These are the spells for IQ 12 or higher:
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.
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. Corruption points: 1.
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 1d for each ST point put into the spell (up to 3 points). Duration: 1 turn. Casting time: 1 turn.
KNOT/UNKNOT: (T) [Interplay] The Knot spell knots and tangles any one lasso, rope, bola, whip, etc., rendering it useless untangled with an Unknot spell. It can also be untangled in 3d-DX+12 turns. When cast on a rope that already is ensnaring someone then treat that rope as though it had been there for one turn longer, and if removed, will still be tangled.
One Unknot spell will negate the effects of one Knot spell, or untangle any one naturally tangled rope, whip, etc. It will also free someone from bonds, lasso or magic rope–or part the weave of one net. Cost to cast both spells is 2 ST. Casting time and duration are 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.
PREDICT WEATHER: (S) [AD&D, GURPS] Accurately predicts the natural weather in the surrounding area. Area must be visible to the wizard. This spell does not predict any future influence by magic on the weather! ST cost: 2 ST per day of prediction, up to 4 days. Time to cast: 6 turns.
REMOVE FEAR: (T) [S&W WhiteBox:Gothic] (T) Spell negates the effects of the Fear spell or the effects of dread in a particular area. The area affected is up to 1 mega-megahex. Cost to cast: 4 ST. Time to cast: 1 turn.