These are the spells for IQ 11 or higher:
ANIMAL FERTILITY: (S) [inthelabyrinth.org] Doubles the ability of the subject animal to have offspring for 1 cycle. The number of offspring an animal can have per year depends on the type of animal. Will not make barren animals produce offspring. Caster receives a +3 to DX if he also has the Vet talent. Cost to cast: 5 ST per animal. Time to cast: 5 minutes.
DAZE: (T) [GURPS] Spell that causes the subject to be mentally stunned. The subject will look normal, but will ignore what is going on around them as long as the spell lasts. Physical attacks (or shaking) will snap them out of the daze. Subjects cannot attack or cast spells, or take any other action. ST cost: 2, 1 each turn to maintain. Duration: 1 turn. Casting time: 1 turn.
ENTHRALL: (T) [GURPS] The wizard casts an enthralling tale or gives an otherwise absorbing performance. Anyone in earshot who can see or hear the wizard and understand the language spoken falls under the spell. Those Enthralled will act as though mesmerized by the caster, and can perform no other actions. Victim can resist the Enthrall spell with a roll of 3d against their IQ. Any victim who is shaken or attacked will immediately break free of the spell, but lose any initiative. Cost: 3 ST to cast, 3 ST to maintain. Duration: 1 hour. Casting time: 6 turns.
EXTINGUISH AREA FIRE: (T) [HOW] Extinguishes all non-magical flames in an area in size equal to 1 mega-megahex. The spell also can extinguish magical fires–the wizard must make another roll against IQ on 3 dice for each fire. Each fire elemental in the affected area takes 1d of damage as well. ST cost: 3 ST. Time to cast: 1 turn. Duration: 1 turn.
ILLUSION DISGUISE: (T) [GURPS] Similar to the normal illusion spell, the Illusion Disguise creates an illusion on the figure the spell is cast upon (can include herself). The spell follows all rules for illusions, including disbelief. Cost to cast: 1 ST, 1 to maintain. Lasts 12 turns. Casting time: 3 turns.
SILENCE (T) [AD&D] Creates an area where no sound occurs. No sounds, conversation–or spells that require the caster to speak–will occur. Area covered is 1 megahex. The effects of the spell are on the area where it is cast, not on the people or objects in it. For example, someone can move out of the affected area and speak normally. ST to cast: 2 ST, 1 to maintain. Duration: 1 minute. Casting time: 1 turn.
WHIP: (T) [AD&D] Creates a magical whip that the caster can wield just like a physical one. The whip can be used to attack or make a loud cracking sound. The cracking sound will keep normal animals at bay. The spell includes the ability to wield the magical whip as if the caster had the Whip talent–but only for the whip created by the spell, not other normal whips. ST to cast: 3 ST, 1 to maintain. Casting time: 1 turn. Duration, 1 turn.