These are the spells for IQ 12 or higher:
3-HEX FIRE: (C) [Advanced Wizard] Like the Fire spell, but covering up to 3 connected hexes. Cost: 2 ST. Duration: 12 turns. Casting time: 1 turn.
3-HEX SHADOW: (C) [Advanced Wizard] Like the Shadow spell, but covering up to 3 connected hexes. Cost: 2 ST. Duration: 12 turns. Casting time: 1 turn.
ANALYZE MAGIC: (T) [Advanced Wizard] This spell (if successful) tells the wizard the exact NATURE of the enchantment on any one object. If there are more than one spells on the object examined, this spell will reveal one each time it is cast… low IQ spells before higher IQ ones, all in the order they are listed in this book. The wizard MAY specify that he is looking for “harmful” or “beneficial” spells, in which case (if successful) he will get the simplest spell of that type (if any)–otherwise nothing. NOTE: As with other “detection” spells, the GM makes the roll If the roll is missed, the GM should LIE to the wizard about the object–the more by which the roll was missed, the bigger the lie! A roll of 17 or 18 should produce a real whopper. Cost: 4 ST. Duration: 1 turn. Casting time: 6 turns.
BLAST: (S) [Advanced Wizard] Does 1 die of damage to EVERY creature, friend or foe, in the wizard’s hex or adjacent to it, except the wizard. Costs 2 ST. Duration: 1 turn. Casting time: 1 turn.
BREAK WEAPON: (T) [Advanced Wizard] Shatters one weapon, shield, staff, etc., in the hand of a foe. Does not work on enchanted swords, shields, etc., constructed with Immunity against this spell. Such a weapon also will not break on a roll of 18, though it may be broken deliberately if someone wants to do so. Broken weapons do half damage (round down); broken staffs are useless. Cost: 3 ST. Duration: 1 turn. Casting time: 1 turn.
CLIMBING: (T) [GURPS] Allows the caster to climb any surface. Similar to the Climbing talent, but also allows the caster to climb sheer surfaces. Rate of climb is 3 meter per turn (1 story). Cost: 2 ST to cast, 1 to maintain. Duration: 6 turns. Casting time: 1 turn.
DRAIN STRENGTH: (S) [Advanced Wizard] Lets wizard drain life force from others (humans or humanoids only) into himself or his human or humanoid friends. No ST cost–but each 5 ST drained from another gives only 1 ST to the recipient. Can NOT be used to heal hits from wounds–only fatigue or exhaustion. The person being drained must cooperate or be subjugated (tied up, unconscious, etc.). The victim must never be killed by the spell. If the victim had 9 ST left, a wizard could take 5 away (giving himself only 1) but could not take the other 4 away. The backlash would kill the wizard! A wizard cannot make up the 5 ST by draining more than one figure; he could not, for instance, take 3 from one victim and 2 from another to give himself 1. The wizard, the victim, and the figure (if other than the wizard) receiving ST must all be adjacent to one another. If the wizard fails his DX roll on this one, he loses 1 ST and nothing happens to anyone else. The lost ST is fatigue damage to the victim, NOT physical injury.
Casting time: 3 turns.
EYES-BEHIND: (T) [Advanced Wizard] This spell, when cast upon a person, improves his peripheral vision and co-ordination, so that he seems to have “eyes in the back of his head.” All his side hexes will be treated as front hexes, and his rear hex will be treated as a side hex, for all purposes. Furthermore, he can see events directly behind him! ST cost to cast: 3, plus 1 per turn to maintain it. Duration: 1 turn. Casting time: 1 turn.
FEAR: (T) [GURPS] This spell causes intense fear in the subject. The victim makes a 3d saving roll against ST or IQ, whichever is higher. If the victim makes the roll, he or she still feels a lingering sense of impending disaster or doom. If the victim fails his roll, the GM determines the form the fear will take-he could run in panic, attack madly or surrender immediately. No matter the form, the victim will be at IQ-2 for the duration.
Cost: 2 ST. Lasts for 10 minutes. Casting time: 1 turn.
FIREBALL: (M) [Advanced Wizard] Does (1d-1) damage for every ST point the wizard puts into it. Can be used to set fire to flammable objects. Duration: 1 turn. Casting time: 1 turn.
FLAME JET: (C) [GURPS] IQ 12. The caster shoots a jet of flame from his or her fist. The flame is long enough to hit a target in the next hex. The caster rolls against DX to hit, and the flame does 1d6 for each ST point put into the spell (up to 3 points). Duration: 1 turn. Casting time: 1 turn.
FREEZE: (T) [Advanced Wizard] Totally freezes victim (stops all actions, stiffens body) for 2 to 12 turns (after the spell strikes, wizard rolls 2 dice). A frozen figure can see and hear. He can attempt to disbelieve. He can even attempt a spell IF it is one he can cast without moving–that is, 5 below his IQ. But he cannot move at all. Does not work on beings with basic ST of 30 or more. Costs 4 ST. Duration: 1 turn. Casting time: 1 turn.
INVISIBILITY: (T) [Advanced Wizard] Lets wizard make himself (or another) invisible. The counter for an invisible figure is removed from the map (see HIDDEN MOVEMENT). An attack against an invisible figure is made at -6 DX (and, of course, has no effect if directed against the wrong hex). Invisibility does NOT make one inaudible or unsmellable, and is no use in the dark except against creatures who see in the dark normally. Otherwise, the effects of invisibility on your foes’ DX are NOT cumulative with those of Blur, Dazzle, Shadowed hexes, or darkness. Cost: 3 ST to cast, plus 1 for each turn the spell is maintained. This spell does NOT work on illusions or images; it destroys them. Duration: 1 turn. Casting time: 1 turn.
MINOR HEALING: (T) [GURPS] Restores up to 4 ST to the subject. Cures damage but does not cure any underlying disease or poison. If the caster has the Physicker talent, he or she gets a +3 bonus to IQ on their IQ roll. ST cost: 1 ST is healed for every 3 ST expended by the caster. This spell includes the Aid spell. Casting time: 6 turns.
REPAIR: (T) [Advanced Wizard] This spell will magically repair (as good as new) any simple item of weight less than 2 kg. Items up to 4 kg can be re paired by two wizards working simultaneously, and so on. The spell will repair a broken rope, pot, etc. It will not cure a living being. It WILL repair a weapon, even if the weapon was magical–but the magic goes out of a weapon when it breaks, and this spell will NOT restore the magic… it will leave a perfectly good ordinary weapon. This spell will also NOT repair a complicated machine… it just joins simple breaks. All the pieces of the item to be repaired MUST be available. ST cost: 6. Casting time: 6 turns.
MAGE SIGHT (T) [Advanced wizard] Allows its subject to see objects concealed by Blur, Invisibility, Shadow, or ordinary darkness. Cost: 2 ST, plus 1 per later turn. Casting time: 1 turn.
MAGIC RAINSTORM: (C) [Advanced Wizard] Creates a “storm” one megahex in size. Like other creations, it lasts 12 turns. It can stand still or (at its creator’s command) move at 1 hex/turn, changing shape if necessary. The magic rainstorm puts out all fires (real and magical). Fireballs, lightning, and dragon fire cannot go through it. (It has no effect on dragons; they have sufficient sense to close their mouths.) Cost: 4 ST. Casting time: 1 turn.