Grimoire: IQ 13 Spells

These are the spells for IQ 13 or higher:

COMPEL TRUTH: (T) [GURPS] Control spell. The subject cannot lie, although they can remain silent or tell partial truths. The subject will not be forced to volunteer any information, but what she does say must be truthful as they know it. Cost to cast: 3 ST, 2 ST to maintain. Duration: 12 turns. Casting time: 3 turns. Resisted by 3d against IQ.

CURSE: (T) [Modified from Advanced Wizard] The Curse is a general “foul-up” spell cast at one individual. It lasts until removed by Remove Thrown Spells. An individual may not know that he is cursed (although it’s usually easy to figure out), but a Detect Magic spell will detect it, and an Analyze Magic spell will give its nature.

For every 2 ST the curser puts into the curse, EVERY die roll the victim makes is increased by 1 if the victim wanted to roll low, or decreased by 1 if he wanted to roll high. A 6-ST Curse would change every roll by 3. A minor curse is one with 4 ST points or less. A major curse uses 6 ST or more. Casting time: 1 turn. Corruption points: 1 for minor curse, 2 for major curse. If the caster wishes, he may accept up to 4 additional corruption points to increase the chances of the curse taking effect. This results in a -1 to the DX for each corruption point accepted. These take effect whether the curse is successful or not.

FLAME BLADE: (T) [AD&D] Causes a jet of flame to spring from the wizard’s hand. The flame takes the shape of a flaming sword, and acts as such. It has the same effect as a 1d+3 sword. Anyone struck with the flaming blade will not be set on fire, unless the wizard holds it against them for more than 1 turn–then treat as a Fire spell. Cost: 2 ST. Duration: 1 turn. Casting time: 1 turn.

LOYALTY: (T) [GURPS] Control spell. Spell makes the subject loyal to the caster. The subject will act as a loyal henchman, obeying the caster’s orders. In the absence of explicit orders, the subject will act in the caster’s best interest. If the subject is told to do something hazardous, the subject gets another roll 3d against IQ. ST cost: 4. DOUBLE this cost if the subject is an enemy of the caster. Lasts 1 month. If the caster attacks the subject, the spell is broken immediately. Casting time: 3 turns. Corruption points: 1.

WIZARD EYE: (T) [AD&D] Creates an invisible “eye” that allows the caster to see separate from the his or her body. The wizard eye can travel in any direction with an MA of 10, and can see in the dark. ST to cast: 3, 1 to maintain. Duration: 1 minute. Casting time: 3 turns.