These are the spells for IQ 10 or higher:
DAZZLE: (S) [Advanced Wizard] Creates a blinding psychic flash. ALL sighted creatures (friend or foe) in an area within 5 megahexes of the wizard’s own megahex (but NOT the wizard himself) suffer -3 DX for 3 turns. Images, illusions, etc. (ANYTHING with eyes) are affected. Cost: 3 ST. Duration: 1 turn. Casting time: 1 turn.
DETECT ENEMIES: (S) [Advanced Wizard] Exactly like DETECT LIFE (above), but picks up ONLY on beings with general or specific hostile intent. Costs 3 ST to cover the area within 2 MH of the wizard’s MH, plus 2 more ST for each additional MH range.
Can also detect some kinds of hostile magic (since that contains a residuum of its caster): Blast Trap, Proxy (of a hostile being), Rope or Giant Rope, Hand of Glory, and other traps of a magical (but never physical) nature. If it works, the wizard will be told “You sense a hostile being”, or “You sense hostile magic”–per haps both–but never details of any kind.
Duration: 1 turn. Casting time: 3 turns.
FAR VISION: (T) [Advanced Wizard] Subject of this spell can see “like a hawk” for five minutes; his distance vision is increased a hundred times. Cost: 1 ST. Casting time: 3 turns.
FLAMING MISSILE WEAPON: (T) [GURPS] Similar to the Flaming Weapon spell, but for missile weapons. The missile does +2 hits of damage, with the fire lasting 1 minute. The cost of the spell is 2 ST for wooden missiles, 4 ST for metal or stone missiles. Duration: Lasts until the fire is extinguished. Casting time: 1 turn.
FLAMING WEAPON: (T) [GURPS] IQ 10. Spell causes any weapon to burst into flame. The weapon does +2 hits of damage to any opponent or flammable object. The flaming weapon can also be used as a torch or light source. Metal weapons will be unaffected after the spell–wooden ones will fall in ashes. Cost: 4 ST. Duration: 1 minute. Casting time: 1 turn.
GUST OF WIND: (T) [HOW] This spell creates a severe blast of air that originates from the wizard in a straight line out to a distance equal to the IQ of the wizard in hexes and 1 MH wide, affecting everything in its path. The effects of the Gust are based on the ST of the creature affected:
ST 1-6: If the creature is on the ground, it is knocked down and rolled 1d MH away from the wizard, taking 1 hit of damage per MH. If flying, the creature is blown back 2 megahexes.
ST 7-12: The victim is knocked down by the force of the wind, or is blown back 1d megahexes.
ST 13-18: Victim is unable to move forward against the force of the gust, or is blown back 1d hexes.
ST 19+: Creature may move normally against the wind.
The Gust of Wind cannot move a creature beyond the range of the spell. Also, any creature, regardless of ST or size, has a +1d penalty on any ranged attack and while listening for any sound while in the area of the wind.
The force of the wind blows out any candles, torches or other unprotected flames. Protected flames, such as lanterns, will be blown out on a roll of 1-3 on 1 die. In addition, the Gust will have the same affect as any strong wind–blowing sand or dust, fanning large flames, overturning light furniture, blowing away gases or vapors, etc.
ST cost: 3 ST. Cost to maintain: 3 ST. Duration: 1 turn. Time to cast: 3 turns.
LOCK/KNOCK:RESIST COLD: (T) [GURPS] Allows the subject to maintain a normal temperature, immune from any effects of cold or frostbite. The cost of the spell is 2 ST for the first minute, plus 1 per minute to maintain. Casting time: 1 turn.
SHADOW: (C) [Advanced Wizard] Fills one hex with totally black shadow, extending some 3 meters in the air. A hex may be shadowed while a figure is in it. Figures may move freely through shadow hexes. A figure attacking from or through a shadow hex has DX -6. An attack INTO a shadow hex is DX -4. Cost: 1 ST. Duration: 12 turns. Casting time: 1 turn.
SHOCK SHIELD (T) [Advanced Wizard] Does 1 die of damage to any other creature in the subject’s hex, at the end of each turn the spell is on. Armor and shields don’t protect. Cost: 2 to cast, 1 each turn it’s maintained. Duration: 1 turn. Casting time: 1 turn.
SPEED MOVEMENT: (T) [Advanced Wizard] Doubles MA of target figure for 4 turns. Speed spells do NOT multiply, but DO add. Two speed spells do NOT quadruple the subject’s speed; they double it for twice as long. Cost: 2 ST. Duration: 4 turns. Casting time: 1 turn.
SUMMON FAMILIAR: (S) [inthelabyrinth.org] This spell is used to summon an animal to be used as a familiar. The wizard is psychically bound to the animal, and gains advantages from it.
A wizard does not HAVE to have a familiar. If he or she wants one, they must know the Summon Familiar spell to get one. The wizard DOES NOT summon the familiar during the game, he or she STARTS the game with a familiar, without expending any ST to gain it.
To summon and bind a familiar to him, the wizard specifies what kind of animal he or she is summoning, then rolls 3 dice against IQ. A successful roll gives the wizard the desired familiar. A failure gets the wizard nothing–and he or she must wait a year to try again. A critical success gets the wizard a very special familiar–GM’s discretion. A critical failure gets the wizard something unintended, possibly an imp or other demon. The wizard must go to a location where the familiar might be reasonably be considered to exist.
A wizard with a familiar gains the ability to share the familiar’s senses–sight, hearing, smell, etc. The wizard also can communicate telepathically with the familiar, and direct it to perform various tasks. If the familiar is asked to risk injury or death, the wizard must roll 3 dice against HIS IQ to force the familiar to perform that action. A familiar does not gain any ST benefit from the familiar, but will take 1 die damage if the familiar is killed, and LOSE 1 IQ point permanently.
Any small animal is suitable for a familiar. Larger familiars are possible, up to wolf or big cat sized animals.
ST cost: 5 for a small familiar, 10 for a wolf or similar sized animal. The Summon Familiar spell takes 1 week to complete. At the end of the week, on a successful roll the wizard will have his or her familiar.
SUMMON MYRMIDON: (C) [Advanced Wizard] Brings a warrior (ST 12, DX 12, IQ 8, MA 10, 2-die broadsword, no armor) to follow wizard’s orders. (See SUMMONED CREATURES.) Costs 2 ST, plus 1 each turn the myrmidon remains. Duration: 1 turn. Casting time: 1 turn.
TRAILTWISTER (S) [Advanced Wizard] Another protective spell. The Trailtwister will confuse pursuing enemies who are not actually within sight. If a wizard successfully casts the Trailtwister on a crossroads or intersection (of whatever type), pursuers will usually take the wrong path. The leader of the pursuers gets a 4-die saving roll against his IQ to penetrate the spell. Trailtwister lasts one day, or until the casting wizard is killed or wills the spell to end, and will confuse all who pass EXCEPT the wizard and those he guides. A person or group returning to a “twisted” crossway will have a 50% chance of being confused AGAIN each time after the first that they come there, too. ST cost: 4. Casting time: 1 minute.
TRIP: (T) [Advanced Wizard] Knocks victim down. Does NO damage–but if victim is on the edge of a chasm, pit, river, etc., he must make a 4-die saving roll against adjDX to avoid falling in. A good hard Magic Fist would have the same effect. The Trip spell costs 2 ST, or 4 ST if the target has 30 ST or over. Duration: 1 turn. Casting time: 1 turn.
WARD: (S) [Advanced Wizard] This is a protective spell. By setting Ward on a doorway, or just an area of floor, a wizard can “booby-trap” it psychically. Anything that comes through the warded doorway or area of floor (up to 3 small hexes) will be known to the casting wizard, even if he is asleep, busy, or facing another way. He will also know if the intruder has evil intentions. However, the wizard must stay within 15 hexes of his Ward at all times, or it will cease to work. Any number of Ward spells may be cast. Lasts 1 day. Cost: 2 ST. Casting time: 1 minute.
This spell is also needed to use the magic items called WARDS. It must be cast once over each of the five wards to energize them.