Elemental College of Water Spells

Changes to Spells from GURPS Magic

Destroy Water - This spell allows food to be dried for preservation. If food is soaked in a brine solution before this spell is cast it can be dried and salted at the same time. The spell is also convenient for quickly making salt from seawater or turning soup into bouillon. Paper that is soaked by water can also be quickly dried out limiting the damage caused by the water.

Essential Water - Essential Water does +2 points of damage per die to fire-based creatures. Essential Water (like all "Essential" elements) is a magical substance. It can be detected by Mage Sight, Detect Magic and similar spells. If it passes through a No Mana Zone, it reverts to normal water.

Frost - This spell will damage flowers and other sensitive plants reducing yield by 25%. Large trees and hardy plants are unaffected. Multiple applications increase damage to plants.

Frostbite - For double cost double damage can be done.

Geyser - For half cost the geyser can be created using cool water. This does no damage, but has other effects. Any geyser will produce approximately 5 gallons of water per minute.

Hail - For double cost double damage can be done.

Ice Vision - Each multiple of cost multiplies range of viewing out to the mage's normal ability to see. For example, doubling costs doubles range. The mage can see through cut ice at a 1:6 ratio. That is, the mage could see through 1 yard of natural ice or 6 inches of cut ice. Spells that prevent scrying also block this spell.

Melt Ice - This spell also melts snow. Up to 3 inches of ice or 1 foot of snow can be melted per hex per application. Partially melted ice hexes will quickly refreeze (in about a minute) creating the equivalent of the Ice Slick spell.

Purify Water - For 6 points per hex, this spell can also be used to purify a hex of water 1-yard square by 6 feet deep. This application takes 10 seconds. Areas of water that are purified do not have to be passed through a ring, though the mage must touch the water. If an area of water is partially purified, pure and impure water will quickly mix. The GM must determine its palatability and ability to sustain life.

Shape Water - Shape water can be used to make "holes" in water, to keep water out of an area, or (at sufficiently high levels) to create a pathway along the bottom of a body of water. However, in order to do this, the entire area of water to be shaped must be affected, otherwise water rushes in through the unshaped, uncontrolled areas.

Snow - Each multiple of cost allows the mage to create or prevent an extra inch of snow. Note that this spell can be used to create a massive quantity of water. If Snow is cast to create snow, and subsequently the snow melts, it will create water at the following rate: 1"/10 (water to snow) x pi ((15 x Fatigue-0.5) x 36 (yards to inches)2 x 2.5 (cubic inches to cc)3/1000 (to liters) or /4 to gallons.
So:

1 Fatigue = 334 gallons.
2 Fatigue = 1,384 gallons.
3 Fatigue = 3,149 gallons.
4 Fatigue = 5,630 gallons.

Note, however that it takes an hour to get the full amount of snow and the mage must find some way of cooling the spell area to below zero and then warming it up and/or melting the snow. The most cost effective is the 3 Fatigue size giving a radius of 44.5 yards. To build a collector this big would take 3 mages with skill 15 8 hours each. They can put in 9 Fatigue per hour into maintaining the spell (also using Recover Fatigue) yielding (3149 x 3) 9447 gallons per hour or 226,728 gallons per day. This can support (at 4 gallons per person) 56,682 people with no other source of water.
GMs who wish to limit this application can rule that the snow magically disappears when the spell ends or when it is melted.

Water Vision - Each multiple of cost multiplies range of viewing out to the mage's normal ability to see. For example, doubling costs doubles range. This spell allows a mage to see both in water and through water. This spell also allows the subject to see through fog, mist or other vapor.

Changes to Spells from GURPS Grimoire

Steam Jet - Any Jet spell will do 1d-1 points of damage to disperse a swarm.

Wall of Water - This is a stronger variant of Shape Water. If cast in water, the Wall of Water can be either be created underwater (where it acts a barrier to movement and currents) or on the surface of the water (where it looks like a rectangle of water resting on the surface, in defiance of earthly laws of physics).
A Wall of relatively clear water (or similar liquid) gives -1 to hit per hex between the shooter and the victim for all sorts of missile weapons. This represents distortion and light refraction caused by the water. Murky water (or opaque liquids) gives a greater penalty to hit or block sight through them entirely, at the GM's discretion.
A Wall of Water subtracts -1 per die of damage per hex from all Low-Tech missile and melee weapons that pass through it. Bullets and other high tech projectiles (including shrapnel from explosions) do -2 points of damage per die per hex of water between the shooter (or the explosion) and the target.
Water has DR 1 and 20 HP per hex vs. concussion attacks (only). Damage beyond 20 HP disperses the water and excess damage continues on to do its remaining damage.
Water has DR 10 and 200 HP per hex vs. flame and heat attacks (including lasers and plasma jets). Excess damage evaporates the water and continues on to do its remaining damage. The wall will completely block fire-based spells and will do 2d points of damage to fire-based creatures that try to break through it.
Small, streamlined missiles ignore the DR and HP of water.

Water Jet - Any Jet spell will do 1d-1 points of damage to disperse a swarm.

Elemental College of Water Spells from GURPS Magic

Body of Water
Breathe Air
Dehydrate
Destroy Water
Essential Water
Fog
Freeze
Frost
Frostbite
Geyser (VH)
Hail
Ice Dagger
Ice Slick
Ice Sphere
Ice Vision
Icy Weapon
Melt Ice
Purify Water
Rain
Seek Water
Shape Water
Snow
Snow Shoes
Umbrella
Walk on Water
Water Jet
Water Vision

Swim - Movement Spells

Magic Spells From GURPS Grimoire

Boil Water
Breathe Steam (VH)
Condense Steam
Create Steam
Create Well
Dry Well
Earth to Water
Foul Water
Mud Jet
Resist Water
Steam Jet
Walk Through Water
Whirlpool

Water Spells from the Codex Arcanum

Boil Blood (VH) - Fire
Bubble Screen - Air
Breathe Filth - Making & Breaking (Filth)
Create Beverage - Food
Detect Altitude - Knowledge
Diving - Movement
Drink of Drought - Food
Filth to Water - Making & Breaking (Filth)
Floating Island - Earth
Fouling Stone - Earth
Jacuzzi - Illusion & Creation
Landscape - Knowledge
Mud - Earth
Pressure Support - Air
Quicksand - Earth
Rain of Wine - Food
Remora (VH) - Movement
Shape Clouds - Air (Weather)
Spill Proof - Making & Breaking
Survive Vacuum - Air
Swim - Movement
Temperature Tolerance - Body Control
Water to Earth - Earth
Wetskin - Body Control


Air Hearing Regular

This spell allows the subject to hear in air as if it were water. While it has little application for land-based creatures, this spell is useful for creatures that have hearing adapted to aquatic conditions.
This spell is also an Air spell.

Duration: 1 hour.
Cost: 3 points, 2 to maintain.
Prerequisite: Air Vision.
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.

Air Senses Regular

This spell allows the subject to hear, see, taste, and smell in air as if it were water. For 1 point extra he can also talk and be understood in air if he knows the Air Talking spell.
This spell is also an Air spell.

Duration: 1 hour.
Cost: 5 points, 4 to maintain. Add 1 point to base cost and maintenance if the mage adds Air Talking as well.
Prerequisite: Magery, Air Vision, Air Hearing, Air Smelling, (and, optionally, Air Talking).
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points.

Air Smelling Regular

This spell allows the subject to taste and smell in air as if it were water.
This spell is also an Air spell.

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

Air Talking Regular

This spell allows the subject to talk (or otherwise communicate) and be understood in air as if it were water. This spell also allows other sound-based senses, such as Sonar, to function in air.
This spell is also an Air spell.

Duration: 1 hour
Cost: 3 points, 2 to maintain
Prerequisite: Air Vision
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.

Airy Water Area

When this spell is cast, it turns normal water or water-based solutions into a less dense, breathable substance. Land-based creatures can move and breathe normally in an area of Airy Water, though the area will have the other properties (such as extinguishing fires and buoyancy) as regular water.
Airy water cannot be breathed by water breathers. Any creature that requires oxygenated water to survive will begin to suffocate in an area of Airy Water. They can still move normally, however.

Duration: 10 minutes.
Base Cost: 5, half to maintain.
Prerequisites: Magery, Destroy Water, and Create Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.
Author: Adapted from Keith Bisset (Revenant).

Analyze Water Information

By using this spell, the mage can learn learns anything he wishes to know about a sample of Water or water-based liquid. For example, the mage could detect poisons or dangerous levels of bacteria in a water sample.
In high-tech environments, this spell can substitute for all manner of water testing equipment. A mage can determine bacterial counts, particulate concentrations of various chemicals, pH, temperature, salinity, specific gravity, and so forth. In order to take advantage of these features of the spell, the mage must have either Chemistry/TL5+ or Hydrology/TL5+ skill. At the GM's option, this spell might give the mage a bonus to skills that require detailed knowledge of local water quality, such as Ecology, Hydrology, or Brewing.
This is also a Food spell.
Cost: 2 points.
Time to Cast: 10 seconds.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Anchor Area

This spell keeps a boat or other object floating on water from moving, no matter how strong the wind or currents.
In order for the "anchor" to be effective, the entire object anchored must be within the area of the spell. The subject of the spell (or the captain or pilot of a boat) must be willing or the spell automatically fails.

Duration: 1 hour.
Base Cost: 2, half to maintain. This spell can be made permanent for 20 points per hex.
Time to Cast: 10 seconds.
Prerequisite: Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) A small anchor on a rope. When the rope is tied to a boat or ship and the anchor is dropped into water, the vessel is affected as if this spell was cast on it. Energy Cost to Create: 20 points per hex of ship to be anchored.

Aquarium Regular

This spell alters the water within a container so that it is maintained at perfect temperature, pH, salinity, specific gravity, pressure and oxygenation to sustain a specific marine creature (or marine environment). Pathogens within the environment are either eliminated, or reduced to their natural levels, as the mage desires.
At the GM's option, this spell can give bonuses to skills such as Zoology (Fish), Hobby Skill (Fish Fancy), Microbiology (to keep bacterial samples in a liquid medium alive), and Brewing or Distilling (to allow fermentation or distillation to proceed at the proper temperature).

Duration: 1 day.
Cost: 1 per 10 gallons of water, half to maintain. This spell can be made permanent for 10 times the base cost.
Prerequisite: Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) An open-topped glass bowl or container. Any water placed inside it is automatically affected by the spell. Energy Cost to Create: 50 points for one specific sort of environment, 100 points for any environment.

Boat Area

This spell creates a boat-shaped area of water that will support the weight of solid objects and which can be moved as the caster wills. The "boat" moves at half the speed at which the caster could walk and will support 200 lbs. per hex.

Duration: 10 minutes.
Base Cost: 2 per hex, half to maintain. Each doubling of costs doubles the weight that can be carried or doubles the speed at which the boat can move.
Time to Cast: 10 seconds.
Prerequisite: Walk on Water, Float.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Small model or sculpture of a boat, when the model is placed in the water it casts this spell. 50 for each hex of the boat occupies, for each doubling of weight which can be carried, or for each doubling of speed.

Bends Regular, resisted by HT

When this spell is cast, the victim must roll vs. HT or be afflicted by the bends.
Victims of the bends suffer -2 IQ, ST, and DX, and they suffer from the extreme pain, especially in their joints. They must make a Will roll to avoid crying out or to do anything except writhe in agony. In addition, they take 1d damage for every 10 minutes that the spell is sustained.
Roll vs. HT every 10 minutes. On a successful HT roll, they take half damage. On a critical success (or two consecutive successes), they shake off the effects of the spell. On a critical failure, they suffer a heart attack or a fatal stroke and die.
Note that this spell represents an extremely severe case of the bends.
This spell can be cast on people who are not in water, but they get +4 to their HT rolls to resist the spell's effects.
This spell is also a Body Control and an Air spell.

Duration: 10 minutes.
Cost: 5, 4 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Rapture of the Deep.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Always On. Energy Cost to Create: 350 points.

Bloat Regular, resisted by HT

This spell is similar to the Rehydrate spell except that it causes the subject inconvenience and damage by filling his bodily tissues with water.
The first application of this spell makes the victim feel bloated and causes his skin to become slightly puffy. This makes tight-fitting objects such as rings or constricting clothing uncomfortable to wear and hard to remove and causes general discomfort. The victim is at -1 to DX and IQ and takes 1d-3 points of damage from systemic shock. Victims are allowed a Resistance Roll vs. HT.
Each additional application of this spell does 1d damage as the victim's skin, internal organs and cells rupture due to excess water. In addition to the damage, the victim must roll vs. HT or lose 2 points of Fatigue as his lungs fill with fluid. When the victim's Fatigue or HT is reduced to 0 he must roll vs. HT every minute or stop breathing because of the fluid in his lungs. Death follows soon thereafter. There is no extra loss of DX and IQ for additional applications of the spell.
Note that one application of the Dehydrate spell cancels the effects of one application of the Bloat spell. Damage done by the Bloat spell is not restored, but the Dehydrate spell does no damage and cancels the special effects of Bloat (loss of DX, IQ and Fatigue).
If the victim survives the effects of the spell, he will naturally eliminate the excess fluid over the next day through sweating and urination. Victims may make a HT roll every hour to recover from loss of attributes and Fatigue. Lost HT must be recovered normally.

Duration: Permanent.
Cost: 3 points, can't be maintained.
Time to Cast: 10 seconds.
Prerequisites: Magery, Dehydrate.
Item: (a) Staff, Wand or Jewelry. Cost: 350 points. (b) Clothing or Jewelry. Casts this spell on the Wearer.. Always on. Many versions are hexed. Cost: 200 points.

Blood to Water Regular, resisted by HT

This spell allows the caster to convert blood within the subject's body to water. This does 1d points of damage to any creature that needs blood (or similar fluid) to survive.
Damage to non-human creatures is up to the GM, robots, zombies, golems and other non-living creatures are unaffected by this spell, as does any creature with the Doesn't Bleed version of the Injury Tolerance advantage. Likewise, creatures that are associated with Elemental Water (Water Elementals, etc.) are unharmed or take minimal damage.
Creatures that store blood or that rely on it to survive (such as vampires) take no damage, but might lose some of their stored blood. In a GURPS Vampire game, each die of damage destroys 1 Blood Point.
This spell can also be used to convert blood outside the subject's body to water. In this case, each casting of this spell turns 1 gallon of blood into pure water. (Note that this is a greater volume of blood than is converted to water if this spell is cast on a person.)

Duration: Instantaneous, effects are permanent.
Cost: 1 point per 1d of damage, up to 3d maximum. Can't be maintained.
Time to Cast: 1 second per point of Fatigue used to cast the spell.
Prerequisites: Magery 2, Dehydrate.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from the Net.

Break Wave Area

This spell makes waves, rapids, and other rough or swiftly flowing water divert around the affected area. While water in the affected area will still move, it will be considerably less turbulent than the surrounding water, negating penalties to Swimming or Vehicle skills.
If this spell is cast against a Water spell that does damage from the force of rushing water (such as the Wall of Water or Maelstrom spells), roll a Contest of Skills between the two mages. If the mage casting the Break Wave spell is victorious, damage from the attack spell is halved, and subjects who resist the spell take no damage.

Duration: 1 minute.
Cost: 3, same to maintain.
Prerequisites: Magery, Shape Water, and Calm Waves.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer (and items in his hex) Only. Energy Cost to Create: 200 points.

Buoyancy Regular, resisted by IQ

This spell makes the an object lighter than water so that it bobs to the surface and floats like a cork.
If cast on a living creature, this casting gives +6 to Swimming rolls to keep afloat and to avoid Drowning.
The drawback is that Swimming, SCUBA and Hardhat Diving skill rolls to stay underwater, control ascent, or to maintain neutral buoyancy are at -4. This can be dangerous.
Unwilling creatures resist with IQ.
This is also an Elemental Air spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain. Items can be permanently enchanted with this spell for 25 times the base cost.
Prerequisite: Create Air or Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points (b) Belt, Vest or Jewelry. Works for wearer only. Some versions are Always On, and Can't Be Removed. Energy Cost to Create: 150 points.

Call of the Waves Information

If the mage has a sample of water, he will know which body of water it came from and roughly how far away (and in what direction) that body of water lies.
A common trick for water mages is to cast this spell on a small vial of water from a known location. In this case, the vial serves as a triangulation device and compass, giving +1 to Navigation or Orienteering rolls.
Cost: 2 points.
Time to Cast: 10 seconds.
Prerequisites: Divination, Find Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Carbonation Regular or Area

This spell makes any liquid fizzy with carbon dioxide or similar gas.
This spell has several minor uses. If cast on beverages it can improve flavor or restore carbonated beverages which have gone flat. If cast on an tub of water it makes it bubble and fizz like a hot tub. If cast on a bottled beverage, this spell provides carbonation.
If cast underwater, the bubbles will temporarily obscure vision through the affected area (-2 to Vision rolls for 1d seconds) and will do 1 point of Fatigue damage to gilled creatures who swim through the area.
This is also a Food spell and an Air spell.

Duration: Permanent until bubbles naturally disperse. (Underwater bubbles disperse after 1d seconds).
Cost: 1 for a small amount of liquid (up to 5 gallons), 2 per 100 gallons. If cast as an Area spell, the Base Cost is 2 per hex of radius if cast as an Area spell. Can't be maintained.
Prerequisite: Create Water, Create Air or Flavor.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points (b) Container for holding liquid. Casts this spell on any liquid placed in it. Energy Cost to Create: 50 times base cost to cast area on the area or volume of liquid. (c) Carbonator. GURPS Magic Items 2, p. 17. Energy Cost to Create: 100 points.
Author: Adapted from GURPS Magic Items 2.

Change Liquid Regular

When a mage casts this spell, he may turn any liquid into another liquid with which he is familiar.
If the desired liquid is especially rare or valuable (like human blood, fine wine or mercury) the mage must pay double cost. Only liquids that are in liquid phase at room temperature can be created or affected by means of this spell. A mage couldn't affect or create molten gold for example.

Duration: Permanent.
Cost: 2 per gallon. Double costs if the material created is rare or valuable.
Prerequisite: Magery, Create Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Container. Any liquid placed in it will be changed to some other liquid. Energy Cost to Create: 350 points if the user can choose the liquid, 200 points if the item will convert liquid to only one other type.

Condense Area

This spell causes water in the air to magically condense, drying the air and causing "dew" to form on objects in the area of effect. The water will evaporate normally.
In some cases, the GM might rule that heavy condensation makes the ground slippery making movement more difficult, or fogs glass, interfering with vision.

Duration: Permanent.
Base Cost: 1/10 point, can't be maintained.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) Any item. When a command word is spoken, it casts this spell over a pre-set radius. 100 points.

Confusing Fog Area

This spell is identical to the Fog spell except that in addition to obscuring vision the fog distorts light and sound as well.
Anyone within the area of effect is at -4 to Hearing and Vision rolls, and they must make an IQ roll to successfully interpret anything that they see or hear. Otherwise, sounds become muffled screeches and friends appear to be shadowy monsters.

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

Control Tides Area

This spell allows the caster to alter the water level of a body of water. Extremely large bodies, such as oceans and seas may only be raised or lowered a few inches. Smaller bodies of water, such as ponds or swimming pools, can easily be raised or lowered by several yards. Intermediate bodies of water, such as lakes or rivers), can be raised or lowered by a few feet.
The cost of the spell is halved if the mage is working with an existing flow (such as getting an ebbing tide to go out faster, or making a swimming pool fill faster). It is doubled if he is working against a flow (such as trying keep water from flowing downstream, or trying to keep the tide from coming in).

Duration: 1 hour.
Cost: 1/20 per inch of change desired, half (minimum 1) to maintain.
Time to Cast: 1 minute.
Prerequisites: Magery 2, Shape Water, and 5 other Water spells.
Item: Staff, Wand or Jewelry. Cost: 500 points.
Author: Adapted from J.C. Connors (GURPS Mummy).

Curse of Thirst Regular, resisted by IQ

This spell makes any liquid that the subject tries to drink magically avoid his lips. If necessary, the liquid will spill, move away, or violate the laws of physics to avoid the character's mouth.
This spell is generally considered a party trick, but if made permanent (or sustained) the subject will die of thirst.
This spell is also cast as an enchantment on bottles that contain dangerous liquids, essentially making them childproof.
If made permanent, this spell can be countered by Counterspell, Remove Curse, or similar spells.

Duration: 1 hour.
Cost: 2, 1 to maintain. Can be made permanent for 15 points.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Shape Water.
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. Energy Cost to Create: 300 points. (c) Cup, Bottle or other Drinking Vessel. Any liquid placed in the vessel acts as if the spell were cast on it. Energy Cost to Create: 150 points.

Dampen Area

This spell will dampen objects in the area of effect, as if they had been left out in a heavy dew. It will make fires smoke slightly but won't extinguish anything larger than a match.

Duration: Permanent
Base Cost: 1/5 point, can't be maintained.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Any item. Casts this spell over a preset area. Energy Cost to Create: 10 points per hex of radius.

Depressurize Area, Regular

This spell removes some of the pressure on an area of water, allowing creatures and structures to survive even deep beneath the sea.
Each doubling of this spell reduces effective water pressure within the area of effect by 1 ATM (the equivalent of 10' of depth), to a minimum of 1 atmosphere of pressure (that found at sea level).
This spell cures the bends, or similar problem caused by the effects of deep diving, but does not cure damage caused by the bends.

Duration: 1 minute.
Base Cost: 3 points, 2 to maintain. An area can have this spell cast on in permanently for 20 times the base cost. Individuals can't be protected in this way.
Prerequisites: Magery, Shape Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Desiccation Missile, resisted by HT

This spell removes all water from one part of the victim's body.
The missile has SS12, Acc 1, 1/2D 20, Max. 40 and uses Spell Throwing (Desiccation) skill.
If the head is hit the subject falls into a coma for 2d-2 (minimum 1) days. If the abdomen is hit, the victim is paralyzed for 4d-4 (minimum 2) days.
If a limb is hit, the limb is permanently withered until it is restored by magic.
In all cases, the victim takes 2d damage. For double cost damage can be doubled.

Duration: 1 second.
Cost: 5 points. For double cost, damage can be doubled.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Dehydrate, Air Jet.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Distill Salt Area, resisted by Will

The mage fills an area of the sea with a much higher concentration of salt than is usual.
The spell will not work in fresh water, as the salt is taken from the water around it. Within the area of effect, the mage may choose to include or exclude any hexes desired. The salt does not naturally move from its original hexes unless there is a very strong current or deliberate mixing. The salt will diffuse normally when the spell ends.
Any creature within the area of effect is at -1 to all skills and must roll vs. Will+2 to retain concentration unless they shut their eyes. Land- based creatures who are underwater and who do not have nictitating membranes are at -2 to all skills unless they shut their eyes.
Water-based creatures (those with the Gills or Amphibious advantages or the Dependency (Water) disadvantage) in the salty area must roll vs. HT every minute or take 1 point of damage.
This is also a Water (Acid) spell.

Duration: 1 minute.
Base Cost: 2, same to maintain.
Time to Cast: 1 second per hex of radius. The salty area spreads from the center of the affected area at a rate of 1 hex per turn until it reaches the edge of the area of effect.
Prerequisites: Shape Water, Create Earth.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on an area for 100 times the base cost.
Author: Adapted from Greg Littmann.

Dive Regular

By using this spell, the subject can descend into water of any depth, and can ascend to the surface at any rate without taking damage due to The Bends, Extreme Pressure, or naturally cold water.
Note that this spell does not give the character any ability to breathe underwater!

Duration: 1 hour.
Cost: 3, 2 to maintain.
Time to Cast: 1 minute.
Prerequisite: Resist Pressure, Breathe Water.
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.

Diver's Aid Regular

This spell makes the subject immune to the bends, nitrogen narcosis, or any other negative effects of gasses in the blood for the duration of the spell.
This is also an Air spell.

Duration: 1 hour.
Cost: 2, 1 to maintain.
Prerequisite: Shape Water or Shape Air.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 50 points.

Drown Regular, resisted by HT

This spell slowly kills its victim by filling the subject's lungs to fill with water.
A subject who fails his Resistance Roll must roll vs. HT or take 1 point of Fatigue damage per turn. When all fatigue is lost, the victim begins to Suffocate until they die or the spell ends.
A successful First Aid gives the victim +4 to HT rolls to avoid losing Fatigue or damage from Suffocation.
If the victim survives, he recovers ST normally.

Duration: 5 minutes.
Cost: 6 points, 4 to maintain.
Time to Cast: 5 seconds.
Prerequisite: Create Water, Dehydrate.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Always On. Many versions are Hexed. Energy Cost to Create: 250 points.

Drownproof Regular

For the duration of the spell, it is impossible for the subject to drown (or begin to drown), no matter how badly he fails his Swimming rolls.
This spell also gives the spell +4 to his Breath Holding skill rolls, and to HT rolls to hold his breath or to avoid taking damage due to Suffocation due to drowning.
Furthermore, this spell negates the Fatigue costs of Swimming if all the subject does is attempt to keep afloat and drift with the prevailing currents.
The only limitations are that the subject must be within 5 yards of the surface of the water, must (in theory) be able to reach the surface, and must attempt to stay afloat by using the Swimming skill. If the subject is too fatigued to Swim, or is trapped underwater, this spell won't help him.
This spell does not protect the subject from other effects of water, such as cold injury or crushing damage due to depth.

Duration: 4 hours.
Cost: 2, 1 to maintain
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.

Dry Regular

When this spell is cast, it removes all excess water from an item. If he wishes, the mage can specify a given percentage of water to be left in the item.
This spell is useful for drying food or clothing. It can't be used to distill liquids (though it can be used to turn liquids into powders or solids) and it can't be used on living objects or creatures.

Duration: Permanent
Cost: 1 per 10 lbs. of material.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Container. Anything placed in the container has this spell cast on it. Energy Cost to Create: 10 points per lb. of capacity.

Dust to Water Area

When this spell is cast, it transforms an area of dust into pure water. The depth of the water depends on the depth of the dust.
The water created is normal, and will soak into the ground or run off as appropriate. In most cases, this spell will produce water equivalent to a heavy dew, unless the area is very dusty.
This is also an Earth spell.

Duration: Permanent.
Base Cost: 1/10.
Prerequisites: Earth to Air or Create Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Author: Adapted from Keith Bisset (Revenant)

Elemental Plumbing Regular; Resisted by higher of ST or IQ

Author: David Pulver (GURPS Technomancer)

Endless Bridge Regular

This spell creates a "pontoon bridge" that floats on the water.
As the mage walks, the bridge extends in front of him while closing up behind him. For extra cost, others can be included in this spell.
The only limitation is that no character can be more than 3 hexes away from any other character affected by the spell. All characters affected by the spell must form a "chain" separated by no more than 3 hexes each with the mage as one of its "links".
The path created is 2 hexes wide. This is wide enough to accommodate horses and the like, but not to accommodate wagons or similar wheeled vehicles. For double cost, the width of the bridge can be expanded to 4 hexes.
This is also a Force spell.

Duration: 1 minute.
Cost: 3 points, plus 1 point for each hex of creature affected, half to maintain. For double cost, the width of the bridge is expanded to 4 hexes.
Time to Cast: 3 seconds.
Prerequisite: Magery, Walk on Water.
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.

Evaporation Area

This spell makes liquid (or an easily sublimated solid, like ice) turn to gas.
Unlike the Destroy Water spell, the liquid is not destroyed, but only transformed into gas. This will have the effect of humidifying closed areas, fogging windows, etc. If poisonous or volatile liquids are vaporized, the effects might be much more serious. It is up to the GM to determine the effects of the spell in this case.

Duration: Permanent.
Base Cost: 2 points or 1 for a small area of liquid (less than 1 hex).
Prerequisite: Destroy Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Expel From Water Regular

This spell causes an object of the caster's choice to be expelled from water and float on the surface. Once the object is on the surface, it will move towards the caster at the rate of 3 hexes per turn.
If the subject isn't sure where the desired item might be, Long Distance penalties to skill apply.

Duration: 1 minute.
Cost: 1 point per 20 pounds affected (minimum 2), half to maintain.
Time to Cast: 5 seconds.
Prerequisite: Float.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Filter Liquid Regular

This spell allows the mage to magically filter a liquid by pouring it from one container to another.
Any property, chemical, or material the mage can name can be removed from the liquid as it is poured. Any liquid remaining in the original container can have the filtered material left in it, effectively concentrating the substance that was filtered out.
This spell is commonly used to filter impurities from water, but it can also be used to distill acids, poisons, or other dilute chemicals.
High tech mages can use this spell as a substitute for high tech filtration equipment. In this case, the GM can rule that the spell gives a bonus to skills such as Microbiology (to filter or separate microorganisms in a solution), Hydrology, Chemistry or similar skills. This spell can also give +1 to skills such as Cooking, Distilling or Brewing when filtering liquid foods or beverages.

Duration: 1 minute (effects are permanent).
Cost: 3 per pint of liquid filtered, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Purify Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Alchemical Apparatus, Container, or Funnel. Energy Cost to Create: 300 points.

Fish Swim Regular

This spell allows the subject to swim like a fish. It is similar to the Swimming spell, but is considerably more useful and powerful.
For the duration of the spell, the subject can Swim at double his normal (running) Move, as if he had 1 level of the Super Swimming advantage. He also gets the Swimming Skill at skill level-12. If the subject already has the Swimming skill at a higher level, he gets +2 to his skill instead.
Additionally, this spell gives the subject the ability to breathe water, as if he had the Gills advantage. He also gets the ability to survive in cold water, as if he had a level of the Temperature Tolerance (Cold) advantage. Finally, the subjects gets one level of the Pressure Resistance advantage.
This is also a Body Control spell.

Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Swimming, Breathe Air, Protection From Water.
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.

Fog Vision Regular

This spell allows the subject to see through any amount of fog, clouds, haze or other liquid vapor as if it were clear air. This spell can be used as a prerequisite for the Water Vision spell.
This is also an Air spell.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 50 points.
Author: Adapted from GURPS Magic Items 1.

Giant Wave Regular

A mage can use this spell points. a huge, long wave which can capsize ships or damage structures on shore.
For every hex of length, the wave has 1 foot of height and 5 ST. It moves at Move 7 or at twice the speed of the ambient waves or currents whichever is faster. Anyone hit by the wave is treated as if they had just been hit by a Slam attack.
If a person loses the contest by 10 or points, they are sucked into the wave and begin to drown. They must make an unresisted ST or Swimming roll each turn in order to escape from the wave.
Ships or boats that lose the contest of skills by 10 or more points are capsized unless the captain can make a Shiphandling, Boating, or Powerboat roll. If they avoid capsizing they still are swamped (unless they are sealed) and they take 1d points of damage for every 5 points by which they lost the contest.

Duration: 10 seconds.
Cost: 1/5 per hex (minimum of 5 hexes). Can't be maintained.
Time to Cast: 1 second per point of base cost (minimum of 3 seconds).
Prerequisites: Magery, Waves or Shape Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Hands of Water Regular

The caster's hands turn into cohesive water. This allows the caster to put out fires with his hands. Barehanded attacks vs. fire-based creatures do double damage.
Impaling or cutting damage to the subject's hands is halved, and fire or heat attacks do no damage.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Prerequisite: Create Water.
Item: (a) Clothing or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 250 points.

Hard Water Area, resisted by IQ

Water affected by this spell temporarily becomes as solid and resisting as earth against objects that impact it. Though this effect only lasts for a second, it can be catastrophic for divers.
Anyone diving into an area of Hard Water takes normal falling damage unless they can roll vs. IQ to resist. Sport (High Dive) or Swimming skill rolls have no mitigating effect on falling damage, though skills such as Acrobatics or the Breakfall maneuver can be used if the subject is expecting a hard landing.
Clever mages might find other uses for this spell, but any offensive use is resisted by the victim with a Resistance Roll vs. IQ.
As a side effect, water drawn from an area of Hard Water is extremely high in mineral content and will leave behind heavy calcium deposits. If the water is potable, it will have a taste like strongly flavored mineral water.
This spell cancels and is canceled by the Soft Water spell.

Duration: 1 minute.
Cost: 2, half to maintain.
Prerequisite: Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Washtub, barrel or similar container. If filled with water, the item casts this spell when anyone falls or dives into it. Energy Cost to Create: 100 points. (c) Any area of water can have this spell cast on it for 50 times the base cost.

Heal the Water Area, resisted by Spell

This spell removes any malign spells that affect an area of water or the people and creatures living in or on it. For example, this spell will counter Poison Water, Vale of Tears, Aversion, etc.
It will also gradually remove all magical "aspects" from the area except those that are natural to the area. For example, if this spell is cast on a waterfall used for human sacrifice whose mana is Death aspected and Water aspected, this spell would remove the death aspect, but not the water aspect.
Note that this spell won't have any effect on the aspected mana until the source of the mana is removed. For example, the waterfall in the above example can't be freed of its death aspect until the death cult that uses the waterfall is destroyed.
Finally, this spell will gradually destroy any mundane toxins or pollutants found in the area. The rate at which these toxins disappear depends on how concentrated and how dangerous they are, but in any case their decay will be greatly accelerated, though it might still be a very long time by human standards. The details are up to the GM.
This is a also a Metaspell.

Duration: Permanent.
Base Cost: 1 point, can't be maintained.
Time to Cast: 1 minute.
Prerequisite: Magery 2, Counterspell, Purify Water, Remove Curse.
Item: Staff, Wand or Jewelry. Mage Only. Cost: 750 points

High Diver Regular

By using this spell, the caster can dive into water from any depth without taking damage from impact with the surface or with the bottom, as long as the area of water is at least 6" deep and at least 1 yard in diameter.
The spell also gives the character a Sport (High Diving) skill of 12 or +2 to his current Sport (High Diving) skill, whichever is better.
This spell does not give the subject the ability to breathe underwater. It also does not protect him from other hazards, such as projecting rocks, objects floating on the surface, or the effects of pressure or cold.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Soft Water 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: 250 points.

Leak Regular, resisted by IQ

This spell causes any container to spring a leak when it is moved. This could be anything from a pinhole to a hole the diameter of a man's thumb (about 1" in diameter).
The size of the leak, the way that it appears, and its exact form depend on the container. The leak will never form in such a way that it will cause the container to violently burst, though people might be endangered if the contents of the container are inherently dangerous.
Once the leak occurs, the container will lose about 10% of its contents per hour. Each doubling of cost doubles the rate at which the contents are lost, up to 10% loss per second.
This spell is canceled by the Spillproof or Mend spells. Mundane repair skills can also repair the leak once it is detected.
If cast on an object being worn, carried or used by an intelligent creature, the character gets an IQ roll to resist the spell's effects. If the spell takes effect, the GM might require the subject to make IQ rolls to notice the leak if it is slow or not immediately visible.
This is also a Making and Breaking spell.

Duration: Permanent (Leak occurs 3d minutes after the object is first moved, or after the spell is cast, whichever is longer).
Cost: 1 point. Each doubling of cost doubles the rate at which the contents are lost, up to 10% loss per second.
Prerequisite: Magery, Destroy Water or Weaken.
Item: (a) Staff, Wand or Jewelry. Cost: 250 points (b) Any Container can have this spell cast on it permanently for 10 times the base cost.

Maelstrom Area

This spell allows the mage to turn any sufficiently large body of water into a whirling maelstrom that can drown swimmers, swamp boats, and even break apart ships.
In order to cast this spell, the caster must be in (or touching) a body of water at least 5 yards deep, with 1 yard deep for every hex of radius the whirlpool occupies. If the whirlpool can't reach its full depth, then all rolls to avoid the pool are at +1 per yard of missing depth.
As the mage casts the spell, the water begins to turn and swirl, gradually gaining speed until the whirlpool gains its full size and intensity. The longer the mage concentrates, the larger the whirlpool becomes.
Anyone swimming in the area of the whirlpool must make a roll vs. Swimming-5 and ST-5 to avoid being sucked two yards toward the center. A swimmer who makes both rolls can move 1 yard away from the whirlpool. A swimmer who makes just one roll keeps his current from the center of the whirlpool.
All swimmers in the whirlpool's area of effect are carried along parallel to the vortex at the rate of 2 hexes per turn unless they make both of their rolls by 3 or more. The mage has his choice as to whether the whirlpool travels clockwise or counterclockwise.
Anyone who enters the central 7 hexes of the maelstrom goes "down the spout." The victim must roll vs. Swimming-5 each turn to avoid Drowning unless they can roll vs. HT-3 to hold their breath. On a successful roll, they manage to reach the surface and get a breath of air. On a critical failure, they get the wind knocked out of them, choke on water, and begin drowning immediately.
Small boats require a roll vs. Boating skill at -5 to avoid being drawn two yards towards the whirlpool's center. This roll is at +1 for every 5 mph of speed that the boat can currently attain. Sailors who make these rolls may move the boat 5 yards away from the axis of the whirlpool if they so desire. However, if they stay they will have to make another roll every second. If the boat goes down the spout it is capsized, any contents in the boat are strewn about, and the boat takes 1d points of damage to the hull each turn. The crew of the boat is sucked down the spout and must make Swimming rolls to avoid drowning, as above.
Boats that are completely sealed are not automatically capsized, but it still takes 1d damage to the hull every 10 seconds.
Any ship of less than 100' will move toward the center at one yard per turn. To avoid this, two skill rolls are needed; a Shiphandling roll by the captain, and roll at -3 vs. the average Seamanship of the crew! Add +1 to the skill rolls for every 5-mph of speed that the boat can currently attain.
A success moves the ship two yards from the center. Ships which reach the center will not be drawn under, but may be cracked open by the force of the whirlpool, spilling the crew into the water. Make the same rolls, each turn, to keep the ship intact; a successful roll moves the ship two yards away, but a failure will do 10d damage to the hull. If the hull is destroyed, the ship breaks open and begins to sink, otherwise the ship spins helplessly over the vortex of the whirlpool.

Duration: 1 minute, effects last 2d-2 seconds after spell ends.
Base Cost: 1, same to maintain. (5 hex radius minimum.)
Time to Cast: 5 seconds, plus 1 second per hex of radius to be affected. The mage must make a swirling gesture with his finger or actually stir the water with his hands or staff while casting the spell.
Prerequisites: Magery 2, Whirlpool or Storm.
Item: Staff, Wand or Jewelry. Mage Only. Cost: 1,000 points.
Author: Self, GURPS Magic Items I.

Part Water Area

When this spell is cast, it makes a body of water to part, enabling people to walk across the bottom as if it were dry, solid ground. Objects in the water will be swept along as the water parts, but objects on the bottom will stay where they are.
Hexes are 6 feet deep, so more energy is required to part a deep body of water.

Duration: 1 minute.
Cost: 1 to cast, half to maintain.
Prerequisite: Shape Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Author: Adapted from Keith Bisset (Revenant)

Phantom Surfboard Regular

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

Poison Water Regular or Area, resisted by HT

This spell poisons water (or other water-based liquid), making it deadly to any living thing that touches or ingests it.
Fouled liquids become dark and sludgy and emit a foul smell. Anyone who takes so much as a mouthful of the poisoned fluid must roll vs. HT or take 1d points of damage. Anyone who drinks more than that takes 3d points of damage per pint. If they make a HT roll, damage is halved.
Land-based creatures that bathe or swim in poisoned water take 1 point of damage per minute.
Water-based creatures take 1d points of damage for every minute they stay in poisoned water.
Plants sprayed or splashed by Poison Water take 1d damage at the rate of 1 point of damage per minute. Plants that are watered with poisoned water take 1d damage per pint. Double damage for small or delicate plants, halve damage for large or extremely hardy plants.
This spell is countered by the Purify Water spell.

Duration: 1 day.
Cost: 1 point per 10 gallons. If cast on an area, Base Cost is 5 per hex. Same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Foul Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 600 points. (b) Container. Any liquid placed in it is affected as if this spell had been cast on it. Energy Cost to Create: 50 points per gallon of capacity (minimum 100 points). (c) This spell can be permanently cast on a quantity of water for 50 times the base cost.

Predict Flood Information

This spell allows the caster to predict floods, tidal waves, and other catastrophes involving water.
If the mage is forecasting for an area outside of his immediate area, apply the long distance penalties for the Teleport spell as range modifiers.
If the mage is attempting to predict disasters farther than one day into the future, apply a "range penalty" of -1 per additional day ahead.
This is also a Knowledge spell.

Cost: 3 points.
Time to Cast: 1 minute.
Prerequisite: Magery, Seek 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.

Pressurize Water Area, resisted by HT

This spell increases the water pressure of an area of water, as if it were at a much greater depth. This will damage people and can crush underwater constructions.
Each level of this spell increases the ambient water pressure by 1 ATM (roughly the equivalent of adding 10' of depth).
If they are suddenly exposed to a 10 ATM increase in pressure, characters in the area of effect must win a Contest of ST vs. ST 30 each turn or take 1d of Crushing damage for each point by which they lost the contest. At 15 ATM, the victims must roll vs. ST 50. (See GURPS Compendium II for details.)
If people are pressurized and then suddenly depressurized, they might suffer from The Bends (See Compendium II).
If this spell is cast on an area occupied by a character who is suffering from The Bends (or similar illness) and the water pressure is reduced gradually, this spell gives +2 to First Aid or Physician rolls to treat the patient, or + 4 if the mage is also attending the subject. Note that the character will need to be able to breathe water during this period, since he must be completely immersed in water.
This spell can also be cast on a sealed container of water to create a water-filled diving bell. Pressurizing a closed (or nearly enclosed) volume of water might also rupture containers or make the liquid in a container squirt out. The details of this are up to the GM.
This is also a Force spell.

Duration: 1 minute
Base Cost: 1 per 1 ATM of pressure increase, half to maintain. An area can be permanently enchanted with this spell for 50 times the base cost.
Time to Cast: 5 seconds.
Prerequisite: Magery, Create Water, Destroy Air, 3 other Water spells.
Item: Staff, Wand, or Jewelry. Cost: 500 points.

Prevent Boiling Regular, resisted by IQ

This spell keeps water (or other liquid) from boiling or evaporating, no matter what the surrounding temperature.
If the mage wishes, the liquid will keep the same temperature that it had when the spell was cast. Otherwise, its temperature will rise (or fall) normally, to its normal boiling point, though the liquid will never boil or evaporate.
High tech mages will find this spell handy to keep volatile liquids from evaporating. If this spell is cast on the carburetor or fuel injectors of an internal combustion engine, or the boiler of a steam engine, this spell will effectively stall out the engine. In this case, the operator of the machine gets a Resistance Roll vs. IQ.
If this spell is cast on a person, this spell keeps sweat from evaporating from their body. This gives them -1 to HT rolls to resist the effects of Heat, unless they can roll vs. IQ to resist the spell.
Clever mages will find other offensive uses for this spell. For any hostile use of this spell, the victim gets a roll vs. IQ to resist.

Duration: 1 minute.
Cost: 1 point for a small quantity of liquid up to 1 quart, 2 for up to a gallon of liquid, 4 per 100 lbs. of material or 10 gallons, half to maintain. If cast on a person, the cost is 2 points, 1 to maintain. For 10 times the base cost this spell can be made permanent.
Prerequisite: Magery, Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Container. Any liquid placed inside the container will have this spell cast on it. Energy Cost to Create: 200 points per gallon of liquid.

Prevent Freezing Regular, resisted by IQ

This spell keeps water (or other liquid) from freezing, no matter what the surrounding temperature.
If the mage wishes, the liquid will keep the same temperature that it had when the spell was cast. Otherwise, its temperature will rise (or fall) normally, to its normal freezing point, though the liquid will never freeze.
If this spell is cast on a person, this spell will keep their body from freezing. This gives them +2 to resist the effects of Frostbite and similar cold injury.
Clever mages will find other offensive uses for this spell. For any hostile use of this spell, the victim gets a roll vs. IQ to resist.

Duration: 1 minute
Cost: 1 point for a small quantity of liquid up to 1 quart, 2 for up to a gallon of liquid, 4 per 100 lbs. of material or 10 gallons, half to maintain. If cast on a person, the cost is 2 points, 1 to maintain. For 10 times the base cost this spell can be made permanent.
Prerequisite: Magery, Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Container. Any liquid placed inside the container will have this spell cast on it. Energy Cost to Create: 200 points per gallon of liquid.

Prevent Melting Regular, resisted by IQ

This spell keeps ice (or other frozen liquid) from melting, no matter what the surrounding temperature.
If the mage wishes, the material will keep the same temperature that it had when the spell was cast. Otherwise, its temperature will rise (or fall) normally, to its normal melting point, though the liquid will never thaw.
Clever mages will find other offensive uses for this spell. For any hostile use of this spell, the victim gets a roll vs. IQ to resist.

Duration: 1 minute.
Cost: 1 point for a small quantity of liquid up to 1 quart, 2 for up to a gallon of liquid, 4 per 100 lbs. of material or 10 gallons, half to maintain. For 10 times the base cost this spell can be made permanent.
Prerequisite: Magery, Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Container. Any liquid frozen inside the container will have this spell cast on it. Energy Cost to Create: 200 points per gallon of liquid.

Prison of Water Regular, resisted by ST

When cast, the spell causes the body of water to envelop and imprison the subject for the duration of the spell.
This spell must be cast on a subject who is in or near (within 2 hexes) a sufficient volume of water to envelope their body (at least 10 gallons per hex of creature). The victim is allowed a ST roll to resist the spell. If he fails, he is held immobile by the shimmering shell of water that covers his body. In addition, unless he can hold his breath or doesn't need to breathe, he will begin to Drown.
Trapped victims can attempt to move by winning a contest of ST vs. the spell. The number of points by which they win the contest is the maximum number of hexes they can move that turn. Subtract this amount from the subject's maximum move and apply this as a penalty to any ST or DX based skills and abilities, including Active Defenses.
If the victim loses the Contest of Skills, they can't move at all. Win or lose, the victim loses a point of Fatigue for every contest of skill they try and they still have to roll vs. HT (or hold their breath) to avoid Drowning. Attempting to move counts as strenuous exercise when determining how long the character can hold his breath.
For example, if a victim with a normal Move of 5 wins the Contest of Skills by 3 he could move a maximum of 3 hexes that turn. He would also have a penalty of -2 to all DX and ST rolls, skills, and Active Defense rolls. He would also take a point of Fatigue for trying the contest of skills.
Characters who are imprisoned by water also have their senses reduced by the shell of water. Hearing is reduced by -2, Vision is reduced by -1. Smell, Touch and Taste are completely blocked.
Spells that shape or destroy water weaken this spell and give the victim another Resistance Roll to break free. Shape Water reduces the effective skill level of the Prison of Water spell by 5, Destroy Water or Dehydrate reduces the effective skill level by 10.

Duration: 1 minute.
Cost: 3 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Shape Water.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. When the wearer enters or gets near a body of water of sufficient size, the item will automatically cast the spell on him and maintain it until he breaks free or dies. Energy Cost to Create: 250 points.
Author: Adapted from the Net.

Rapture of the Deep Regular, resisted by HT

When this spell is cast, the victim must roll vs. HT or be afflicted by nitrogen narcosis.
Victims of nitrogen narcosis suffer -2 IQ, ST, and DX, as well as all skill and they suffer from the Impulsive and Absent-Minded disadvantages. They also feel giddy and lightheaded.
See the effects of exposure to a High Nitrogen atmosphere for more information.
This spell can be cast on people who are not in water, but they get +4 to their HT rolls to resist the spell's effects. If cast on people who are already vulnerable to Nitrogen Narcosis, they resist at -2.
This spell is also a Body Control and an Air spell.

Duration: 1 minute.
Cost: 4, 3 to maintain.
Prerequisite: Magery, either Shape Water, Shape Air, or Foolishness.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points, (b) Clothing or Jewelry. Casts this spell on the wearer. Always On. Some versions are Hexed. Energy Cost to Create: 250 points.

Read the Waves Information

When this spell is cast, the mage will know his relative location on (or in) a body of water in relation to either the place where he embarked on his voyage or his destination.
In addition, this spell will show the mage the direction to his destination through some sort of sign. Either a sea creature or seabird moving in the appropriate direction, or the waves breaking in the direction that he needs to travel.
This spell can only be cast if the mage is in, or on, a flowing body of water, and will only point to destinations that are on the coast or banks of that body.

Duration: 1 minute.
Cost: 2 points.
Time to Cast: 10 seconds.
Prerequisite: Magery, Divination, Shape Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Rehydrate Regular

This spell restores all Fatigue and half of HT and HP lost due to thirst or water loss. This includes the effects of the Dehydrate or Drink of Drought spells, and mundane causes such as excessive sweating or diarrhea.
This spell can also be used to reconstitute dried foods and other materials that originally contained water, but which have had their water removed by drying.
This is also a Healing spell and a Food spell.

Duration: Permanent.
Cost: 3 points.
Time to Cast: 10 seconds.
Prerequisites: Magery, Minor Healing, Create Water or Create Drink.
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.

Rich Water Area

This spell fills an area of water with nutrients and a community of plankton and similar microscopic creatures that feed on them. Eventually this will attract fish and allow larger life to be sustained.
Note that the nutrients and plankton are magically sustained, no natural nutrients or sunlight are required.

Duration: 1 day.
Base Cost: 3, same to maintain. An area can be permanently enchanted with this spell for 20 times the base cost.
Time to Cast: 1 minute.
Prerequisite: Alter Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Scalding Water Missile

The caster can throw a ball of extremely hot water that does scalding (burn) damage. The missile has SS 12, Acc +1, 1/2D 15, Max 30 and uses the Spell Throwing (Water Ball) skill.
Note that in spite of its high temperatures, this spell can also be used to damage fire-based creatures or to put out fires.

Cost: 1 point per die of damage, to a maximum of 3d.
Time to Cast: 1 second per die of damage.
Prerequisite: Water Ball, Boil Water.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Sea Water Area

This spell turns an area of fresh water into normal seawater.

Duration: Permanent
Base Cost: 2 points.
Time to Cast: 10 seconds.
Prerequisite: Create Water.
Item: Staff, Wand, or Jewelry. Energy Cost to Create: 150 points.

Sink Regular; resisted by HT

This spell makes an otherwise buoyant object sink in water.
If this spell is cast on a person, they are at -6 to all Swimming rolls to float unless they roll vs. HT to resist. Other Swimming rolls are at -4 to skill except those that involve diving quickly or deeply. These rolls are at +2 to skill.

Duration: 1 minute.
Cost: 1 per 100 lbs. (or portion thereof) affected.
Time to Cast: 3 seconds.
Prerequisite: Shape Water.
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.

Soft Water Area

When this spell is cast, the water rises up to slow and cushion anyone falling or diving into it. Characters who fall into the water for the duration of the spell take no damage from falling, no matter how far they fall, as long as the area of water is at least 6" deep and at least 1 yard in diameter.
Note that this spell does not protect subjects against objects that float on or protrude from the water. It also doesn't give them any special ability to survive in the water.
As a side effect, any water drawn from the affected area will be almost completely free of mineral content, making it especially suitable for washing.
This is also a Protection and Warning spell.

Duration: 1 minute.
Cost: 2, half to maintain.
Prerequisite: Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Washtub, barrel or similar container. If filled with water, the item casts this spell when anyone falls or dives into it. Energy Cost to Create: 100 points. (c) Any area of water can have this spell cast on it for 50 times the base cost.

Solid Water Regular or Area

A peculiar spell, Solid Water makes water or other liquids "solid" while allowing them to have their other properties. For example, water made solid by means of this spell could be carried without a bucket, but a person could still wash in it or drink it!
At the mage's option, the liquid can be made so that it adheres only to itself, but not to other substances, just like liquid mercury does. For example, solid water would still flow downhill, but it won't get things wet.
This spell is mostly used as an party trick by wizards, but clever spell-casters will find more pragmatic uses for it.

Duration: 1 hour
Base Cost: 1 for up to 1 quart of liquid, 2 for up to 10 gallons or 5 per hex, half to maintain.
Prerequisite: Magery, Hard Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Container. Any liquid placed in the container has this spell cast on it. Energy Cost to Create: 50 points per gallon of capacity. (c) This spell can be made permanent for 50 times the base cost.

Speak with Water Information, resisted by Will

This spell allows the mage to communicate with any body of water larger and deeper than a puddle.
The mage can ask and receive an answer to one question per minute. Most bodies of water will only be able to answer questions about things or people who passed over or through them or who are (or were) in them.
Old or magical bodies of water might very well have resident spirits who can provide information that is more cogent. In this case, the GM should also make a reaction roll for the spirit modified as he sees fit. On a reaction of Poor or worse, the spirit is entitled to a Will roll to resist the spell. The mage must win a contest of Will or his spell skill vs. the spirit's Will in order to receive an answer to a question. Even then, there is no guarantee that the spirit won't lie; water spirits are notoriously capricious.

Duration: 1 minute.
Cost: 3, same to maintain.
Time to Cast: 10 seconds.
Prerequisites: Divination, Detect Water.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 300 points.

Speed Flow Area

This spell causes a river, current or wave to flow faster than it normally would, possibly striking with more force and carrying boats and swimmers along with the current.
The area of water affected moves in the direction in which it was already going, but at a faster rate from the rest of the water. This spell is useful for moving boats and ships without power.
The first level of this spell increases the speed of the current by 50%. The second level doubles the current speed. Each doubling of cost thereafter increases the current speed by a multiple of one. For example, a quadruple cost version of this spell would triple the speed of the current.

Duration: 1 minute.
Base Cost: 1 point, same to maintain. Increased energy can give extra current speed. See the spell description.
Time to Cast: 3 seconds.
Prerequisite: Shape Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can be permanently enchanted with this spell for 25 times the base cost.

Steam Puff Regular

When this spell is cast, a jet of steam rushes from the caster's fingertips. This steam will do 1 point of damage to any creature it strikes and can be used to obscure vision, fog glass, or remove wrinkles from clothing.
The puff has a range of 1 hex and is targeted with DX-2 or the Magic Jet (Steam Jet) skill.
A harmless, but amusing, variant of this spell has steam shoot from the mage's ears and/or nostrils. This might be good for a slight Reaction bonus (or penalty).

Duration: 1 second.
Cost: 1 point, same to maintain
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Stone to Water Regular

Turns a quantity of stone or earth into an equivalent amount of water.

Duration: Permanent.
Cost: 1 per lb. of stone (which will yield a pint of water), minimum of 2.
Prerequisite: Create Water, Destroy Earth.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Swamp Water Regular

This spell will make water, mud or similar liquid highly acidic, so that it does damage to anyone immersed in it.
Depending on the energy used to power the spell, water affected by this spell will do anywhere from 1 point of damage per 5 seconds to 1 point of damage per second. Damage is whole body burn damage. Armor protects for turns equal to its DR. Completely sealed armor protects indefinitely.
If the victim's head is immersed, he must roll vs. HT to avoid getting the caustic water in his eyes. If the victim's eyes are affected, he is blinded and immediately takes a point of damage from the water.
Victims who are killed by the swamp water (or bodies dumped into it) will eventually be dissolved except for their bones.
The magic of the water doesn't extend to water taken out of the volume of water affected by this spell, so hits by splashes, or vials filled with swamp water have no effect.
Likewise, if a victim can escape from the water, any swamp water still on his body will run off harmlessly. The only exception to this is if the water is used for drinking, cooking, or washing. Characters who drink swamp water (or eat food prepared with it) must roll vs. HT or become violently ill (-2 to ST, DX and IQ for 1d hour). On a critical failure, they take 1d-2 points of damage in addition to the above effects.
Characters who wash themselves with the caustic water take 1 point of damage. Clothing and equipment washed in the water take normal damage and will eventually decay into ruin unless thoroughly rinsed with fresh water.
Swamp water is easy to detect though - anyone who makes a Smell roll can detect the foul, acidic stench.
Up to 50 gallons of water can be affected per each application of this spell. If cast on only a portion of a larger body of water, damage will be reduced proportionately, but casting, the spell on smaller amounts of water will not increase the damage. Note that if this spell is cast on running water, the acidic water will quickly be diluted.

Duration: 1 minute.
Cost: 1 point per 50 gallons, same to maintain. Each multiple of energy cost increases the rate of damage from 1 point per 5 seconds, up to 1 point per second maximum. For 50 times the base cost this spell can be made permanent on an area of standing water.
Time to Cast: 3 seconds.
Prerequisites: Poison Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Stone, statue, or other solid, heavy object weighing at least 20 pounds. When placed in standing water it will cast this spell on the water that surrounds it, gradually turning the whole body of water into Swamp Water. Energy Cost to Create: 5,000 points.
Author: Adapted from GURPS Magic Items 2.

Sweet Water Regular

An improved version of the Purify Water spell, Sweet Water turns normal water into a substance which is the essence of the purifying and cleaning powers of water.
If it is poured into or on a quantity of acid, base, or any other liquid, one pint of sweet water will turn 1 gallon of other liquid into pure, drinkable water. If drunk in its pure form it has the same thirst-quenching effects as Essential Water.

Duration: 1 hour.
Cost: 2 per pint.
Prerequisite: Magery, Purify Water, Essential Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Teetotaler Regular, resisted by IQ

This spell turns any liquid that touches the subject's lips into pure water.
This allows the subject to drink any liquid (including acids and poisons) with no ill effects, though it makes it impossible for the subject to benefit from magical potions or similar liquids.
Note that this spell has no effect on solid food or on liquids that don't have to be ingested in order to have an effect (such as poisons mixed with DMSO or acids that are splashed on the character).
Unwilling subjects may roll vs. IQ to resist this spell.
This is also a Food spell.

Duration: 1 hour.
Cost: 3, 2 to maintain.
Prerequisite: Purify Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing, Jewelry, or Drinking Vessel. Works for wearer/user only. Some versions are hexed and are always on. Energy Cost to Create: 200 points.

Tomb of Water Regular, resisted by HT

This spell can only be cast on or near a large body of water. If the spell is successful, the victim immediately sinks to the bottom and is put in suspended animation.
If the caster casts this spell on himself, he may elect to remain awake, but this is unwise unless he also has a way to breathe water.

Duration: Permanent.
Cost: 10 points, 6 to reverse.
Time to Cast: 1 minute.
Prerequisite: Magery, 5 Water spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Tsunami Area

This spell can only be cast on or near large bodies of water. The spell creates a huge wall of water that rushes in the direction chosen by the caster. The wave is 30 feet high, and moves at 50 mph (Move 25). When it hits, it will do 1d points of damage per hex of target to any solid structure in its path (such as buildings or ships). If it hits a beach, it will rush at least 200 yards inland, extending up to 60 feet above the normal water level.
Creatures caught in a tsunami take 1d-2 points of Crushing damage and must roll vs. Swimming-4 to avoid starting to Drown. They must also win a Contest of ST vs. ST 100 to avoid being swept along with the current. Creatures who are caught in the tsunami who are slammed against solid objects take normal collision damage.
The crew of small ships (less than 120 feet long) and boats must roll vs. Shiphandling or Boating skill to avoid taking double damage from the wave if the wave extends to at least half the length of the ship. If they take double damage, another roll vs. skill is required to capsizing. Small boats are at -6 to this roll, large boats are at -4. Large ships (like battleships or supertankers) are immune to this effect, but still take structural damage.

Duration: 1 minute.
Base Cost: 3 per hex (minimum of 5 hexes).
Time to Cast: 1 minute.
Prerequisite: Magery 2, Giant Wave or Storm.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Water Ball Missile

Creates a missile that explodes into a gush of water when it hits its target.
This spell does no damage to normal creatures, but does 1d points of damage to fire-based creatures and can be used to put out fires. The missile has SS 12, Acc +1, 1./2D 30, Max 60. It is targeted using the Spell Throwing (Water Ball) spell.

Cost: 1 point per die of damage, up to 6 dice.
Time to Cast: 1 second per point of damage.
Prerequisite: Magery, Shape Water.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Water Cannon Regular, resisted by ST

This spell creates a powerful jet of water that jets from the caster's hands.
The jet does no damage to human-sized creatures, but can stun or kill small animals. Anything hit by the blast must win a Contest of ST vs. ST 25 or be knocked back as if they had suffered from a Slam attack.
The jet does 1d+1 points of damage per turn to fire-based creatures. It also does 1d-1 points of damage per turn to disperse swarms or hordes of small animals or insects.
The jet has SS 14, Acc +1, 1/2D 15, Max 30 and produces approximately 10 gallons of water per second. It is targeted using the Magic Jet (Water Jet) spell. Due to the nature of the spell, subsequent attacks against the same target get +1 to hit per second of sustained fire at the same target, up to a maximum bonus of +4.

Duration: 10 seconds.
Cost: 4 points, 2 to maintain.
Prerequisite: Water Jet.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Water Fire Area

This spell creates fire that will burn in water!
In all other respects, this spell is exactly like the Create Fire spell, except that it can set fires underwater, and water (except for Essential Water) will not extinguish it!
Creatures in water take normal damage from Water Fire and this spell will even damage water-based creatures that are normally immune to fire damage.
This is also a Fire spell.

Duration: 1 minute.
Cost: 4, same to maintain.
Time to Cast: 3 seconds.
Prerequisite: Magery 2, Create Fire, Shape Water.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Water Fireball Missile

This spell creates a fireball that will pass though and burn in water! It can be directed at creatures in or under water, that take full damage.
In all other respects, this spell behaves exactly like the Fireball spell, except that fires started by this spell are treated as if they were started by Water Fire.
This is also a Fire spell.

Cost: 2 points per every 1d of damage, maximum of 3d.
Time to Cast: 1 second per 2 points of energy put into the spell.
Prerequisite: Water Fire, Fireball.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,250 points.

Water Freedom Regular

This spell allows the subject to move and fight in water as if it were air. The spell does not allow the character to breathe water, however, nor does it protect him from the effects of cold water or pressure.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Time to Cast: 3 seconds.
Prerequisite: Airy Water.
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.

Water Hearing Regular

This spell allows the subject to hear in water as if it were air.
This spell is also an Air spell.

Duration: 1 hour
Cost: 3 points, 2 to maintain
Prerequisite: Water Vision
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Water Knowledge Information

This spell allows the caster to know the location of an item (or class of items) on or in a body of water. The caster can exclude known objects of the same sort by specifying them before casting begins. Long range modifiers apply.

Cost: 3 points.
Time to Cast: 1 minute.
Prerequisite: Seek Water, Divination.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Water Message Regular

This spell allows the caster to send a small message across or along a lake, ocean, river or stream to someone on or near that body of water.
The message itself must be written down on some solid object no larger than a page of paper. Once the message is written, the caster sets the message on the water where it will magically float and remain waterproof for the duration of the spell.
The message will travel at about 30 mph, and will do its best to dodge or avoid interception. (Treat the message as having IQ 12, DX 12, Dodge 8 when avoiding capture.) If there is a current, the current will aid or slow the message. Traditional forms for messages are messages in bottles, letters folded into the shape of toy boats, and stone slabs.
If the caster is not certain where his subject is, there is a -4 penalty to this spell in addition to long range penalties.

Duration: 12 hours.
Cost: 3 points, 2 to maintain.
Prerequisite: Magery, Shape Water, Divination.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Stone slab or empty bottle with a cork. When a message is written on (or placed in) this object and it is thrown into the water, this spell is cast on the item. Energy Cost to Create: 250 points.

Water Missile Regular

This spell allows a missile to turn into water on contact with its target (or any other object it hits).
Missiles with this spell on them do an extra point of damage to fires and fire-based creatures. Against normal creatures, Water Missiles do 1 point of Crushing damage per die of damage they would normally inflict.
Missiles with this spell on them are automatically destroyed when they hit the target.

Duration: 1 minute or until the missile is fired.
Cost: 1 point, same to maintain. For double cost, the missile is not destroyed after it strikes.
Prerequisite: Earth to Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing, Jewelry or Missile Weapon. Works for wearer or user only. Energy Cost to Create: 250 points. (c) This spell can be permanently cast on a missile for 20 times the base cost.

Water Senses Regular

This spell allows the subject to hear, see, taste, and smell in water as if it were air. For 1 point extra he can also talk and be understood underwater if he knows the Water Talking spell.
This spell is also an Air spell.

Duration: 1 hour.
Cost: 5 points, 4 to maintain. Add 1 point to base cost and maintenance if the mage adds Water Talking as well.
Prerequisite: Magery, Water Vision, Water Hearing, Water Smelling, (and, optionally, Water Talking).
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.

Water Smelling Regular

This spell allows the subject to taste and smell in water as if it were air.
This spell is also an Air spell.

Duration: 1 hour.
Cost: 2 points, 1 to maintain.
Prerequisite: Water Vision.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 150 points.

Water Talking Regular

This spell allows the subject to talk and be understood in water as if it were air.
This spell is also an Air spell.

Duration: 1 hour.
Cost: 3 points, 2 to maintain.
Prerequisite: Water Vision.
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.

Water Tell Information

Allows caster to "speak" with Water, allowing him to know what transpired in the area within 10 hexes of the water within the last 12 hours.
The caster can ask one question and receive one answer every 10 seconds, longer for questions that are more complex and answers. No details that would not be known to a casual observer unfamiliar with the scene can be gained.
Alternately, the caster can use this spell to learn what happened upstream from him along a flowing body of water like a stream or river. In this case, long range modifiers apply.

Duration: 1 minute.
Cost: 3 points, 1 to maintain.
Prerequisite: Magery, Divination or Water Knowledge.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Water to Dust Regular or Area

This spell transforms liquid into dust. For every 6 inches of water destroyed, 1 inch of dust is created.
This is also an Earth spell.

Duration: Permanent.
Cost: 1 per 20 gallon of liquid affected. If cast as an area spell, Base Cost is 3 points per hex.
Prerequisites: Destroy Water, Create Earth
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Container. Any liquid placed in the container has this spell cast on it. Energy Cost to Create: 150 points.
Author: Adapted from Keith Bisset (Revenant).

Water to Sake Regular

Author: Lee Gold (GURPS Japan)

Water to Steam Area

This spell turns an area of water into steam (approximately 250 degrees F). This will do 1d damage per turn to anyone in the area. However, in most cases, the steam will escape and the water surrounding the steam area will rush in, limiting damage to just one turn. Under other circumstances (such a the use of a Shape Water spell) the damage can be maintained for 2d seconds before the steam cools.
If steam is created in a closed or sealed container of water, the container will explode for 2d-concussion damage per hex that the spell would normally occupy. This is a normal concussion explosion, so damage is halved for every hex of distance from the blast center.

Duration: 1 second or 2d seconds depending on the application.
Cost: 5, same to maintain, for double cost the steam can be made super-hot, so that it does double damage.
Time to Cast: 5 seconds.
Prerequisite: Geyser.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Any object. When placed or dropped in an area of water, it casts this spell on up to a 1 hex area. Energy Cost to Create: 350 points.

Water Torture Regular, resisted by IQ

This spell creates a steady drip of water that will magically drop onto the victim's forehead with the same force as if it had fallen from about a foot above the subject's head. Somehow, the drop will appear inside (or under) any headgear the victim is wearing. Drops fall at the rate of about 1 per 10 seconds, though the exact rate can be adjusted by the mage from 1 drop per 3 seconds to one drop per 30 seconds.
When the drop falls, the subject must make a roll vs. Will+5 to ignore it. However, the cumulative effect of the drops will slowly drive the subject mad. Every hour the subject must make a Will roll to avoid being distracted by the drops, at a cumulative -1 penalty to the initial Will+5 roll to a maximum cumulative penalty of -5. For example, the victim will roll vs. Will-5 after 10 hours.
When the subject fails a Will roll, he is distracted by the dripping, and suffers a penalty equal to the amount by which he failed the roll when attempting to concentrate on any task. For this purpose, any skill except one that is purely spontaneous (such as an unaimed missile weapon attack or Running or Jumping skill rolls in a crisis) requires "concentration." On a critical failure, the victim must roll on the Fright Check table to simulate the cumulative effects of distraction and ensuing madness.
In addition, unless the victim can make a modified Will roll, he will not be able to sleep properly. On a failure by 4 or more, he will not be able to sleep at all. Fatigue will affect Will, which will further lower the victim's ability to cope with the endless dripping.
This is also a Mind Control spell.

Duration: 6 hours.
Cost: 5, same to maintain.
Prerequisite: Magery, Raincloud, Suggestion
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works on wearer only. Always on. Some versions are hexed. Energy Cost to Create: 300 (Note that the high price of this item come from the fact that since it is Always On and likely to be hexed, eventually the victim will be driven mad or will die of sleeplessness!)

Water Weapon Regular

This spell turns regular melee weapons into cohesive water. In addition to doing normal damage, these weapons can be used to put out fires and will do double damage to watery creatures.

Duration: 1 minute.
Cost: 2 per lb. of weapon affected, half to maintain.
Time to Cast: 3 seconds.
Prerequisites: Earth to Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) A weapon can be permanently enchanted with this spell for 25 times the base cost.

Water Whip Regular

This spell makes water or other liquid coalesce into a whip that the mage can use as a weapon.
The whip is treated like a normal whip that can be Blocked or Dodged, but not Parried, since it flows around weapons. Unfortunately, the same properties keep it from being able to entangle a target or tangle weapons.
The whip does damage equal to that of a normal whip and is wielded using Whip skill. The mage can magically control the length of the whip, extending its length from 2 to 5 hexes.

Duration: 1 minute.
Cost: 3, 2 to maintain.
Prerequisite: Magery, Shape Water.
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.

Waterproof Regular, resisted by IQ

This spell makes objects waterproof. While this spell is in effect, objects are immune to the effects of being immersed in water or other liquid. Relatively fine-grained material such as cloth or wood is rendered completely impermeable to water, and water will not adhere to the surface of, or be absorbed by, any object treated with this spell.
This spell does not make a relatively porous objects or objects with obvious holes in them impermeable to water. For example, a sieve with this spell on it would still let water through. A finely woven cloth would be impermeable unless it had a tear in it, then it would not be waterproof at the torn spot.
This spell does not protect against the heat or cold damage caused by water-based spells, nor does it protect against the effects of boiling, freezing, strong bases or acids. Fire-based creatures that are vulnerable to water are not protected by this spell.
If this spell is cast on metal objects, it will slow the effects of corrosion. If this spell is cast on a person, it gives them up to +4 HT rolls to cancel the penalties for wet clothing or wet conditions when making Survival rolls, or when resisting the effects of Cold. There is no bonus, however, if the character is completely immersed in water.
If cast on a character's clothing in warm weather, it makes his clothing one class warmer when calculating the effects of heat. For example, summer clothing would be treated as normal clothing when this spell is cast. Unwilling subjects resist this spell with IQ.
This spell can't be cast on a living creature.

Duration: 1 hour.
Cost: 1 point per 20 lbs. of material to be waterproofed, half (minimum 1) to maintain. If cast on a person, the cost is 2 points, 1 to maintain.
Prerequisite: Dehydrate.
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. (c) This spell can be made permanent on any object for 10 times the base cost.

Watery Air Area

This spell gives air the consistency of water, greatly impeding movement through the area, but allowing watery creatures to operate on land.
People in the area of effect have the choice of walking along the ground at 1/3 their normal Move, or by "flying" through the air by "swimming." at their normal Swimming speed. "Flying" creatures gain altitude as if they were in water and can ascend to the top of the spell's area of effect (normally 6 feet). They lose altitude (or "fall") as if they were sinking in water.
Characters falling into an area of Watery Air take half falling damage because of the cushioning effects of the spell.
Combat in the area uses the rules for Underwater Combat, except that missile weapons only have a -1 penalty for each hex of watery air between the shooter and the target. Vision and spell use is unaffected by this spell. Fires and fire spells will work normally in the area of effect.
This spell has no affect on encumbrance except to allow aquatic creatures who normally could not support their own weight on land to move about as if they were in water. Objects that are lighter than water do not "float" upward and contained liquids stay where they are, unless they are deliberately spilled. Dropped or spilled objects behave as if they were underwater. Liquids diffuse, solid objects drop slowly to the ground.
People can breathe normally, but the "heavy air" feels uncomfortable to those who are not used to it. Land-based creatures must roll vs. Will each minute to avoid leaving the area due to the sensation of choking. Asthmatics and claustrophobic characters roll at -2 to Will.
Watery creatures that have the ability to breathe air (either naturally or via magic) can function normally in this area and can swim at their normal movement rate. They are also immune to other damaging effects of air and sunlight, such as evaporation or sunburn.

Duration: 1 minute.
Cost: 1 point (minimum 3 points), half to maintain (minimum 2 points).
Prerequisite: Airy Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Affects everything in the wearer's hex as if this spell had been cast on the hex. Falling damage is not reduced by this item. Energy Cost to Create: 300 points. (c) This spell can be made permanent on an area for 50 times the base cost (minimum cost 150 points).


Subcollege of Ice and Cold Spells

Cold and Ice spells have been broken out into their own section. GMs might consider making Cold spells their own separate College by incorporating the following spells from the Elemental College of Air and Water:

Changes to Ice Spells in GURPS Grimoire

Body of Ice - For double cost all the subject's possessions can be turned into ice. The subject is immune to damage from melting (see above) unless the temperature is above 70 degrees. People in Body of Ice form are also vulnerable to damage from water (see above).

Flesh to Ice - Victims of this spell take damage as if they were affected by the Body of Ice spell. They are also vulnerable to melting if the temperature is above freezing. If the temperature is above freezing but less than 50 degrees, the victims must roll vs. HT every two hours or lose 1 HP. If the temperature is between 50 and 70 degrees, they must roll every hour. Higher temperatures require a roll every half-hour at -1 to HT per every 10 degrees above 70. Victims of this spell also take 1 point of damage for every 20 gallons of water poured over them or for each minute they spend in water. This damage is doubled if the water is warm.

Icy Missile - For 1 point extra the missile doesn't shatter when the spell ends.

Icy Touch - This spell can also be used to coat part of a creature in ice. Costs are the same, but the subject is at +2 to +6 (depending on the amount of his body covered) to HT or ST rolls to resist and to avoid fatigue.

Rain of Ice Daggers - This spell can be cast in other indoor settings for double cost. Bucklers and small shields reduce base damage by 1 point.

Snow Jet - Any Jet spell will do 1d-1 points of damage to disperse a swarm.

Unofficial Ice and Cold Spells from GURPS Magic

Cold (Fire)
Cool Air (Air)
Freeze (Water)
Freezing Air (Air)
Frost (Water)
Frostbite (Water)
Hail (Water)
Ice Dagger (Water)
Ice Slick (Water)
Ice Sphere (Water)
Ice Vision (Water)
Icy Weapon (Water)
Melt Ice (Water)
Resist Cold (Fire)
Snow (Water)
Snow Shoes (Water)

Unofficial Ice and Cold Spells from GURPS Grimoire

Coolness
Create Ice
Snow Jet
Icy Touch
Flesh to Ice (VH)
Body of Ice (VH)
Icy Breath (VH)
Icy Missiles
Rain of Ice Daggers

Ice Spells from the Codex Arcanum

Cold Fire - Fire
Cold Shadow - Light & Darkness
Ice to Fire (VH) - Fire


Avalanche Area

This spell triggers an avalanche if there is a suitably snowy slope within the mage's sight. Long distance penalties do not apply, as long as the mage can see the slope he wishes to affect.
The effects of the avalanche depend on the depth of the snow, the degree of the slope, the terrain and the GM's judgement. As a general rule, any slope of at least 20 degrees with at least a foot of snow will produce some sort of snow movement.
The minimal avalanche will require the victims to roll vs. DX to keep their feet and knock them 2d feet down hill.
A more serious avalanche does 2d damage and requires the victims to roll vs. DX, Climbing (Mountaineering) or Survival (Mountain) skill to avoid being buried. In any case, the victim is knocked 2d x 10 feet down hill.
If the roll is failed by 4 or more, the victim is completely buried under 2d feet of packed snow. He is allowed a roll vs. Survival (Mountain) to create enough space that he can breathe, cast spells, or begin to dig himself out, otherwise he will begin to Suffocate in addition to the effects of Exposure.
Failure by less than 4 means that the victim has been almost entirely buried, but is close to the surface. He can still breathe and can still move parts of his body. Victims buried in this manner can roll vs. ST or Survival (Mountain) skill each hour to dig free.
Success means the victim takes half damage, and is buried to his waist and can move his arms. He can fight (at a disadvantage) and cast spells. If his hands are free, they can free themselves in 1d x 20 seconds.
Critical success means that the victim took no damage from the avalanche and ends up on top of the snow, lying face down.
Critical failure means that the victim was slammed into something on his way down the mountain. He takes normal collision damage for an impact with a solid object at the speed the avalanche was moving in addition the normal effects of failure.
Enormous avalanches can reach speeds of 200 mph and will do hundreds of dice of damage to solid objects. Major avalanches can topple forests, obliterate towns and sweep heavy machinery along in their paths. The GM must judge when conditions are right for such an avalanche.
As a general rule, these "killer" avalanches only occur in mountainous areas with slopes of at least 45 degrees, where there many feet of snow that have fallen over a period of weeks, and when there are slightly thawing conditions. Giant avalanches can travel for miles down a sufficiently steep mountainside, roaring like a freight train as they advance.
A character caught in a giant avalanche will take at least 4d damage and will be at -4 to DX or skill rolls to survive. They take normal collision damage if they are slammed into a solid object. However, DX and Survival rolls will reduce the damage, just as if they were caught in a smaller slide.
Note that a small avalanche can trigger a much larger slide!

Duration: Instantaneous (The time for the avalanche to run its course is variable).
Base Cost: 3, can't be maintained.
Prerequisite: Magery 2, Shape Water, Melt Ice.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Black Fire Area

This spell creates a magical "anti-flame" that creates darkness and cold rather than heat and light, while consuming fuel like a normal fire would.
This flame does 1d-1 cold damage to anything in its hex. Black Fire will ignite flammable objects, but the damage done is cold damage. Armor and clothing protect normally against cold flame just as they would against normal flame.
Black Fire can't be extinguished with water, which just freezes when it hits the flames, instead, Black Fire must be combated with heat. Each gallon of boiling water or hex of normal or magical flame extinguishes one hex of Black Fire. Heat equivalent to a torch acts as 1 quart of "water", so four torches would extinguish one hex of Black Fire.
Each hex of Essential Fire cancels 3 hexes of Black Fire.
Note that heat sources and Black Fire cancel each other out, so Black Fire can be used to fight conventional fires or cool hot objects.
In addition to its cold properties, Black Fire creates shadow. A Black Fire hex and its surrounding hexes are treated as if the Gloom spell had been cast on them. Vision rolls are at -2 in the ring of hexes surrounding the Gloom hexes and are at -1 in the next ring of hexes surrounding those hexes. Odd "reverse shadows" are created wherever the light strikes, making highlights appear darker and shadowed areas appear brighter, rather like a photo negative.
Creatures using Infravision and similar senses that rely on heat vision get a bonus equal to the normal Vision penalty to see warm-blooded creatures against the flames. They are at a penalty to see very cool things (such as animated snowmen) against the Black Fire.
In addition to its obvious combat uses, this spell is used as a form of "air conditioning" in fireplaces of the wealthy during summer months. It is also used to cool or freeze objects when spells that are more suitable aren't available.
This is a also a Fire spell and a Light and Darkness spell.

Duration: 1 minute.
Cost: 3 points, 2 to maintain.
Prerequisite: Magery, Create Fire, Cold, Gloom, Reverse Shadows.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) An area can have this spell cast on it permanently for 50 times the base cost. Any fire kindled in the area creates Black Flame rather than normal flame. (c) This spell can be cast on any combustible object. When the object is ignited, it produces Black Fire rather than normal flames. Energy Cost to Create: 10 points per lb. of material.

Crushing Ice Area, resisted by ST

This spell only works in water that is at least a yard deep. When the mage casts the spell, he creates dozens of tough, sharp, ice floes that crush and batter anyone or anything swimming or floating in the area of effect.
For every 10 seconds that the victim is in the area of effect, they must roll vs. ST or take damage from the ice.
Creatures swimming more than a yard below the surface aren't affected by this spell.

Duration: 1 minute.
Cost: 1 per hex of radius per 1d of damage, up to 6d maximum damage, same to maintain.
Time to Cast: 1 second per 3 points of base cost.
Prerequisites: Magery, Freeze, Hail.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Any object. When thrown into an area of water, the object casts the spell. Energy Cost to Create: 100 times the base cost. (c) This spell can be permanently cast on an area of 50 times the base cost.

Exploding Ice Sphere Missile

This spell is like the Exploding Fireball spell in all respects except that it will not set flammable material on fire and it will do damage to creature who are vulnerable to water or cold damage.

Cost: 1 per die of damage, up to 6 dice.
Time to Cast: 1 second per point of energy put into the spell.
Prerequisite: Magery, Ice Sphere.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,200 points.

Exploding Snowball Missile

This spell creates a normal, if large and well packed, snowball that the mage can throw.
The spell is targeted using Throwing or Spell Throwing (Ice Sphere) skill and has the same range and other characteristics as a thrown rock.
The only difference is that the snowball only does 1 point of real damage. Any extra damage is treated as Stun damage which "wears off" at the rate of 1 point per turn. Characters in adjacent hexes take 1d-3 points of Stun damage from the snowball.

Duration: 3 seconds, or until thrown.
Cost: 2 point.
Prerequisite: Snowball.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) Clothing or Jewelry (usually in the form of a glove or mitten). Allows the wearer to cast this spell. Energy Cost to Create: 150 points. (c) This spell can be cast on a normal snowball, enchanting it with the Exploding Snowball spell. In all other respects, the snowball is normal. Energy Cost to Create: 25 points.

Fire to Ice Regular or Area, resisted by HT

This spell will turn fire into ice, freezing them into flame-shaped ice sculptures.
The bigger and hotter the flames the larger the area of ice created. Anyone in a flame hex when this spell is cast must roll vs. DX or trip as he stumbles or is partially trapped by the ice. On a critical failure, his feet are stuck in the ice until he can make a ST roll to break free.
If this spell is cast on someone who is on fire, the flames on their body turn into icicles and drop off. Burn damage immediately ceases and objects that are on fire are instantly extinguished.
If cast on a fiery creature (such as a Fire Elemental or a person with the Body of Flame spell cast on them), this spell does 2d damage, but the creature may roll vs. HT to resist.
This is also a Fire spell.

Duration: Permanent.
Cost: 2 points if cast on a small object (like a single icicle or a tray of ice cubes), 3 if cast on a larger object (such as a campfire or a burning person). If cast as an area spell, Base Cost is 3 points.
Time to Cast: 5 seconds.
Prerequisites: Magery 2, Extinguish Fire, Create Water, Freeze.
Item: Staff, Wand or Jewelry. Mage Only. Cost: 500 points.

Freeze Jet Missile

This spell shoots a jet of ice that will solidify around the target, locking the target's moving parts in place.
The missile has SS 12, Acc 2, 1/2D n/a, Max 10 and uses Magic Jet (Snow Jet) skill or DX-4.
If the jet strikes a living creature, the cold will do 1d-2 points of damage, and will "lock" one part of the target's body in place. This gives the victim -4 to DX and skill rolls using that limb. In addition, it might be impossible for the subject to perform certain actions, such as dropping or releasing an item or moving.
If aimed at the face, the glaze of ice will give the subject -2 to all Sense rolls until he can break off the ice. On a Critical Success (or a Critical Failure on the victim's Resistance Roll), the jet covers the victim's mouth and nose and he will begin to Suffocate.
If aimed at a quickly moving target's feet, the GM might require the target to make a DX roll to avoid falling.
Breaking the ice from any part of the body requires the subject to win a Contest of ST vs. the mage's skill with the Freeze Jet spell. If the subject wins the contest by 4 or more, he easily breaks the ice and suffers no penalty to his DX roll that turn. If he critically fails his roll, he can't break the ice at all until someone else frees him or the spell ends.
If aimed at equipment or machinery, this spell can lock parts in place. To see if this happens, the machinery must win a Contest of ST (as judged by the GM) vs. the mage's skill. For every 50 lbs. of machinery affected, give the machine +1 to its effective ST. Give the machine a bonus of +1 to +6 if it is warm or hot. Give it +1 for every 10mph at which it was travelling when the spell was cast.
Note that contest of ST vs. Spell is only for the parts of the machine affected. For example, a mage who wished to stop a wagon might try to freeze a 100-lb. wheel in place rather than trying to freeze the entire wagon to the ground.
If used against a machine that is hot, this spell will last half-normal time. Against extremely hot targets, this spell will last only momentarily, if it works at all.

Duration: 1 minute (effects are instantaneous).
Cost: 3 points, can't be maintained. Each doubling of energy doubles the caster's effective skill with this spell when calculating the contest of skills.
Prerequisites: Magery, Ice Slick, Snow Jet.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Freeze Weapon Blocking

For every point of energy spent, this spell does 1d-2 points of damage to a weapon about to strike the caster. Metallic weapons also take damage equal to the DR of any armor they strike.
If used against a kick or punch, gauntlets or boots will protect the user's hand with their full DR but might shatter as described above. Weapons destroyed in this manner do no damage, but a punch or kick will still cause injury, albeit with no bonus for a gauntlet or boot, and with damage to the attacker's limb.

Duration: 1 attack.
Cost: 1 to 3, can't be maintained. Cost is 1 point per 1d-2 points of damage.
Prerequisite: Icy Touch.
Author: Adapted from Mark Nettle.

Freezing Cloud Area, resisted by HT

When this spell is cast, it creates a hex of supercooled frost that hangs in the air. This cloud blocks sight, giving 5 to Vision rolls, and does damage.
Any character caught in a freezing cloud hex must roll vs. HT or take 1 point of damage per 5 seconds. Winter clothing and other protective equipment such as Vacc Suits give a bonus to the resistance roll, just as they would against normal cold temperatures.
This spell will also freeze any water (or similar liquids) in the area at the rate of 1/2 inch per minute. Areas of standing water that are frozen by this spell have the same effect as Ice Slick hexes.

Duration: 1 minute.
Base Cost: 3 per hex, half (minimum 2) to maintain.
Prerequisite: Freezing Air, Frostbite
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 600 points. (b) This spell can be permanently cast on an area for 50 times the base cost.

Freezing Death (VH) Regular, resisted by HT

This spell flash freezes the victim, killing him in instantly and turning his body into a frozen "statue" encased in a thin sheen of ice.
Once frozen, the victim's body will gradually thaw if the surrounding temperature is above freezing. In other ways, the subject's body is treated as if it had been affected by the Flesh to Ice spell.
Living creatures get a +1 bonus to their Resistance Rolls for every full level of Temperature Tolerance (Cold) they possess. Icy or unliving creatures are not killed outright by this spell, but instead take 1d damage unless they are completely immune to cold. Hot or fiery creatures get -2 to their Resistance Rolls to withstand this spell.

Duration: Permanent.
Cost: 8 points.
Time to Cast: 5 seconds.
Prerequisite: Magery 2, Flesh to Ice or Frostbite.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Freezing Shield Regular

This spell makes the face of the subject's shield so intensely cold that any weapon that strikes it will shatter.
When a weapon strikes the shield (i.e., when the subject makes a successful Block roll) the attacker must roll vs. his weapon skill or roll for breakage.
Normal weapons will shatter on a roll of 12 or less, with an additional -3 penalty for each previous strike on the shield within the previous 10 turns. Fine weapons get +2, Very Fine weapons get +4. Cheap weapons are at an additional -2.
Weapons made of high tech and ultratech composites or alloys that are immune to extremely cold temperatures are immune, as are weapons enchanted with the Icy Weapon or Flaming Weapon spells. Shatterproof gives +4 to rolls to avoid breakage.
If the weapon breaks with a critical failure, the attacker takes 1d-2 cold damage to his weapon hand(s).
If the shield is used as a weapon, it does 1d-2 cold damage in addition to any normal crushing damage it normally does. Armor protects normally against this damage.
Note that the shield's user is immune to the cold generated by his shield.
This is a also a Protection and Warning spell.

Duration: 10 seconds.
Cost: 4 points, 3 to maintain.
Prerequisite: Magery 2, Freezing Touch, Cold Weapon.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Item: Salamander Shield. GURPS Magic Items 2, p. 24. Energy Cost to Create: 450 points.
Author: Adapted from GURPS Magic Items 2.

Ice Blade Regular

This spell creates a blade made entirely of super-hard ice in any size from a small knife to a greatsword.
For most purposes, this weapon functions like a normal weapon of the same type with the Icy Weapon spell cast on it. Against fiery creatures, the blade double damage.
The blade is vulnerable to heat. If it strikes a hot item or creature, it takes as much damage as it does in damage. If it parries or is attacked by (or attacks) a very hot weapon (such as a Flame Blade) it is treated as a Cheap weapon and takes double damage.
Damage from heat is "regenerated" at a rate of 1 point per turn unless the weapon breaks or is destroyed.

Duration: 1 minute.
Cost: 1 point per 1' of blade to be created (so 1 point for a dagger, 2 for a shortsword, 3 for a broadsword and so on), half to maintain.
Prerequisite: Magery, Icy Weapon, Shape Ice.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer only. Cost: 350 points for any size blade, or 50 points per 1 foot of length if a blade of only one size can be created.

Ice Cubes Regular

When this spell is cast, it creates a gallon of ice cubes. The cubes appear in a hex (or location) designated by the mage (though long distance penalties apply) and can appear up to 10' above the mage's location. Falling ice cubes do no damage but might be distracting if dumped on an unsuspecting character. The GM must determine the degree of distraction.
If this spell is used against fiery creatures, the cubes do 1 point of damage.
This is also a Food spell.

Duration: Permanent.
Cost: 1 point.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points (b) Bucket or waterproof bag. If filled with water, it will turn the water into ice cubes. Energy Cost to Create: 50 points. (c) Productive Ice Pick. GURPS Magic Items 2, p. 17. Energy Cost to Create: 50 points.
Author: Adapted from GURPS Magic Items 2.

Ice Floe Area

When the mage casts this spell, a 6" sheet of ice appears in the area of effect. If created on land, the ice can be picked up or pushed around, and it will have the same effects as an Ice Slick if cast in an area where creatures are standing.
An Ice Floe cannot be created on top of existing objects such as people or buildings. In the former case, the ice will be created beneath their feet, in the latter case, the ice will be displaced to an unoccupied area.
When created on water, the Ice Floe spell creates a stable, if slippery, free-floating island of ice. The ice floe will be pushed along by winds and currents unless the mage uses spells such as Shape Water or Current to push the floe along. The floe will support 250 lbs. of weight per hex before it breaks or sinks below the water.
Characters on an ice floe must roll vs. DX if they make a sudden move (including combat) or fall. On a critical failure, they either fall off the floe, or capsize a small (less than 5 hexes wide) floe.
The ice floe has a mass of approximately 50 lbs. per hex when determining collision damage. Since it floats above the surface, it is easily visible (no vision roll required under normal circumstances), and a simple vehicle skill roll (such as Boating or Seamanship) is required to avoid it.
If the ice floe extends entirely across a body of water, the ice will support a virtually unlimited amount of weight before it cracks.
The ice has PD 1, DR 3, and 12 Hit Points per hex. The ice will melt normally while it exists and will vanish when the spell ends. In cool temperatures above freezing, the floe takes 1 point of damage per day. In warmer temperatures, the floe takes 1 point of damage per 12 hours. In very warm temperatures, the floe takes 1 point of damage per hour.

Duration: 1 hour.
Cost: 3, 1 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Wall of Ice.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Ice Skates Regular

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

Ice Slide Regular

This spell allows the mage to shoot a jet of ice just ahead of his path, create a free-standing, self-supporting, slightly curved sheet of ice about 6" thick and about 4 feet wide. This sheet can be curved up or down at up to a 45-degree angle, so the mage can use the ice as a slide to descend from a height. The mage can also use the slide to bridge gaps, move heavy loads, or to break his fall. While the maximum slope is limited, the mage can create a slide in relatively small areas by creating a "corkscrew" shaped structure.
If the mage sits as he slides, he need only make a roll vs. DX+2 each turn to keep his seat and properly aim the ice jet. Alternately, the mage can use his Spell Throwing (Ice Jet) skill at +2. If the mage stands, he can "surf" on the ice he creates using DX or Spell Throwing (Ice Jet) to properly aim the jet, and Sport (Surfing), Ice-Skating, or Skiing skill to keep his balance.
A failed skill roll means that the mage loses his balance or loses control of the ice jet and the spell ends. If the mage was in the process of "building" a slide from a high place to the ground, this can be dangerous.
If the mage uses this spell to break his fall or to slide from a height, he must anchor the spell against a solid, stable object for the spell to be effective. For example, a mage couldn't cast this spell if he were in free fall, but he could cast this spell against the face of a cliff if he had just fallen from its top.
Default sliding Move is equal to the mage's normal Move. If he makes a down slope more extreme, he can move faster (up to quadruple Move), but at a -1 penalty to DX for each multiple of Move. Likewise, the mage can make the slope shallower or rougher, so that he moves at half Move, but gets a +2 bonus to his DX rolls to keep his position. If the mage is casting this spell to break a fall or to "catch" someone else who is falling, he is at -4 to the initial DX roll. At the end of the slide, the mage must roll vs. DX (or make an Acrobatics, Skiing or Skating skill roll) to keep his feet.
If the caster loses his position and falls, the GM should consider any excess Move! On a critical failure, the mage "crashes" and takes damage as if he had a head on collision with a solid object at half his current Move. Either that or the mage goes "off the edge" of his slide and falls to the ground, whichever is more dangerous, or more embarrassing at the time.
For double cost, the mage can create a double width slide, or one with banked walls, grooves for runners, or other simple architectural features. This sort of slide gives an additional +4 to DX or skill rolls to keep balance and can be used to control the descent of larger objects, such as cargo or toboggans. If there is any question about the mage's ability to create a particular detail, roll vs. the mage's Ice Slide spell skill or his Architecture skill, whichever is worse.
The slide persists after the mage passes. Anyone sliding down the slide needs to make one DX (or skill) roll to slide down the length of the slide safely. They must make another DX or skill roll to land on their feet at the end of the slide, as modified for speed. The mage can also create the slide before he slides down it.

Duration: 1 minute.
Cost: 3, 2 to maintain. For double cost the slide can be made twice as wide and can have special features.
Prerequisites: Magery, Ice Jet, Ice Slick.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be made permanent for 50 times the base cost.

Iceberg Area

This spell is similar to Ice Floe spell except that the mage creates a miniature mountain made of ice.
For every hex of area, the iceberg has a yard of height at its center point and the edges slope up in a rough cone. On land, the iceberg rests on the ground and has a flat bottom. In water, the iceberg extends straight down for 2 yards for every yard of height it is above the surface until it reaches the bottom.
An iceberg can have a tremendous amount of Hit Points and can weigh tons. The berg has PD 1, DR 3, and 24 Hit Points per hex. A cubic yard of ice has a mass of approximately 1 ton.
The ice will melt normally while it exists and will vanish when the spell ends. In cool temperatures above freezing, the floe takes 1 point of damage per day. In warmer temperatures, the floe takes 1 point of damage per 12 hours. In very warm temperatures, the floe takes 1 point of damage per hour.
The GM should be the judge of how much an iceberg weighs, how many HP it has, and how much protection it provides. For detailed rules on the mass and protective value of ice see GURPS Supers. If a vehicle collides with a large iceberg, treat it as a collision with a solid object.
In other respects, this spell is identical to the Ice Floe spell.

Duration: 1 hour.
Cost: 6 points, 4 to maintain. (Minimum 2 hexes).
Time to Cast: 10 seconds.
Prerequisites: Magery 2, Ice Floe.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Icy Tomb Regular, Resisted by HT

When this spell is cast, the subject engulfed in an area of ice (or is sunk into ice or snow if he is in an area of permafrost or glacial ice) and is put into stasis. If ice is created, it fills the subject's hex and all the surrounding hexes.
While in stasis, the subject and his possessions are immune to cold damage. A mage who does this to himself may elect to stay awake and can move around in the icy area if he casts the appropriate spells. Note that unless the mage has some way to create his own air or to avoid breathing, he will quickly suffocate within his icy prison.

Duration: Permanent.
Cost: 10, 6 to reverse the enchantment.
Prerequisite: Magery 2, Create Ice, 5 Cold spells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 600 points.

Permanent Ice Regular or Area

This spell creates an area of ice or snow that will not melt under normal circumstances.
The only things that will melt the ice are magical fire or spells such as Destroy Water or Melt Ice The ice is normal in other respects and can be chipped away. If it is very smooth, it might have the same effects as the Ice Slick spell.
To make existing objects resistant to melting, use the Prevent Melting spell (q.v.).

Duration: Permanent.
Base Cost: 3, 2 to maintain.
Prerequisite: Create Ice, Prevent Melting.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Prison of Ice Regular, resisted by ST-4

This spell works identically to the Prison of Water spell (q.v.), but the victim is trapped in a shell of ice.
Since the ice is tougher than water, Resistance Rolls to break free or to move are at -4 and the subject takes 1 point of cold damage per minute. However, since the ice doesn't adhere to the subject's body as well and doesn't get into the subject's nose and mouth, resistance rolls to avoid Drowning are at +4.

Duration: 1 minute.
Cost: 3 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisites: Prison of Water, Create Ice.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Energy Cost to Create: 250 points.

Shatter Ice Regular or Area, resisted by DX

This is a limited variant of the Shatter spell that only works on ice. When it is cast, an icy object explodes from within, spraying the area around it with shards of ice.
Anyone within 1 hex of the object takes 1d-3 damage from a small object up to 20 lbs., such as a large icicle or 1d-1 damage from a large object over 20 lb., such as a block of ice. If a person is in contact with an icy object when it shatters, they take +1 damage. People outside of the blast radius are completely unaffected. A successful roll vs. DX halves damage.
If cast on an area of natural ice, this spell will shatter one hex of ice per application. Anyone in the area takes 1d damage to their feet and legs (a DX roll halves damage) and must roll vs. DX to avoid being plunged into any water beneath the ice.
Icy creatures take 1d+1 damage per application of this spell, but people standing next to them do not take damage from shrapnel.

Duration: Instantaneous.
Cost: 2 (for a small object), 3 for a large object. If cast as an Area spell, the cost is 3 per hex. Can't be maintained.
Prerequisite: Magery, Destroy Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Always On. Any ice the wearer touches is affected by this spell. Energy Cost to Create: 150 points.

Snowball Missile

This spell creates a normal, if large and well packed, snowball that the mage can throw.
The spell is targeted using Throwing or Spell Throwing (Ice Sphere) skill and has the same range and other characteristics as a thrown rock.
The only difference is that the snowball only does 1 point of real damage. Any extra damage is treated as Stun damage which "wears off" at the rate of 1 point per turn.

Duration: 3 seconds, or until thrown.
Cost: 1 point.
Prerequisite: Create Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry (usually in the form of a glove or mitten). Allows the wearer to cast this spell. Energy Cost to Create: 100 points. (c) This spell can be cast on a normal snowball, turning it into a magic Snowball. In all other respects, the snowball is normal. Energy Cost to Create: 15 points.

Wall of Ice Area, resisted by DX-4

This spell creates a wall of ice 6' tall, 1' thick, and 1 hex wide. The ice created is normal, opaque ice and has PD 1, DR 12. Crushing or cutting weapons affect it normally, but impaling weapons do only 1 point of damage per die of basic damage. Fire attacks do double damage.
A wall of ice must always be rooted on the ground (can't be cast in mid-air to fall on an opponent for example) and will never appear where there is solid matter (like inside an opponent). If cast in the same hex as another object, the ice wall will either push the item out of the way, or "flow" to avoid that item. It is up to the caster which side of the wall the object is on or which way the wall moves to avoid a solid object. A wall of ice can be curved and multiple hexes of ice can be used to block passages or form pens, but the height of the wall can never exceed 6 feet. The wall can't be used to entomb victims inside it.
Three hexes of wall can be curved to enclose a single hex. This traps a victim but does him no physical harm. If a Wall of Ice is used to trap a victim, the subject may roll vs. DX-4 to avoid being penned in.

Duration: 1 minute.
Cost: 4 points per hex, half to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery, Create Ice.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) This spell can be made permanent for 50 times the base cost.


Subcollege of Weather Spells

Spells of this subcollege are also listed in the Elemental College of Air section.

Changes to Weather Spells in GURPS Grimoire

Current - Increased changes in direction or speed of current can be achieved by spending more energy on the spell, by multiplying the base cost of the spell. Note that this spell can be used to propel watercraft, but the craft are limited to their maximum normal speed. Currents faster than the craft can sustain will cause damage, as determined by the GM.
To limit abuse, the GM can require that this spell be cast with a minimum area of 50. (Source: Sean Punch)
Multiple castings can change the direction or strength of the current by a greater amount.

Waves - The size of waves in a small pond are reduced by 3/4. Waves are reduced by half in all but the largest and deepest lakes. These numbers are halved again if the body of water is very shallow or has many obstructions (such as vegetation or rocks) which break up wave formation.

Water Weather Spells From GURPS Magic

Fog
Frost
Hail
Snow

Water Weather Spells From GURPS Grimoire

Current
Waves
Tide
Storm
Cloud-Walking
Cloud Vaulting (VH)


Drought Area

This spell prevents rain or other precipitation from falling in the affected area.

Duration: 1 day.
Cost: 1/10, same to maintain.
Time to Cast: 1 minute.
Prerequisites: Destroy Water, Rain.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Humidify Area

This spell controls the humidity of the air within the area of effect, allowing anything from muggy conditions to desert-like aridity. Rain can't be produced with this spell.

Duration: 1 hour.
Base Cost: 1/20, same to maintain. An area can be permanently enchanted with this spell for 25 times the base cost. The humidity is set when the mage casts the spell.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Protection from Storms Regular

This spell makes the subject immune to all effects of high winds or water associated with storms on land or on sea.
In addition, the subject gets +4 to all rolls to avoid being endangered, injured or killed by events directly related to the storm. For example, a sailor might get +4 to DX to avoid being swept overboard, or +4 to Dodge to avoid a mast blown down in a storm. If he were also the pilot or master, he would get +4 to his Shiphandling rolls to keep the ship from sinking in the storm. He would not get the bonus to avoid the pirates his ship encounters when the ship is blown near a hostile shore though!

Duration: 12 hours.
Cost: 3 points, 2 to maintain.
Time to Cast: 1 minute.
Prerequisite: 3 Weather Spells.
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.

Lesser Fog Area

This is a weaker version of the Fog spell. Unlike that spell, Lesser Fog does not completely block vision. Vision is reduced by -1 point per point of Fatigue within the affected area, up to a maximum penalty of -5.
Multiple castings of this spell have no additional effect, only the most powerful casting affects the area.
In other respects, this spell is exactly like the Fog spell.

Duration: 1 minute.
Base Cost: 1 per -1 vision penalty (5 points maximum), half to maintain.
Prerequisites: Create Water.
Item: (a) Staff, Wand or Jewelry. Allows the user to cast this spell. Energy Cost to Create: 250 points. (b) This spell can be made permanent for 25 times the base cost.

Raincloud Missile

This spell is identical to the Rainmaker spell, except that the cloud "locks on" to the target if it hits and is persistent.
The rain cloud will follow the victim around at a maximum speed of 20. The victim will be drenched with a gallon of water each second until the spell ends (or the mage cancels it) or until the victim gets at least 1/2 mile from the mage.

Duration: 10 seconds.
Cost: 3 points, 2 to maintain.
Prerequisite: Magery, Rainmaker.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Rainmaker Ring. GURPS Magic Items 1, p. 56. Energy Cost to Create: 250 points. (c) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Creates a small thundercloud over the wearer's head. Energy Cost to Create: 200 points.
Author: Adapted from GURPS Magic Items 1.

Rainmaker Missile

This spell is a ranged version of the Create Water spell. The mage can use the spell to create a gallon of water that will soak any nearby hex. The missile has SS13, Acc +1, 1/2d n/a Max 80. It is targeted using the Spell Throwing (Water Ball) skill.
The missile can't be Blocked or Parried, but it can be Dodged. If the victim fails to Dodge, a small rain cloud appears over his head that dumps a gallon of water on him as a short (1 second), intense rainsquall.
A reduced cost version of this spell produces a small cloud that will just produce drizzle. This will get the subject damp and will make fires smoke, but has no other effect. This variant has a duration of 1 minute. The same amount of water is produced, but is spread out over a longer period.

Duration: 1 second (1 minute for drizzle).
Cost: 2 points, can't be maintained. (1 point for drizzle).
Prerequisite: Create Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Rainmaker Ring. GURPS Magic Items 1, p. 56. Energy Cost to Create: 200 points.
Author: Adapted from GURPS Magic Items 1.

Solid Fog Area

This spell is identical to the Fog spell, except that no amount of wind or heat will disperse it for the duration of the spell.
At the end of the spell, the vapor will disperse normally.

Duration: 1 minute.
Base Cost: 3 to cast, 2 to maintain.
Prerequisites: Magery, Fog, Shape Air or Shape Water.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 400 points. (b) This spell can be permanently enchanted on an area for 50 times the base cost.
Author: Adapted from Keith Bisset (Revenant)

Walk Between Raindrops Regular

Author: Lee Gold (GURPS Japan)


Subcollege of Acid and Base Spells

Acid spells have been expanded to include Alkali and Salt as well as acid.

A General Note on Acid and Base spells: Every "Acid" spell has an equivalent "Base" spell that must be learned separately. To save space, some of these spells are not listed, but they do exist.

Acid Spell

Equivalent Base Spell

   

Acid Ball

Alkali Ball (q.v.)

Acid Jet

Alkali Jet (q.v.)

Create Acid

Create Alkali (q.v.)

Essential Acid

Essential Alkali (q.v.)

Rain of Acid

Rain of Alkali(q.v.)

Resist Acid

Resist Alkali (q.v.)

Spit Acid

Spit Alkali (q.v.)

Acid Fog

Alkali Fog (not listed)

Acid Spray (not listed)

Alkali Spray

Dissolving Death (Acid)

Dissolving Death (Alkali)(not listed)

The other spells in this college either deal with salt or work equally well for both acids and bases.

A Note on Magic Alkali: Magic Alkali is exactly like magic acid except that it has a distinctly slippery texture (-1 to DX rolls to keep your feet in an alkali hex) and it doesn't affect metal or plastic.
Magic alkali will neutralize an equivalent amount of magic acid, producing an explosion which will do 1d-2 points of concussion damage to anyone within a hex of the reaction. What remains is magical salt, which is inert and inedible, though it is used in some magic spells or alchemical elixirs.

Changes to Acid Spells in GURPS Grimoire

Essential Acid - Essential Acid and Essential Base mixed together will produce an explosion which does 1d points of damage per gallon and which leaves Essential Salt.

Acid Spells From GURPS Grimoire

Acid Ball
Acid Jet
Create Acid
Essential Acid (VH)
Rain of Acid
Resist Acid
Spit Acid (VH)


Acid Fog Area; Resisted by HT

The Acid Fog spell does 2d points of damage per turn to anyone caught within its area.
Victims get a roll vs. HT each turn to resist. Sealed armor or equipment such as pressure suits protects completely, though the acid might attack the suit instead. Other armor protects normally with its DR for the first turn, after that, the acid gets in and does normal damage.
In other respects, this spell is like the Stench spell.

Duration: 1 minute.
Base Cost: 6 to cast, 2 to maintain.
Prerequisites: Magery, Cloudkill.
Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 1,000 points. (b) An area can be permanently enchanted with this spell for 100 times the base cost.
Author: Adapted from Keith Bisset (Revenant).

Alkali Ball Missile

This spell is identical to the Acid ball spell, but it uses alkali instead of acid. It is targeted using the Spell Throwing (Water Ball) or Spell Throwing (Acid Ball) skill.
Cost: 1 point per 1d damage done, maximum of 3d damage.
Time to Cast: 1 second per energy point put into the spell.
Prerequisite: Magery, Alkali Jet or Water Ball.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Alkali Jet Regular

A jet of super-concentrated Alkali shoots from the caster's hand. When it strikes something, it does 1d points of burn damage and will damage most non-living materials. The spray has SS 13, Acc 11, 1/2D 15, Max 30 and is targeted using DX-2 or Magic Jet (Water Jet or Acid Jet) skill.
Damage done by the spray will be done at the rate of 1 point per second until all the possible damage has been done. Armor and shields protects normally, but damage absorbed by the armor or shield is permanently subtracted from its HP and/or DR.
Organic materials will take damage at the same rate as flesh. Metallic materials will take double damage but corrode at the rate of 1 point per 10 seconds, glass and stone take normal damage and take 1 point of damage per minute. If aimed at the ground the Alkali spray will form a puddle of Alkali 1 hex wide.

Duration: 1 second (effects can last longer).
Cost: 2 to 6 points. The jet's range in hexes is equal to one third of the energy put into it. Cost to maintain is the same. For double cost, the jet can do 2d damage per turn.
Prerequisite: Water Jet or Acid Jet.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Alkali Spray Missile

Identical to the Acid Spray spell but a jet of super-concentrated alkali shoots from the caster's hand. When it strikes something, it does burn damage and will damage some non-living materials. The spray has SS 13, Acc 11, 1/2D 15, Max 30. It is targeted using DX-2 or Magic Jet (Water Jet or Acid Jet) skill.
Damage done by the spray will be done at the rate of 1 point per second until all the possible damage has been done. Armor and shields protects normally, and unlike acid are not damaged by the base.
Organic materials will take damage at the same rate as flesh, metals, stone, and glass are immune to damage from alkali. If aimed at the ground the alkali spray will form a puddle of alkali 1 hex wide. Alkali will also neutralize a like amount of acid.

Duration: 1 second (effects can last longer).
Cost: 2 points per die of damage up to 3 dice.
Time to Cast: 1 second per 2 points of energy used to cast the spell.
Prerequisite: Magery, Acid Spray or Alkali Jet.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Create Alkali Area, resisted by HT

This spell covers an area with a potent base. Any creature entering the area must roll vs. HT or take damage. In addition, anyone in the area must roll vs. DX-1 or slip as if they were in an Oily hex.
Damage done by the alkali is 1d points of damage, but the damage is done at the rate of 1 point per second until all the possible damage has been done. Armor, footgear, and shields protects normally.
Organic materials will take damage at the same rate as flesh. Metallic materials, stone and glass are not affected.
One hex of alkali will neutralize one hex of acid.

Duration: 1 minute (other effects will last longer).
Base Cost: 3 points, 2 to maintain.
Time to Cast: 2 seconds.
Prerequisite: Create Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be made permanent on an area for 100 times the base cost.

Create Salt Regular

This spell creates a quantity of salt. Normally, ordinary table salt is created, but the mage can create any other chemical salt that he is familiar with if he can make a successful Chemistry or Alchemy skill roll.
It is up to the GM to decide what effects the salt will have. Large quantities of salt can melt ice, preserve food, foul small areas of water or do damage to mucous-covered creatures.

Duration: Permanent.
Cost: 1 per 10 lbs. created.
Prerequisite: Create Acid.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.

Desalinization Regular, resisted by HT

This spell destroys salt within the body of a living creature.
Anyone who fails a Resistance Roll vs. HT takes 1d+1 damage due to the disruption of homeostasis within their body. In addition, they are at -2 to ST, DX, and IQ due to bloating, heat cramps, and similar problems.
The victim takes an additional 1d-3 points of damage per hour until they can replenish their salt and electrolytes.
This spell is countered by the Rehydration spell.

Duration: 1 hour.
Cost: 4, 3 to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery, Destroy Salt.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Energy Cost to Create: 350 points.

Destroy Salt Regular

This spell will destroy a quantity of salt, leaving behind whatever other material was present. This spell is useful for desalinating seawater and removing salt from preserved food.
This spell can't be cast on living creatures.
This is also a Food spell.

Duration: Permanent.
Cost: 1 per 10 lbs. (or 10 gallons) of material affected.
Prerequisite: Create Salt.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) Container. Anything placed in the container has this spell cast on it. Energy Cost to Create: 25 points per 10 gallons (or 10 lb.) capacity.

Dissolving Death (VH) Regular; Resisted by HT

As Burning Death and Rotting Death spells, but acid courses through the victims body, dissolving him into an acrid, corrosive pool of goo.
For each turn that this spell is in effect, the subject must roll vs. HT or take 1d points of damage until his body is destroyed.
This is also a Necromantic spell.

Duration: 1 minute.
Cost: 10 points, same to maintain.
Time to Cast: 10 seconds.
Prerequisite: Magery 2, Create Acid.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Energy Cost to Create: 500 points.

Essential Alkali (VH) Regular

This spell creates a magical base that is three times as potent as a normal base. It will do the same damage as Essential Acid, except that glass and stone are not affected.
If Essential Alkali and Essential Acid are mixed, they produce a triple strength explosion. The residue left over is Essential Salt.
It is up to the GM to determine what other effects this alkali will have.

Duration: Permanent.
Cost: 3 points per pint.
Prerequisite: Magery, Essential Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) Container. Water placed into the container is turned into Essential Alkali. Energy Cost to Create: 100 points per pint of capacity.

Essential Salt Regular

This is the magical essence of salt created from the residue of an Essential Acid, Essential Base reaction. It is three times as effective as normal salt at melting ice, damaging slime-covered creatures, preserving food and so forth.
Any character who tastes this material immediately takes 1d-2 points of damage from poisoning and dehydration. They may roll vs. HT to take half damage.
It is up to the GM to determine what other effects this salt might have.

Duration: Permanent.
Cost: 2 points per 1 lb. created.
Prerequisite: Magery, Create Salt.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Container. Salt placed into the container is turned into Essential Salt. Energy Cost to Create: 100 points per lb. of capacity.

Neutralize Regular, resisted by IQ

When this spell is cast, it will magically neutralize an area of acid or alkali, turning it into water or other harmless, inert material.
Note that this spell can be used to spoil the taste of sour foods or to ruin acid-base batteries. If the spell is used offensively, the victim gets a roll vs. IQ to resist.

Duration: Permanent.
Cost: 1 per pint of acid or base neutralized. For double cost, Essential Acid or Essential Alkali can be neutralized.
Prerequisite: Create Salt.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Container. Acid or alkali placed in the container is neutralized. Energy Cost to Create: 100 points per pint of capacity.

Rain of Alkali (VH) Area

This spell causes a sheet of powerful Alkali to fall in the area of effect.
The Alkali will do 1 point of burn damage per turn to anything in the area of effect. Clothing and armor protect normally, but are eaten away at a rate of 1 point of DR per turn. Materials such as stone or glass will be eaten away more slowly, at a rate of 1 point of DR per minute. Magic protections work normally. Large quantities of acid will neutralize the Alkali, creating heat and gas and possibly an explosion. Large quantities of water will dilute the Alkali, reducing or eliminating any damage.

Duration: 10 seconds.
Base Cost: 5 per hex, same to maintain.
Time to Cast: 5 seconds.
Prerequisite: Create Alkali.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Resist Alkali Regular

This spell renders the subject immune to damage from alkali for the duration of the spell.

Duration: 1 minute.
Cost: 2, 1 to maintain.
Prerequisite: Create Alkali.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Salt Jet Regular, resisted by HT

This spell creates a powerful jet of salt, which the mage can spray at his enemies. The spray has SS 13, Acc 11, 1/2D 15, Max 30. It is targeted using DX-2 or Magic Jet (Sand Jet or Salt Jet).
Against normal foes, the salt does 1 point of damage per turn.
If the salt spray hits the victim's face or eyes, they must roll vs. HT or be blinded. This roll is at HT-4 if the eyes are specifically targeted. Due to the pain, the victim is at an additional -2 penalty to all skills and abilities while he is blinded. High Pain Threshold halves the penalty, Low Pain Threshold doubles it.
After 1 minute, and each minute thereafter, the victim may roll vs. HT to recover from his blindness. The victim may also roll vs. HT each turn that his eyes are flushed with at least 1 quart of water.
Against creatures that are particularly vulnerable to salt, such as slugs or some types of zombies, this spell will do 1d per turn.

Duration: 1 second.
Cost: 2 to 6 points. The jet's range in hexes is equal to one third of the energy put into it. Cost to maintain is the same.
Prerequisites: Alkali Jet, Acid Jet.
Author: Adapted from Elizabeth McCoy and Walter Milliken

Salt Spray Regular, resisted by DX-2

This spell allows the mage spits a wide stream of caustic salt from his mouth.
Roll to hit vs. DX-2 or Magic Breath skill. The mage may spray across a number of people. The first person (or hex) targeted is targeted normally, but each additional person or hex is at a cumulative -1 to hit. If the mage attempts to target two or more people who are separated by empty hexes, he must target the empty hexes as well, spraying left to right (or right to left) until he hits his final target. If his targets have cover (including people in front of them), the mage rolls at a penalty to skill in addition to any modifiers for number of targets. In any event, the mage can only spray salt at people in his front and side hexes.
The salt does no damage to humans, but victims who are struck by the salt spray must roll vs. DX-2 or get salt in their eyes. This is extremely painful. The victim must roll vs. Will every turn to attack at all. If they can still attack (or cast spells) they are at -4 to do so on the first turn, -3 on the second, -2 on the third, and -1 on the fourth, turn. If they take a turn to wash the salt out if their eyes with at least a quart of water, they suffer no further penalties. If the eyes are washed out, all Vision penalties are immediately dispelled.
If the person is struck again with Salt Spray before they have rid themselves of the penalties from previous applications of this spell, they are at an additional penalty up to -10 when they are effectively blinded. However, the vision penalty is reduced by 1 each turn just like the normal spell effect.
If the victim thinks to do so (make an IQ roll), he may Block the salt spray by covering his eyes with his hands or by turning his head away. If he does so, he may only attack with a Wild Swing on that turn.

Duration: 1 second.
Cost: 3, same to maintain.
Time to Cast: 2 seconds.
Prerequisites: Magery, Create Salt.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.
Author: Adapted from Greg Littmann

Spit Alkali (VH) Regular

This spell is identical to the Acid Breath spell, except that it produces alkali.
Damage done by the spray will be done at the rate of 1 point per second until all the possible damage has been done. Armor and shields protects normally, and unlike acid are not damaged by the base.
Organic materials will take damage at the same rate as flesh, metals, stone, and glass are immune to damage from alkali. If aimed at the ground the alkali will form a puddle of alkali 1 hex wide. Alkali will also neutralize a like amount of acid.

Duration: 1 second (effects can last longer).
Cost: As Spit Acid.
Time to Cast: As Spit Acid.
Prerequisite: Magery, Alkali Jet.
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

Weaken Acid or Alkali Regular or Area

This spell weakens the action of acids or alkalis. Materials affected by this spell does 1/4 their normal damage, and eats through materials at 1/4 their normal rate.
This spell also gives characters and objects +4 to all rolls to resist the effects of acid and/or bases.
Note that this spell has no effect on damage already done by acids or bases, though it can prevent further damage.

Duration: Permanent.
Cost: 1 point to affect up to 1 gallon, 2 points to affect up to 20 gallons, or 3 points per 100 gallons or per hex.
Prerequisite: Create Water.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points.

Patyrsun's Main GURPS Page
My Main GURPS Index Page


This page has been visited times.