisted by HT

Instantly transports anyone specified by the mage (including the mage himself) to any location the caster occupied within 100 yards of his current location within the last 5 minutes. All targets within the specified radius are teleported.
If the mage rolls his skill exactly, everyone must roll vs. HT to avoid being Mentally Stunned (p. B106). If the mage fails his skill roll, the spell still works, but every character takes 1d damage. A successful roll vs. HT halves this damage. If the mage misses his skill roll by more than 1, the spell fails. On a critical failure, all the characters are teleported to a random location of the GM's choice, either as a group or as individuals. While characters won't be teleported to locations where they will be killed outright, they might be sent to extremely dangerous places.
Unwilling subjects resist with HT. The mage can't cast this spell with less than his full skill in an attempt to damage hostile targets.
This spell is also a prerequisite for the Teleport spell.

Duration: Instantaneous.
Base Cost: 4 points, can't be maintained.
Prerequisite: Magery 2, IQ 13+, Blink.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points.
Author: Adapted from Brett Slocum.

Slammer Regular

This spell doubles the mage's ST and speed just before impact as he makes a Slam attack. This increases the chance that the mage will win the Contest of Skills and increases amount of damage and knockback he will inflict on his target if he wins the Contest.
Note that this spell provides no special protection against damage from Slams - the mage might take damage from his own attack!
This spell may be cast while the mage is running. No concentration or gestures are needed to cast it, no matter what the mage's skill level with the spell.
This is also a Force spell.

Duration: 1 second.
Cost: 3 points, can't be maintained. Each additional point of energy adds an extra multiple of ST and speed.
Prerequisite: Might, Running. Poltergeist or Shape Force.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Slow March Regular, resisted by IQ

This spell halves the subject's Move for long-distance travel, including long distance running or swimming. The victim fatigues as though he marched at his normal rate of speed.
Subjects resist with IQ.
This is also a Body Control spell.

Duration: 8 hours.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 1 minute.
Prerequisite: Slow, Hinder.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 200 points. (c) Pebble or similar small item. When placed in the subject's shoe, pack or equipment, the item casts this spell on the victim. One use only. Energy Cost to Create: 15 points.

Slow Motion Regular; resisted by Will


When this spell is cast, time is slowed for the subject.
Unless the victim can roll vs. Will, time passes for them at 1/5 the normal rate. The subject moves at 1/5 his normal Move and non-combat actions take five times as long to completion. Attacks with melee weapons are at -6 to skill, except against motionless targets. All melee weapon damage is halved, and the victim's targets get +1 to their Active Defenses to avoid the blow.
The subject's own Active Defenses are at -2. In addition, he gets -6 to skill and attribute rolls for situations that require fast thought or quick action.
Attacks with missile weapons are at -6, and Snap Shots are impossible. Aimed shots take 5 times as long per point of Acc gained. The RoF of semi-automatic weapons is divided by 5, to a minimum RoF of 1. Finally, it takes the character 5 times as long to reload the weapon.
To the subject, everything else seems to speed up. Lights become very slightly brighter, and sounds become much more high pitched. Conversation sounds like an argument between chipmunks, normal noises sound like squeals. The subject must make an IQ roll to understand normal speech. At the GM's option, he might be able to hear sounds that are normally subsonic, or which are electronically slowed down.
On the positive side, the subject uses oxygen and food at 1/5 the normal rate. He also Bleeds at 1/5 the normal rate, and takes damage from Poison or Suffocation at 1/5 the normal speed. Other sorts of damage are not slowed.

Duration: 1 minute (5 minutes from the subject's point of view).
Cost: 8, 6 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Slow, Hinder, 10 other Movement spells or Incredible Haste.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 500 points.

Smite Regular

This spell magically powers a melee weapon (or the caster's own fist or foot) for a single blow.
If the blow hits, it does damage as if the subject's ST were 5 points higher than normal.
The caster must use his normal combat skills to strike the blow.

Duration: 1 second.
Cost: 1 point for a thrust, 2 points for a swing. Can't be maintained. Add 1 extra point for a blow with a two-handed weapon or a missile weapon.
Prerequisite: Air Golem.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.
Author: Adapted from Anthony Jackson

Soft Landing Regular

This spell negates any damage the subject might have taken from a fall.
Unlike the Slow Fall spell, the subject falls at normal speed, and appears to strike the ground at full speed. However, this spell cushions the impact so that the subject takes no damage, as if he had fallen into a giant airbag or pillow.
Note that this spell only negates falling damage. The spell won't negate damage caused by sharp projections or other hazards in the hex where the subject falls. Boiling lava, sharp stakes and the like will still harm the subject.
This is also a Force spell.

Duration: 1 minute or the duration of one fall, whichever is more.
Cost: 1 for every 10 feet fallen, to a maximum of 4, same to maintain.
Prerequisite: Jumping or Slow Fall
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 200 points.

Spectral Hand Regular

This spell creates a ghostly, glowing hand shaped from the caster's own life force which the caster can move as he desires.
This hand can move at the same speed as the caster. It has DR8, HP12. The caster can use this hand to perform any action he could with his own hand. The caster can cast other spells as at range touch upon any creature or item that the spectral hand is holding. If the spectral hand is destroyed, the caster immediately takes 1d-2 damage.
The caster must concentrate to maintain control of the hand. If he stops concentrating the hand will return to his side until the spell expires (or he begins to concentrate again).

Duration: 5 seconds.
Cost: 4 to cast, 2 to maintain.
Prerequisites: Magery 2, Wizard Hand.
Item: Clothing or Jewelry. Energy Cost to Create: 250 points.
Author: Adapted from Keith Bisset (Revenant).

Sprinting Regular

Each level of this spell multiplies the subject's ground movement rate by an amount equal to the base cost to cast the spell. For example, if this spell is cast at the three-point level, the subject's Move is tripled.
The increased Move increases the distance that the character may move in combat, including the amount of distance he covers when using the "Step and . . .", or "Retreat" maneuvers. The increased velocity also affects the distance he can cover with a running jumps or a dive, and might give a bonus to Slam attacks.
This spell does not increase Speed or the subject's Long Distance movement rates, nor does it reduce Fatigue associated with strenuous activity.
Note that high rates of movement increase the subject's turning radius. The GM might also require the subject to make DX rolls to stop suddenly or to quickly change direction. In addition, if the subject falls, he takes extra damage if he is moving at high speed.

Duration: 1 minute.
Cost: 2 to 6 points, half to maintain. Each level of this spell multiplies the subject's movement rate by the base cost to cast the spell.
Prerequisite: Haste.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. (b) Footgear, Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 1,000 points if the user can choose his level of speed, or 250 times the casting cost if the item only allows one set level of speed.
Author: Adapted from Anthony Jackson.

Stand Regular, resisted by IQ

This spell allows a prone, sitting, or crouched subject to instantly stand up, regardless of encumbrance, crippling injuries, or state of consciousness.
To cast the spell, the subject must be animate, although not necessarily alive. Unless he resists with IQ, the subject immediately stands up, and remains standing for the duration of the spell.
While the spell is in effect, the subject cannot trip, fall or be knocked own, although he can still suffer from knockback.
If the subject is pinned or trapped in a non-standing position, he gets +5 to ST or skill to break loose.
This is also a Body Control spell.

Duration: 3 seconds.
Cost: 2 points, can't be maintained.
Prerequisites: Dexterity, Rooted Feet, Apportation.
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 Steven Andrew Smith.

Steady Hand Regular

Author: David Pulver (GURPS Technomancer)

Sticky Scabbard Regular, resisted by ST-4

This spell makes a scabbard or other container tight, making it difficult to remove items from the container.
When this spell is cast, the subject must roll vs. ST-4 each turn to remove an object from a tight-fitting container such as a scabbard or sheath. Unless the subject makes his resistance roll by 5 or more, he destroys the scabbard in the act of removing the weapon from it.
Even if this spell is successfully resisted, it is impossible Fast Draw a weapon from a Sticky Scabbard..
This is also a Protection and Warning spell and a Making and Breaking spell.

Duration: 1 minute.
Cost: 2 points, 1 to maintain.
Prerequisite: Glue or Contraction.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points, (b) Unyielding Scabbard. GURPS Magic Items 2, p. 56. Energy Cost to Create: 100 points.
Author: Adapted from GURPS Magic Items 2.

Succor (VH) Regular

This spell is a powerful variant of the Teleport Other spell. When the subject speaks a command word (or just wills it to occur) he, and everything he is carrying, is teleported to a preset location specified by the mage.
In order for the spell to be cast, the mage must touch the subject, and the subject must be willing. To specify a location, the mage must be familiar with the location, and he must have been able to touch the specified location with his own hands or feet, within 3 days prior to when the spell is cast.
Unlike the Teleport Other spell, the mage can cast this spell in advance. When the spell is cast, the mage (or the subject) specifies a command word that will trigger the spell. Until the command word is spoken, the spell lies dormant, although it is treated as an "On" spell.
Magical observers can detect the presence of magic on the subject, but unless they use scrying spells, they cannot determine the nature of the spell.
In other respects this spell is like the Teleport spell, except that no matter how far away the subject is, he (or the mage) doesn't have to pay any extra cost.
Living creatures carried by the subject get a roll vs. Will to resist being teleported along with the subject.
This spell can only be cast on a given creature once per day.

Duration: 1 day. Teleportation is Instantaneous.
Cost: 10, same to maintain.
Time to Cast: 10 minutes, plus 1 second to speak the command word that triggers the spell.
Prerequisites: Teleport Other, Beacon.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 3,000 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 2,500 points, if the wearer can specify the location, or 500 points if the wearer returns to a preset location specified when the spell is cast.

Summon (VH) Regular, resisted by IQ

This spell teleports characters to the mage from a distance.
This spell is identical to the Teleport Other spell, except that costs and casting penalties are determined not by the distance from the mage to the destination, but from the subject's location to the mage's location. Teleportation range penalties apply.
In order to cast this spell, the mage must be able to sense the location of his target, either by sight or by using a spell such as Wizard Eye or Seeker. Note that magic spells don't always give the mage the range to the target.
On a failure by 1, the spell has no effect. On a failure by more than one, the mage gets someone (or something) unexpected rather than his target. On a critical failure, the mage gets something unexpected and unpleasant, like a demon.
Unwilling subjects get a roll vs. IQ to resist.

Duration: Instantaneous.
Cost: As per Teleport Other.
Prerequisite: Teleport Other.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.
Author: Adapted from Anthony Jackson.

Summon Though Space (VH) Regular, resisted by IQ

This spell is identical to the Summon spell, except that it allows the mage to summon characters from other planes to his location.
In other respects, this spell is identical to the Planeshift Other spell.
Unwilling subjects get a roll vs. IQ to resist.
This is also a Gate spell.

Duration: Instantaneous.
Cost: As per Planeshift Other.
Prerequisite: Summon, Planeshift Other.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.
Author: Adapted from Anthony Jackson.

Summon Though Time (VH) Regular, resisted by IQ

This spell is identical to the Summon spell, except that it allows the mage to summon characters through time to his temporal location.
In other respects, this spell is identical to the Timeport Other spell.
Unwilling subjects get a roll vs. IQ to resist.
This is also a Gate spell.

Duration: Instantaneous.
Cost: As per Timeport Other.
Prerequisite: Summon, Timeport Other.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.
Author: Adapted from Anthony Jackson.

Surefooted Regular

This spell allows the wearer to move at a flat-out run along any slippery surface that can support his weight, just as if it were a hard, solid, high-traction surface. For example, the character could run on ice without falling, just as if it were dry concrete.
This spell also allows the character to negotiate slopes of up to 60 degrees without using his hands, and to climb slopes of up to 80 degrees without making a Climbing roll.
The subject will never fall because of a Critical Failure or Critical Miss. In addition, he gets +5 to attributes and skills to avoid being tripped, knocked down, knocked back, or to avoid slipping, falling, or losing his balance..
This is also a Body Control spell and an Earth spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Prerequisites: Dexterity, 1 of Cat Fall, Shape Earth or Light Tread.
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) Surefoot Slippers, GURPS Magic Items 1, p. 77. Energy Cost to Create: 300 points.
Author: Self, Net, GURPS Magic Items 1.

Tar Baby Regular, resisted by ST

When this spell is cast, the subject is covered with a powerful adhesive, like that created by the Glue spell. This glue covers the subject's entire body, except for the palms of his hands and the soles of his feet.
Anything that touches the subject's body, including other people will stick to the subject unless the character (or the owner of an item) can make a ST roll to break free.
If the affected character and a person who touched the character cooperate to pull apart, they can combine their ST. However, if the Resistance roll succeeds by 5 or more points each subject takes 1 point of damage from torn skin or pulled muscles.
Characters who are stuck can make one ST roll every 10 seconds, but each additional ST roll after the first costs 1 point of Fatigue.
Weapons which strike the subject might also be stuck, but the attacker can roll vs. weapon skill or ST (whichever is better) to avoid this.
If this spell is cast on an object, the object will behave as if the Glue or Hex spell had been cast on it.
Note that this spell doesn't affect the subject unless he falls or touches something with a part of his body other than his hands or fee, then he must roll vs. ST to avoid being stuck. If the subject accidentally touches a non-sticky part of his body to a sticky part of his body (e.g., if he touches the palm of his hand to his head), he must roll vs. ST to avoid getting stuck to his own body!
In situations where hanging onto an object is important, such as Contests of ST for possession of a weapon or ST rolls to hang onto a rope, this spell gives +4 to effective ST for the purpose of keeping one's grip. However, if the ST roll to hold on is critically failed, the subject takes 1d-2 points of damage to his hands.
This is also a Body Control spell.

Duration: 1 minute.
Cost: 4 points, 2 to maintain.
Prerequisite: Magery, Glue, Sticky Fingers.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points, (b) Clothing or Jewelry. Casts this spell on the Wearer. Some versions are Always On and Can't Be Removed. Works for wearer only. Energy Cost to Create: 300 points

Telekinesis Regular

This spell lets caster lift and move objects just by concentrating on them. The amount of weight a mage can pick up depends on the energy put into the spell: Energy Weight 1 1 oz. 2 2 oz. 3 4 oz. 4 8 oz. 5 1 lb. 6 2 lbs. 7 4 lbs. etc.
Each additional point of energy doubles the mass that can be lifted.
The speed of lifted objects depends on the amount of energy put into the spell above the amount needed to lift the object.
Energy Move 0 1 1 2 2 4 3 8 (16 mph) 4 16 (32 mph) 5 24 (48 mph) 6 32 (64 mph, equivalent to a thrown rock or spear) 7 40 (80 mph) 8 50 (100 mph, equivalent to a well-thrown baseball) 9 60 (120 mph, equivalent to an arrow) Objects can't be made to go faster than 120 mph.
The mage's "skill" in manipulating the objects he has lifted is based on his skill with the Telekinesis spell.

Duration: 10 seconds.
Cost: Cost to lift object, plus cost to move it, as above, same to maintain.
Time to Cast: 2 seconds.
Prerequisite: Poltergeist, Levitation.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Teleport Object Regular, resisted by IQ

This spell is identical to the Teleport Other spell except that it will only affect inanimate objects.
In order to cast this spell, the mage must touch the item. If the item is held, worn or carried by an unwilling subject, the owner gets a roll vs. IQ to resist.

Duration: Instantaneous.
Cost: 3 per 50 lbs. of material (minimum 3), plus long-range modifiers.
Time to Cast: 5 seconds.
Prerequisites: Magery, Apportation.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Teleportal Enchantment

This spell permanently enchants an area with the Teleport spell.
Once the area is enchanted, anyone who enters the area will be transported to a location specified when the area is enchanted. Often, this location is the site of another Teleportal, which may or may not link back to the first Teleportal.
In most respects, this spell is exactly like the Gate spell, except that the magic principle behind the spell is the Teleportation spell.
A Teleportal can be fixed or portable, as the enchanter desires. It is also common for teleportals to have the Password command cast on them to keep out interlopers.

Cost: 100 times the base cost of the Teleport spell per hex. Double cost if the Teleportal is mobile.
Prerequisites: Teleport Other, Enchant.
Author: Adapted from GURPS Magic Items 1.

Temporary Deflect Regular

This spell increases the PD of an inanimate object for the duration of the spell.
The first level of this spell increases PD by 1. Subsequent levels further improve PD, up to a maximum of PD 8.

Duration: 1 minute.
Cost: 2 for a small object, 3 for an object up to 10 lbs., 4 per hex or each 100 lbs. Affected, same to maintain. Each doubling of cost increases PD by 1.
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.

The Rapid Journey (VH) Special

Author: Curtis M. Scott (GURPS Conan)

Thief's Purse (VH) Regular, resisted by IQ

This spell will temporarily enchant a small pouch or wallet so that it will transfer money from the pockets of those around it.
The purse will steal from every pocket or container within 6 hexes, but will never steal more than half the money from any given container. The purse will transfer up to 25 coins (a wallet will transfer up to 10 bills), after which the spell ends. Each doubling of cost doubles the number of coins or bills that can be stolen.
The denomination and value of the money stolen depends on where the spell is cast. A mage who uses this spell when he is surrounded by beggars might get almost nothing for his efforts. As a rule of thumb, if cast while in a typical crowd, this spell will net $1dx5, or $2dx10 for a more affluent crowd. Increasing the energy of the spell increases the amount of money gained.
Variants of this spell can be used to "attune" the pouch so that it will steal gems, credit cards, or any other small, light negotiable item. Another variant enchants a bottle or drinking vessel so that it steals alcoholic beverages from containers around it.
Victims roll vs. IQ to resist, even if they are unaware of the presence of the spell.

Duration: Instantaneous.
Cost: 5 points, can't be maintained.
Time to Cast: 3 seconds.
Prerequisite: Magic Fingers, Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 10,000 points. (b) Wallet or similar container. Works for wearer/user only. Energy Cost to Create: 1,000 points per use per day. (c) Everfull Coin Purse, GURPS Magic Items 1, p. 73. Energy Cost to Create: 1,000 points.
Author: Adapted from GURPS Magic Items 1.

Thrown Weapon Regular

This spell allows a weapon that cannot normally be thrown to become an effective hurled weapon.
Weapons affected by this spell have Acc 2, SS 14, 1/2D Special, and Max special. They are thrown using the Throwing skill.
Hurled weapons do Swinging or Impaling damage, whichever is less (or whichever the GM considers to be more likely). They do the same type and amount of damage as if the thrower had made a successful hit with the weapon in melee.
The first point of energy gives 1/2D 10, Max 20. Each additional point of energy doubles 1/2D and Max range. The ST of the thrower isn't a factor in determining range, since magic is powering the flight of the weapon.

Duration: 10 seconds, or until the weapon is thrown, whichever is less.
Cost: 2 points, 1 to maintain.
Prerequisite: Winged Knife.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Any weapon. Energy Cost to Create: 25 points per pound.

True Stand Regular

While the spell is in effect, the character the subject can't be involuntarily moved. He ignores the effects of Knockback, Slam attacks, Judo throws and other attacks designed to push, lift, trip or throw him.
Spells such as Tumble, Apportation or Levitation that lift or move the character must win a Contest of Skills against the True Stand spell before they can affect the character.
In other respects, this spell is identical to the Stand spell.
This is also a Body Control spell.

Duration: 3 seconds.
Cost: 3; can't be maintained.
Prerequisites: Stand.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.
Author: Adapted from Steven Andrew Smith.

Unseen Servant Regular

This spell summons an Unseen Servant, a cowardly, free-willed creature. The servant will do a single simple non-combat task the caster requires, as long as it takes less than a day, as if the Servant was under the Lesser Geas spell.
The servant has ST 9, DX 10, IQ 9, HT 10 and can Fly at Move 8. It has no effective combat attacks and has the Cowardice disadvantage. If threatened or exposed to danger the Servant immediately gets a Will roll to break free of the spell.
Unlike an Air Golem, a 'Servant can change its task as commanded. It can also understand and carry out orders of any complexity, and has some basic problem solving skills and creativity. For example, the 'Servant could play a tune on the harp, make a copy of a picture, or fold and put away laundry without having to be instructed on every aspect of the task.
The 'Servant can't perform a task that the mage could not do for himself if the caster was physically able to do so. The 'Servant also doesn't perform skilled tasks very well, and it can't perform any task at a skill level higher than that of the mage. The servant's skill level is that of the mage, or skill level 12, whichever is lower.
Finally, the 'Servant will not enter combat and will refuse to perform risky tasks. If it is attacked or threatened, it will vanish and the spell ends.
Extending the spell requires the caster to win a contest of Wills with the Servant in addition to paying the energy cost to extend the spell.
This is also an Air spell.

Duration: 1 day.
Cost: 4 to cast, 2 to maintain (and a contest of Will between the Stalker and the caster is required).
Time to Cast: 1 minute.
Prerequisites: Air Golem, Wisdom, Shape Air.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Self, Greg Littman.

Walking Regular

This spell increases the subject's Hiking skill, indirectly increasing his Move and endurance.
The first level of this spell gives the subject Hiking skill at level 12. Each additional level gives an extra +2 bonus, to a maximum of 4 levels total (Hiking-18).
If the character already has Hiking skill-12+, each level of this spell improves his skill by +1 per level, with no maximum. Speed is not increased by this spell, and Encumbrance and other hindrances will reduce the improved skill levels.
The subject takes normal Fatigue based on his adjusted Hiking skill.

Duration: 4 hours.
Cost: 2 points, plus 1 per +2 bonus beyond the first level. Same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Endurance, Lend Skill.
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) Walking Shoes. GURPS Magic Items 1, p. 36. Energy Cost to Create: 300 points.
Author: Adapted from GURPS Magic Items 1.

Waltzing Weapon Regular, resisted by ST

A weapon under the influence of this spell acts as though it were enchanted with the Dancing Weapon spell.
A Waltzing Weapon attacks and defends with a skill equal to the caster's skill with the weapon and with ST equal to the mage's spell skill. The weapon's Move is equal to the mage's Move or 1/3 his spell skill, whichever is greater.
Waltzing Weapon may be cast on a foe's weapon, but the opponent resists with ST. If he fails his resistance roll, he must make ST rolls each turn to keep his weapon. If he fails, the mage wrenches his weapon free and use it against him on the next turn! If the victim succeeds, he keeps his weapon, but is at -5 to skill rolls to use the weapon.

Duration: 5 seconds.
Cost: 3 to cast, same to maintain.
Time to Cast: 3 seconds.
Prerequisites: Apportation, Manipulate.
Item: None, but see the Dancing Weapon Enchantment spell.
Author: Adapted from "Spell Singing".

Winged Flight Regular

This spell is a cheap variant of the Flight spell. It works like the Flight spell, but subject must flap his harms to keep aloft. This prevents the character from holding or carrying anything in his arms, or using his arms for anything except flight. If the subject stops flapping, he falls at the rate of 1 hex per turn.
The vigorous exercise costs the subject Fatigue. Each minute of flight requires a roll vs. HT. If the subject fails his HT roll, he takes a point of Fatigue. The Unfit disadvantage gives -4 to this roll. The Fit advantage gives +2, the Very Fit advantage gives +4. Each level of Encumbrance beyond Light Encumbrance gives the subject -1 to the roll. When the subject's Fatigue goes to 1/3 his original total or less (for any reason, including damage or spell casting), the subject can no longer keep himself aloft and will begin to glide to earth. Likewise, the subject will begin to glide if one of his arms is crippled.
When the spell ends, the subject will glide to earth at a rate of 1 hex per turn rather than falling.

Duration: 1 minute.
Cost: 2, 1 to maintain. Subject takes Fatigue as described above.
Time to Cast: 3 seconds.
Prerequisites: Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points. (c) Pertwee's Potent Pinions, GURPS Magic Items 1, p. 85. Energy Cost to Create: 300 points.
Author: Adapted from GURPS Magic Items 1.

Winged Weapon Missile

This spell allows a character to attack foes from a distance using a melee weapon. When the spell is cast the weapon jumps from the user's hand, flies to the target, strikes him and returns to the mage, all in one turn.
Once the spell is cast, the subject swings (or thrusts) his weapon in the direction of a foe. He rolls to hit normally, but applies all distance, size and speed modifiers for ranged weapons to his attack. The attacker can't apply bonuses that only apply to ranged weapons to his skill roll, except for Aim bonuses. If the attack is successful, the victim takes normal damage from the strike.
Weapons affected by this spell have Acc 2, SS 14, 1/2D Special, and Max special. They are "thrown" with the user's weapon skill.
The first point of energy gives 1/2D 10, Max 20. Each additional point of energy doubles 1/2D and Max range. The ST of the thrower isn't a factor in determining range, since magic is powering the "flight" of the weapon.
The target can use Active Defenses to avoid the blow only if he is familiar with the Winged Weapon spell and is expecting the attack. Passive Defenses work normally.
Any weapon affected by this spell has SS 10, Acc 2, and Max 30. There is no 1/2 Damage distance.

Duration: 10 seconds, or until the weapon is "thrown", whichever is less.
Cost: 2 points, 1 to maintain.
Prerequisite: Waltzing Weapon, Thrown Weapon.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Bowsword. GURPS Magic Items 2, p. 113. Energy Cost to Create: 750 points. (c) Any weapon can be enchanted with this spell. Energy Cost to Create: 750 points.
Author: Adapted from GURPS Magic Items 2.

Whirling Dervish Regular

This spell allows the subject to spin like a figure skater, almost faster than the eye can see, without getting dizzy.
While he spins, the subject can move normally, but he treats all hexes as if they were his front hex when determining visibility, active defenses and attacks. Furthermore, because he is spinning so rapidly, foes are at an additional -2 to his hit any hit location other than the head, arms, legs, or torso.
If a spinning subject is hit, if it matters, the GM should roll randomly to determine if the subject is struck in the back, side or front: 1-2 Front, 3 Left Side, 4 Right Side, 5-6 Back.

Duration: 10 seconds.
Cost: 3 per hex of creature, same to maintain.
Time to Cast: 3 seconds.
Prerequisites: Haste, Surefooted.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b)Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.

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