Grimoire: IQ 11 Spells

These are the spells for IQ 11 or higher:

CONTROL ANIMAL: (T) [Advanced Wizard] Puts any one animal under wizard’s control as long as spell is maintained. Works only on REAL animals; if the target was actually an illusion or image, it vanishes when the spell strikes. A controlled animal will follow most orders, including orders to attack its friends (see CONTROL SPELLS) but gets a 3-die saving roll against IQ when the spell first hits. This spell does NOT affect humanoids or dragons. It does affect wolves, bears, etc. Cost: 2 ST, plus 1 per turn maintained. Casting time: 1 turn.

CREATE WALL: (C): Creates a solid wall in one hex–looks like a real wall. This spell CANNOT be cast over a figure or part of a figure to entomb him/her in solid rock; cast at a hex containing a figure, it fails. (A wall cast on an image, or part of one, WILL destroy it.) Cost: 2 ST. Duration: 12 turns. Casting time: 1 turn.

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.

DESTROY CREATION: (T) [Advanced Wizard] Removes any one thing created by a Creation spell, with the following exceptions: (1) Has no effect on summoned beings. (2) Only removes one hex of a multi-hex fire, wall, or shadow. (3) has no effect on a multi-hex image or illusion of a living being. Costs 1 ST. 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.

ILLUSION: (C) [Advanced Wizard] Creates any 1-hex illusion. See IMAGES AND ILLUSIONS. Cost: 2 ST. Duration: 12 turns. Casting time: 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.

PERSUASIVENESS: (T) [Advanced Wizard] Lets subject of spell speak convincingly. When using any Talent (Charisma, New Followers, etc.) requiring convincing others to do something, a figure with a Persuasiveness spell on him/her gets to roll ONE LESS DIE when making the attempt. A figure under a Persuasiveness spell also gets +2 on any reaction roll the GM makes. The spell lasts 1 minute. ST cost: 2, plus 1 each minute it is renewed. Casting time: 2 turns.

REVEAL/CONCEAL: (T) [Advanced Wizard] This is another multi-purpose spell. It can be used (a) to find a hidden object, (b) to hide some object, (c) to hide the magic spells on an item, or (d) to make hidden spells on an item easier to find.

If an object is to be hidden with Conceal, it must already be in a hiding place, or else it must be very small and inconspicuous. For example, if a ring is placed in the corner of a room and two Conceal spells placed on it, a person in the room would not see it unless he made a 2-die roll vs. his IQ. (Actually, the GM would make this roll). A 3-die hidden trap with two Conceal spells placed on it would require searchers to roll FIVE dice to find it. A Conceal spell lasts until removed.

A Reveal spell can help find a hidden object, trap, etc. When you are looking for hidden things, Reveal may be cast in a given hex. For each Reveal spell cast (any number may be used) one Conceal spell in that hex is eliminated. When all Conceal spells (if any) in that hex are gone, each Reveal spell cast in that hex makes EACH hidden object, trap, etc., in that hex 1 die easier to find. If two Reveal spells were cast in a hex containing a 4-die hidden door, the GM (rolling for a member of that party) would only need roll 2 dice against IQ to see the door. Used this way, a Reveal spell lasts only 12 turns.

A Conceal spell on an object will also hide the fact that the object is enchanted, and the nature of the enchantment. For each Conceal spell on an object (again, up to 5 may be cast), a wizard examining that object with either Detect Magic or Analyze Magic must roll 1 more die. Each Conceal spell on an object affects all spells on that object (including itself). Example: A wizard is attempting to use Alalyze Magic on a ring. He rolls 3 dice normally–but there are 5 Conceal spells on the ring. The GM therefore rolls 8 dice against the wizard’s IQ to see if he can analyze the ring’s nature.

By casting a Reveal spell on an enchanted object, one Conceal spell on that object can be removed. Reveal spells have no further effect on an object after all Conceal spells are gone.

The ST cost for this spell is variable. Used as Reveal, it always costs 2 ST. To Conceal an object the first time also costs 2. For each added time Conceal is placed on the same object, the cost doubles. The second one costs 4, the third costs 8, the 4th 16, and the 5th and last costs 32 to cast.

Variations are possible. A wizard might choose to put a powerful spell on a sword, put 5 Conceal spells on it, and put another minor spell on the sword, unprotected by the Conceal spells–thus, a low-IQ wizard using Analyze Magic on the sword might find the minor spell and think he knew everything.

The Rule of Five keeps more than 5 Conceal spells from being used on any one object–but these spells do not count against the regular 5-spell limit. A sword could have 5 Conceal spells on it, and five other spells hidden by Conceal.

A Conceal spell does not hide an object from the person who put it where it is. If your sword has a Conceal spell on it, you don’t have to spend all day searching for it when it’s in your belt.

Casting time: 3 turns.

REVERSE MISSILES: (T) [Advanced Wizard] Causes any missile spells (or missile or thrown weapons) aimed at the spell’s subject to turn against the one who fired them instead. When this spell is cast, the player records the fact, secretly. He shows it to the other player at the END of the first turn in which missiles were fired at the spell’s subject. All missiles which hit that figure are then considered to have hit the figure who fired them, instead (same damage). This may result in “replaying” part of a turn, to achieve the proper unpleasant surprise to the player who fired the missiles. (Exception: If a highly dexterous archer fired two arrows at the protected figure in one turn, only the first arrow turns back. The dexterous archer is then warned, and NO second arrow is fired.) This spell has NO EFFECT against non-missile attacks. Cost: 2 ST, plus 1 each turn it is maintained. Duration: 1 turn. Casting time: 1 turn.

If the character who fired the missile is also protected by Reverse Missiles, the missile flies back and forth (one round trip per turn) until it strikes some intervening object or one of the spells ceases.

ROPE: (C) [Advanced Wizard] Creates a magical rope to entangle victim, halving his MA. The rope also IMMEDIATELY reduces the victim’s DX by 2. Each later turn the rope remains, it reduces his DX by one more… so it is -3 on the second turn the rope remains, -4 on the 3rd turn, etc. To remove the rope, the victim must stand still for a turn, doing nothing else, and make a saving roll on 3 dice against adj. DX. A successful saving roll removes the rope, which vanishes. If a figure’s DX is reduced to 2 or less by a rope, he falls to the floor, helpless. NOTE: A figure in an adjoining hex can remove another figure’s rope in the same way–by standing still and making his own adj. DX roll on 3 dice. The Rope spell is not effective against creatures with a ST of 20 or more. For that you need the Giant Rope spell (IQ 15). Cost of the regular Rope spell is 2 ST. Duration: 1 turn. Casting time: 1 turn.

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.

SILENT MOVEMENT: (T) [Advanced Wizard] Lets subject of spell walk, run, climb, etc., totally noiselessly. This spell will NOT let you communicate silently–it just lets you move without being heard. Costs 1 ST to cast, plus 1 each turn it is maintained.

SLEEP: (T) [Advanced Wizard] Puts victim to sleep until he (a) awakens naturally, which takes several hours, (b) is hit, or (c) is shaken awake (takes 2 turns) by a figure in an adjoining hex. A sleeping figure falls down. Does NOT work on figures with basic ST of 20 or more. Cost: 3 ST. Casting time: 1 turn.

STAFF TO SNAKE: (T) [Advanced Wizard] Lets wizard turn his OWN staff into a small snake (ST 8, DX 13, IQ 4, MA 6, -2 on DX of anyone attacking it). The snake can move and/or fight on the turn after it appears, and will stay for 6 turns before reverting to a staff. If the snake is killed, the staff reappears immediately–broken. The snake’s bite does 1d-1 damage. Cost: 3 ST. The spell CAN be recast before the 6 turns are up, to give the staff a further 6 turns as a snake. Casting time: 1 turn.

SUMMON BEAR: (C) [Advanced Wizard] Brings a bear (ST 30, DX 11, IQ6, MA 8, bite does 2d+2 damage) to follow wizard’s orders. (See SUMMONED CREATURES.) Costs 4 ST, plus 1 each turn the bear remains. Duration: 1 turn. 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.